EAW eaw_wiki https://eaw.shoutwiki.com/wiki/Main_Page MediaWiki 1.35.13 first-letter Media Special Talk User User talk EAW EAW talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Module Module talk Gadget Gadget talk Gadget definition Gadget definition talk Main Page 0 1 17188 17187 2021-11-17T17:29:30Z Amaker1450 26550035 /* Major Topic Categories */ 17188 wikitext text/x-wiki [[File:EAW_Logo_PNG.png|center]] ''In the Milky Way, [[Great_War (Branding)|a war rages]]. Two sides have been formed by nations with different philosophies and morals: the Peacekeeper Alliance, and the Warlord Pact.'' ''[[Peacekeeper_Alliance|The Peacekeepers]] view themselves as protectors of the galactic community, and seek to protect themselves and weaker states from those that would exploit them. [[Warlord Pact|The Warlords]] seek to safeguard their beliefs from those who would police them, even if their beliefs bring harm to others. Caught in the middle are [[Neutral Powers|neutral powers]], who must chart their own course through the tides of conflict.'' ''Both sides seek total supremacy, and as such, great battles are commonplace across the galaxy as [[Timeline_of_the_Great_War_(Branding)|the war continues to expand...]]'' <br /> === What is EAW? === <br /> EAW is a collaborative fiction project set in an original science-fiction universe. We are a community of hobbyists who use a combination of interconnected story writing, worldbuilding and roleplaying to tell a story collectively. <br /> === Major Topic Categories === *[[:Category:BrandingHold| Modern lore repository.]]<br /> * [[Great War (Branding)|The Great War: The conflict central to the narrative]]. * [[Timeline_of_the_Great_War_(Branding)|The timeline of the events in the EAW universe]]. <br /> {| class="wikitable" style="margin: auto; text-align: center;" ! colspan="4"; style="height: 25px; width: 800px; text-align: center; background-color: white; color:black;" | Factions of the Great War |- | style="height: 50px; width: 200px; text-align: center; background-color:#3C78D8;" |<br /> [[File:PeacekeepersInsigniaVectorTest.png|175px|center|link=Category:Peacekeepers]]<br /> [[:Category:Peacekeepers | <span style="color: black">'''The Peacekeeper Alliance'''</span> <br />]]<br /> | style="height: 50px; width: 200px; text-align: center; background-color:#A61C00;" |<br /> [[File:WarlordsInsigniaVectorTest.png|175px|center|link=Category:Warlords]]<br /> [[:Category:Warlords | <span style="color: black">'''The Warlord Pact'''</span> <br />]]<br /> | style="height: 50px; width: 200px; text-align: center; background-color:#F4FF80;" |<br /> [[File:NeutralsInsigniaVectorTest.png|175px|center|link=Category:Neutral]]<br /> [[:Category:Neutral | <span style="color: black">'''Neutral Powers'''</span> <br />]]<br /> | style="height: 50px; width: 200px; text-align: center; background-color:#BFBFBF;" |<br /> [[File:TertiaryFactionsInsignia.png|175px|center|link=Category:Tertiary Powers]]<br /> [[:Category:Tertiary Powers| <span style="color: black">'''Tertiary Powers'''</span> <br />]]<br /> |} <br /> {| class="wikitable" style="margin: auto; text-align: center;" | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Species | Species]] | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Characters | Characters]] | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Events | Events]] |- | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Locations | Locations]] | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Technology | Technology]] | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Public Access Page | Public Access Pages]] |} === Internal Links === *[[Collaborative_Fiction_Rules | ⚖️ Collaborative Fiction Rules]]<br /> *[[Communal_To-Do_List| 📋 Communal To-Do List]]<br /> *[[:Category:Proposals| 💡 Proposals]]<br /> *[[:Category:BrandingHold| ©️ Branding Storage]]<br /> *[[Pronunciation| 💬 Pronunciation Guide]]<br /> *[[:Category:Legacy Lore| 🗄️ Legacy Lore]]<br /> *[[Help:Editing | ❔ Wiki Editing Help Page]]<br /> === External Links === *[http://forum.spore.com/jforum/posts/list/60054.page Forum Page]<br /> *[http://drecanis.ismywebsite.com/Epic/index.php?title=Main_Page Old Wiki]<br /> *[http://epicadventurewar.wikkii.com/wiki/Main_Page Previous Wiki]<br /> *[http://www.spore.com/sporepedia#qry=ssc-500491487144 Current Sporecast]<br /> *[http://epicadventurewar.createaforum.com/index.php?action=forum Off-Spore Forum] __NOTOC__ 0unq5jk8fzhtnod8lz0mo77tma9kpwm 5th Arm Ecclesiarchy 0 17 8141 8140 2018-09-18T22:50:17Z Amaker1450 26550035 Protected "[[5th Arm Ecclesiarchy]]": Excessive vandalism ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)) 8141 wikitext text/x-wiki '''Name of Race:''' 5th Arm Ecclesiarchy (previously 'the 5th Arm Confederation' (previously the 'Lastua confederation' (previously the '5th Arm Confederation'))) '''Philosophy:''' Spreading the 'Light of Civilization', through what ever means necessary. '''Faction:''' 3rd-Party '''Sporecast Link:''' http://www.spore.com/sporepedia#qry=usr-blaster97337%7C2263372434%3Assc-500577130896 '''Creator:''' Blaster97337 == Description:== Since the Altarian galaxy has been designated a possible war zone after contact was suddenly lost with the colonies in it, 4 battalions of Fire Caste soliders have been ordered to make the area safe for recolonization, this force of marines and Spacecraft has been placed under the control of Armin. the Lastua, the Rylin and the Arten made up the majority of this force, how ever there are numerous other races filling small gaps The Lastua http://static.spore.com/static/thumb/500/644/418/500644418230.png The lastua are the smallest and most fragile of the 3 races, they are also the most nimble and quick witted, it is this ability to make decisions on the fly that results in them rising in rank very quickly. The Lastua where the founders of the 5th Arm Ecclesiarchy and also the only race permitted to be appointed the rank of Ecclesiarch The Rylin http://static.spore.com/static/thumb/500/641/684/500641684777.png The Rylin are large and strong, and the best at mélle combat of the 3 main races, they where only recently joined the 5th Arm Ecclisarchy and still occasionally fall back to there medieval styles of combat although this is slowly being trained out of them. The Rylin greeted the first Lastua they saw as either an angle or a sorcerer, and a short but bloody war was waged over weather the Lastua should be followed or killed. The side that wanted to follow the Lastua won in the end, and the Rylin joined the 5th Arm Ecclisiarchy. However a few years latter 'The grand imperium' Invaded Ecclisarchy controlled space and the Ecclisiarchies forces were forced to retreat from the Ioria galaxy, bringing thousands of refuge Rylin with them. The Arten http://static.spore.com/static/thumb/500/644/417/500644417133.png The Arten of the Firecaste are very accurate and fast, able to identify a target, with out adds from opitics, from over a kilometer away. They are regarded as some of the best snipers in the Ecclisarchy. The Arten where originally an oppressive dictatorship and eagerly flocked to the Ecclisarchy the second they got a chance. == History: == The Lastua where Created by an Ancient race called the 'Caman' who at one point, a long time ago, controlled the entire universe. they created the lastua, and a group of other races to guard the universe and keep it civilized and peaceful once they 'ascended' the guardian races grew quickly and the Caman decided they where ready to be left alone and so activated the Lathini Device, there was one thing they hadn't counted on though. The guardian races had grown dependent on their creators and so devolved rapidly when they left. trillions of years latter the lastua had regained there title of 'civilized' but had reacher another problem... there life was too perfect, they had nothing left to work for, no goal, no real meaning to anything and so began developing technology after technology to try to fill the gap and find purpose. There technology advanced incredibly fast but so did there suicide rates and general unhappiness. Soon they launched their first spacecraft, it was fairly advanced due to there rapid advancements in air craft, on its trip to the near by planet where they hoped to find more supplys of valuable metals they found a small base on one of there two moons. Upon investigation of this base they rediscovered the Caman and once again there life had purpose. The lastua all but abandoned their research to expand quickly and try to reclaim as much of the Caman's old territories, however they soon realized that many other races inhabited the area they where created to maintain. The first of these races that they contacted was friendly enough and they soon allied. As the Lastua's expansion continued they eventually ran up against a race that did not treat them so friendly, up until this point they had assumed race could've unified enough to have a functional space fleet and not have realized the futility of war, so they were forced to quickly re-armed the Fire Caste and once again sent them to front line duties. After much struggle and lose of life they have total control over 4 galaxies and colonys in countless more each galaxy containing hundreds or thousands of races dedicated to the cause of making the universe a civilized and peaceful place for all to live, even if this means killing those who would bear arms against them. How ever this over extended front has taken a toll on the Lastua military reserves, specifically, they have none. Almost every Fire Caste soldier is on the front lines in one or other galaxy and every front is horribly under manned. == Epic War involvement: == 2 years ago the 5th Arm Ecclesiarchy first arrived in the Altarian (milky way) galaxy, they quickly expanded and colonized about 15 planets and during this time 4 races were shown the light of civilization. As always there where a few races that stood against there expansion, most noticeably the Zaretains. The Conflict with the Zaretains was bloody but seemed to be going favorably with a small number of planets falling into the hands of the Ecclesiarchy untill suddenly and seemingly with out warning all contact was lost with the Altarian colonys and the hyperway gate was deactivated, presumed destroyed. A small investigation team has been sent via conventional intergalactic travel to investigate the colonies destruction and if it was a military act as it is presumed to have been, the Altarian galaxy shall be redesignated from a colonisation effort to a war zone, which will call for a large army to be sent to secure the galaxy. If it was not a military act and instead a natural disaster, an accident or just a communications failure then colonization shall resume again. All traces of the 5th arm in the Milky Way Galaxy were successfully wiped away by the Zaretian counter attack by means of the "Stormcloud" super-weapon on the poorly defended 5th Arm planets. A return of the Eccliesiarchy has not been ruled out by many empires, due to the nature of their empire. ==important people== ===Las Alea=== Las Alea was a great pilot and good negotiator, more races joined the 5th arm confederation because of him than any other individual. due to his huge role in the expansion of the 5th Arm the Alea memorial constructed in his honor. the Alea memorial is a planet with a mountain sized statue of Las Alea and many channels and forests perfectly placed to make the area look perfect. ===Armin=== one of the greatest leader in the fire cast, he started off as a captain and lead the third ranger company to conquer a fortress-world, litasin III, this attack was named 'operation skyray', the name of the empire that controlled it has been long since forgotten, the world fell in just 4 days the defenders had lost thousands of men while the third ranger company had only lost 15. that was the first of many victorys for Armin as he rose through the ranks, he is now a conquest general which is the highest leadership rank a fire cast lastua can receive. he also spearheaded the hyperway campaign, which was a campaign to reclaim every hyperway gate, and the sector around it, in the universe. Armin is always calm even in extreamly bad situations and is often viewed as perfect by lower ranking fire casts officers. ===The Emperor=== although it is a confederation the lastua nation is still ruled by an emperor, The Creators choose him thousands of years ago and are still influencing the galaxy to make sure he survives, although he is incredibly old he still appears youthful and has gathered a great amount of knowledge and wisdom over the past few thousand years. with the help of The Creators spirits and various living assistants he manages to control the whole confederation closely and knows everything that happens at most 5 days after it happens == Culture: == The Ecclisarchy has a very simple government structure as most of the true leader ship is done by The Caman them selves speaking directly to the people who are involved with what ever needs doing, how ever there are a few unwilling or unable to speak the The Caman and so they ask a priest to do it for them. ever priest also has 5 chaplains under them who are responsible for making sure no heresy arises within those who claim to follow the Caman. There is also the Ecclisarch him self, his job is more as a figure head than anything and he is the living embodiment of the Caman, in fact the Ecclisarch basically forgoes his body and gives the Caman complete control over it to instead be able to move freely amongst them in there energy form. The Ecclisarcy also has a caste system with a belief that all castes are equal and work together for the good of the universe. The four castes are: The Fire Caste, the soldiers and defenders of the Ecclisarchy, most of there training is in combat although not all jobs available to the fire caste are front line combat. The Stone Caste, the builders and workers of the Ecclisarchy, all of there training is physical training as most of there jobs require very little other than strength and coordination The Sand Caste, the academics of the Ecclisarchy, there training is all education to promote general intellect as all of the jobs available to the Sand Caste require being able to see the bigger picture and understand both complicated concepts and be able to do difficult calculations. The Gold Caste, the money makers of the Ecclisarchy, there training revolves around industry and economics, the Gold caste does not also need to deal with money but all the extraction of resources and production of items, they are often office workers, CEOs factory managers, accountants and other similar jobs The 5th Arm Ecclisarcy doesn't put any focus on 'family' and most children are raised more by the general community of there caste where they live than by there biological parents. Similarly children who are born at a similar time and so grow up together have a much closer bond than children with the same parents but who were born at totally different times. == The Creators == === overview === the creators are the 'gods' of the lastua and were what encouraged the lastua to make this mighty confederation in the first place, there are large number of them and they're pure energy, they've made sure to only show them selves to those who want to see them so as not to just increase the tension as hostility already in the universe. they believe that the only way to have peace in the galaxy is if one race, or group of races controls everything and is run by one person or small group of people. The Creators have a lot of influence over the emperor of the lastua and so, by extension, a significant influence over the confederation as a whole. === history === many trillions of years ago the creators were a race known as the Caman, they were a fairly ordinary race for there time, and since only a small number of races existed at the time the Caman soon controlled a large amount of space. They had two large corporations that was each very important to the race as a whole, Aplex created all there vehicles in large forge worlds that used the magma at planets cores to power there factory, the Aplex engineers were always using cutting edge technology and innovative designs and Batorian Ltd. built many well designed solid buildings and saw no need to change from what worked, with these two seemingly opposite companys the Caman built large structures and mighty vehicles they soon used this power to expand and seemed to have covered the whole universe. during there rule of the universe there was peace and civilization. they had incredible technology there most notable achievement was the hyperway gates, which allow for instant travel between galaxys. The Caman eventually reached the pinnacle of possible technology but were sure there was still more that could be discovered, this lead to a few scientists building a large tower with a machine inside called the "Lathin Device". when activated this device turned the entire race into energy allowing them to move much more freely and discover the inner workings of reality. however the Caman did not want all there construction and civilization to go to wast and so made a number of races to look after the galaxy once they were no longer physical creatures, one of these races was the lastua. but they miscalculated the amount of time it would take a race to develop by many milliner and so the Lathin Device was activated before any of these new guardian races were ready to step up to there roll, with out the Caman guiding and genetically edit the guardian races when ever they needed, as they had been been, before these races soon started devolving and becoming dumber. during the absence of the Caman and the rescission of the guardians many other races sprung up and soon expanded to fill large sections of the universe, with so many races each trying to expand and grow more powerful there was great conflict and most of the Camans creations that had not already been destroyed by time were destroyed by war. after the nearly all trace of the Caman had been lost the guardian races finally managed to recover from there massive evolutionary backlash and begin developing again, many of these races appear just like the other normal races having lost any memory of the creators, a few how ever discovered ancient artifacts or encoded messages and begun worshiping the Caman as 'Creators'. In there energy form the Caman are only able to speak to those willing to listen and have no way of effectively manipulating things on there own, but after these few races rediscovered the Caman the Caman began guiding them again and leading them to the stars. Now the Caman speak to the mortal races often and appear as a glowing green light, visaable only tho those who want to, and try to, see it. ==Military:== The expansion of the Ecclisarchy has left their forces very thinly spread, and so even with there advanced weapons and shielding technology, extensive training and near perfect tactics, they are still often out numbered and overwhelmed. Firecaste combate manual: http://freetexthost.com/ul6sr0v1nq (theres more information in this manual than in my wiki, read it well) the lastua military is small, made up of well trained, well armed lastua as well as small number of alien allies, every memeber of the military is part of the fire cast. there normal units are a squad (5 men) a company (6 squads, 30 men) and a battalion (10 companys, 6 squads, 300 men). the lastua soldiers are very specialized each one is trained for at most 3 jobs, however they're extreamly good at what they're trained for. there main advantages are mobility and extreamly high tech weaponary, thier weaknesses are numbers and Mélee weaponry. the lastua's lack of numbers is often a serious disadvantage for them, they're often outnumbered 10 to 1, so they tend to avoid direct attacks and instead make sure each soldier only has to do what he's been trained and equipped for. ===The Creator knights=== The creator knights are complete zealots, they would die or let thousands of others die before letting a single artifact of The Creators be touched, this zealousness and devotion makes them very dangerous enemies and a useful part of the lastua confederation. they commonly use weapons such as flame throwers and don't understand the concept of diplomacy and will not stop until everything there is to know of the Creators is known. if you happen to have a item made by the Creators on your planet, or even near your planet you'd better look out for The Creator knights and if possible stay a long way out of there way. ==casts== the lastua confederation is divided up into four casts, each one having specif jobs to do and not being expected to do what its not suited for. all the casts are considered equal so a low ranking fire cast guy is no more or less important than a low ranking sand cast guy. the cast system has been part of lastua culture for longer than any records can remember. ===fire cast=== these are the warriors, police, guards and generally anyone who's going to be doing any fighting. the fire cast aren't very strong, but they're agile and can make decisions quickly. they are the best suited for harsh conditions and have the most best senses (sight, sound, etc.) ===sand cast=== these are the leaders, scientists, and generally any job that needs some people. the sand cast is small both in numbers and the members of it are generally shorter and thiner than the other casts, they also take the longest to make a decision who ever they are the smartest of all the casts. ===stone cast=== the stone cast makes up the workers of the confederation, doing any job that requires strength. the stone cast are dumb, really dumb, but very strong and can lift/carry/pull up to 10 times as much weight as the other casts. ===gold cast=== simply put, traders, there are no lastua in this cast and it is instead made up entirely of aliens they have obsorbed, the gold cast is pretty much free to do what ever it wants to get money for themselves and the other casts with out the government/sand-cast getting in the way. ==official relations with other races== ===Zaretians=== from the lastuas experience with the Zaretians is that they are a savage and uncivilized race. the lastua are attempting to remove the Zaretains from the galaxy. ===Scyth'Jol=== as members of the 5th arm confederation, the lastua are close allies with the Scyth'Jol. how ever the Scyth'Jol still have a few things about them that the lastua dislike, for instance they are allied with the Zaretains. ===Kri'Thun=== as members of the 5th arm confederation, the lastua are close allies with the Kri'Thun and believe that their race that could easily fit into there view of the perfect universe. ==Nepharians== as a whole the Nepharians seem to be a misguided race, but not entirely uncivilized. there worship of inanimate objects such as drills confused the lastua and made them doubt the Nepharians. how ever a large group of Nephairians were sent away from there empire since they didn't worship drills, this group then joined the 5th arm confederation and are good allies of the lastua. ===Luminarian=== the lastua don't like them, they have proven to be xenophobic and uncivilized, but the lastua have faith that the small group of non-xenophobic Luminarians will expand and that eventually there race will be 'civilized' enough to survive. ===Aeveria confederation=== they seem to be allies of the luminarians and the lastua and Aeverai both have similar enemies, so far the lasuta are friendly with the Aeveria confederation but they haven't officially 'judged there character' so this could easily change shortly. ===other aliens=== the lastua are normaly very accepting of civilized aliens, how ever there view of civilized is dependent on the length of time the races has existed for, for instance they will be much more forgiving to a race that has only just begun its existence than one who has been around a long time and should know better. when ever the lastua discover a new race they attempt to evaluate there civilization level they then either attempt to remove it from the galaxy or help it get up to their standereds depending on how good they decide the race is. [[Category:Page]] [[Category:Inactive]] 9byhvzfzssqz34p1tsl2phuocze94z3 Abyssal Space (Branding) 0 1566 17000 16999 2021-08-04T03:04:39Z RaptorChu 30471271 17000 wikitext text/x-wiki [[Abyssal Space (Branding)| Abyssal Space]] is an alternate dimension with extragalactic origins, and serves as a method of interstellar travel for many races in the Great War. Most notably, The [[Rach]] being the first to access Abyssal Space and properly use it. They have also travelled into Abyssal Space to escape the destruction of their home planet, [[Norsus]], only to be pursued by their long time enemy, [[Margan Empire|The Margan]], where both would remain for ten years. Within Abyssal Space reside an unknown race of energy-based entities who bear many names across the galaxy. While only several races have free roaming access to Abyssal Space, it also serves as a unifying element between these races that each one experiences differently. With each experience of Abyssal Space, a new name if often given to the location. Some of these alternate names include: *The Warp ([[Rach]]) *Hyperspace([[Remusian Republic]]) *Pocket Dimension ([[Zaretian Monarchy]]) *Roan Warp([[Karahotdoum Empire]] ) === Usage of The Void === The most common use of Abyssal Space is interstellar travel by using a [[Space_Travel#Warp_Drive|warp drive]] or similar device to access Abyssal Space temporarily and then exiting back into real space at the desired exit. Void space functions very similar to real space, but moving in Abyssal Space does not mimic travelling through real space. Travelling through Abyssal Space freely will result in quicker travel time to the desired location. Devices such as the [[Science_Directive#Hyperlane_Portal_Drive|Hyperlane Portal Drive]] tap into a natural occurring network of hyperlanes in void space that serve as secure corridors between star systems, free from the inhabitants of the Void. '''"" However, there have been instances of conflict within these lanes, most often opponents encounter each other inside the hyperlane. Ships that do not immediately crash into each other often engage in combat with each other. As a result of this, Hyperlanes occasionally can become naval graveyards, which also serve as their own set of hazards. ""''' (Can't recall what the decision was here -Chu) After their return from deep Abyssal Space, the Rach returned with technology they had acquired in traditional Rach fashion. When not trying to outrun the pursuing Margan, The Rach stole technology from the Entities within Abyssal Space. Naval and terrestrial units now bolster unmatched stealth capabilities thanks to the development of the technology acquired from them. The most notable example being the [[Rach#Rach_Warpdiver|Warpdiver Infantry]], which is capable of making short "blinks" across the battlefield by temporarily entering Void space for several seconds and then emerging back into real space. Other tech like the [[Rach#Rach_Hellbat_X23| Hellbat X23]], are not fully understood by the Rach in the slightest. Nonetheless they still are capable of replicating it and utilizing it in the field. === Inhabitants Of Abyssal Space === Abyssal Space is home to an unknown race of energy-based entities that often harass those who spend extended amounts of time in Abyssal Space. They have been referred to by names such as : * The Denizens Of Abyssal Space( [[Remusian Republic]]) *The "X" ([[The Rach]]) *Energy Specters ([[Karahotdoum Empire]]) With the exception of the Rach, the aforementioned empires who have had contact with these entities have not had pleasant interactions. In many cases the entities attack or harass those who freely enter the Void and do not exit quickly. Whether or not these entities have any desire to come into real space is unknown, but most agree they’d rather not find out. [[Category:Page]][[Category:BrandingHold]] eml8zt08whq4c9zrznqflsc0xbjrm86 Acid 0 1192 12411 2020-02-01T03:18:15Z Amaker1450 26550035 Redirected page to [[Acid Weapon]] 12411 wikitext text/x-wiki #REDIRECT [[Acid Weapon]] e1q23d1q9ilfx13gv6na4xcxhq7xj2o Acropolan-Conkirite War 0 1100 15089 15052 2021-02-04T06:29:49Z Amaker1450 26550035 /* Frost Wars */ 15089 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= Ongoing |territorychanges= |side1= [[Acropolan Empire]] |side2= [[Conkirite Dictatorship]] |side3= [[Biomatter Swarms]] |commanders1= |commanders2= |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} == Background == == Great War == === Joining Sides === News of the Alliance's victory at Zetta Secundus stretched well beyond the boundaries of the war, catching the attention of many nations, most notably the Acropolan Republic and the Conkirite Empire. Once close allies, the two had been at war ever since a coup that had resulted in a tyrant taking control of Conkirite society. Both sides were evenly matched, and were seeking out ways to turn the tide. Following Zetta Secundus, the Acropolan reached out to the Peacekeepers, offering them economic and material support in exchange for help against the Conkirite. The Alliance promptly accepted their offer. When the Acropolan proclaimed their pledge to the Alliance, the Conkirites retaliated by reached out to the Warlords, offering the Pact what was at the time much needed resources in exchange for support. Like the Peacekeepers, the Pact agreed, and the Acropolan-Conkirite War became a front of the Great War. But even with the support of the two greater powers, neither the Acropolan nor the Conkirite were able to attain a clear advantage over the other, and the war remained a stalemate. === Continued Stalemate === === Biomatter Intervention === Taldrin was a small Acropolan colony located on the fringes of their empire. Far from the Great War and the Conkirites, the planet was lightly-defended and was considered to be of little priority. This would ultimately prove to be its downfall when Apophis attacked the colony. Unable to repel the invaders, the colony was soon overran, leading to the deaths of most of the planet's population. === Frost Wars === [[Category:Page]][[Category:Legacy Lore]] sz25vb9d56uovobsxsm1zsb3y6d6xb0 Acropolan Empire 0 29 17113 6965 2021-11-17T03:27:27Z Amaker1450 26550035 17113 wikitext text/x-wiki Made By: itsglenn http://www.spore.com/sporepedia#qry=ssc-500524360479 Acropolan is a very large galactic superpower empire located on the Orion belt, famous for their Knights, diplomats, and philosophers who do what will benefit the galactic community and not just their own race, they will protect and help others. Acropolans fall back on traditions, but are also very progressive, their cities remind of classical times, but their technology is top of the line. This technology makes them extremely prosperous, and their trade routes are many. Acropolan relies on their military for defending them and their Federation of Species. Therefore each Knight is top of the line, and trained to act with a code of honor, bravery and are complete selflessness, thinking only of their nation and the federation. Though the knights are beyond brave, they are not foolish. Each decision is questioned, so that the one they make is quality, off and on the battlefield. With these extremely skilled soldiers and leaders and top notch technology, the Acropolian military is a model and EXCEPTIONAL force and is something that each race should respect enemies fear. Recent victories include the Frost wars, which Acropolan defeated the Conkirite dictatorship. [[Category:Inactive]][[Category:Page]] q6aymuesx34m38hjfydtf8i7zckannw Adanac System 0 1366 14016 2020-08-14T11:06:15Z Corv 30641571 Created page with "A system home to the now inhospitable former homeworld of the [[Remusians]], [[Remusia]]. [[Category:Page]][[Category:Systems]][[Category:Locations]]" 14016 wikitext text/x-wiki A system home to the now inhospitable former homeworld of the [[Remusians]], [[Remusia]]. [[Category:Page]][[Category:Systems]][[Category:Locations]] iysddf6pmacmn1cg479jtdpgvttsomp Admiral Aslai 0 1022 17095 15698 2021-11-17T03:23:15Z Amaker1450 26550035 17095 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Admiral Aslai |image = [[File:AslaiPic.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Born |data2 = 42 Years prior to the Great War |label3 = Allegiance |data3 = [[Luminarian Rebels]] |label4 = Service/Branch |data4 = [[Luminarian Navy]] |label5 = Years of service |data5 = 36 (as of Year 17) |label6 = Rank |data6 = Admiral |label8 = Commands held |data8 = 26th Pulsars 3rd Fighter Wing<br> Commander Air Group of LNCr Bravado (CV-27)<br>LNC Nexus (CA-293)<br>Sub Battlegroup Iroha<br>LNBs Zenith (BB-83)<br>Battlegroup Telethia<br>[[LNBs Unyielding (BB-4)]]<br>2nd BattleFleet |label9 = Conflicts Involved |data9 = Luminarian Schism<br>Great War<br>Zaretian Theatre |label10 = Awards |data10 = Aphu Defense Citation<br>Rankenerth Liberation Medal<br>Medal of Valor<br>Telviv Victory Star }} Aslai is an admiral in the [[Luminarian Navy]] who currently serves as the commander of the Luminarian Navy's 2nd BattleFleet since Year 5 of the Great War. He has played a major role in the Luminarian naval history of the Great War as the Commander in Chief of the Zaretian and Margan fronts, commanding naval, ground and intelligence assets. Aslai is the leading Luminarian Navy authority on next-generation warfare. As the Admiral with the most combat experience alongside his qualifications on battlefield psychology and xenopsychology, Aslai oversaw the conversion of the Luminarian Navy to 5th Generation standards and was also in charge of overhauling a majority of the Navy's training curriculum to better train personnel to handle 5th Generation tech, tactical warfighting, and strategic planning. ==Early life and education== Aslai was born as the only child to Annekisel and Lysandis on the planet Asteria, during the Colonial Wars. He was significantly influenced by his father Lysandis, who was working as a psychologist for the Empire's Navy. Aslai listened to and was fascinated by the many stories he heard from servicemen who came to see his father. Originally, Aslai applied to the Helst Officer Academy in the hopes of becoming a ship captain, but no appointments were available. Instead, he enlisted in the Colonial Navy's Fighter Corps. ==Military career== ===Early career=== After finishing Basic Military Training and Basic Piloting Course, Aslai was assigned to the 32nd Flapjacks, a fighter squadron attached to the LNCr Auspicious and served on her as she carried out anti-piracy operations within the Asterian League. Within the year, Aslai's superior took note of his aptitude in locating and defeating [[pirate|pirates]] along with his piloting skills and eventually promoted him to the 3rd Wing Commander of the newly created 26th Pulsars stationed on the LNCr Verdant, which was performing convoy escort through pirate-infested space. Aslai was transferred to 1109th Covert, as part of a heavily classified operation. Throughout the course of the operation, Aslai received the Medal of Valor and a combat injury that would take 4 months to recover from. Upon his recovery, he was immediately fast-tracked to Commander, Air Group of the LNCr Bravado. Serving 3 years onboard the Bravado, Aslai undertook a change in operational specialty, to a warship officer. This required him to spend 3 years in the Helst Officer Academy, graduating with a bachelor in battlefield psychology. After graduation, he was given command of the Sub-Battlegroup Iroha with additional duty in command of LNC Nexus. Aslai ran a quiet bridge, without chit-chat; he demanded that orders be given concisely and clearly. Aslai caught the attention of the 2nd BattleFleet's Admiral, Chakei during the 6th InterFleet exercises, and recommended him for the Helst Naval Space War College, which he completed his Master of Strategic Studies in 2 years and returned to the 2nd BattleFleet and given command of the Battlegroup Telethia and the LNBs Zenith. ===Luminarian Schism=== In the first year of the Luminarian Schism, Aslai commanded the Battlegroup Telethia from the LNBs Zenith. Early on, Aslai had led his Battlegroup on hit-and-run raids deep into Empire space, targeting shipyards, logistics bases, early warning stations and even managing to launch a bombing raid on the Empire's Ministry of Intelligence headquarters on Tripolia whilst avoiding retribution from the Empire Fleets by using his deep understanding of the Empire's psyche. These raids were critical to morale and setting a new tone of aggressiveness by Rebel commanders while providing invaluable battle experience for the commanders and sailors of the Luminarian Navy. ===Operation Burning Lance=== ===2nd Battle of Norsus=== ===Post 2nd Battle of Norsus=== [[Category:kylelck]] [[Category:Luminarian Named Characters]] [[Category:Legacy Lore]] pgw7f2thnd6q38ejd42sh10diotquoh Aeveria 0 700 5755 2016-10-10T05:51:42Z Drag0n0us 3365896 Redirected page to [[Aeveria Confederation]] 5755 wikitext text/x-wiki #REDIRECT [[Aeveria_Confederation]] 9se4uy8d235nxizbpgn4b6bcyuxgmxj Aeveria Confederation 0 30 17076 9839 2021-11-17T03:16:37Z Amaker1450 26550035 17076 wikitext text/x-wiki The Aeveria is a considerably old empire that has existed in relative stability in the Galactic Community for several thousand years. It is one of the few Empires to successfully integrate many different races and cultures under one Empire, with upwards of 10000 different major races, the exact number being unknown, and arguably the most seamless in daily life, resembling a sort of "Space America" as it is often jokingly called by Historians. Although referred to most commonly as the Aeveria Confederation, internally they generally refer to themselves simply as "The Aeveria". The 'Confederation' title is in fact a somewhat inaccurate description of the Empire, as they are officially a Union with a centralized government. The 'Confederation' name is used mostly as a result of tradition, as early in their history they were a loose Confederation as opposed to the modern Centralized Union. The Aeveria tends to keep to themselves in military interaction with others, and prefers political cooperation and economic relations. Despite their usual insistence to remain militarily un-involved when possible, there is a strong self-imposed moral obligation, which often encourages involvement with relief aid, as well as delivering support after major disasters of both natural and military causes. At the same time, the Aeveria is rather expansionist and imperialistic in comparison to many other Peacekeeper Empires. Their territorial expansion usually is limited to unclaimed worlds and regions, however in the aftermath of military conflicts, the defeated empire or some of it's territories are often annexed into the Union. The Aeveria has its spiritual roots on Planet Aiden'Veil. Although having technically been formed on Aiden'Veil (And for a while even having had the capital located there) the current Capital is located on Planet Iliveria, a planet that was found un-touched amidst Aeveria Territory and is the heart of the rich and thriving Aeveria Culture. The Aeveria has a very long history and one of the most diverse cultures in the Galaxy due to it's multi-racial population which consists of countless different races and species. {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore 2010-11-20 20-49-26.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Peacekeeper |label3 = Homeplanet: |data3 = Iliveria |label4 = Capital: |data4 = Federal Administrative District (FAD) |header5 = Administration |label5 = Government: |data5 = Democratic Republic |header8 = Biology |label9 = Lifespan: |data9 = Varies. Medical Preservation Technology does not apply. |label10 = Race: |data10 = Varies, Multi-racial |header11 = Economy |label12 = Currency |data12 = Aeveria Domestic Dollar (ADD), Intergalactic Basic (Sporebucks)(Credits) |label13 =Economic System |data13 =Capitalist-Socialist Mix |header14 = Diplomacy |label15 = Current Number of Wars (Present) |data15 = 3 |label16 = Number of Allied Empires |data16 = Not Available }} ==Summary== '''Faction:''' Peacekeeper '''Philosophy:''' Peace Through The Shifting Balance '''Capital:''' Iliveria '''Description''': An Empire comprised of many races and cultures. If diversity had a face in the Galactic Community, the Aeveria would be it. Despite their open stance toward diplomatic means of solving conflicts, the Aeveria possesses a formidable and capable military that has been flexed in action many times to solve it's problems. By comparison to some other Peacekeeper Empires, the Aeveria is rather imperialistic and expands it's borders and territories quite regularly. With thousands of races and cultures and equally as expansive territory and resources, the Aeveria is an Empire that is no stranger to the universe. ===States=== The Aeveria distinguishes it's territory between States, Territories, Colonies, and Occupation Zones. States are determined by any Planet with a sufficient population and sustainable economy. States are free to govern themselves and contribute delegates to the Imperial Congress for representation. Typically a State is heavily defended, and in most cases States tend to be located in the Aeveria Main within the protection of the Border Blockade. Most states are guarded by several forces stationed there at military bases as a secondary precaution. Civilian travel between states is very common with commutes between worlds and regions happening non-stop, and as such open space between worlds tends to be heavily patrolled as well. Listed below are notable States, host to places of interest throughout The Empire. ====Iliveria==== [[Image:Spore 2011-12-12 18-45-46.png|500px|right|thumb|"The Aeveria", a statue crafted in honor to the Aeveria Armed Forces is located in Delacour Plaza, Veradell, Iliveria.]] Planet Iliveria is the current 'Homeworld' and political capital of the Aeveria. Although its cities are incredibly large and the overall population of the planet is enormous, much of the planet still remains wild. The Planet is comprised of many features, from rolling hills and fertile plains, dry valleys and gulches, to High mountain peaks, and largely untouched woods, Iliveria sports an enormous amount of varying ecosystems. It is sometimes jokingly referred to as the "Blue Planet" or "Home Away From Home" by humans. It boasts the most proffitable economy in the Aeveria and beyond. The Capital of Iliveria, Veradell, is a thriving metropolis of the rich and thriving Aeveria Culture. '''''Federal Administrative District (FAD) - ''''' [[File:Spore 2012-08-07 11-09-54.png|400px|left|thumb|The Grand Hall of the Congress Building.]] The Capital Plaza, located in the FAD (Shorthand for Federal Administrative District) houses the Congress Building, which plays host to both the House of Representatives and the Senate, as well as the High Court. The Plaza itself is essentially a large garden. The Grand Hall of the Congress Building played host to the first annual Peacekeeper Conference. The FAD is also home to many important governmental offices and facilities. Despite the heavy focus on Government Facilities in the FAD, there is still quite a large civilian presence. The FAD does not count under Iliveria's jurisdiction, and is considered a separate entity from any state. '''''Fort Charendoff - ''''' Fort Charendoff is one of the largest military bases in the Empire, surpassed by but a handful of others and that of Fortress Worlds. It houses several important military facilities, such as the Aeveria Government Laboratories Headqaurters as well as the Aeveria Military Highl Command, the central command center of the Aeveria Military. ACI, the Empire's elite intelligence service, operates it's headquarters here. ====Alerisa==== A lush world of forests, fields, lakes, and mountain ranges, Alerisa is located near the heart of Aeveria territory and is a huge center of trade and commerce. If you bought an import in the Aeveria, chances are it's passed through Alerisa during it's journey to market, the same could be said of an Aeveria-made product being bought elsewhere. The entire system in which it lies is one of the most densely populated under Aeveria control as well as one of the most lucrative centers of business in the galaxy. As expected, security on the system and sector in general is very tight. The planet is also known for it's many shipyards, including the largest commercial shipyard in the Aeveria. '''''United Empires Assembly Headquarters - ''''' Located in the largest city on Alerisa is the headquarters of the United Empires Assembly, or UEA. The delegates of the involved empires convene here for meetings, most of them living part to full time in the city. ====Aiden'Veil==== The Spiritual Homeworld of the Aeveria, Aiden'Veil is now an economic powerhouse. The Planet is characterized by it's terrain diversity, featuring a wide variety of environments. The planet has become a key location to the Aeveria Economy, housing an enormous population of civilians and being home to one of the Empires largest Military Bases. The Planet has provided many jobs and opportunities to the masses. It is also the number two choice for immigrants to the Aeveria. ===Territories and Colonies=== [[File:Spore 2012-05-20 01-37-07.png|300px|left|thumb|Over time Military Colonies often evolve into Settler Colonies. These sorts of Colonies often resemble militarized versions of regular Aeveria Cities.]] Territories and Colonies are any Aeveria held region that is not inducted as a State. Typically a Territory is any area that is considered under Aeveria administration, resulting from any number of reasons such as annexation, treaty, or simple claims of un-administrated space. Colonies refer to any settled planet or space, that has yet to attain state status. Territories and Colonies typically become States shortly after they are considered large enough, should the desire be expressed by the body. Colonies are often the result of corporate operations, Military Bases or simply as a result of large amounts of civilians moving into the area as settlers. Colonial expansion into largely empty Aeveria Territories is encouraged by the government. Colonies founded by Corporations, while technically not an official claim of the Aeveria government, typically comply with Aeveria law due to regulatory laws, and in many cases wind up becoming settler colonies as a result of Aeveria citizens living in the same area for labor. Territories and Colonies often fall just outside of the Aeveria Border Blockade, and as such protection can vary greatly depending on the circumstance of a given regon. Government founded military Colonies generally have similar defensive forces to those of States. In the case of Corporate ventures and civilian Colonies, protection is usually on a more personal basis. Corporations often hire Private Military Corporations, and the Aeveria Military does it's best to place reserve troops near any civilian colonies that request it. Despite this, most Settler Colonies and Occupation Colonies also support a local volunteer militia. ===Protectorates=== Protectorates differ vastly from Territories or Colonies as they are rarely located anywhere even near the heavily fortified Aeveria Borders. Protectorates are regions where the Aeveria has established temporary or indefinite control over the local peoples. Most commonly, small empires are offered Protectorate Status, and occasionally, Protectorates are the result of negotiations with indigenous peoples near Colonization sites. In these cases the Empire attempts to negotiate a mutually beneficial agreement whereby the local population is free to govern themselves and even ultimately apply for state status if they wish, or inversely pull out of the agreement at any time. Protectorates also receive trade benefits with the Empire and may move freely around the Empire. In exchange the Empire will provide military protection via a proportionate garrison and receive a modest tax adjusted from the standard federal model. In some cases, the Protectorates are the result of successful military conflicts, where the Empire has negotiated a treaty of minimal military occupation and limited administrative advisory roles. These are special cases however, where the status is only limited to a specific time and upon expiration, may not be renewed by the Aeveria. In the long run, most Protectorates often apply for state status of their own desire, gaining the full benefits, though some Protectorates in the past have pursued self governance, choosing to neither renew the Protectorate Agreement or applying for State status. ===Border Blockade=== [[File:Spore 2013-02-08 19-01-45.png|500px|left|thumb|Mighty Nonpareil Warships that are roughly the size of moons form the backbone of the Border Blockade. No hostile force has successfully broken the blockade thus far.]] While not strictly a location, the Border Blockade that surrounds the majority of Aeveria Territory is large enough and important enough to be warranted as it's own sector. As it's title states, the Border Blockade is a colossal Defensive Blockade that surrounds the Aeveria main. The vast majority of the Aeveria Space Armada resides in this blockade, with ships and forces constantly moving between Reserve in the Aeveria Main and in position on the Blockade, as well as in the field outside the Aeveria Main, and into the Blockade. The Blockade also features a number of Space Vessels rarely seen outside the Blockade, such as the famed Nonpareil Warships. As well as the abundance of forces stationed in position here, many Deep Space Shipyards and Command Stations are also located here. Combined with the precision and extent of knowledge provided by Central Command, the Border Blockade effectively defends the Aeveria Main from any conceivable threat, and counters any unwanted intrusions into the Empire. ==History== The history of the Aeveria is far less peaceful than may be assumed at first glance. The majority of their time in the galactic community was spent fighting many wars of varying sizes, thought that's not to say that civilian life flourished in culture and technology. Despite their famous history in the galactic community, not much is known of the era prior to the war that ultimately unified the people of Aiden'Veil. This is likely as a result of several wars waged by nations whose leaders can only be described as zealous mad men, who's war efforts likely resulted in the destruction of countless historical records several times. Add in the likely hood that other space faring sentient life forms may have removed historical objects as part of their research on Aiden'Veil, and there are many holes in the exact history of Pre-Unification Aeveria. Below is a timeline of the most important known events in Aeveria History. ''AU = After Unification BU = Before Unification'' '''Dark Ages''' 100,000,000 BU - The first Sevelton and Aeovon Settlements appear, first tools are developed 75,000,000 BU - First intricate weapon is designed. The device works simalar to a bow, launching pointed projectiles with ease. 17,000,000 BU -The first City States are formed, short lived wars are sparked between two prominant nations. '''Evenian Era''' 10,000 BU - A mighty empire known as the Eve empire rises to power. Comprised of Aeovon, they seek to force thier religion into dominance. 10,050, BU - Many uprisings from angry citizens eventually weaken the Eve empire 9,070 BU - The Eve empire goes to war with a minor empire 9,000 BU - Proving to be more of a threat than thought, the combined peasant uprisings and war with others has caused the collapse of the Eve empire. '''Anarchy Era''' 9,000-7,050 BU - A prolinged period of anarchy ensues. The dark times lead many to turn to religion. '''Feudal Era''' 6,000 BU - Several empires have risen and tamed the anarchy, ushering in a new era of Fuedalism. 6,560 BU - A Gunpowder like substance is developed and used by the Croll empire to conquer thier enemies, but it also falls into their enemies hands. '''Expansion Era''' 5,000 BU - Continental Colonization begins, a Sevelton Empire called the Coryau Empire are the first succsesful at establishing a place in the 'new world' on the continent of Voraya. New forms of government arise. 5,892-1,000 BU - An age of trade art and culture blooms into existance, Aeovon and Sevelton life is now widespread. '''Industrial Revolution''' 644 BU - Electricity is harnessed for the first time. 500 BU - Electricity has proven useful. The first complex machines are made. Democracies and Republics become popular forms of government. 497 BU - A Conquest driven nation begins to brutally take down other nations, a coalition of several nations is formed to stop them. 459 BU - The coalition is succsesful and disbands. Three of the Nations decide to stay in close work with the one another, This marks the first iteration of the Aeveria Confederation. 460-480 BU - The world undergoes a second industrial revolution, now using assembaly lines and natuaral recources in greater amounts. '''Energy Revolution''' 200 BU - The first computers are assembled. 156 BU - Many forms of energy are now available. The remaining coalition members become prominent Nations in this era, along with a large militaristic nation; Eroria '''The Great War''' 130 BU - Eroria Empire begins a conquest, threatens world with WMD. 131 BU - The Coalition members go to war with Eroria. The same year, First Aeovon and Sevelton in space. 136 BU - Sevelton and Aeovon cultural seperation is displed around the world. 100 BU - Eroria is defeated, remaining Eroria government asks to join the coalition in hopes to salvage the collapsing Nation, accepted. The outcome of the war was devastating on many nations, However peace ensues. '''Unification''' 51 BU - Great Technological advances are made during this period. 0 BU - The worlds remaining nations slowly join the coaliton, now known as the United Aiden'Veil Confederation. Aiden'Veil has united itself as one. '''The Glorious Renaissance''' 0 BU-30 AU - Space programs have recieved considerable funding. First landing on another planet occurs during this period. 35 AU - First Terraforming project has begun on the closest planet to Aiden'Veil 50 AU - Civilization undergoes another age of flourishing of arts and technology. 216 AU - Terraforming project is done, though leaving a massive dent in world funds. Talks of speration in the Confederation begin to make some political figures uneasy. 458 AU - The terraformed planet has proven to provide a new community and market, helping to revive the economy. Rumors of political instablility are dispeled. 521 AU - First Space weapons systems are developed as Extra-Solar exploration ramps up to a massive scale. 600 AU - First Contact is made on peaceful terms, but the thrill was short lived as countless other peoples are encountered on both hostile and peaceful terms. Reckless war at times leads to annexation of defeated foes. '''Empire''' 700 - 4021 AU - After extensive exploration many new empires are met, some meetings ensue in alliance, though many others in war. Many of the defeated empires are annxed into the Confederation, and a number of alliances become willing members of the Confederation. '''Aeveria''' 5000 AU - After many, many empires had either confederated or been annexed into the Aiden'Veil Confederation, the leaders approve a vote to rename it the "Aeveria". Aeveria is an Ancient word for "Union" in a long dead language, intended to reflect the shift from their Confederation system into a centralized Union. This marks the birth of the modern Aeveria Government and administration. Many new allies are made during this time, as well as many technological advances and art and culture flourshing. Many Human Empires enter the Union. Large numbers of humans becoming citizens cause English, French, and other human laguages to become wide-spread to the point of dominance. 5150 - 9000 AU - A large galaxy wide war breaks out around this point in time. Though not directly involved, the Aeveria did become involved with a wide range of conflicts throughout the duration of the war, which ultimately grew the Aeveria in both numbers and territory through annexation and alliance. 9180 AU - Over 5000 Races from across the Galaxy have entered the Union, making it one of the most diverse Empires in the Galaxy. 9181 AU - Vir Audentia Ensis is developed as a means of self defense on fringe colonies, later becoming a popular training method in the Aeveria Military. 9077 - 9729 AU - The Aeveria becomes involved in a series of wars that stemmed from conflicts in a war-torn region of space. A foothold is established in the sector as an attempt to keep peace. 90210 AU - The Aeveria Government encourages expansion and colonization. Aeveria Territory expands rapidly in the following years and continues to do so. '''The Far Spread Wars''' 10,345 AU - Following an era of rapid expansion, a number of aggressive militaristic empires have begun attacking the Aeveria in contest of territory. Several wars ensue across the Galaxy, dubbed "The Far Spread Wars". A revolutionary product that allows any life form to "Freeze" their age and and prevent most any form of natural death is created. It is marketed by a government operated company and is encouraged for use. 10,388 AU - The Far Spread Wars end, leaving many empires on the verge of collapse, the Aeveria annexes several of them, others request to be entered into the Union. As a result of prolonged warfare on several fronts now, the Aeveria has begun to bulk up it's military considerably. The Aeveria has become very diverse both culturally and racially. '''The Flourishing Wars''' 10,445 AU - The Aeveria Capital is moved from Aiden'Veil to an uninhabited and unaltered Planet named Iliveria. 10,479 AU - Former capital to the becomes an economic powerhouse. Colonization has boomed and Aeveria territory is expanding more rapidly than ever before. 10,600 AU - Extensive activity near the outer rim of the Grox Blockade over many years has invoked the Grox, who threaten "The Complete Destruction of The Aeveria". Several large scale attacks have been carried out by the Grox. Grox attacks escalate in size and frequency over time. 10,602 AU - Aeveria Congress declare war on the Grox. 10,630-10,755 AU - During this period all aspects of life flourish. Trade is blossoming even more than ever, the Arts are being encouraged and are flourishing, and technology and military advances are occuring periodically. 10,766 AU - The conflict with the Grox has begun to take an upward direction for the Aeveria, as they move to a more offensive position. 10,800 AU - The Aeveria is pulled into the EAW by the Zaretians. The Aeveria acts on this immediately and the Congress declare War. The Aeveria has become deeply involved in the EAW, siding with the Peacekeepers. '''The Great War''' 10,800 AU -??? ==Culture== Daily life in the Aeveria is a large melting pot of literally thousands of unique cultures from many different races, species, and cultures. Though some are quick to dismiss the Aeveria as having no original culture of it's own, many components of other cultures have crossed with others and changed and evolved to create all kinds of new cultural ideas and aspects. Aeveria Citizens live in a world with a relatively high standard of living, high mobility, and high opportunity. ===Social=== =====Language===== [[File:Spore 2012-08-09 21-12-30.png|400px|left|thumb|Conversation has become completely seamless in daily life, with countless races and species all speaking to one another fluently and effortlessly.]] Language, more often than not, was an issue whenever a new culture entered the Union. This was often remedied by Translators up until the development of a Medical Procedure which allowed the brain to recognize almost any language and nearly any text and convert it to a language the receiver can understand. Today, Languages are quite interchangeable in Aeveria life, with all communication being quite seamless as a result of the procedure. Despite this, census studies have found that nearly 92% of all Aeverians speak English as their primary language. The shift from so many countless languages is often attributed mostly to the astronomical population of humans that spread throughout the Aeveria over time. The "Official" Language of the Aeveria is English. A large variety of languages are still spoken however, often in private settings or in areas with particularly heavy population density of a given culture. Dutch(Also known as "The Universal Language" in East Hexagon 12) is also used quite widespread in some parts of the Aeveria. =====Entertainment===== People of the Aeveria are fairly easy going people, typically with comparably far more emphasis on recreation than other empires. Teens love Vidoe Games and Sports, countless music genre's are enjoyed by the masses, and meeting up with a friend on Saturday is still the cool thing to do. Shopping accounts for a large amount of peoples lives outside of Work and Schooling, this leads to malls and other shopping centers being key locations in any city. The focus on shopping as a social activity has long been an integral part of Aeveria society, where most people use it as not only a means of acquiring goods, but as a social experience between a group of people in a location bursting with pop-culture. The people of the Aeveria have as much a love for the arts as other races, be it Music, Art, Sports, or any variety of other everyday things. Aeveria Popular Culture has spawned a few things to which could truly be called their own, such as a number of new music genre's and sports, but by and large, most of their culture is adapted from the many species and cultures that came to Aeveria over time. Art very much plays a big role in advertising, as companies base entire advertising campaigns around broadcast media such as radio and television. Aeveria Popular Culture is rife with fiction classics, movie stars, musicians, artists, fashion designers, video game classics, and a whole host of other unique ideas. To walk through an Aeveria City is to be bombarded on all sides by a thriving popular culture that is embraced by the youth and adults alike and appears in nearly every way. =====Family Structure===== Aeveria Culture became somewhat awkward when cross species relationships began. Naturally the idea was somewhat odd, but at this point, Aeveria Society had come to the point where Racial boundaries were eliminated in all possible ways. The Government of course didn't want any animosity amongst the people over relationships, and as such, Cross Species Relationships are not unheard of in the Aeveria, though Couples within their own race are still more common. In the event a Cross Species couple wish to have a child, they must undergo a long and difficult process. The couple is to consult with a Doctor, who will run the operation. Genes from both the Male and Female are extracted, then, depending on which race of the two in the couple wish the child to be, the Genes are Converted in a difficult Laboratory Process. The two pairs of Genes are now either to be carried by the Mother in the couple (If the Race is the same as her own) or by a Surrogate Mother, often a volunteer. Despite being a seemingly awkward social aspect, this is accepted as completely normal in Aeveria society. More often than not however, a couple of different races do not have children, often content simply with the "Good-Friends" style relationship, despite marital bonds. Naturally some religions and religious sects disagree with this practice, however the Aeveria government leans no way or the other on the matter, and largely avoids questions regarding it. The practice developed out of Individual Doctors and Medical Foundations. (On a less serious note, you can chalk the above passage up to Futurama Logic- It's one of those things that just happens). Family structure is rather tightly knit in most Aeveria families. Though it varies from each family, most families raise their children in their home until either the age of 16, 18, or 21. At 16 a child becomes a legal adult and may move out, own property, and operate motor vehicles (with proper licensing). At 18, their allowed to partake in "Adult" activites, such as gambling, drinking, and other similar activities. However, age 21 is the most common age to move out, as most parents will support their child up t0 21, an age at which most want to move out anyway. Typical Aeveria families tend to have no central "Leader" role, rather favoring a mutual leadership between the spouses. ===Education & Occupation=== Aeveria Schooling consists of 12 Primary Grades and two preschool-style grades. Students begin school at around age 5 or 6 and often graduate by 17 or 18. Grades 5, 8, and 12 are grades which are tested once a year using a standardized assessment that covers all the basic required classes. Failure to pass these assessments with adequate grades results in the student repeating the grade. Upon graduating, students are encouraged to apply for Colleges and Universities for expanded education in pursuit of a College Degree. Alongside traditional colleges and Universities, there are Colleges and Universities for literally nearly every topic imaginable in the working world. Social classes still very much exist, though the lower class is much smaller than most empires. Many still consider it possible to easily rise in class through sheer effort and a fair bit of luck by means of Free Enterprise. Jobs are generally fairly abundant due to the rapid growth of business in more densely populated areas, with most people beginning their career at the age of 18. Apprenticeships are a common practice in the more physical-labor oriented job field, often times young adults between the age of 14 and 18 will take up a apprenticeship to experiment in fields of interest. Legally, an Aeveria citizen can apply for work at age 16. ===Transportation and Transit=== [[File:Spore 2013-02-10 00-29-52.png|600px|left|thumb|A Cadenza M15 Skybus in the Skyways above a busy city street. The Skybus is popular for local transportation as well as with tourists.]] The Aeveria covers a large area, most of which is densely populated, especially in the regions dense with States. As such, moving people and goods from one place to another is a huge part of daily life. Aeveria civilians generally travel a lot, daily commutes are oftentimes between nearby planets for many. When it comes to Space Travel, most people opt for mass transit aboard commercial Space Flights provided by a wide variety of commercial transportation companies. All transportation of goods between planets in Aeveria territory is handled by commercial fliers, with the exception of Government operated deliveries. Both civilian passenger flights and trade flights outbound of Aeveria territory are either accompanied by Aeveria military forces specifically assigned to protect travelers, or protected by Private Military Corporations hired by company's to protect shipments, and in some cases pilots trained by the commercial company to protect their assets. For longer trips in space, spacecraft can stop to re-fuel at space stations operated by corporations, these space stations are in quite the abundance, and essentially act as "Gas Stop Convenience Stores In Space", with some larger ones even supporting their own local population. A fair amount of Aeveria Civilians also travel privately by their own spacecraft, which results in busier interplanetary civilian-travel than most empires. Planet side, most transportation is handled on a mass transit model, with commercial companies running buses, Metros, Rails, Skyways and airlines for prompt and frequent travel around a City or Planet. Some citizens own their own Car or Space craft. In most regions the people often use smaller personal transportation options, such as bicycles, motorized bikes and scooters, and often going by foot, opting to walk to local destinations rather than use transit to go further from home. This is usually the result of inner-city areas having all the necessary or desired facilities or businesses within a fair walking distance due to the density of Cities. The demographic of those that own cars as opposed to those who prefer public transit varies by the region, often influenced by the density of the population and infrastructure. Due to the the majority of Aeveria cities being very advanced and dense metropolitan Cities, mass transit options such as rail and skyway are very common. The entire transit infrastructure is kept clean by company employed workers when maintaining company based facilities, or Government workers for City or State funded or operated facilities, taking care of whatever little garbage is present and keeping public spaces sanitary. Aeveria culture has a high emphasis on keeping public spaces clean, sanitary and presentable for public use. In the case of simpler more menial tasks such as watering plants and small-waste removal, drones are also used to handle the job. Additionally, unlike many empires, Aeveria citizens leave the territory of the Empire quite often, vacationing to planets and empires outside of the Aeveria is very popular for many. The same goes for inbound tourists, which makes the Aeveria a highly visited empire with quite a market for tourists. ===Economy=== =====Currency===== The Aeveria Mint only officially recognizes the Aeveria Domestic Dollar (ADD) as a valid form of currency for domestic monetary transactions, and as such it serves as the prime note for exchange of goods and services. Despite this, in more isolated locations such as Settler Colonies and other Frontier-Regions, many people will also accept the Intergalactic Basic (Credits) and a wide host of foreign currencies for payments. Frontier Enterprises will accept the 'universal' currency and often have it exchanged at certain Banks for ADD. Although the Credit is of far less value than the ADD, people in the frontier will often use it as a chance to make a quick extra profit when possible. In common speech Aeveria currency is generally referred to simply as "Dollars". The ADD is based on a system of 100 cents to the dollar, derived from the popular system used by Humans. Traditionally Coins are minted in values of one, five, ten, and twenty five cents, and one dollar in some occasions, usually in commemoration or celebration of an event. Dollars are printed as paper money, in values of one, five, ten, twenty, fifty, and one hundred. Coins are minted from a variety of minerals and metals, and paper currency is printed using a special nano-fabrication printer to prevent counterfeiting. Both coins and paper money are decorated with intricate artwork that depicts a location, object, or emblem and is colored uniquely, features that with help quick identification. The Paper 'One' for example, features a print of the Aeveria flag on one side and a print of a Star Freeway on the other, with the number '1' printed clearly on the top corners of both sides, and is colored a light blue. On all paper money, the orientation of the images is vertical. =====Trade & Exports===== The Aeveria Economy holds great influence with many empires. The Veradell Stock Exchange on Iliveria is the largest stock exchange per total market capitalization of it's listed assets in the Aeveria. Countless businesses and companies are traded around the clock. The Aeveria is both a chief importer and exporter of goods across the galaxy. As a result of their multi-cultural populace, many foreign goods are in high demand throughout the Empire. Despite this, the Aeveria also has a strong and thriving private sector, which produces a wide variety of goods distributed throughout both the Empire and the rest of the Galaxy. Additionally, the Aeveria is a popular choice for foreign companies and empires to ship goods through due to the famed security of the Empire's Trade Routes and Shipping Lanes. Commercial Trade with other empires is made easy by protected Shipping Lanes outside of the Aeveria Main. ===Government=== The Aeveria Govermnemt is organized in branches with power distributed equally and decisions ultimately driven by the people. There are three main branches of the Aeveria Federal Government- Legislative, Executive, and Judiciary. ====Legislative==== The Legislative Branch is comprised of two Houses of Power- The House of Representatives, and the Senate, which together form the Congress. =====The House of Representatives===== The House of Representatives, as it's name implies, is comprised of Representatives of the people. Each State is represented by as many Representatives as is indicative of the state's population, with one representative granted for so many people. If the population of the State is less than the requirement and for Colonies and Territories, then One Representative is allowed by default. Population to Representative ratios are based on the most recent census, which is taken every four years, coinciding with Presidential Elections. Representatives can only serve one term, which lasts two years, allowing for two generations of House Representatives to serve within one Presidential term. =====The Senate===== The Senate, similar to the House of Representatives, is comprised of representatives from each State or Colony/Territory. However, each state is allowed only 2 Senators, no matter the population or perceived importance of the State. Senators serve a six year term, and exactly one third (Or nearly one third, varying by the number Senators at the time) stand for election every two years, allowing for the Senate to constantly change to prevent a "Monopoly" of sorts on the Senate. Together it is the role of Congress to advise and consent to many decisions made by the Executive Branch and it's Cabinet as well as Federal Judges (of the Supreme Court), Department Secretaries, Military Officials, and Ambassadors. The Approval of both Houses is required to pass any legislation, which may then be passed into law by approval of the President. Should the President veto the proposed law, both houses can vote again, and if approved by a two thirds majority, can be passed into law without the President's Approval. The Congress is also tasked with evaluating Treaties approved by the President and dictating whether they be Ratified or not. To Ratify a Treaty, two thirds of the Congress must vote in favor of it. It is also the power of Congress to officially declare a state of war. The Congress also has the power to Impeach Federal Officers and Officials, such as the President and Federal Judges. The House of Representatives must first vote to Impeach the Federal Official, if the vote passes, then it is the job of the Senate to Judge the Impeached to decide whether they are to be removed from Office or not. ====Executive==== The power of the Executive Branch is invested largely in the President, though a fair amount of power is delegated to the members of the Presidential Cabinet among other Officials. The President may serve up to three non-consecutive four year terms, though common tradition is to step down willingly at the end of their second term. The President and Vice President are elected as Running Mates by the Electoral College, an organization to which each state is allotted seats to based on the population of the state, and each non-state body such as colonies and territories are allotted one seat. Each seat on the Electoral College is one vote toward a candidate, and the vote is only valid if 3/4 of population represented by the Seat are for the same candidate, at which point the seat becomes a vote for that 3/4 majority. For a president to be elected into office, they must receive at least 60% of the Seat votes. In the event of divided votes with many candidates, subsequent elections are held where the lowest voted candidates are no longer considered as valid for vote. The Executive Branch consists of the President and those whom the President's power is delegated to. The President acts as head of the Empire and government, as the public representative to the Empire and other Empires, as well as the Commander-In-Chief of the Aeveria Armed Forces, though Presidential involvement with any particular war varies by president and war, and is also the Chief Diplomat. The President is generally regarded as the "Protector and Preserver" of the Aeveria Constitution, and the one to oversee that laws and regulations are executed as intended. The President may sign or veto Congress approved proposition for Law, denying the law be inducted, unless the Congress vote two thirds in favor of passing the proposition into law, in which case the Congress can override the President's veto. The President also is capable of signing Treaties with other Empires, though the Treaty is not ratified unless voted for ratification by two thirds of the Congress. The President may be impeached by Congress should they feel that the President is not serving his office faithfully, committing acts of treason among other immoral high crimes. The President does not have the power to dissolve Congress, nor hold "Special Elections" to replace or appoint positions outside of the regular process. The Executive Branch was stripped of the power of making an "Executive Order" early in Aeveria history. The Vice President is appointed as the successor of the President should they no longer be able to hold the office for any reason, mortal or personal. The Secretary of State assumes the role of third-in-line for successive power. The President and their immediate family live in the Presidential Estate, located on Amenia, a tightly protected planet that doubles as a Nature Reserve. Emergency Shuttles are on standby constantly should the President be needed at The FAD. ====Judicial==== In short, it is the job of the Judicial Branch to Establish and Apply the laws proposed and passed in the other branches. This branch is charged with hearing and judging of various cases and topics. The Judiciary Branch is run by various Federal Judges, whom form the Aeveria High Supreme Court, and are appointed by the President and approved by the Congress, only through a 2/3 majority approval vote. The High Court judges all matters that pertain to the Federal Government, disputes between Planets, interpretation of the statements of the Aeveria Constitution, and above all, can rule a law or any other act on any level of the Government as unconstitutional, preventing it from coming into action. ===Holidays=== Aeveria holidays are classified into two groups, Familiar, and Imperial Holidays, which are approved as Imperial days of Celebration to be recognized by all applicable services. ====Collective Holiday Periods==== "Collective Holiday Periods" span roughly 2 weeks and are considered time to celebrate the holidays within the season or general time of year. These celebratory periods were used as a way to allow all cultures in the Empire to celebrate unique holidays without over-saturating the calendar with countless federal holidays. Large Fairs and Festivals are held all over the Empire, acting as a celebration to any holiday provided it stems from a Real Culture with Historical Roots. ====Aeveria Historical Holidays==== These Holidays stand on their own as a single day or group of days that celebrate significant events in Aeveria History. All Historical holidays are Federal recognized Holidays, requiring businesses to cut their hours of operation to a certain minimum depending on the holiday. '''Unity Festival''' The Unity Festival is considered the most important holiday by far. Rather than a day, it is a whole week of celebration, with large festivals and fairs all throughout Aeveria territory. A celebration of the unity of the thousands of species, many kinds of festivities are held, the particular execution varying by region as a result of cultural diversity.+ '''Honors Day''' Honors Day is celebrated in respect to those who serve or have served in the Aeveria Armed Forces or domestic security services (Police, Firemen). Typically it is celebrated by means of patriotic decorations of classical influence, such as banners and bunting. The day has slowly begun to double as a general celebration of Imperial Patriotism as well, with marketing and media shifting decidedly towards a patriotic theme around the holiday. The Aeveria adopted Fireworks from various Human celebrations, and plays such as War-Reenactments are commonplace in the theatrical community. ===Religion=== Religion is a big part of Aeveria society, with 80% of the population claiming to hold some form of religious belief. Christianity, Catholicism and other human religions also became prominent. Some other common religions include the monotheistic beliefs of Eindism and Enrentism, which are both similar to Christianity and Buddhism, with great emphasis on worshiping your savior and with the state of mind that one must be self reliant to be strong (Although the Buddhism-esque feel is far less obvious). It is almost impossible to count the amount of religions practiced in the Aeveria, much like many other componants of their culture. ==Foreign Affaris & Diplomacy== The Aeveria has long been steeped in foreign affairs within the Galactic Community despite it's usual indifference to most Empires. The immediacy of the War however has caused the Aeveria to take great interest in Empires alligned with both the Peacekeepers and Warlords. ===Peacekeepers=== =====Empire of Diablos===== "If there were any one example of an army comprised solely of war heros, perfect soldiers who are loyal to their comrades beyond reason- it would be the Men and Women of the Diablos Military." - General Rinocco, 2105th Fleet. "The Warlords worry at the sound of their name, the Peacekeepers respect them beyond measure, it's a damn good thing they're on our side." - Congressman Heathrow, Planet Aluri. "Never have I fought beside a more dedicated soldier than the Diablos during joint operations. Truly a sight to behold." - Unknown, Infantry Journal The Aeveria holds a positive stance with the [[Empire of Diablos]], both have a common enemy: The Zaretians. The Aeveria recently have begun to put great effort into supporting the Diabloian Peacekeeper Anti Biomatter Task Force, even merging their team into the Diabloians. Recently, Aeveria General Elicia was attending a meeting at the Warbot retreat. During the meeting, the location was attacked by Grox Forces and a Diabloian cruiser crashed into the shield during the gathered forces attempts to repel the Grox. General Elicia who was attending the meeting agreed to get the stranded Diabloians to safety, needless to say, the Diabloians were grateful for the assist. Recently, the Aeveria have begun working with the Diabloians closer to eliminating the Biomatter hordes, the event of which set this into action was a failed Aeveria attempt at stopping the Biomatter on a Diabloian held world. =====The Karahotduom Magistrate===== "A bit mouthy, but a pleasant enough people. Their work on the battlefield is always a plus, too." - Unknown, Infantry Journal. "Vast and Noble, they are a race we can trust." - Gernal Arkivus, 1191st Fleet "They're carefree love of jazz hides a wonderfully valiant militarry- I like them." - Congressman Heathrow, Planet Aluri. The Aeveria has been quick to become good partners with the [[Karahotduom Empire]] both economically from a commerce stand point as well as on the field of battle, having fought along side one another numerous times now. While the Aeveria feels they are a valuable asset to the Peacekeeper cause, they find some of their conventions of treatment of prisoners among other touchy subjects to be somewhat unethical, and as such several representatives to the Karahotduom government have lobbied to have some policies repealed. Despite this slight clash of cultural standards, the two empires work very closely on the field of battle, even garrisoning a fair share of troops at some of one another's military bases. Despite these close Military ties, the Aeveria are still resistant to the Karahotduom insistence to aid them in their front with the IAE, whom the Aeveria have made a good point to at least attempt to avoid conflict with. =====The Sauran Solidarity===== "I can't put my finger on it, but I trust these lot." - Director of Foreign Relations, ACI. "Gentle Giants, the lot of 'em. I'd hate to see one pissed, to be fair." - Unknown, Infantry Journal "It's rather nice to see there's at least one race that hates war that much- even if it seems a bit odd." - Congresswoman Iriza, Planet Iaula. Largely seen as pacifists, the Aeveria sees The [[Sauran Solidarity]] as being potentially key players in the Peacekeeper Faction. Due to their emphasis on Planetary protection and restoration, the Aeveria sees them as being useful in potential plans to remove Biomatter from planets and re-establish them. While the Military side of the Aeveria holds little interest in them, Economic activists and a number of other groups see them as a potential asset for Biosphere restoration. =====The Rach Empire===== "Thieves, and damn good ones at that. Pleasent people, but I'll be damned if they're somewhat...lacking, in firepower." - Captain Elurta, 62nd B 5998th F. "Transparent. And I don't mean their personalities." - General Marora, 99211th Fleet. "As much as they've been through, they're a strangely optimistic bunch." - Congressmen Kahva Mina Despite having been absent from the War for several years, the Aeveria was quick to welcome back [[The Rach]], even if it was in the form of a response to a distress call. The Aeveria seems the Rach as being a key morale asset to other Peacekeepers due to their involvement during the early days of the war. Despite being beaten and battered over the years, if nothing else, their distress signal has opened an opportunity for the Aeveria to go after Zaretian General Atlas directly. =====Luminarian Empire===== "We've saved their ass, they've saved ours. I'd call it fair." - Admiral Entus, 22nd Fleet. "Architects of incredible machines of war, they are a force to be reckoned with." - General Ellis, 31st Fleet. The Aeveria recieved an urgent distress message while en route into Zaretian Territory. Fleet Admrial Entus had decided to stray from the fleets course to investigate. He ended up saving Outpost XC-11 of the Luminarian Empire from destruction, this proved to be a critical deciscion, as it practically saved the Luminarians from Destruction. These events lead to Peacetalks between the Aeveria and [[Luminarians]], resulting in an Alliance between the two. They now share common enemies, the Zaretians and Valkosians. =====The Dragoneteran Monarchy===== "They've taken a back seat role ever since they're triumph over the Tegotians, but they're influence is not unnoticed." - Director of Foreign Relations, ACI. "Despite they're hardships, they've proven to be fierce warriors on the battlefield. Their funding to the Biomatter Task Force has been of great help in recent times." - Director of Biomatter Task Force, Aeveria Branch, ACI. The Aeveria openly holds a positive stance with the [[Dragoneteran Monarchy]]. Aside from being a primary funder to the Biomatter Task Force, the Dragoneteran had managed to collapse the Old [[Tegotian Empire]] at the battle of Aserai, a deed the Aeveria hold them highly for, as the Tegotians at one point posed a viable threat to the Aeveria. =====WBI===== The Aeveria was invited to attend a meeting at the Warbot retreat, a Warbot Industris base used for diplomatic meetings. General Elicia attended the meeting and in the midst of the meeting, the location was attacked by Grox Forces. Her fleet however, was stationed in orbit of the planet and was able to respond to the threat alongside the [[WBI]] Warbots and ITO. The joint defence operation has shown helped relations between the Empires greatly. =====ITO===== The Aeveria fought alongside [[ITO]] forces during the defense of the [[WBI]]'s Warbot Retreat. The Aeveria holds a positive stance with them. =====The Acropolan Empire===== The Aeveria have had but a few small talks with the [[Acropolan Empire]], however, within these discussions, the two Empires had clearly seen that they work toward very common goals, and as such have kept open communication and cooperation with them. ===Warlords=== =====The Margan===== "I didn't think any empire could truly be described as Evil, the Margan are all that and more. The Antithesis of the Peackeepers at it's finest." - General Ecora, 4467th Fleet. "The Margan empire is a sea of malice, and it's military an army of nightmares." - Unknown, Infantry Journal. "A Threat to the Aeveria way at it's finest. It is the moral opposite of what we hold ourselves to be." - Vice President Ilecia "They call us the Devils, but I'd wager it's the other way around." - General Wilson, 192nd Fleet. "Brutal, savage and inhumane on the field of battle, they possess innumerable forces, though they lack the firepower at times. Their people know no mercy, and have been known to commit acts beyond belief in the name of their cause." - General Atkinson, 1993rd Fleet. While the Margan Dynasty has been absent from the war for several years after pursuing the Rach, they're sudden return has more than shaken up things at Aeveria Command. The [[Margan Empire]] is marked as the highest potential threat to the Aeveria. Their goals are simply to eliminate all other life, and seem to stop at nothing to do so. Their expansive forces and brutal methods of achieving their goals is a force to be reckoned with, and the Aeveria is awaiting a time to stand at the forefront of opposition to the Margan Dynasty. =====The Zaretian Monarchy===== "Clever strategists, fierce soldiers, an unquestioned maniacal leader, coupled with an almost comedic approach to War. I'm honestly unsure of how to approach these fellows." - Admiral Mapes, 951st Fleet. The [[Zaretian Monarchy]] had disguised themselves as the IAE as part of an elaborate plan to capture several worlds incognito and spark a War between the IAE and Aeveria. This ultimately failed as the Aeveria organzation, ACI, quickly saw through the rouse, by this time however, King Breys of the Zaretians learned that ACI had blow his cover and was going to forward the plot to the Commander in Chief (President), and instead made the drastic move to reveal himself in attempt to intimidate the Aeveria. The Aeveria promptly chose to take swift action against the Zaretians, with the goal of removing their Leader and his Generals from power. =====Virisus===== "It would be unwise not to mark them as a potential threat now- that is to say, they will certainly be an issue if the rumors of their atrocities are true." - Admiral Bronson, 19th Fleet =====The Biomatter Hordes===== The borderline natural enemy of all living creatures, the [[Biomatter Hordes]] were once never feared by the Aeveria, suffering few major infestations on Aeveria Colonies. The odds of their worlds being hit were incredible considering the few outbreaks. However, the hordes soon became a reality to all Aeveria soldiers. Due to their recent developments towards sentience, the Biomatter have been employing increasingly devious and sickening plans. The Aeveria immediately sanctioned an Infestation Control Task Force upon learning of the increasing intelligence of the Biomatter. The Task Force is working closely with other Peacekeeper Forces to find new ways to defeat the Biomatter Hordes. =====Valkosian Empire===== The Valkosian Empire has been causing a lot of trouble behind the scenes for a while now. After allying with the Zaretians, they began the development of the Stormcloud Super Weapon. The prototype of this device was to be tested on the Lastua HQ in the Milky Way, but was intercepted and captured by the Aeveria. However, a second weapon went unnoticed and manged to bypass the Planetary defenses, and was deployed. This left absolutely no trace of the Lastua in the Milky way. Within weeks the perfected Stormcloud weapon was slated to be deployed on the Luminarian homeworld by the Zaretians. This was stopped by the efforts of Dead Six and Commander Spark, who was killed by Valkosians in the process. Meanwhile, the Valkosians were focusing their full force on the Scyth'Jol Homeworld, effectively killing all but a literal handfull of Scyth'Jol. Ultimately, this led to the Luminarians declaring all out War on the Valkosians , a choice that would later ignite the Luminarian Empire splitting in two. As such, these events have had a large effect on the Aeveria, despite there being little open conflict between the two. At this moment, the Aeveria is preparing plans for how to handle the Valkosians. =====IAE===== The Aeveria holds a largely neutral stance with [[The IAE]]. Due to a No Aggression Pact they have formed with the Sauran Empire, the Aeveria is hessitent to show any signs of either contention or disapproval. The IAE commands a vast military force that more than rivals the Aeveria and many other Empires, and thus the Aeveria and many other Peacekeepers are rather hessitent to wind up in conflict with them. Despite this, the Diabloians have been at war with the IAE for a short time now, though the Aeveria refuses to support any military actions against the IAE. ===Neutral & Other=== =====Zaretian Rebels===== A small group of rebels working in the shadows, secretly aiding the Peacekeepers. The Aeveria had extensive intel on the group, and finally managed to establish forms of cooperation with them once they convinced the heads of their organisation to attend the Peacekeeper Conference held on Iliveria. =====5th Arm Ecclesiarchy===== The [[5th Arm Ecclesiarchy]] joined soley for revenge in the Zaretians, being affiliated with the Luminarians, the Lastua laid connections ot the Aeveria, despite the Aeveria never aknowledging any connections. They aided in the invasion of Nu-Zartar, but were badly beaten in the procsess. After the events of the invasion of Nu-Zartar and the Stormclouds ordeal involving the Luminarians, all contact with the 5th Arm were lost. It is presumed the Zaretians took revenge on them by using the few remaining "Stormclouds" weapons on their colonies and Hyperway Gate. Recon teams have found their planets abandonned and their Hyperway Gate practically fractured. All traces of the 5th arm seem to have been successfully wiped away by the Zaretian counter attack. How the Zaretians managed to strike the 5th Arm colonies is unkown, however it is likely due to their poor planetary defenses. The Aeveria were not troubled too much, as they were constantly skeptical of the 5th Arms motives and actions. =====Tegotian Empire===== Though the Aeveria was once on the brink of war with the [[Tegotian Empire]], all that changed when the Tegotians mounted an enourmous assualt on the Dragonetera Homeworld, which resulting in failure, saw the complete destruction of their entire military force and disestablishment of their Government. This left the ravaged empire in a struggle of power between a number of separatist factions within the empire. The Aeveria was quick to extend an invitation to the "New Tegotian Republic" rebels whom had been fighting to re-establish the empire as a Peacekeeper leaning empire. With the aid of the Aeveria and several other Peacekeeper Empires such as the Acropolans, the Rebels managed to take control of the remains of the collapsing empire, re-establishing as a Peacekeeper-leaning empire, largely withdrawn from the war in hopes to rebuild and recover. ==Military== [[Image:Spore 2010-11-20 20-49-26.png|400px|thumb|right|A small Sqaudron under the watchful eye of a Skylord and Gale Air Bases]] The Aeveria holds Imperial Security as one of their great prides, boasting some of the most secure borders around, this being the result of their well trained and cohesive Military equipped with the latest in the most advanced technology. The Aeveria are no strangers to the galactic community, and their reputation for having one of the most formidable military's around is surpassed by but a handful of Peacekeepers and Warlords alike. ===Strategy=== The very core of the Aeveria Armed Forces is known formally as "Comprehensive Tactical Integration", which is a philosophy of utilizing countless sources of intelligence to create a thorough database that can better inform a military force. Information is gathered from countless sources and compiled or sorted by Aeveria Central Command, which manages a data base that any military personal can access from an authorized terminal, ranging from the on-board computer HUDs in their armor to the control terminals of a large space craft. Depending on your rank or role, you're granted varying levels of access to certain intelligence. Commanding Officers and Soldiers on the field can use this wealth of information to coordinate with other units and forces over long distances, enabling for precise and effective actions on the battle field. The Central Database "AMIN" (Aeveria Military Intel Network) is constantly being updated and managed by central command, which is manned 24/7 on the Aeveria Homeworld. ACI works very closely with Central Command to provide and manage Intel. Organizing, compiling, and using information in this method allows any part of the Aeveria Military From Entire Fleets to single Soldiers to act with precision and efficiency by means of integrating the various branches to act as a single cohesive force. ===Equipment & Uniform=== The Aeveria Military puts heavy emphasis on being well equipped and well prepared. Aside from relaying of military intelligence, soldiers are equipped with a multitude of handy tools, such as DMPS (Digital Map Positioning system), a wide variety of weapons and gadgets, MRE supplies (Meal Ready to Eat) and various other “all scenario equipment”. Typically in a unit, each member will carry their own supplies, but occasionally one member may be tasked with carrying certain high value supplies or equipment. [[File:CRE Aeveria Infantry (CQB)-0dd2559c ful.png|500px|thumb|left|A Human Soldier wearing the basic Aeveria BDUs]] The standard Aeveria Battlesuit Armor uses advanced alloys and materials, these armor suits are both flexible and highly protective. Also equipped with the standard on-board AI, these suits can also act as targeting systems for the user. Due to the varying strengths of the thousands of races that serve in the Aeveria Military, all armor is capable of amplifying the wearers physical capabilities. These Armor systems are highly modular and can be fitted with a wide variety of modifications to better suit a particular role. The styling of Aeveria Military BDUs (Battle Dress Uniform) is largely the same across designs for all the different hundreds of thousands of races in the Aeveria Military. On more traditional wear, the primary color is a dark blue and silver-white. The traditional ceremonial uniform uses the same color scheme put to a more elegant style similar to old earth Marine Uniforms. ===Traditions=== As with most military's the Aeveria Military has a collection of unique cultural traditions they follow. Of note is the "Guardians Sword", which in actuality is an honor given to members of the military whom have proven outstanding in their field of work,retiring veterans, and also as a default award if a soldier is killed in action or missing in action. When presented as an active-service award, Commanding Officers are generally the ones to forward a request to bestow this award unto any soldier under their command. These Swords are generally considered the most important honor a soldier can receive, despite it certainly not being all too uncommon. Beyond the simple status symbol, the Sword plays a role in the funeral of those whom have fallen in battle. At the conclusion of a Soldier or Veterens Funeral, is driven into their tombstone (It should be noted the sword is not strictly a make of steel- rather it is capable of running a plasma current through the blade). Those who fall in battle are almost always awarded The Guardians Sword in respect to their life having been lost in battle. By this, even completely unmarked tombstones or those that have faded over time, can be identified as those of an Aeveria Armed Serviceman. It is also of note that the sword-like energy weapons used by many Aeveria Battle-suits and Mechs are inspired by the concept of the Guardian Sword, which in turn, was inspired by the emblem of the Aeveria Airforce. The Swords awarded actually share very little in design between one and another, as the types of swords used are of many different makes. ===Enlisted Captain Program=== [[File:CRE Soleidis-0e4f8d33 ful.png|300px|thumb|right|Your typical Enlisted Captain, equipped for light adventure.]] The Enlisted Captain Program, or "ECP" is the term given to an enlistment program in the Aeveria Military for a very unique circumstance of Military Service. The ECP is open for application to any willing Aeveria Citizen. Applications are reviewed and if passed, tested before being approved for service. The ECP was designed to provide "On-call" style soldiers who would to act outside of usual Aeveria Military action and plans when necessary. The Program typically prefers applicants who are both physically and mentally capable, somewhere above the effectiveness of the common soldier, but below the typical Task Force operative, but the program maintains a variety of skill levels. Despite this "Middle Ground" description, many of those who serve in the ECP are considered on par with, if not occasionally more talented than, Task Force operatives. A service man or woman in the ECP is referred to as a "Captain" (Though not to be mistaken for the mainstream military rank, Captain). All Captains are free to equip themselves as they please, and are permitted to use any vehicles they own, as well as being provided a spacecraft by the Aeveria Government, of which there are several options they are offered- the higher the rank, the more formidable the options. At times, lower ranking Captains are placed under the command of higher ranking ones, whom often command larger ships, which require crews formed of lower ranking captains. Captains are generally free to do as they please, and are required to deploy when called upon. As such, when joining the ECP, all applicants are required to undergo extensive background checks and sign many agreements, so as to ensure betrayel is not an issue, and should it become such, it can be handled accordingly. Captains are generally tasked with jobs considered too fragile for full on military action, or to aid or lead specific military efforts where leadership or a specialists is required, but all too often many Captains are tasked with menial tasks that often have little to no risk and occasionally seemingly no purpose. The program is essentially an alternative to use of Mercenaries or Private Military Corporations when they are unable to contract for a mission, the use of which became commonplace for ACI in situations too delicate to deploy operatives too. Originally founded as a volunteer militia in the then-frontiers of the Brentus Sector, the program's official name is the Aeveria Rangers. The Rangers were incorporated first as law enforcement in the Brentus Sector and were later contracted to act as an official military department. Whether the Rangers intend to renew the contract come it's expiration is still up to debate. ===Training=== The Aeveria Military uses a regimental system to determine training (Officially referred to as Aeveria Military Regimental System) The system is used to classify personal into one of three roles, or Regiments, trained to specialize in a specific field of practice. There are three basic Regiments, Infantry, Armor, and Special Forces. =====Infantry===== Infantry is the basic, bottom line, do-it-all training, trained for on-the-spot field combat. Typically Infantry training lasts 3 months of basic training, with extended training being mandatory after one year of service, though the extended Training is largely similar to the basic, aside from a number of more advanced critical lessons, which mostly involve basic understanding of how to operate Aeveria combat vehicles. This is to allow Aeveria Infantry to man a vehicle should it become necessary. Infantry are trained to utilize a wide variety of weapons, equipment, and tactics, ranging from rifles and sub machine guns to grenades and rocket launcher-like weapons as well as Mechanical and Medical Support. Typically, a unit (or "Fire Team") of Infantry will consist of five to six soldiers, three equipped for basic assault and support, one equipped for mechanical duty, one equipped with heavy weaponry, and occasionally one equipped for medical treatment. There is no pre-determined method to who in a unit will be assigned what role, this decision is often left up to the Unit leader, the Sergeant. Unlike most Empires, who use a free form method of assigning role's in a loosely organized training "Ability Tree" of sorts, the Aeveria use a "Multi-capable" method to ensure that any soldier will be able to fill any given primary role on the field rather than specializing in only one style of combat, which would potentially render them ineffective without support from soldiers of other specific classes. =====Armor===== The Armor Regiment is the operating force behind the Aeveria Space Armada and any armored vehicles. Soldiers in Armor Regiments are trained to operate a wide variety of vehicles as well as learning about their mechanical structure, often specializing in a particular class of vehicle. Armor Regiment Forces are tasked with supporting Infantry when on the ground or in the air, such as Precision Air Strikes, and with combating enemy fleets and transporting forces when in space. Since most of their time deployed is spent on board a spacecraft, these soldiers are not generally equipped for battle directly with others, though on board all space vessels weapons are stored in armories throughout the vessel in the event of boarding action. =====Special Forces===== The Special Forces Regiments, unlike the other two classifications, vary greatly in both training and role. Soldiers in Special Forces Regiments are trained in a wide variety of fields, and rather than the three month Basic Training period, the Special Forces Basic Training lasts an additional two months, for a total of a five month program. The topics covered are largely extensions of what is taught in all of the other four branches, priming Special Forces soldiers to be able to respond to and handle most any situation. The largest difference between Special Forces and Infantry or Armor is the intensity of and complexity of their training and conditioning. Soldiers in Special Forces Regiments have access to a wide variety of weapons and equipment, for the most part having free reign to assign gear to themselves within their Unit. On occasion prototypes and concept builds of weaponry, equipment, and vehicles are provided to the Special Forces Regiments by the Government Labs, CTI, and many other weapons manufacturers for field testing. The actual role of Special Forces soldiers varies greatly depending on what branch of service they are, however the vast majority of soldiers in Special Forces Regiments wind up as ACI agents or Biomatter Task Force personal. ===Military Branches=== Like most armed forces, the Aeveria Military is divided into several branches. There are five branches in total, The Space Armada, the Marines, Maritime Navy, Air Force, And Imperial Guard. =====Fleet Divisions/Space Armada===== The Fleet Divisions, or Space Armada, is the very backbone of the Aeveria Military. The Aeveria keeps one of the largest and most formidable Space Armadas in the Galaxy. Though the vast majority of the Armada resides in the Border Blockade, it is still incredibly capable of facing opposing fleets with ease. The exact number of Aeveria fleets constantly changes due to merging and splitting of Fleets to disperse forces effectively over a wide area, resulting in fleets ranging in size from 10 mid class vessels to upwards of several million large class. Armada Forces are constantly being moved from reserve to either The Blockade or to the Field and vice versa. The Space Armada not only acts as the ever present nearly impassible defense of Aeveria borders and trade routes, but also as the primary offensive force of the Aeveria, transporting all military assets and forces to and from battle as well as providing extensive support from orbit and direct combat with opposing fleets. =====Marines===== The Marines are the do-it-all Branch of the Aeveria. During deployment, when not stationed directly at a Military Base, Marines are stationed on ships with the Space Armada. Filling the role of the first to arrive on a planet as well as the bulk of the Aeveria's Terrestrial Combat Forces, the Marines are constantly on standby for deployment. Due to the Marines being the first to arrive at the scene of a battle on foreign, and sometimes even domestic, soil the Marines are also charged with the establishment of forward bases during an invasion. As the first to arrive they are also the first to fight, and as such they are trained for a wide variety of situations. =====Navy/Coast Guard===== The Aeveria Navy often takes a back seat roll by comparison to other branches, usually remaining stationed on planets held by the Aeveria to act as defenses. Similar to the Marines, the Navy also occasionally travels with the Space Armada, usually in the larger fleets fit for invasion and occupation of planets. From an offensive point of view, the Navy plays a somewhat key role in keeping a tight grip on a planet, utilizing massive, powerful, mobile bases such as the Stinger PMB to deploy Air and Sea Forces. The Aeveria Navy takes full advantage of the wide open spaces of sea, and strikes down unsuspecting air and low atmosphere spacecraft from both above and below the sea. While not practical for invasion, the Aeveria Navy can provide outstanding support by means of coordination, force distribution, and long range bombardment via intercontinental and long range weapons systems. The Navy also travels with the Space Armada. =====Air force===== The Aeveria Air force is one of the Military's most fundamental branches, ranging from offensive skirmishing and close Air Support, air dropping and transporting forces and goods, to providing the means to perform a full out invasion. In particular are the GALE Airbase and Skylord Command Platform, the latter being the larger and more formidable. While Skylords and GALE's are also stationed on some worlds as defense, they're primary role is acting as a platform for invasion of hostile and contested worlds. The Air force also travels with the Space Armada, however Skylord's, GALE's and a number of other larger vessels are capable of independent space flight, so often times the Air Force will provide it's own transportation. The Air Force often acts as the central command point during an Invasion if no higher ranking official is present in any of the present Space Fleets. =====Imperial Guard===== Back home and on newly settled frontiers, the Imperial Gaurd acts as protection if a military force from another branch is not present. For the most part, the Imperial Guard serve as reserve troops, their duties being similar to a "Minutemen", acting as a Militia Force when immediate action must be taken. Additionally, the Imperial Guard is generally the first to respond to Natural Disaster's, providing relief efforts both in and out of Aeveria Territory. ===Ground Vehicles=== The most commonly used ground vehicles used by Terrestial Aeveria forces are documented below. ''It should be noted that this listing of Aeveria Military Vehicles omits many models. This list includes only models still in production and see extensive use. As a result, some lesser known models are not represented on this document.'' =====M1A4 Samuel MBT===== [[Image:Spore 2011-12-09 22-06-03.png|500px|thumb|left|M1A4 Samuel, the fourth generation of it's design]] The M1A4 Samuel MBT is the run of the mill Jack-of-all-trades Light Battle Tank. The fourth generation of the Samuel MBT model, and considered the most nearly perfected thus far, the Samuel MBT was designed on Chassis model I-1114 at Corvus Technology Industries. Fitted with a revised Reflexive Armor system similar to the same advanced armor systems featured on other Aeveria vehicles and responsive energy field armor derived on a similar system to Aeveria Infantry armor, much like other Aeveria Vehicles, the Samuel MBT is capable of taking rather extensive damage of both ballistic weapons and energy based weapons before requiring shield integrity cool-down or sustaining enough physical damage so as to render crucial components inoperable. On the offensive side of equipment, the Samuel MBT sports a 150 MM high power railgun as the main armament, which has proven effective on a wide variety of targets with the trade-off of taking up more space, and thus longer reloads in the cramped interior. To keep potential Infantry threats at bay and for when slightly more precision is called for, an optional mountable Machine Gun is attached to the top of the turret, allowing a crew member to man the gun and act as armored support on a less explosive scale. An optional Grenade Launcher can also be attached to bolster the role of the Machine Gun. As with most mid and light class Aeveria Ground vehicles, the Samuel is also equipped with several Smoke-Grenade launchers to provide visual cover from hostile forces or create smokescreens to allow for easy retreat or advance. Tactically, the Samuel serves as a light tank for Aeveria Ground forces. Due to the surprisingly low production cost for Samuel production, these tanks are easy to amass and generally are used in a defensive sense or as armor support to infantry. Slotted far beneath the Williams and even further beneath the Striker, the Samuel is the primary Aeveria Light tank. It's bulky armor betrays it's surprisingly small size, at a mere 22 Feet Long (roughly 7 Meters). Historically, the Samuel was designed to replace it's aging predecessor. Following several updates over a short 10 year period, the Samuel took it's contemporary M1A4 form. Intended to be a cheap, mass-producible model that could be used in bulk, the Samuel was designed with easy to assemble and repair components. This was made possible by utilizing a slower but easier to produce Tread propulsion system and basic but reliable armor systems. Classified as a Light Tank, the Samuel is in fact one of the top of it's class among other empires. =====Platform MA3===== [[Image:Spore 2011-12-15 07-36-44.png|400px|thumb|right|MA3 or "Big Macintosh" fitted with lifting gear]] Platform MA3 is, as it's name implies, a simple vehicle platform, not equipped with any weapons systems or tactical systems. The MA3 is considered a "Modular Platform" Designed to have it's turret swapped out with all sorts of different equipment, ranging from Heavy Weapons Systems, Radar Equipment, Cargo such as crates among other large containers, and even Bridge-Layers and other tactical support options. Because of this, a team of mechanics can easily convert an MA3 from Bridge-Layer to Heavy Tank in around 20 minutes, allowing for the MA3 to play a support role before returning to a base to be re-fitted for direct combat, returning quickly to serve an offensive role. Despite being so versatile however, the MA3 is most commonly the primary work-horse for Aeveria ground forces, carrying supplies and gear between Drop Zones and Bases, carrying heavy containers for construction of forward bases, and largely just doing all the heavy lifting. MA3's is often jokingly referred to as "Big Mac" or "Big Macintosh" by enlisted soldiers in reference to the name it was given prior to being officially named MA3, "MAC HDU", or Modular-Advanced-Combat, the second half being the original name applied even before MAC, Heavy-Duty-Utility. The MA3 is propelled by Treads and powered by Hydrogen Fuel. Fitting of it's modular role and ability to act as a Heavy Tank, the MA3's body is largely modular as well, with additional armor being able to be attached and removed with ease. Due to it's large size, the MA3 is not the most maneuverable vehicle on land, but once up to speed, can travel relatively fast in a straight line. A few of the more popular configurations of the MA3 include a Heavy Tank/Transport, Urban Bridge Layer, Cargo Transport, and APC. =====Archon IFV-MLRS===== [[Image:Spore 2011-12-14 21-20-02.png|400px|thumb|right|Archon IFV-MLRS]]The Archon IFV-MLRS is a seemingly odd design, combining and wearing the titles and roles of both an Infantry Fighting Vehicle, and a Multiple Launch Rocket System, the Archon looks like something that would be impractical by all means. However, to the surprise of many, this combination has proven to be a truly formidable one, having proven this claim on the field of battle. The Archon is built on a large platform even greater than that of the Dessi'Kal Heavy Tank. The Interior is surprisingly spacious, accommodating up to twelve passengers aside from the normal crew of three. The Main feature of the Archon is it's large 12-Missile MLRS system, boasting dual rapid fire and reload MLRS Pods. True to it's title, the Archon does not forget the features of an Infantry Fighting Vehicle, a Heavy Machine Gun can be mounted on the roof of the drivers cabin, and along the interior passenger space are thick metal windows that can be opened and sealed shut tight, allowing the passengers to fire at targets from within the safety of the vehicle. Despite bearing the title of an IFV, the Archon is still slow and cumbersome like an MLRS, and as such is equipped with several Smoke Grenade Launchers to obscure it's movement when caught in a tight situation.[[File:Spore 2012-05-06 19-12-48.png|400px|thumb|left|An Archon beginning a volley of Ballistic Missiles]] In the interest of maximizing combat effectiveness, the Rocket Pods can be loaded with a variety of missiles, ranging from standard ballistic munitions, Proton Missiles, Anti-Matter, Plasma, and more, to name but a few. As if this didn't make it formidable enough already, the Archon is equipped with very high precision AI systems which lock on to and track up to 24 targets at a time, able to switch targets in the blink of an eye. This function makes the Archon a formidable Anti-Air unit in addition to it's long range bombardment capabilities. Only further bolstering the Archon's destructive potential is it's phenomenally high rate of fire, capable of firing it's full 12 rockets stock in under six seconds, and by utilizing a compact reload system located in the rocket units themselves, the Archon is by no means a slouch when it comes to delivering unprecedented amounts of firepower onto it's targets. Despite it's slow nature, the large size platform allows the Archon to bear some of the thickest and most advanced armor on an Aeveria Ground vehicle. The Archon's armoring system can take direct hits from even some of the heaviest ballistic weaponry and hardly budge. The Engine among other crucial componants sits in a relatively safe location as well, located just below the Drivers Cabin so as to allow the placement of the Door on the back of the vehicle. Storage racks are also equipped to the backside, next to the door, in the event that some cargo cannot fit inside the cabin. =====Williams MBT===== [[File:Spore 2012-03-27 15-33-09.png|400px|thumb|right|The Williams MBT, one of the longest produced models in the Aeveria Military]] The Williams MBT is one of the oldest models still in production and use by the Aeveria Military. Having first entered service 4500 years ago, the Williams has been used in a wider variety of scenarios than most models are ever even considered for. Although undergoing several small changes over the years to adapt to new weapons, the Williams has stayed largely the same. The Williams is armed with a diagonally measured 165MM railgun. Riding on a Hover Chassis that despite it's long body-base, is considerably maneuverable as a result of engine placement and direction. The Williams is armored with a respectable two-layer Reflexive armor system, which would later become the basis for many future armor systems utilizing more layers and improved design, as well as a simple Concussive Dispersion plating armor to better resist anti-armor weapons. The engine in the Williams is located in the rear, as are the fuel tanks. Due to the size of the Chassis, the interior of the Williams is able to accommodate 8 people, with three serving as it's operators. Due to it's age and long production run, there are still countless Williams still in use despite it being rapidly replaced by it's MKII successor. [[File:Spore 2012-03-27 15-33-52.png|500px|thumb|left|Williams MKII, rapidly replacing it's precedent]] Despite the Williams long-lived success, engineers didn't cease to attempt designing an improved replacement for it, finally managing to have a replacement approved for production around a year after having becoming involved in the Great War. Rapidly phasing out the old Williams, the completely redesigned "Williams M2A1" or more commonly referred to as the Williams MKII, is armed with a larger 180MM Railgun and rides on a completely redesigned Hover Chassis which features 4 independent 'arms' where the hover engines are located. Despite being marginally taller than the original, the MKII is shorter and somewhat wider, lending a more stable stance for absorbing blows. A revised 4-layer reflexive armor and concussive dispersion armor system covers every inch of the vehicle. The engine is located in the front of the main body. So far the MKII has proven successful, surpassing the original Williams by a fair margin. As the MKII becomes more and more common, the old Williams are often being either retired, pulled from combat and put on reserve, or provided to young, new, inexperienced commanders, as the MKIIs are delivered to larger, more experienced commanders. As the MKII becomes more common on large frontline conflicts, the old model has become popular in small operations such as peacekeeping and other small affairs. =====AC-XP Arkana===== [[File:Spore 2012-02-18 08-35-27.png|400px|thumb|right|The Arkana, known for it's outstanding combat record]] The AC-XP Arkana, or Advanced Combat- Experimental Platform, despite it's name, is a model that has been in service for some time now. Most popular with task forces, the Arkana Hover Tank is more than a formidable asset. Combining the traits of a Heavy Tank and an IFV, the Arkana is armed with a wide variety of devastating weapon systems. Most noticeable is the short energy cannon mounted on one side of the turret, which despite it's short length, possesses an incredibly devastating blow that is effective at all ranges. To accompany this devastating weapon, are two 180MM rail-guns on the opposite side. Despite being quite formidable in their own right, these dual rail-guns are intended as the lighter weapon of the Arkana, used mostly on buildings and for shorter range, usually in urban environments. In addition to the weapons mounted on the turret, are two small pressure cannons mounted on the front of the vehicle. At first they may resemble a machine gun, however these small cannons are used to spray chemical weapons, either liquid or gas, which are contained in two containers mounted on the outside of the vehicle. Despite some protests to the use of chemical and biological weaponry on Aeveria Military equipment, the Arkana has proven an incredibly capable design with the track record to support it. The interior is capable of accommodating eight passengers. Powering these devastating vehicles is a Hydrogen Fuel Engine much like those in other Aeveria vehicles. The vehicle can swap between either power method as according to which is more beneficial at the time. The downward facing engines in combination to the two engines in the back allow the Arkana to maintain considerable maneuverability even in tight urban environments. Not to leave itself vulnerable, the Arkana is well armored as well, capable of shrugging off hits with ease. The high maneuverability and impressive weaponry makes this model especially popular in urban conflicts. Despite it's excellent combat effectiveness, arming and maintaining, as well as the bottom line price of producing an Arkana, is incredibly high, and as a result, these tanks are far less common on the field of battle. =====Striker MBT===== [[File:Spore 2012-02-02 19-07-15.png|400px|thumb|left|The Striker MBT, the tried and true Main Battle Tank of the Aeveria Military]] The first of the incredibly successful AC-HT series, the Striker is the go-to main battle tank of the Aeveria Military. The striker features two rapid-fire railguns, which fire imposing 300MM rounds, accompanied by two small MLRS pods. The Railguns utilize a rapid reload system, which allows it to alternate firing between one gun and the other, making for a formidable rate of fire seen rarely in most any tank even among those of other empires. In addition to the Railguns are two small Multiple Launch Rocket System pods, which can unleash a wave of missile-bombardment over a relatively mid-range distance. Adding to their already formidable capabilities is the fact that the MLRS pods are both capable of locking on to almost any target, surface or air, and thus can be utilized not only for long range bombardment, but are also effective at swatting groups of enemy aircraft from the sky. A large 50. Caliber machine gun can also be mounted and remotely controlled from within the cabin. In addition to it's imposing firepower and generally superior mobility, the Striker is also well armored, utilizing very precise and advanced shielding technology, which can withstand respectable amounts of damage from all sorts of weaponry before any complications arise. Special materials are made especially for the armor system of these tanks, as their aerodynamic design means that under normal circumstances, they would be quite vulnerable. From a tactical standpoint, the Striker serves as ''the'' Main Battle Tank of the Aeveria Military, alongside the Williams MKII and the Samuel, which has increasingly become regarded as a light tank more so than a main battle tank. As such, the Striker tends to be among the most common vehicles fielded by the Aeveria. =====AC-HT Orchid===== [[File:Spore 2012-02-15 17-30-39.png|400px|thumb|lright|The AC-HT Orchid MBT, which features a unique Adaptive Camouflage System]] The odd ball sibling to the AC-HT Striker, The Orchid is certainly very different from it's Striker ancestor. The Orchid was designed and fielded much later than the original Striker. The intention of The Orchid was to provide a "Stealth Tank" and despite being a borderline oxymoron, the design is considered a success, as The Orchid now boasts quite a positive track record. As it's name implies, The Orchid is built using the AC-HT platform, which had previously proven hugely successful in the form of the Striker Main Battle Tank, widely attributed to it's considerable armor without compromising maneuverability and speed. In the wake of armaments, The Orchid is equipped with a formidable energy cannon, which is effective at both close range and long range. The Orchid features the same advanced armor as found on it's Striker relative, however with an added feature, as the entire surface of the vehicle is covered in tiny electronic sensors which constantly scan it's surroundings and project an image of the environment onto the tank itself. In combination to the very precise construction specifications of the engine bay which reduce engine sound to a relative minimum, maximizing on the already rather quiet Hydrogen Engine, The Orchid can move quickly, quietly, and blend into it's environment. Though not perfect, as it is nowhere nearly advanced as the essentially transparent capabilities of Rach engineered stealth technology, the adaptive camouflage system is incredibly effective at deceiving the naked eye, though most sensors can still detect the vehicle with ease. Despite this, The Orchid is very popular with both commanders and special operations forces. Despite the emphasis on it's stealth capabilities, The Orchid also makes a formidable MBT, and is often fielded as such, as it shares the same well armored and powerful weaponry as the the Striker, with the dual railguns being swapped out for a stealthier and arguably more deadly Directed Energy Beam weapon. =====Azalea MBT===== [[File:Spore 2012-04-14 11-00-14.png|400px|thumb|left|The Azalea MBT]] As though the Striker and Williams were not enough, the Azalea MBT is essentially the pinnacle of the Aeveria Main Battle Tank Family. Although rare on the battlefield, the Azalea MBT has more than earned it's reputation. The Azalea rides on a completely new chassis, titled AC-BTX (Advanced Combat Battle Tank Experimental) , which takes it's first half as a reference to the AC-HT family of armored vehicles, on which it is partially derived. Despite the "Experimental" moniker in the chassis designation, the Azalea is already a reality to some commanders. The Azalea is powered by a powerful Hydrogen Fuel based engine located near the front of the vehicle, with two fuel tanks located on either side of the cabin. In cases where extra power is required, the air ducts on either side take in air and cool a combustive turbo. [[File:Spore 2012-04-14 11-00-58.png|400px|thumb|right|The unintended Anti-Air capable main gun]] Armed with a terrifying multi-purpose main gun, the Azalea is also well known for it's incredible offensive combat effectiveness. The main gun is capable of being fired as either Plasma-Based energy rounds, Particle Beams, Directed Energy Beams, or a wide variety of both traditional and alternative ballistic rounds. With the flick of a switch, several parts of the cannon can fold out of the way and others into place to switch to any given form of firing desired by the pilot. Bolstering the already stellar weapon system is the rapid-reload system that feeds munitions through the unique arched-back neck of the main gun. For a more support-based role, the Azalea can switch to a sort of molten-lead munition, which upon impact inflicts a splash-radius of damage, making it an excellent choice for handling infantry or targeting structures. The unique shape of the main gun's neck allows the Azalea to cover a wide array of angles, leaving very few blind spots. Interestingly enough and unintended by the designers, due to the nature of the main gun, when pointed upward the Azalea can act as anti-air by using the timed-detonation setting on ballistic rounds, making for an impromptu Flak Cannon of impressive effectiveness. To ensure minimal losses and to maximize combat effectiveness, the Azalea was equipped an advanced armor system that is nearly unmatched. In addition to this, the Azalea also features the standard energy shielding used on all Aeveria armor. This armor system makes the Azalea a nearly unstoppable force on the field. ===Mechs=== Terrestrial Aeveria forces also employ a variety of Piloted Mechanical Vehicles that are specialized to specific roles. =====Lyre HA===== [[File:Spore 2012-02-02 19-50-44.png|300px|thumb|left|Lyre HA, or 'Lyra', as it's called by Aeveria Marines]] The Lyre HA (Designation, Heavy Assault), or Lyra, as it's been affectionately nicknamed the Aeveria Marines, is a bipedal Heavy Assault Mech designed to take the place of light armor such as IFVs in large close-quarters skirmishes where maneuverability is key. Despite it's intended role, the Lyre HA quickly proved to be very effective in a wide variety of situations, ranging from Urban to long range. Despite it's seemingly large and bulky design, the Lyre HA is incredibly nimble and lightweight, able to move most part's of it's body into position rather quickly despite it's size. The Lyre HA features a small Dual Railgun on one side, which fires a large projectile that's perfect for use on groups of infantry, buildings, and armor, and a small MLRS pod on the other side, which can lock on to several targets at once. In particular, the MLRS pod can act as either anti armor and anti air, and even be used for light long-range bombardment. The main armament however, the dual Railguns, are far more practical for the roles often tasked to a Lyre HA. The railguns fire a small shot when compared to that of most other Railgun weapon systems, however the small size allows it to carry far more ammunition. Additionally, the Railguns can be fired in any pattern the pilot wants, which when alternating between each cannon, makes for a respectable rate of fire. Powering a Lyre HA is a large Hydrogen Fuel generator, located on the back of the body. The fuel tanks are quite large, and thus a Lyre HA can last around 24 hours on a single tank. Because of this, Lyre HA's have also become popular support vehicles as well, which excel in suppressing enemy movement without for long periods of time without having to refit or refuel, making the Lyre a popular choice for recon and scouting as well. The leg joints are composed of several joints and despite their appearance are very steady and stand firmly. This multi-joint design allows the legs to move quickly and stably with ease. =====HCM Mako===== [[File:Spore 2012-05-06 21-04-41.png|500px|thumb|right|A Mako preparing to engage a Zaretian Payne MBT in an urban environment]] The HCM Mako (Designation, Heavy Combat Mech) is the Aeveria's answer to other empires popular Infantry Support walkers as well as Urban Combat Armor Specialization. A far cry from the more recon-oriented Lyre Assault Mech, the Mako is the go-to stand in for Heavy Armor in Urban or close-quarters environments. Like most Mechs the Mako is by no means intended for use in open battlefields, however makes up for this with it's mastery of Urban Combat. Carried by a powerful Bipedal leg set up, the Mako moves itself on a total of five joints per leg, allowing for maximum mobility over obstacles and in tight environments. Advanced AI helps maintain the stability of the mechs stance as it moves, and the legs have been reinforced at it's most crucial joints. The Mako is capable of making short hops into the air as well, though this seems impractical, when utilized in urban environments this feature can be used to initiate ambushes and quick movement around obstacles. Rather than having the more common, plainly visible cockpit, the Mako relies on highly advanced sensors and cameras, so to allow better overall hull integrity on the cockpit. [[File:Spore 2012-05-07 22-28-54.png|300px|thumb|left|The HCM Mako]] Armed on either side of the body is a large and rather imposing Railgun which is best used when engaging enemy armor from moderate to long distances. Since long range-combat is sparse in the urban scenarios that the Mako is most commonly deployed into, it's more common to see this weapon being put to use taking down buildings and softening fortified positions. More commonly used is the large directed-energy-cannon on the other side of the body. This weapon system directs ludicrous amounts of weaponized energy as it's means of firing. Capable of firing quickly and with little reload time, this Energy weapon is excellent at close and medium range, which is most common in the urban scenarios that the Mako is famed for. The body is rather heavily armored as well, featuring the popular multi-layer reflexive armor system that's been revised and improved on it's effective models countless times since it's introduction. The Mako runs on a compact Hydrogen Engine very similar to the one used in the Lyre HA, however increased power consumption for barriers and weapon systems results in a shorter lasting tank. =====Overlord MHAC===== [[File:Spore 2012-02-03 17-58-39.png|500px|thumb|right|The Overlord MHAC]] The champion of the Aeveria Military's siege weaponry, the Overlord MHAC (Mechanized Heavy Assault Carrier) is a massive, heavily armed and heavily armored Mobile Fortress. As it's name implies, the Overlord acts as both a Heavy Assault unit and Carrier. On board you'll find space for 800 passengers, not including the crew required to operate the large vehicle. The Overlord is constructed using the most advanced armor technology available, making it capable of shrugging off a blow from a wide variety of weapons systems with ease, allowing it to march past enemy lines largely undeterred. The Overlord is equipped with an impressive arsenal of weaponry featuring four large main cannons, each controlled independently, allowing the Overlord to engage multiple targets from the same direction. Mounted on either side of the vehicle is a devastating Railgun-Energy Cannon Hybrid, which can be refitted quickly to fire either preferred weapon system. On the opposite side is a MLRS system, which is capable of locking on to either surface or airborne targets, making it potent for long range bombardment as well as swatting enemy aircraft from the sky with shocking precision. Quite commonly Overlords are used to crash through Enemy Lines and deploy their forces, causing an internal weakening and eventual collapse of Enemy Positions. The Overlord is powered by a large Hydrogen Fuel powered generator, which is located horizontally under the main interior of the vehicle. To ensure maximum combat effectiveness, the Overlord is designed to be capable of running for around Seventy Two hours before it's fuel tanks are completely depleted. Using this to their advantage, commanding officers often command from an Overlord, so that they can remain present on the field to assess the situation on a more personal level. On the ground, these vehicles typically serve as a mobile 'commander center' of sorts, acting as field hospitals and even living quarters when not on the offense. ===Sea Vehicles=== Terrestrial Aeveria Forces also incorporate a number of Naval Vessels, often used as defensive measures and for tactical strikes. =====Stinger P.M.B===== [[Image:Spore 2011-12-11 00-54-28.png|500px|thumb|right|A Stinger P.M.B in the early stages of deploying both Air and Sea Forces]]The Stinger P.M.B, or STINGER Planetary Maritime Base, as it's name indicates, is a massive Mobile-Base built to float in water and even be capable of slow propulsion. The Stinger is one of the Aeveria Military's most valuable assets in both offense and defense. When not deployed on a field of battle, a Stinger can be deployed in the seas of worlds held by the Aeveria, utilizing it's available support weapons systems and stationed forces to act as a center of retaliation in the event of an attack. When deployed into war, the Stinger is a key asset for invasion of hostile-held worlds. When deployed, a Stinger Base's first priority is to deploy a portion of the forces stationed aboard it. On average, aircraft in the Hangers which can be used to transport vehicles to the mainland as well as infantry or to act as air support. A Stinger Base also possesses A wide variety of naval vessels such as AMB Irveigna Battleships, and anywhere from 200-500 small class vessels of both Air and Sea Designation between the two. All forces stationd on a Stinger Base are under the command of the Captain of the Base. Although a Stinger Base tends to be loaded with quite the wealth of available forces for deployment, the Base itself is in quite stark contrast, rather lacking in serious fire-power with the exception of a slight trump card. The Stinger P.M.B is equipped with basic point defense systems as is the case with most larger Aeveria vehicles, but in the way of sole offense, the Stinger is equipped with Weapon Systems desigtned for Support, boasting two Tactical Missile Silos which can be utilized to soften forces located far from the Base on land, pinpoint strike assets delicate to the enemy, or to target hostile vessels at sea. Despite the lack of firepower from a purely offensive perspective, a Stinger Base tends to be difficult to capture or destroy, as the forces stationed on board act as it's defenses when under direct attack. [[Image:Spore 2011-12-11 09-30-39.png|300px|thumb|left|A light sea Frigate docking at the shipyard for repairs]] The Stinger P.M.B is intended to act as a long term invasion platform, and to help sustain the forces stationed on board, the Stinger is equipped with a small Shipyard and Small indoor factory that both produce a small selection of vehicles and equipment. Both installations are too small to effectively construct a large force in a small time, however in long term missions, these facilities are used to supplement the outgoing forces and replace completely destroyed vehicles. Additionally, they are often both used to make repairs on damaged vehicles. On the "Roof" of a Stinger Base's main structure is the Airfield, which is composed of a single airstrip wide enough for two large aircraft to either take off or land. Aircraft are docked within the main structure and transported on large elevator platforms to the main hanger on the airfield. At any one time one aircraft can be taking off and one returning, allowing aircraft to come and go quickly. The Stinger utilizes a wide variety of methods to power the ship. The vast majority of the ships power comes from a large Hydrogen Fuel based generator, which is further bolstered by Solar Panels, Hydroelectric generators along the bottom of the base, and even Wind Power, using small turbines located aft of the Air Field. Combined, the various methods produce enough energy to be completely self sufficient as far as keeping the ship running goes. On the inside, the Stinger houses several facilities, ranging from Tactical Command and Medical Wards to Private Bunks, Cafeteria's, and Recreational areas for soldiers stationed there to use in their down time. A Stinger Base can sustain itself on it's own supplies for around a month before supplies need to be delivered to restock the facilities. =====AMB Irveigna===== [[Image:Spore 2011-12-11 10-48-18.png|400px|thumb|left|An AMB Irveigna partially submerged]][[Image:Spore 2011-12-11 21-14-02.png|400px|thumb|right|Firing salvos on the surface]] The Irveigna AMB (Advanced Maritime Battleship) is, as it's name implies, an advanced sea battleship. The Iveigna is not only a surface ship however- It is also capable of submerging itself much like a submarine. The massive vessel will often dive to the sea floor and remain there in low power mode, largely undetectable by hostile forces. When the time is right, the AMB opens it's armor casing to reveal an impressive array of MLRS installations. The Weapons System featured as the AMB's primary weapon are 4 large MLRS installations, capable of firing up to 100 missiles in around a minute, from both the surface and deep under the surface of the sea. Combined with it's stealthy method of laying deep underwater, the AMB Irveigna can target passing enemy vehicles and even targets on a nearby land mass and fire several rockets, catching the target by surprise. When engaged in combat on the surface directly with another hostile vessel, the AMB takes advantage of the large Plasma Cannon mounted on the underside of the front end to assault the enemy ship. Encasing the large interior is several layers of incredibly sturdy plate armor similar to that on mid size Aeveria Space craft. The large size of the AMB accommodates a crew of up to 350 people, making the AMB a potential choice for covert transportation at sea. In addition to this, two small hangers are located on both sides of the vessel, loaded with a few small patrol boats and Submersibles as well as Drones for recon. While certainly not an offensive force to be reckoned with, these extra vehicles make hit-and-run attacks incredibly simple and effective. The AMB is powered by a large Hydrogen Reactor as well as a small Nuclear Reactor for a second option. The Engines are located in the very back of the vessel, where they send most of their power to the actual Engines themselves, which are similar to those found on High-Atmosphere Aircraft, allowing the AMB to move relatively swiftly on the surface, but as a drawback, is rather slow when submerged. ===Air Vehicles=== Air units employed by Terrestrial Aeveria Forces fill a variety of roles, from Air-Dominance and Support Strikes to colossal Flying Fortresses used as invasion platforms. =====Ragnarok Skylord===== [[Image:Spore 2010-11-20 20-49-26.png|500px|thumb|right|One of the behemoth Skylords, in the distance]]The Ragnarok Skylord is among the most crucial and formidable assets to the Aeveria Military. One of the largest vehicles in the Aeveria Miliatary bested by only a handful of others, the Skylord is larger than most large class Space craft. In battle, the Skylord essentially acts as a mobile invasion platform on par with that of a Battlestation. The Skylord can carry roughly several tens of thousands of personal as passengers, and is capable of sustaining itself off on-board supplies for up to 3 months before requiring re-stocking. The Skylord hosts several facilities on board, such as a vehicle and equipment factory nearly four times the size of that of the Stinger P.M.B, capable of producing various vehicles at a relatively steady rate to replace damaged or destroyed ones. There are four large Hangers on board, two on each of the broad sides, two containing several mid size vehicles such as Overwatch's and Humpback's as well as a ridiculous number of fighters and other small air and space craft ideal for dog-fighting and providing close air support to ground forces. The other two Hangers are optimized for larger craft such as heavy drop-ships and transports. The other facilities are similar to that of a large size Space Craft, living quarters, cafeteria/mess hall, recreational areas for soldiers who are not on the job, a Medical facility, and many, many other things. The Skylord lacks somewhat in direct heavy weapons systems, most of it's weapons being point defenses. On the underside of the ship are a number of large heavy cannons that can be used to hit larger targets and soften up densely fortified enemy positions over a large radius. Aerial and Orbital Bombardment as well as other ground-targeting weapons are located on the underside to take care of any potential small time trouble makers. For the most part the Skylord's offensive power comes from it's Hangers in the form of the forces stationed on board. During invasion there are usually a handful of Skylords on the planet. Often times they will act as the central command center for Aeveria Forces if forward bases cannot be established. As far as defensive capabilities go, Skylord's are heavily armored both from ballistic attacks and energy-based attacks by incredibly advanced shielding technology. As the record goes to show, very few Skylords have successfully been destroyed or captured. When not on the field of battle, Skylords either travel in Space with Fleets, as their engines are in fact the designation of a Space Craft design than solely aircraft designs, or are stationed in the skies of Aeveria held worlds to act as protection in the event of an attack. Skylord's are powered by a large Hydrogen Fuel based Generator, along with advanced Solar Energy collection methods. Unlike most Aeveria Aircraft, the Skylord actually generates most of it's power through Solar or wind, taking advantage of it's Air-borne nature to utilize large Wind Turbines mounted on the underside and along the engines to generate massive amounts of energy, with the Hydrogen Fuel part of the system acting as a rarely used emergency fuel supply or when in Space or conditions where Wind or Solar methods may not function entirely. Despite this the Wind and Solar generators tend to power the vehicle when planetside, and the Hydrogen Generator is more commonly used for spends much of it's time in space after depleting a fair share of the reserve energy from the Wind and Solar systems. The Engine propulsion design is a heavily altered Space craft Engine model designed to move large air craft and allow it to stay air-borne and remain relatively still in the same spot, essentially hovering high above the ground. Skylord's are often just above or below the main cloud layer when on a planet. =====Gale Airbase===== [[Image:Spore 2011-12-16 15-41-31.png|400px|thumb|left|Gale Airbase]]Similar to the Ragnarok Skylord, the Gale Airbase acts as an invasion platform and mobile command base. Though large compared to even a fair number of space craft, the Gale is roughly only a fourth the size of a Skylord, supporting a crew of around 4000 passengers. Though smaller than the Skylord, the the Gale still features similar facilities, albeit on a much smaller scale. Living qaurters and a Cafeteria as well as Recreational space and a medical ward among other things, are all stocked for use for around a month before supplies require re-stocking. The Gale also features a factory roughly similar in size to that of ones found on Stinger P.M.B's, capable of repairing and constructing vehicles and equipment on a small scale. Two fly-through Hangers are located near the front of the ship, holding a fair number of small air craft and a small count of larger vessels such as Overwatch Gunships. Despite the smaller size, the Gale has far more direct fire-power than any of the other Command Platforms in the Aeveria Military, boasting several large energy weapons at the front of the ship as well as the typical defensive point defenses. The engines located in the rear of the ship are designed with similar engineering to that of Space Craft, and thus much like the Skylord, the Gale travels independent of any carrier when leaving a planet, also in part to the fact that is sized in the lower class large sizes of Aeveria Space and Air craft. The Gale uses a similar power generator setup to the Skylord, with Hydrogen Fuel acting as an emergency fuel source and the rest being powered by Solar Energy and Wind Power, using the Hydrogen Fuel based generator to bolster power output when needed. For the most part, Gale Airbases act as support for ground forces by means of providing close air support via vehicular forces stationed on board. In smaller scale offenses, the Gale may act in the place of a Skylord if one is not present, and in non-combat situations, the Gale Bases will often fly high above the ground of Aeveria-held planets as defense. Gale Bases usually travel in groups of two or three. Since the arrival of the Skylord on the scene however, the Gale has become increasingly less common as the vastly superior Skylord becomes the invasion platform of choice. Most Gale's are now used to defend planets held or being occupied by the Aeveria or defending worlds held by the Aeveria. As a result, Gale Airbases have become far less common on the front lines, becoming a rare sight by comparison to the Skylords. =====GS-351 Humpback===== [[File:Spore 2012-05-08 15-52-29.png|300px|thumb|left|The GS-351 'Humpback']] [[File:Spore 2012-05-08 15-51-15.png|300px|thumb|right|A Humpback Gunship firing on a target]] The Humpback is the Aeveria Military's newest generation of Heavy Attack Gunship. This large two-seater model is both heavily armed and heavily armored, making it a potent asset in combat. The result of a joint-venture between the Aeveria and Diabloian Military's, the Humpback is a favorite of both Aeveria and allied forces. In the wake of weaponry the Humpback is equipped with two modular-munition Rocket Pods housed in the wings. The weapons operator can lock on to up to eight targets at a time , unleashing a barrage of any variety of munitions on the enemy, or firing individually for precise or repetitive damage. Despite the potent fire power packed into the rocket pods, Humpbacks have a rather limited ammo supply before having to reload. As a secondary weapon system, a large railgun is mounted on the nose just under the cockpit. The Railgun boasts a rather modest rate of fire. Though not anywhere nearly as powerful as the Rockets, the auto cannon is excellent for providing close air support to ground forces. This allows the Humpback to act as both close air support and heavy assault gunship. The Humpback is equipped with countermeasures such as flares and decoys to throw off enemy anti-armor missiles as well as an advanced counter-radar to deceive even the most advanced lock on weapons. In the event the countermeasures fail to deceive enemy forces, the Humpback is also rather heavily armored, capable of taking considerable hits before receiving critical damage. Propelled by two large hover engines as it's primary form of movement and two small rotors on the tail to maximize maneuverability when hovering in place, the Humpback is reasonably fast and fairly maneuverable both in sustained and evasive flight. The Humpback uses a Hydrogen Engine, like all Aeveria Vehicles. The rear tail rotors regenerate a share of energy by means of rotor generation. Tactically these act as the primary offensive unit for air-to-surface and occasionally air-to-air combat. =====R-20 Twilight===== [[File:Spore 2012-04-11 21-26-31.png|400px|thumb|right|A small team of R-20 Twilight's flying in formation]] Although classified and designed as Space Craft fighter, the Twilight is quite commonly utilized as a planetary air-superiority fighter. The successor the experimental R19-Noctus fighter, which saw limited production as part of the testing phase, the R-20 Twilight is a full scale production model that has seen wide success in the Aeveria Military. Using data gathered from the Noctus test runs, the R-20 Twilight has been fine tuned for maximum effectiveness. The Engine housing features a central main engine that propels the highly aerodynamic Twilight with ease and at incredible speeds. To aid in directional control while travelling at such high speeds, two responsive 'wing engines' sit on either side, turning in conjunction with one another to provide additional thrust to manipulate over and under steer. The engine trails a thin but vivid blue stream of exhaust, leaving behind a unique but short lived trail of light as it flies. To utilize the speed best, Twilights are armed with a load out of potent and precise weaponry. Mounted under the wings are missile pods which can both automatically and manually lock on to targets. The Missile Pods are most commonly used when performing close air support bomb-runs or when engaging a large number of enemy aircraft. When engaging in the more common Dog-Fight style combat, the Twilight typically uses two Plasma Blasters mounted into the nose of the fighter, which fire quickly and generally wreak havoc when they hit. Tactically, Twilight's tend to fly in groups of four to seven, with the most experienced pilot usually acting as the head of the team. More often then not, Twilight's are deployed in large numbers from Gale Airbases and Skylords, as well as from Stinger PMB's or large class spacecraft. Due to the nature of their shape they tend to be difficult to identify as an aircraft when flying high enough, and to further bolster this deceptive trait, the Twilight's are equipped with very sensitive radar stealth systems. Though not perfect, this allows the Twilight to cover ground and often even strike before the enemy can realize ''what's'' attacking them. Historically the R-20 Twilight has proven vastly successful against most enemy aircraft. =====D4-SH Overwatch===== [[File:Spore 2012-02-25 01-27-13.png|500px|thumb|left|The D4-SH Overwatch, the military's primary workhorse Gunship]] The D4-SH Overwatch Gunship is a vertical landing and take off aircraft which acts as the Aeveria military's primary light airborne workhorse. Utilizing two propeller- harrier jet hybrid engines, the Overwatch combines the versatile conventionality of a typical helicopter and the high mobility of a jet based aircraft. Powered by a powerful hydrogen fuel based engine located just beneath the cockpit, both engines can turn a complete 360 degrees for maximum mobility, and allow the vehicle to move as swiftly as a high speed jet or hover above an area much like a typical helicopter or Harrier Jet. On the utility side of things, the Overwatch is a very versatile and useful asset to Aeveria forces, moving into positions quickly and [[File:Spore 2012-02-25 09-14-00.png|400px|thumb|right|Carrying an AC-HT Orchid]] Capable of carrying 30 passengers on board in addition to a fairly large payload of supplies or equiptment, the Overwatch has no shortage of space or potential. Additionally, the Overwatch is fitted with a number of cargo hooks, which can be used to lift a wide variety of large objects. Though intended for carrying supplies, the potential of this feature as a tactical means of transporting light armor vehicle forces was quickly realized. Quite commonly, an Overwatch can be seen lifting friendly grounded vehicles into the air using it's cargo hooks and transporting them fair distances across the battlefield quickly. Tactically this makes the Overwatch perfect for moving light armor from place to place. Despite this making the Overwatch a rather noticeable target, few major issues are often faced, as the Overwatch is fitted with fairly advanced armor systems nullifying most anti-air ballistic weapons, as well as flares and other counter measures against anti-air weaponry, and additionally the Overwatch tends to carry it's load only short distances, not staying airborne with armor cargo for too long, reducing the chances of being targeted. When exiting the vehicle, soldiers will either rope down from the access ramp or the side door, or in the event that the vehicle must continue moving while they deploy, soldiers can halo-jump from the rear access ramp. In large numbers, Overwatch Gunships can move large amounts of forces quickly across a battlefield, allowing for quick sweeps of enemy forces. In the wake of weaponry, the D4-SH is equipped with two 50MM railgun autocannons mounted on the underside of the vehicle, as well as places to mount either heavy Machine Guns or Grenade Launchers on both the side door and the access ramp in the back. Tactically, the Overwatch provides an excellent balance between close air support and transportation. As a cargo space saving effort, most newer D4-SH's do not feature the Railguns. Despite the available weapon options, the D4-SH Overwatch is used more commonly in non-combat scenarios however, most commonly being used to deliver relief supplies after natural disasters or other humanitarian aid efforts, as the Aeveria Military often assists in such activities when requested. The large cargo capacity makes it the prime choice for delivering supplies or equipment in both combat and non-combat scenarios. These highly versatile aircraft are among the most numerous in the Aeveria Military. ===Space Vehicles=== The pride of the Aeveria Military, documented here are a number of the cutting edge space craft models that compose the formidable Aeveria Armada. =====Skybound Class Cruiser===== [[File:Spore 2012-05-07 22-53-08.png|600px|thumb|left|The Skybound Class, the new staple of the Aeveria Space Armada]] The basic staple and arguably the golden standard of the vast Aeveria Space Armada, the Skybound Cruiser is the replacement to many older models and is one of the most common large class vessels in the Aeveria Military. These ships are in themselves rather formidable, carrying a fairly large crew and a rather large number of deploy-able fighters and other crafts of various roles. Equipped with the latest technology and top of the line equipment and facilities, the Skybound is an all around well balanced asset. The Armoring system utilizes a generated energy barrier as it's primary shielding, and should this system fail the hull is well armored against most weapon types, providing more than respectable protection. No slouch in the offensive department either, the Skybound is equipped with a rather potent weapons load out as well. Although mostly relying on it's crew and docked battlegroups as it's offensive capability, the Skybound is also equipped with a fair share of ship-to-ship combat weapons. Three large plasma turrets are mounted along the front of the ship, able to engage most mid size targets with relative ease. To fend off enemy fighters, various automated point defenses step in to handle any hostile units that the Skybound's on-board crew cannot handle. To handle the larger and more well armored enemy ships, the Skybound is equipped with large Directed-Energy cannon mounted under the front of the vessel, which is also used commonly to provide heavy support on the ground, as the Skybound also quite commonly descends into the atmosphere of a planet to act as close heavy support, firing an alternating, precise, and deadly beam on ground targets, or clearing the skies of enemy air craft with it's many point defenses. The Skybound is propelled by three main engine units, two contained in the wings to act as guidance, and a large central engine at the rear of the craft. These ships, like all Aeveria Space Craft, are powered by massive Hydrogen Fuel based engines and generators, which safely and cleanly power the vessels with more than excess energy. Acting as a fail safe as well as 'back up' power, Skybound Class Cruisers, as well as most other large size Aeveria vessels, are also equipped with a respectable amount of Solar Cells on various parts of the ship, used to gather extra energy to alleviate some of the work from the main generator and conserve fuel. ===Facilities=== Using the Peackeeper Rapid-Deployment Armored Command Unit or specially equipped Construction Drones, a number of facilities can be erected quickly using a concentrated stream of nanites. Though this technology is also applied to construction in non-military applications, it's used most extensively in the Rapid-Deployment front where the Armored Command Units are being tested. Armored Command Units granted proper permissions can erect a variety of facilities. =====Forward Command===== WIP ==Government Agencies== ===Corvus Technological Industries=== [[Image:Spore 2011-12-14 16-09-01.png|400px|thumb|right|The Head Office Structure of CTI, located in a Countryside on Iliveria]] Though technically not a Government Asset, Corvus Technological Industries(CTI) is a weapons and technology development firm that is funded on occasion by the Aeveria Government. Though technically not a branch of the Government itself, the company shares close ties with the Aeveria Government Labs in terms of research and development. CTI is responsible for a wide variety of equipment and vehicles that are used by the Aeveria Military. The Company has laboratories and offices on several planets within Aeveria territory as well as a small number lying outside Aeveria space. It's corporate headquarters is located in a countryside on Iliveria. It's primary testing facility is located on Planet Iveya, with another important testing facility located in Space, consisting of several large Space Stations. CTI's vehicle designs are often constructed by a third party Shipyard, the most notable of which is Reccivas Construction, who operate a large shipyard on Planet Ikora. Despite sourcing large scale construction to third parties, CTI manufactures many of it's designs at it's own factories. ===Aeveria Central Intelligence (A.C.I)=== The Aeveria Central Intelligence Agency, more commonly referred to as ACI, is the highest classified Government Branch. They handle investigation into all major and minor threats to Imperial Security and foreign affairs. Their Headquarters is on the outskirts of the desert city of Steaken on the Planet Iliveria, with a second important command center at the capital, Veradell. The HQ Building is only 20% above the surface, with the rest laying deep underground. The structure is one of the safest, most secure, and in general difficult to enter even by means of infiltration, facilities in Aeveria territory, bested only by the Capital Plaza, Presidential Estate, and the Fortress Worlds. The Steaken HQ building houses all documents and Intel collected, in both a hard and digital copy, and is also used as a top security detention center, and testing facility for various designs from the Government Laboratories. ACI was the group whom contacted the Tegotian and Zaretian Rebels and convinced them to attend the first Peacekeeper Conference. They are also responsible for convincing Zaretian officer Attopos the Great to defect and aid the Aeveria. ACI has countless outposts and bases set up across the Galaxy, and even in some others. Additionally, ACI has extensive contacts in various other Empires. Despite how useful ACI may be at times for obtaining crucial Intel and other top priority SpecOps missions, a fair number of political figures feel that ACI has too much unregulated power, often being able to carry out a mission without approval from the Commander in Chief. Despite this, rarely has anything terribly regrettable come of ACI's actions, with only a few instances of their plans having backfired on a scale that has caused a large negative impact. ACI works closely with SpecOps forces such as the Biomatter Task Force (Aeveria specific Branch), and many other Special Operations teams, as well as having it's own in-house agents trained to quite an elite degree. ===Aeveria Government Labs=== The Government labs perform a variety of tasks. From research to Development and production of weapons and technology, the Government labs cover it all. The Labs are known most for being the primary developer for Aeveria Military Architecture and Design. Along with CTI, the Gov. Labs produce all Aeveria Military buildings, vehicles, weapons, and more. The Government Labs also operate testing facilities for use by both themselves and on occasion, CTI. In the past, the Gov. Labs have been tasked to work with CTI to design devices and weapons. Designs from the Labs are produced by Government owned and operated factories. The Labs also carry out terraforming tests and other miscellaneous studies, such as medical research, Census work, and technology studies. Their current focus is finding cures and immunities for viruses such as the Biomatter and deadly STD/STI's, Cancers, and many other medical issues. ====Experimental Technology Testing Division==== Despite the Government Military Research Laboratories conducting many initial tests on their own, more unstable prototypes and designs further along toward completion are often sent to the Experimental Technology Testing Division. Intended as a "Second Opinion" of sorts, this division runs extensive tests on all technologies being developed by the Government Research Agencies. Typically this is the last stop of testing before a new technology or device is approved for production. Working very closely with the Military Research Laboratories, experimental technologies and designs will often go back and forth between the labs and the testing facilities for fine-tuning. The testing division has facilities at a number of locations, most of which located on larger Military Bases, as well as at the Government Laboratory HQ. [[Category:Aurikine]] [[Category:Inactive]][[Category:Page]][[Category:Aeveria]] q6tr63duc53trp018xw3bcjkdksvtda Aeverian 0 836 7548 2018-04-04T07:43:51Z Amaker1450 26550035 Redirected page to [[Aeveria Confederation]] 7548 wikitext text/x-wiki #redirect [[Aeveria Confederation]] sdbr4dfzoh6c7a8lspk3pnk2l05abto Aeverians 0 826 7429 2018-03-26T04:55:25Z Amaker1450 26550035 Redirected page to [[Aeveria Confederation]] 7429 wikitext text/x-wiki #redirect [[Aeveria Confederation]] sdbr4dfzoh6c7a8lspk3pnk2l05abto Agniemia 0 1347 13935 13932 2020-08-09T21:25:10Z Corv 30641571 13935 wikitext text/x-wiki #REDIRECT [[Nova_Corporation#Station_451:_Satellite_in_Agniemia_Orbit]] [[Category:Planets]][[Category:Nova_Corporation]] gj3ngkjep5ncfhrectvjqgbnf39qjcs Aisumer 0 948 14022 14021 2020-08-14T11:14:42Z Corv 30641571 /* Sun and Moon */ 14022 wikitext text/x-wiki [[Category:Planets]][[Category:Locations]][[Category:The Remusian Republic]] Located in the [[Planear System]], [[Aisumer]] is the current homeworld of the [[Remusians]], and was established after they fled their former homeworld of [[Remusia]]. Aisumer has become a sprawling Ecumenopolis, almost entirely covered with varying forms of architecture from over the decades. Different areas are easily identifiable with relation to the [[The_Remusian_Republic##Classes|classes]] of the Republic. == Geography == At one time Aisumer had six continents that corresponded to each of the Big Six. Now there is still a general knowledge that these boundaries exist, but are less reinforced than before. The sprawling city bears small checkpoints that must be passed through but otherwise they are pretty lax. Of course, contraband of any kind caught in these checkpoint will be confiscated and dealt with accordingly. === City Geography === Aisumer bears many similarities to that of the former homeworld of Remusia in that it bears six large hub cities referred to as "The Big Six". While previously each city had its own designated ruler, these cities are now governed by members of the Royal Council. The Royal Council also has the same responsibilities to that of a planetary governor. == Wildlife and Ecology == Much of the planets originally geography and vegetation has been lost since the construction of the Ecumenopolis, but some of it still exists. Out of respect, several biology conservation groups in Aisumer's society have preserved portions of rainforest and jungle, allowing the wildlife to exist in a contained environment while also being protected from industry. == Sun and Moon== Aisumer orbits the sun of the [[Planear_System|Planear System]], a class-G Red dwarf named Fontayn. horb9f7zilwdj484fpvqe6o1vydyqq7 Akirystis System 0 727 17194 13928 2021-11-17T17:32:31Z Amaker1450 26550035 17194 wikitext text/x-wiki = Overview = == Star - Akirystis == * A faint Class M star with a tight-knit system * Radioactive dating reveals the majority of its planets have different ages, meaning they are not native to the star system * The orbits of the planets, especially the gas giants, seem unlikely to have formed naturally * The unusually high amount of habitable worlds, along with numerous Astatanian observation posts, suggest some sort of large-scale experiment = Planets = == Iunithe == * A dry, sandy world nearly half again the size of Earth * Being tidally locked, the planet has a 'hot pole' in perpetual daylight, and a 'cold pole' that remains permanently frozen * Near the twilight band, the temperature is mild enough to sustain life * Warm air from the hot pole melts glaciers on the night side, creating rivers, underground lakes, and small seas that flow through the twilight band into the day side * Conversely, cold air flows in, bringing periods of cold, dry weather * Warm air currents sometimes bring intense thunderstorms, creating wildfires and leaving large amounts of fulgurites on the ground. * Traces of a previous civilization here in the early Industrial Age == Geralyd == * A dry, rugged world slightly smaller than Earth with a nitrogen-oxygen atmosphere * Trees are sparse, canyons and plateaus are widespread * Believed to have once had a moon that was destroyed within the last few thousand years, which prevented its tidal locking * The remains of the moon orbit the planet in a series of asteroid belts, providing an easily-mined resource * The dominant family of plants on the planet release pollen containing psychoactive agents, perhaps aiding in their propagation == Senlaxonu == * The only planet in the system with definite Astatanian constructs * Signs of extensive terraforming; fossil records suggest life 'suddenly' appeared several million years ago, as with the other life-bearing planets in the system * How Astatanian technology remains functional over such an extensive period of time remains to be determined * Atmosphere is rich and suited to an unusually large range of species within TmC space * Unusually low density for a planet of its size; gravity is about .9x Earth * Diverse climate and ecosystems with countless species * High concentrations of Asterus on the surface === Beraygamu === * The surface is composed mainly of silicates * Astatanian technology is nearly ubiquitous, with ancient structures poking out of the ground == Yytriad == * A large, relatively 'peaceful' gas giant * Its low gravitational pull for a planet of its size make its abundant atmospheric terraforming gases, such as CO2, easy to collect * It doesn't seem unlikely that the gas giant itself was used to make or improve the habitability of some of the worlds in the system === Rhymalko === * Tidal effects from Ytriad and its surrounding moons keep this world molten === Fryuj === * A mild but waterless world with a high percentage of carbon; dating from soil samples indicate it is even older than the star it orbits * Scans reveal as much as a third of the planet consists of diamond, which is occasionally brought to the surface through volcanic activity * A few abandoned mines stand here, possibly from the Tiamold civilization === Tiamold === * Oceanic, low-density world with a metal-poor core, resulting in a relatively weak magnetic field * Subsequently, the surface is bombarded by a higher-than-average amount of cosmic radiation * The planet is heavily irradiated beyond expected parameters for unknown reasons, perhaps the aftermath of a nuclear war? * Despite this, or possibly because of it, land-based plant life goes through an extremely accelerated life cycle, growing, producing seeds, and dying within a matter of weeks * Intelligence suggests this planet may be the homeworld of the Tenordrog === Moon Hezkowla === * This small moon is overrun with life, with an abnormally high percentage of predators * The unbalanced ecosystem can likely be maintained only because of the especially fruitful plant life * The equivalent of DNA on this world is the same as Tiamold, indicating that either some degree of panspermia occurred, or that the same 'seed' was used to sow life on the two moons * Though exceedingly dangerous, even scientists have agreed that the beauty of the world is beyond compare * The Tiamold civilization attempted to settle here, but the state of their equipment suggests they were driven out shortly afterwards == Miuzetemi == * A binary planet system, both of which have life * Miuzetemi is a vibrant, watery world, with untapped forests and jungles that span entire continents * Bears a striking resemblance to the homeworld of the Yugadd * Though Miuzetemi is the dominant planet in the system, Adnagow's tight rotation around it creates a tremendous amount of tectonic upheaval, resulting in frequent earthquakes and eruptions * If any civilization existed here, it was too primitive for any traces to be easily found === Adnagow === * A dry, low-gravity world that is mostly unremarkable * Life is limited to bacteria and simplistic plants; fossil evidence suggests a massive extinction event occurred recently in its history == Vyladom == * A large and chilly mountainous world kept habitable only by its thick atmosphere trapping greenhouse gases * However, the same atmosphere causes storms to be especially violent and sudden when they occur * The remainders of an Atomic-Age civilization are scattered throughout tunnel systems in some of the mountain ranges === Wehilak === * A fairly unremarkable moon, aside from a few crashed satellites presumed to be from the Vyladom civilization == Dojagilv == * A massive, stormy gas giant that defines the outer boundary of the Akirystis system === Umuykha === * A cold, dense world kept warmer than expected via tidal heating * The lifeforms here share an uncanny resemblance to Zanforrin life * Unlike Zanforrin, a species of megafauna is the dominant lifeform, bordering on sapience === Heskeryi === * A cold world with a toxic atmosphere of nitrogen and methane and oceans of liquid ammonia * Further studies could determine the presence of ammonia-based life on the moon === Xzevard === * An airless, frozen moon that nevertheless is notable for its large reserves of liquid water under the ice === Jeilagry === * An extremely cold but habitable world with poles that cover nearly three-quarters of the planet's surface * Dojagilv's gravity frequently draws in asteroids to its orbit [[Category:Page]] [[Category:Legacy Lore]] 0le4vpsroicfkmd0q27v2wp6zkuzthm Amaker's Lore Proposals 0 1512 17124 16585 2021-11-17T03:36:48Z Amaker1450 26550035 /* Theatres */ 17124 wikitext text/x-wiki A master page for me to place all of my lore proposals. Easier for me to keep track of if they are all in one spot. - Amaker == General Lore Proposals == === Faster-Than-Light Space Travel === ''Text copied from Proposal 'B' on [[Talk:Space Travel]]'' My rationale** remains the same as above, but with some tweaks to certain aspects, most notably cosmology: * Realspace: EAW as we know it. Material universe. * Subspace: Barrier/layer between Realspace and Deepspace. While operating on its own physical laws, subspace is influenced both by realspace and by deepspace, and as a result is a dimension of flux. While a ship can enter subspace from anywhere, gravitational and void-based disturbances make some areas difficult or even outright impossible to navigate due to sensors being unable to plot reliable coordinates. This limits reliable travel to a series of 'tunnels', areas of subspace free of disturbances. Because the galaxy, and subsequently gravity wells, are in constant motion, these tunnels gradually shift as time passes. Such changes are predictable and each to track. Rarely, however, tunnels can shift dramatically in a short span of time, a behavior theorized to be a result of the void. * Void/Deepspace: An alternate dimension similar to realspace in that it is inhabited by sapient lifeforms. However, it is otherwise wholly alien, operating on its own physical laws. Research into deepspace is ongoing as more races experiment with using deepspace for FTL travel. === Subspace/Hyperlane Drive [B] === Subspace drives open a portal into the subspace tunnel network connecting one point to another. Subspace drives are generally regarded as the 'standard' FTL drive by most races due in part to its benefits: * Though reliable travel is relegated to the tunnels, subspace requires relatively little energy to enter, making it an efficient form of travel, and for advanced engines, easy to chain jumps. * So long as a vessel avoids disturbances, it is easy for a vessel to maneuver while in subspace, making subspace the de-facto drive for shock jump tactics. Subspace does have a few disadvantages: * In war, subspace generally favors the defender, who is likely capable of monitoring their tunnels and thus able to detect invaders. Likewise, subspace portals produce energy that will alert nearby sensors, necessitating that stealth ships utilizing subspace remain outside of sensor range. * Artificial gravity wells and sensor jammers can render subspace travel difficult or outright impossible. * Though rare, dramatic shifts in the tunnel network can have serious consequences, such as, in exceptionally rare cases, a system being entirely cut off. ==== Hyperlane ==== Hyperlanes are theoretically permanent, stable subspace tunnels created through artificial means. Though the technology is in its infancy, attempts to produce a tunnel by tearing a hole from subspace into deepspace and using that to 'construct' a tunnel have proven successful, with the added benefit that such tunnels are generally uninhabited. Artificial tunnels require an astronomical amount of energy to produce, and it remains uncertain if the tunnels can be maintained indefinitely. Some have also voiced concerns over the potential consequences of constantly tearing the inter-dimensional rift. === Jump Drive [B] === Jump drives are the primary form of realspace FTL and function more or less the same as already described. Though they bypass the tunnel network and are extremely fast, they require a vast amount of energy, increasing their cool down time; can only go in a straight line, and have a limited range. Jump drives are excellent for surprise attacks and short-range travel, but if the user finds themselves in an unfavorable position, they have no means of quickly withdrawing. === DeepDrive [B] === Deepdrives function similarly to how they did in my initial proposal. Good for stealth and range, but difficult to navigate due to its many hazards. Reliable sensors are a necessity, as is a strong energy reserve. === Author's notes [B] === This alteration seeks to address/resolve a few questions: * Why doesn't every race just immediately jump to an enemy's home planet? ** While there is the obvious answer that the invader would be placing themselves in the midst of millions/billions of troops, each drive runs into its own problem when attempting what is presumably a very long-range jump: *** Jump drives simply do not have the ability unless you pump an absolutely obscene amount of power into it. In which case, by the time you reach your destination, you're probably sitting adrift. *** Subspace would first need to find a tunnel to the homeworld, presuming that the defenders have not blocked them with jamming equipment. *** Deepdrives are theoretically the only drive capable of performing this feat, but they return to the same issues of the jump drive (it would thus need to be within a fairly close range, necessitating fighting the enemy), as well as the fact that the deep is itself chaotic and poorly understood. * This allows for a very lenient lane-based system ultimately dictated by whatever the plot demands. We can have this system without ever having to really use it if so desired, or if we want to add some zest to an event, have a vital subspace tunnel suddenly shift, placing one side at a potentially catastrophic disadvantage or opening a golden opportunity. * This system helps to naturally produce vital strategic areas/choke points, giving somebody targets to focus on. * Border blockades are still perfectly possible. While jump/deep drives could bypass them, the majority of ships would still rely on subspace in some form or another, while ships using jump drives could be intercepted at their destination. (**: All forms of space travel must balance speed, stealth, mobility (the ability to either chain jumps and/or maneuver in their sub-dimension, whichever is relevant), and range. Each method can have 2 or 3 of these attributes, but not all 4. There must be detriments and benefits to each one.) == Race Proposals == === Skrey/Barrakru Kaat === * Skrey are not a unified force, but are instead divided into numerous clans which vary substantially in terms of size, strength, and to a lesser extent, culture. * The clans are united under one of the great clans. The mightiest of the Skrey clans, the great clans use a combination of superior intellect, political intrigue, and military might to assert their control over the lesser clans. * The great clans constantly compete among themselves and with the more ambitious lesser clans for dominance. Inevitably, the ruling clan(s) will be overthrown, sparking a series of bloody civil wars that will in time see a new clan rise to power. This cycle has dominated Skrey society since their ascension to the stars, and has prevented them from becoming a major player in galactic affairs. * Military equipment and tactics very considerably from clan to clan. While the great clans can be as disciplined as any other professional soldier and possess relatively modern equipment, the lesser clans, some of which lack the logistical capability to even wage prolonged interstellar wars, may make use of remarkably crude but undeniably effective designs comprised of whatever resources are available to them. * The Pact convinced the Skrey to join the Warlord pact by promising to keep the ruling great clan, Tazorag, in power. Tazorag, which had already been focusing its efforts on modernizing and preparing the great clans for interstellar conflict, was more than happy to receive the Pact's support. * Though the great clans possess independent fleets, the lesser clans are organized into 'auxiliary fleets' attached to a Pact force. These auxiliaries are often employed as shock troops and are the first troops sent into battle. Auxiliaries often suffer high casualty rates, though their effectiveness cannot be ignored. * Though the Peacekeepers could theoretically incite another rebellion within Skrey society by providing Tazorag's rivals with funding and weapons, the Skrey would be unlikely to ever join the Alliance as they in no way agree with the Peacekeeper's core principles. * Named clans: ** '''Clan Ulthubag''' - The previous ruling clan, overthrown by alliance that itself collapsed into infighting, paving the way for Tazorag to claim the throne. They were so devastated by the war that they lost their status as a great clan. Ulthubag is a rather conservative clan valuing pure military might and saw little use in aliens, though this view has been challenged by the Great War. Ulthubag operates as an auxiliary force. ** '''Great Clan Tazorag''' - The current ruling clan. Tazorag seeks to modernize Skrey society and prepare it for war against the outside world. When they first encountered the Warlord Pact, Tazorag saw the perfect opportunity to do just that. Tazorag operates independent fleets. ** '''Clan Otguhl''' - Clan Otguhl is an ally of Tazorag that secured a place of privileged once Tazorag came to power. Though they are not technically considered a great clan due to their small size, they share in Tazorag's technology and resources and can thus operate independently. ** '''Clan Tanzag''' - Clan Tanzag is a relatively influential minor clan best known for its use of siege tactics and chemical weapons. They operate predominantly as an auxiliary force. ** '''Clan Khonghan''' - Khonghan is a lesser clan best known for its remarkably brawny infantry and emphasis on heavy weapons and armor, which makes up for their simplistic tactics and weak aerospace force. Khonghan operates as an auxiliary force. * Modern names (Bhatuzorig, Khongan, Burlgili, etc) were made by cutting up various Mongol names and mixing them into different combinations. === Necraal === * Newcraal plot should still follow their current timeline, schism and all, at least to some degree. * Characterized by an 'archaic' social order and high technology. * Feudal monarchy. King appoints nobles to rule over colonies/areas of Necraal space; in exchange, nobles swear allegiance to the king and provide tax money. Fiefs must abide by royal decree, but otherwise possess a fair degree of autonomy. * Society is dominated by a caste system (Heavy WIP concept): # Royal Bloodline # Nobility (also comprises many prominent military officials) # Priesthood/Shamans (Probably source of what would become the schism) # 'Knights' (Non-nobles who have pledged their eternal loyalty to a house. Given prominence among rank-and-file infantry within the military. Held to a particular ethical standard). # Artisans (Engineers, scientists, architects, etc) # Commoners # Slaves # Untouchable (Individuals guilty of unforgivable crimes and those who descend from such individuals) Most individuals will be born and die within their caste, but social mobility, while difficult, it not impossible. * Warlord-aligned Necraal and Virisus still hold to this caste system. Some of those who lean more towards the Peacekeepers support either reforming or abolishing the caste system altogether. * The military has its own sort of caste system in regards to its infantry. As a result, infantry receive specialized training. They excel in their field, but are mediocre outside of their element. Necraal military is at its strongest when all of its specialized forces fight in unison; otherwise, they can be defeated piecemeal. * Ground vehicles are predominantly mechs/walkers with a relatively small number of anti-gravity vehicles which fulfill various support roles (think the Tau of 40k, with their emphasis on battlesuits, as an example) * Names still retain their current structure (Hor'or etc.), but each part actually represents something. ([Given name]'[surname]) ([caste]'[colony]'[house]) as an example. For further elaboration, I'll take a name I made up some time ago: Tor'vath Alth'met'ker. Written plainly it would be "Tor Vath, Alth of the Ker colony of Met". In short, name + titles. === Virisus === === Biomatter/Xenochyrtrid === === Nuverian Union === === Tegotians === === Dragoneterans === === Margan === === IAE === == History of the Local Sector == == Timeline/Event Proposals == === Combined Timeline === ====Legend==== '''Bold text''' - New event/proposal ''Italics'' - Alteration of existing event ([]) - Race/Planet/event/etc requires new name. (?) - Uncertain/possibly to be altered in some way. ==== Prelude ==== * ''(Author's notes: As of right now, all events listed are to be within the span of 100 or so years. Arbitrary. Can be adjusted. Primary goal to list events directly contributing to the war in some form or another.)'' * Asanian Syndicate is founded - Asanians consume their progenitors, the Ge'Va, eventually giving rise to the Mixed, who unite the warring Asanians and lead their race into the stars. * Kyran conflict - The fledgling Sauran Solidarity, after a pitched battle with a race known as the Kyran, drive away the invaders, cementing the Sauran's presence in the [[Local Sector]]. * The Margan turn on and exterminate the Seraphim Dynasty for committing the heresy of enslaving alien races who had come to worship them. * After the unpopular pacifistic reforms of King Moscassin damaged the Zaretian economy, General Breys, with the backing of numerous military and civilian officials, overthrows Moscassin and crowns himself king. The new king reintroduces slavery and rebuilds the Zaretian military as be begins a new period of expansion. Though a ruthless ruler, his reforms are successful in revitalizing the economy. Moscassin and his followers begin a guerilla campaign against the new regime. * '''[Saracin LXI] is crowned emperor of the [Saracin Empire]. An ambitious, energetic young man, [Emperor Saracin] seeks to rejuvenate his empire with the ultimate goal of returning the [Saracin] to their former glory. To this end, he focuses his efforts on combating corruption, reforming antiquated government institutions, and expanding the military in preparation for expansion.''' ** '''In the years to follow, tension grew between traditionalists loyal to the throne and factions demanding democratic government reforms. [Emperor Saracin] wasted no time in suppressing these groups, which he viewed as a threat both to himself and to the empire as a whole.''' * '''[Newveria]-IAE cold war - tensions rise between the Newveria and IAE over territorial disputes and conflicting goals, with both seeking to become the dominant hegemonic power in their area of the local sector.''' * '''Repzork begin (or renew?) trade with Zaretian Monarchy, Moscassin having been unwilling to work with the empire. Having already been on good terms with the [Saracin], proposals for a Zaretian-Saracin-Repzork 'triple alliance' are proposed but never get beyond mutual non-aggression pacts, trade, and occasional collaboration.''' * Tarsovis Visaria is appointed to Grand Marshal of the Repzork Empire. Tarsovis' reign has in many ways been a continuation of his predecessors and has seen the empire continue its expansion, induct more client states, and continually update its military with new technology and doctrines. As a result, the empire has gradually become a bigger influence in interstellar affairs. * '''The rise of militant powers, and the subsequent conquest of various minor powers, does not go unnoticed by the wider galactic community. The [Newveria], Diabs, and others, while still focusing on their own affairs, keep a watchful eye on these developments and begin preparing their forces for potential future conflicts.''' ** '''The covert Rach take a more direct approach, using their mastery of stealth and subterfuge to subtly frustrate militant efforts, though most of these attacks are too small in scope to cause any lasting harm. Some, such as General Gorach, begin calls for military reform, fearing that the Rach would be unable to hold their own in a conventional war. His warnings, however, go unheeded.''' * '''The Xenochytrid are identified for the first time when an infestation emerges in [insert race here]. Over the next several years, it is discovered that multiple hives of Xenochytrid have been slowly expanding into the local sector and are becoming an ever-growing concern. In response, various organizations combine their resources to form the now-famous Anti-Chytrid Task Force, or ACTF, whose sole purpose is the extermination of Xenochytrid wherever they are found, regardless of one's personal loyalties.''' * Repzork-Nepharian Cold War - The Repzork begin expanding into a region that had fallen under Nepharian influence. Both sides seek to acquire valuable ancient artifacts and to attain dominance over the area. While tensions are high and both sides mobilize forces, they occasionally trade with one another, the Repzork selling off artifacts of little value in exchange for resources. * ''After years of bloodshed following the usurpation of the Ulthubag Clan, the [Gyrr] are united under the socially and technologically progressive Tazorag great clan and its allies. Tazorag aims to pull the [Gyrr] away from their tribalism, establish a strong central government, and prepare the [Gyrr] for the wider galaxy.'' * Tensions rise between the Karahotdoum and the Yami Trade Union, resulting in the Karahotdoum keeping the bulk of their troops in the Karahotdoum-Yami border zone. * Sauran forces liberate a Zaretian slave camp, instigating war between the two powers. * ''The Margan emerge in the Local Sector after purging the neighboring [[Sedramitan Threshold]](?). The refugees from the short-lived [[Sedramitan Resistance Front]](?) flood into the local sector, seeking shelter in the [Newveria] and elsewhere, spreading news of the Margan's atrocities. The Rach begin covertly hampering Margan efforts, but to little success.'' ==== Year 1 ==== * Peacekeeper Alliance is founded by the Rach to defend minor powers and to defeat the Margan. [Newveria], Sauran, and Karahotdoum join. Karahotdoum, due to ongoing tensions with Yami Trade Union, provide strictly financial support. At the same time, they continue trading with Pact or Pact-leaning powers the magistrates consider to be non-radicals. (This is straight from the Kara wiki don't ask me) * Peacekeeper Alliance scores several rapid victories against the Margan, encouraging other minor powers, ''such as the [Dragoneteran],'' into joining the alliance. * Margan propose an alliance to the Zaretian monarchy. The two agree to talk on Zartar. News is leaked to the Peacekeepers, who deem any attempt to intervene to be too risky. * Raid on Zartar. ''Rach Emperor Coradine, acting behind his generals and advisors, sends assassins to Zartar to disrupt the meeting. The assassins are subdued, and the Zaretians ally with the Margan, forming the Warlord Pact. Great War officially begins. Those fearful of Peacekeeper policing quickly flock to the Pact for the ideological promises of freedom & sovereignty. Blame initially falls upon Rach Ops Lead Kertak, and while he repeatedly declares that he never ordered the attack, Coradine is never ousted as the perpetrator. Suspicion would follow Kertak throughout the war.'' ** ''The Margan divide their forces to several fronts:'' *** ''The Holy Dynasty focuses on the Rach.'' *** ''The Hammer of the Divine joins the Zaretians in their fight against the Sauran. '' *** ''The Golden Blade & Azure Shield engage the [Newverians].'' *** ''The Red Rose & Verdant Flail focus on minor powers.'' * ''The [Saracin Empire], honoring an ancient debt to the Zaretians for their assistance in the [Rahg'shaol War] and ideologically opposed to the Peacekeeper's ambitions, joins the Warlord Pact and begins a drive into Rach space.'' * The Peacekeepers are forced on the defensive, with the Rach in particular suffering catastrophic losses as a result of their woefully unprepared military. * Raid on Station SRD72. Rach forces infiltrate a top-secret Saracin research & observation facility and discover that a mole has ''leaked information regarding Norsus' sensor scrambler net'' to the Pact. Efforts begin to uncover the traitor without success. * '''The IAE, despite their reservations towards Warlord leadership, joins the Pact as a deterrent against the [Newveria]. Though they perform covert military operations, they primarily provide arms and funding to the Warlords. However, these activities will in time be discovered by the [Newveria], who quietly monitor and subvert IAE activity when possible. ''' ==== Year 2 ==== * Battle of Zetta Secundus (Do we want to rename?) - The Peacekeepers score their first major victory in the Rach theatre when [Newveria] naval forces deal a harsh blow to the Zaretians, temporarily halting the Zaretian offensive as the Monarchy withdraws to reorganize. The battle reveals fatal flaws in Zaretian naval doctrine that will continue to plague them for the next several years as they gradually alter their strategy and begin producing new ships. * The High Chamber, the ruling body of the Repzork Empire, votes 5-2 in favor of joining the Warlord Pact with the intent of preventing Peacekeeper hegemony and dissuading the Nepharians from joining the Alliance. '''The Repzork open a front against the [Newveria], their first targets being the supply lines feeding the other fronts, and send troops to support Pact forces in Rach space.''' * '''[Saracin] & Margan forces successfully destroy a prominent [Newverian] base in the Rach theatre, routing local Alliance units. Zetta Secundus is captured.''' * ''Pact regains the initiative against the Rach. [Newveria] and Sauran are forced to pull some troops away from Rach space to defend their own borders.'' ==== Year 3 ==== * First Battle of [Aserai] - The Zaretian test their overhauled naval doctrine against the [Dragoneterans] to great success. [Dragoneteran] homeworld[very likely to be changed] and military suffers significant damage. * Infestation of Dralix - While the Battle of Aserai was underway, the [Dragoneteran] colony of Dralix suffers a Xenochyrtid infestation and is ultimately overtaken. Rather than purging the planet, the Dragoneteran retain it for study, ''angering the Anti-Chyrtid Task Force, who attempt to dissuade without success.'' * ''The young and ambitious [Necraal Sovereignty] joins the Warlord Pact to preserve its own social order and to secure a strong position in a post-war world.'' '''[Necraal forces] launch attacks against the [Newveria] and Sauran.''' * Dragoneteran-Tegotian War begins. While searching for the missing [Captain Delarus], [Dragoneteran] forces discover the [Bulorians], who had been enslaved by the [Tegotians]. The [Dragoneterans], after having rescued [Delarus], liberate the [Bulorians]. The [Tegotians] join the Pact in retaliation and begin an invasion of [Dragoneteran] space. ** The overly-ambitious [Dragoneterans], still recovering from the Zaretian attack on [Aserai] earlier that year, suffer heavy losses against the Tegotians. Peacekeeper efforts to relieve them are hampered by the encroaching Pact. In an act of desperation, the [Dragoneterans] develop an airborne Xenochyrtid virus and deploy it against the Tegotians, successfully stalling their offensive. ''The ACTF soon learns of the attack and reports it to the Peacekeepers, though the Pact soon learn of it through Warlord-aligned task force members.'' The Peacekeepers force the [Dragoneterans] to destroy the virus as the Pact uses the opportunity for a propaganda coup against the Alliance. *** Second Battle of [Aserai]. Following the death of the [Dragoneteran] king, the entire [Tegotian] military is deployed at [Aserai] to defeat the Dragoneterans in one swift blow before foreign powers could intervene. The [Tegotians] are encircled and defeated after a costly battle of attrition, resulting in their empire collapsing into anarchy and civil war. Peacekeeper intervention sees the establishment of the [Tegotian Republic], which formally withdraws from the war * '''Despite the difficulties of navigating Rach space, Pact forces successfully destroy the outermost portions of the Rach sensor scrambler network, opening a path into the Rach's inner colonies.''' ==== Year 4 ==== * Infestation of [Rotunin] - ''The neutral planet of [Rotunin], a bustling, fortified trading center, suffers an unprecedented Xenochytrid infestation following a lapse in the city's security protocols. Despite their best efforts, the planet is lost, resulting in millions of casualties. The planet is bombarded to a lifeless state to prevent the infestation from spreading. Membership into the ACTF increases exponentially, with both the Peacekeepers and Warlords offering their support.'' * ''The [Gyrr Clans], taking advantage of the chaos of the war, begin raiding vulnerable Peacekeeper-aligned settlements. This captures the attention of the Repzork, who bring the Gyrr into the Pact by pledging to keep the ruling great clan, Tazorag, in power. While the great clans and some of their allies possess the ability to wage interstellar war, most Gyrr are instead attached to Pact fleets as auxiliary units, where their raw brawn and relatively simplistic approach to war is used to break heavily fortified positions.'' * '''The TmC offers its support to the Peacekeepers out of a desire to maintain a status quo and to receive support against the Gyrr, who have been raiding their colonies. They do not, however, formally join the Alliance.''' * [[Operation Stormbreaker]]. ''As the Rach near the point of total collapse, both the Empire of Diablos and the Delani Republic join the Peacekeepers to curb the Pact's growing influence. The Peacekeepers launch an all-or-nothing offensive with the goal of relieving the Rach and breaking the Pact's offensive capabilities. Despite initial success, the Peacekeepers are forced to withdraw due to a combination of attrition, strained logistics, and greater cooperation among Pact armies.'' **'''Notable events during Stormbreaker:''' *** As Pact forces were withdrawing, the Margan stayed behind to buy them time. The Verdant Flail Dynasty successfully pierces Peacekeeper lines and attacks Diab positions for several weeks/months before being repelled. ***'''Some isolated Pact units take the opportunity to defect to the Peacekeepers, particularly [Necraal] who were opposed to their nation's strict social conservatism and wary of the Pact as a whole.''' ***'''Repzork forces in the Newverian theatre suffer particularly heavy losses fighting both the [Newveria] and Diabs simultaneously, with at least one armada being knocked out of commission. The High Chamber responds by mobilizing more of its forces, among them the prestigious 14th and 277th armadas.''' *** '''An attempt to assault the [Gyrr] mainland by an overconfident Delani commander ends in disaster as the Gyrr prove more capable than initially anticipated.''' *** '''Though they play a minor role in the offensive, the Rach perform raids behind enemy lines and score a number of victories, most notably the destruction of a major [Saracin] starport.''' *** '''The Warlords establish the Pact Combined Military Command (PCMC) to facilitate cooperation between the members of the Pact. An official liaison for lend-lease is also established to encourage the sharing of resources, equipment, and technology. ''' *** '''The IAE becomes fully involved in the war after the Newveria & Diabs begin attacking IAE supply convoys bound for the Pact and close in on the IAE mainland.''' ==== Year 5 ==== * ''Operation Downfall - With the Peacekeepers having withdrawn, Pact leaders convene at Holy Thereia to begin planning the invasion of Norsus and the destruction of the Peacekeeper Alliance. Anticipating that an all-out assault on Norsus would result in a bloodbath, the Pact plans to launch simultaneous attacks against each of the major Peacekeepers so as to prevent them from supporting each other and to open the doors to Norsus. For this phase of the operation, codenamed Sledgehammer, the Pact divides its forces as so:'' ** ''The Margan Holy Dynasty, Zaretians, [Saracin], and [Gyrr] auxiliaries are sent to destroy what remains of the sensor net protecting Norsus. This operation is codenamed 'Pierce the Veil'.'' ** ''The Margan Golden Blade and Azure Shield Dynasties, Zaretians, [Saracin], IAE, Repzork, and [Necraal], are sent to assault the [Newverian] border blockade.'' ** ''The Margan Red Rose Dynasty, Zaretians, [Necraal], and [Gyrr] auxiliaries, are sent to attack the Sauran with the goal of eliminating their growing war industry.'' ** ''The Margan Verdant Flail Dynasty, Zaretians, IAE, Repzork, [Necraal], and [Gyrr] are tasked with establishing a foothold in Diab space.'' ** '''The Margan Red Rose Dynasty, Zaretians, [Saracin], [Necraal] under the personal command of [Crown Prince Bael'thir], and [Gyrr] are sent to retaliate against the Delani.''' *** ''(Author's note: Avoiding an Order of Battle at this moment; as such, while this /looks/ absolutely huge, each wing is of varying size. So simply stating which race went where. I am also extremely unsure on this particular aspect, so this is definitely open to debate.)'' *Sledgehammer began with all 5 offensive wings deploying simultaneously. Though the Peacekeepers had been anticipating a counterattack, they are unprepared for the unprecedented scale of the Warlord offensive. Sledgehammer plays out as follows: ** ''Pact forces establish a staging area in the [Newverian] frontier and lay siege to the border blockade at various points. Though the [Newverians] score an early victory against the Zaretians, they are unable to seriously hamper the offensive, the Pact focusing solely on destroying [Newverian] military and manufacturing targets wherever they are found. As the First Battle of Norsus begins, the [Newverians], in a desperate gambit, lure the Pact into a trap by deliberately withdrawing from the blockade. Just as Warlord forces began to cross into the mainland, the [Newverians] returned en masse and encircled a large swath of Pact fleets in what has since become one of the largest naval battles in known history. Ultimately, the Pact escapes due in part to the efforts of the Margan Firewing fleet, which sacrifices itself to breach the encirclement, allowing the survivors to link up with those outside. Though the [Newverians] are victorious in that the blockade still stands, they suffer devastating losses in manpower and starships.'' ** '''Pact forces make swift progress against the Sauran. With the aid of Archon Ferivus of the Holy Dynasty, the Margan employ a diversionary attack, allowing the main thrust to begin carving a bloody path straight towards the Sauran's inner colonies as the [Necraal] and Zaretians attack elsewhere so as to further divide the Sauran's troops. Despite their own reservations, the Sauran are forced to employ the weapons that had developed during the Kyran war and successfully blunt the Margan offensive. A delicate stalemate begins to settle, with fighting continuing right up to the First Battle of Norsus.''' *** ''As this is underway, the Repzork and Sauran sign a secret agreement. The Repzork, planning on betraying the Margan once the war ends, secure Sauran terraformation technology with the promise that they will leave the Sauran alone and will offer the Sauran protection within their own borders if the Solidarity were to fall.'' ** The Diab wing of the offensive [[Diab Theatre#Year_5|plays out as stated here (''With the likely caveat that the IAE were in some way involved.)'']]. TL;DR: Pact forces occupy the Vedrthar sector, including its capitol, the bustling world of Baltreos. Offensive is halted due to the destruction of the Norsus scrambler network and the offensive itself losing momentum as it attempted to stretch deeper into Diab space. **'''Cut off from their allies, the Delani have few answers to the Pact offensive and thus dedicate most of their available troops to the defense of the mainland. Though the gambit pays off in stalling the attack, it leaves various Alliance logistics bases/supply lines vulnerable, resulting in their destruction. [Bael'thir], in seeking to legitimize his right to the throne, wages a bloody yet honorable war by [Necraal standards], best exemplified when an aggressive Xenochytrid infestation begins. Despite the protest of his Pact counterparts, Bael'thir assists the Delani and ACTF in destroying the infestation.''' ** ''General Gorach, with what support he could muster, had used the time provided by Stormbreaker to extensively fortify what was left of the Norsus sensor scrambler net, creating what is informally referred to as the 'Gorach line'. His defenses included Pact defectors and volunteering Kastalians, the Survivors having emerged during Sledgehammer to provide the Peacekeepers much-needed support. Though their efforts seriously hampered the Pact invaders, the Warlords nevertheless destroyed each scrambler as they closed in on Norsus. Following the destruction of one of the scramblers, Gorach lead a rescue mission to free Peacekeeper troops who had been taken prisoner. The general encounters and duels Zaretian general Gancarda, who stabs Gorach in the shoulder with his sword. Sky legion troops then intervene, allowing Gorach to escape. With only one scrambler remaining, Gorach returns to Norsus to plead with Coradine for permission to use the Rach's top-secret emergency arsenal. Coradine refuses, enraging Gorach, who storms out of the emperor's office. Minutes later, sirens blare across Norsus as the sensor net unexpectedly shuts down despite the remaining generator still in one piece. Gorach returns to Coradine's office, only to find Margan. After dispatching the invaders, Gorach discovers that Coradine had deactivated the scrambler, gave the Pact coordinates to Norsus, and fled. Gorach declares himself emperor and prepares to defend the planet.'' ** ''The Transmetallic Confederation continued its covert support of the Peacekeepers, chiefly by harassing Pact supply lines, but ultimately play only a minor role during Sledgehammer.'' *''First Battle of Norsus - With the scrambler net down, the Pact advances towards Norsus, with the Holy Dynasty committing the bulk of its fleets, led by the High Priestess herself, to the attack. As expected, the Peacekeepers are largely incapable of providing any meaningful support, with the sole exception of the Diabs, who arrive in time to meet the invaders. Gorach, realizing that defending the planet is impossible, evacuates as many Rach as he can into underground exodus ships while he personally explores the planet's catacombs. In doing so, he discovers a device that produces a gargantuan portal into the Void. Left with no other option, Gorach orders the Rach to flee into the portal as the Diabs and the remaining defenders continue to buy them time with their lives. Unwilling to let the Rach escape and believing the portal to be a teleporter, High Priestess Massachiah, after having finally repelled the Diabs, orders her forces to chase after the Rach. The exasperated Zaretians and [Saracin] attempt to dissuade her to no avail, though some Margan quietly disobey and stay behind, an action that would later brand them as renegades by their brethren. Before Massachiah realized the situation she found herself in, the portal closed behind her, locking both her and the fleeing Rach in the void.'' * '''Operation Downfall ends as the unexpected loss of the bulk of the Holy Dynasty causes the Pact to grind to a halt. As Margan leaders convene to discuss what to do next, Pact troops consolidate their gains and mend their losses. The Peacekeepers, too bloodied to fight back, do likewise. Though sporadic skirmishes continue to break out, a lull falls over the local sector as both sides begin planning their next move. Norsus itself, a charred husk of what it once was, falls under Zaretian occupation. The Zaretians round up any Rach who were unable to escape and scour the planet's catacombs to uncover any abandoned technology. Coradine, now a wanted man, disappears from the galactic stage. Remaining Rach likewise vanish or find refuge in allied states, particularly the [Newveria].''' ** '''Detailed overview of the aftermath & Consequences:''' *** '''With the High Priestess gone, a rift formed between the matriarchs of the Margan dynasties. The Golden Blade, citing its seniority, attempted to assert its authority over the other dynasties. They received the support of the Red Rose, but the two's reluctance towards working with their Warlord allies drew sharp criticism from both the Azure Shield and Verdant Flail dynasties, which believed that working with the Pact was the only way to ensure victory, and thus, the survival of their species. The Hammer of the Divine, whose matriarch is one of the High Priestess' siblings, sided with the latter, claiming that Massachiah herself would have done the same. Though they never come to blows, the two groups ultimately go separate paths, the Golden Blade and Red Rose distancing themselves from the Pact and pursuing their own objectives.''' **** ''(Author's Notes: This should not be interpreted to mean that any of the Margan have come to truly, genuinely /like/ their allies. It is entirely an argument over what is practical for their pursuit of the Holy Goal)'' *** '''Though her offensive was ultimately halted, Margan General Markila Farshot's actions against the Sauran earns her the promotion to Archon, the first of the Hammer Dynasty. Likewise, Blademaster Vissha of the Holy Dynasty is chosen as Archon Ferivus' Disciple and the preeminent candidate for the next Holy Dynasty Archon, though with both lost in the Void, this news is not known to the other dynasties.''' *** '''While the Pact never had an official 'leader', the Margan had been in a position of particular influence in guiding the Pact's objectives, particularly within the past two years during Operations Stormbreaker & Downfall. With the Margan divided, a power vacuum formed that saw the Zaretians, Saracin, [Necraal], and Repzork vie to expand their influence over the Pact as they planned their next operation. Ultimately, similarly to the Margan, ideological and strategic differences instead produced cliques between the various Pact leaders; though the PCMC and lend-lease were still in use, the cliques remained primarily committed to their own priorities.''' *** '''Certain Warlord powers, such as the Repzork, who had been anticipating a swift and deceive end to the Peacekeeper Alliance, instead alter their plans in preparation for a prolonged and likely much bloodier war.''' *** '''With the Rach Empire effectively destroyed, the [Newveria] take a leading role in the battered Peacekeeper Alliance, the Diabs unwilling to tie themselves with 'bureaucratic lunacy'. The [Newveria] gradually steers the Alliance from its idealistic origins of protecting the weak, focusing instead on survival and on defeating the Pact. This generates friction between the Newveria and its supporters against those who still clung to the Alliance's original ideals, such as the Sauran.''' *** '''News of the events of the past two years, combined with the destruction of Norsus, spreads far beyond the boundaries of the war, inspiring others to join one cause or the other. Neutral powers, anticipating a future visit, prepare their armies in the event of invasion.''' ==== Year 6 ==== * ''Over the past several years, the Yami Trade Union had been weakened by several consecutive crises culminating in them signing a peace treaty with the Karahotdoum so that they could focus on their internal affairs. The signing of this treaty coincided with Operation Sledgehammer. News of the Pact's rapid advance, the various atrocities committed by their troops, and the eventual destruction of Norsus outraged the Karahotdoum populace, who pressured the Karem government to intervene. The government agreed and began a recruitment drive which proved so successful that they nearly lost count of the number of volunteers.'' ** ''In the early months of the 6th year of the war, as both sides were preparing to resume major operations, the Karahotdoum opened fronts against the Zaretians, [Saracin], and IAE, all the while sending out expeditionary fleets to support Peacekeeper forces elsewhere. The Pact were once more forced to delay their plans in order to fight the Karahotdoum, providing the Alliance a much-needed reprieve. The Karahotdoum enjoy considerable success against the Zaretians and Saracin, but suffer heavy losses, particularly against the IAE, as a result of most of their troops being inexperienced recruits.'' *** '''Pact forces counterattack and open fronts against the Karahotdoum, chief among them the IAE, Repzork, & Necraal (?). The Red Rose also launch attacks against the magistrate, but largely refuse to cooperate with their Warlord allies, much to the irritation of Pact leadership.''' * ''After prolonged deliberation, the Repzork High Chamber approves the weaponization of Marganite, with the caveat that such weapons can only be employed on foreign soil. Development of various Marganite weapons begins. (Moved from year 7 to 6)'' ==== Year 7 ==== ==== Year 8 ==== ==== Year 9 ==== ==== Year 10 ==== ==== Year 11 ==== ==== Year 12 ==== ==== Year 13 ==== ==== Year 14 ==== ==== Year 15 ==== ==== Year 16 ==== ==== Year 17 ==== [[Category:Page]][[Category:Proposals]][[Category:Amaker]] mrbhol0c05slxkyss4tmx83ef3bmg1c Ankle Biters 0 706 5761 2016-10-10T05:56:46Z Drag0n0us 3365896 Redirected page to [[Luminarians]] 5761 wikitext text/x-wiki #REDIRECT [[Luminarians]] 0qgs6v4rpy1jixirwan8fc51s1mgaqn Anti-Xenochytrid Task Force (Branding) 0 1559 17016 16883 2021-08-25T20:56:51Z RaptorChu 30471271 Preliminary Outline and Summary 17016 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = |caption = |captionstyle = font-size: medium; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label1 = Allegiance: |data1 = Neutral |label2 = |data2 = |header3 = Administration |label3 = Organization: |data3 = Privately/Publicly Funded Research and Combat Response Teams |label4 = Industries: |data4 = XenoChytrid Research<br /> XenoChytrid Combat and Emergency Response<br /> |label5 = Current Leadership: |data5 = The Anti-XE Council |label6 = Headquarters: |data6 = Currently Unspecified |header7 = Diplomacy |label7 = Clients: |data7 = Most [[:Category:Peacekeepers|Peacekeeper empires]]<br /> Most [[:Category:Warlords|Warlord empires]]<br /> |label8 = Enemies: |data8 = [[Margan Empire]]<br /> [[Xenochytrid|Xenochytrids]] |header10 = Status |data10 = Containing the Xenochytrid Threat }} The Anti-Xenochytrid Task Force, otherwise known as the AXTF, is the official title of a conglomerate of races, walord, neutral and peacekeepers alike, who have come together in order to deal with the ever expanding threat of the [[Xenochytrids]]. Emerging after the events of Rotunin, the Task Force contunues to combat and contain the Xenochytrids in any way that they can. ==Origins== The [[ Infestation of Rotunin]] shocked the greater galactic community. Realizing the threat that the Xenochytrids posed, empires from both Peacekeepers and Warlords met in Neutral space to form the Anti-Xenohhytrid Task Force. == Known Participated Events == == Active Fronts == == Active Tasks Forces == [[category:BrandingHold]][[category:Page]] mb6bfstsbkzap0nb6bbhpnlic63b26r Antimatter 0 1457 15556 2021-02-13T03:41:11Z Amaker1450 26550035 Redirected page to [[Antimatter Weapon]] 15556 wikitext text/x-wiki #REDIRECT [[Antimatter Weapon]] laonrmfn6g7th1ss3ucf04muuonnpza Arkevan 0 848 7955 2018-04-28T20:25:17Z Amaker1450 26550035 Redirected page to [[Arkevon]] 7955 wikitext text/x-wiki #redirect [[Arkevon]] syk1c2ubeidftllrj4x7gi2eqr8jtcg Arkevon 0 1575 18273 18272 2022-04-23T01:23:38Z Amaker1450 26550035 18273 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:RepzorkMaleandFemale.png|400px|]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Overview |label2 = Planet of origin: |data2 = Unknown |label3 = Lifespan |data3 = 120 years |label5 = Height |data5 = 1.82-2.43 m (6 ft 10 in - 8 ft) |label7 = Weight |data7 = 145-204 kg (320 - 450 lbs) |label9 = Average speed |data9 = 17 kph (11 mph) |label10 = Blood color |data10 = Bright blue |label11 = Diet |data11 = Omnivorous }} '''Arkevon''' are a sapient species of of omnivorous, humanoid reptilians native to [[Vokstan]]. They first rose to the stars at some point following the end of the ancient era and either joined or founded the [[Alkarian League]]. In the millennia following the League's collapse, arkevon can be found across the [[Kentaurus Sector]] and beyond, with the largest population residing in the [[Telkevan Union]]. == Description == Arkevon stand between 1.82 and 2.43 meters (6 ft 10 in and 8 ft) in height, not including the horns on top of their head, which can add an additional 15 centimeters (6 inches) to their height. Adults weight between 145 and 204 kilograms (320 and 450 pounds). Their legs are digitigrade, and they can run up to 17 kph (11 mph), though exceptional individuals have achieved bursts of up to 48 kph (30 mph). They possess three fingers and a thumb on each hand and three toes on each foot, each possessing sharp, gray-colored keratin claws. Despite their reptilian appearance, which has earned them a number of nicknames such as 'crocodile' and 'dragon', arkevon are warm-blooded , with bright, blue colored blood. There is little to no sexual dimorphism between genders besides subtle differences in their tone of voice and proportions, making it nearly impossible for inexperienced foreigners to distinguish between males and females. === Skin === Their leathery skin is covered in thick, durable scales which provide moderate protection against slashes and blunt-force trauma, though they offer no defense against modern weaponry. The scales around the joints, stomach, and the underside of the neck are smaller to allow for better flexibility. The scales grow thicker as an individual ages and shed individually. Scale colors include various shades of red, green, brown, and black. Blue and white are also possible, but are a result of rare genetic abnormalities. === Head === The arkevon's snout can vary greatly in appearance, making them the easiest way to distinguish individuals from one another. Snouts can range from 15.24 to 30.48 centimeters (6 to 12 in) in length and can be either 'U' or 'V' shaped; the width can also vary, producing either an under or overbite. An uncommon occurrence is a thin, almost straight snout referred to as a 'stick snout'. Regardless of shape, the muscles used to close their jaws are remarkably strong, and can bite down with enough force to shatter bone; however, the muscles for opening their jaw are comparatively weak, making it possible to hold a arkevon's mouth shut with little effort. In total, they have between sixty to seventy teeth designed for grabbing and holding unto prey. The teeth are kept moist by soft, scaly lips. The nostrils, eyes, and ears are each located on top of the head, allowing the arkevon to submerge the rest of their body underwater. The nose and ears possess membranes which close to keep out water and other particles, and the eyes are protected by a transparent eyelid. Their eyes provide excellent nocturnal vision and are forward-facing, with vertical eyelids and slit-shaped pupils. Iris colors include red, green, yellow, orange, and blue. Keratin horns can grow on multiple parts of the snout, including the chin, between the nostrils, above the eyes, and various spots along the bottom jaw. These horns can be straight or curved. The horns are little more than stumps on children, and only begin to grow once an individual reaches adolescence. Once horns start growing, they never stop, and if left untreated, can become a nuisance as they make it difficult or outright impossible to wear headgear. Thus, it is common for individuals to trim their horns with specialized grinders. The process is entirely painless unless the horn is cut too close to the skull. The three horns on top of the head, referred to as the 'crown', are also made of keratin and are used as a mating display. === Wings === Despite their appearance, the arkevon's wings are not true wings, as the arkevon are too heavy for flight in any capacity. Instead, the wings vent excess body heat via an expansive network of blood vessels that run just beneath the wing's thin skin. This is their primary means of regulating their body temperature as the arkevon do not possess sweat glands. Fanning and/or wetting the wings can accelerate the cooling process. The wings become a detriment in freezing weather as they are particularly susceptible to frostbite. They are also a potential weakness in combat, as even a minor cut can cause substantial bleeding. It is not entirely unheard of for one to have their wings surgically removed and replaced with cybernetic components. === Diet === Arkevon are omnivores; though their diet is primarily composed of various kinds of meat and insects, they can also consume fruits and vegetables without issue. Their stomach acid is notoriously strong and can break down bones, scales, shells, and other hard objects with ease. Arkevon consume their food whole, and can eat up to a quarter of their own body weight in one sitting. Though such large meals often result in a period of inactivity, it also means that the arkevon can go for longer periods of time without eating than many other races. This can give them a significant advantage in combat, as they do not need as much food to sustain themselves as most other armies. === Reproduction & Lifespan === Arkevon reproduce sexually and are an egg-laying species. After fertilization, the female will lay between four to seven eggs which will take nine to ten months to hatch depending on the temperature of the nest or incubator; warmer environments will develop faster. Likewise, the gender of the hatchlings is dependent on the temperature of the egg; warmer eggs produce males, whereas colder eggs will produce females. Young arkevon consume a diet of insects until they grow old enough to consume meat. They reach biological maturity around the age of 25 and typically live to be about 120 years old without life-extension procedures. == Psychology == In general, arkevon are aggressive, opportunistic, and above all, pack-oriented. Even in the modern era, groups of arkevon, whether they be a family or group of coworkers, will almost inevitably organize themselves into hierarchical packs. Members of the pack tend to form close bonds with one another, especially in high-risk professions such as the military, and can express intense devotion to one another. Once a pack has been firmly established, they operate with an efficiency and cohesiveness that most would struggle to match. This is most evident on the battlefield, where their heritage as opportunistic pack hunters expresses itself in their tendency to wait for or to bait an enemy into exposing their weaknesses. A pack can vary greatly in numbers, but all are structured roughly the same. Every pack has between one to three members who lead the group. Below them are individuals assigned to direct specific portions of the pack, each with their own unique tasks. These individuals can also take over as leaders if the pack leader is rendered unable to rule. The rank-and-file are all generally considered equals. Though pack leaders carry significant sway within their own groups, they have no authority outside of their circle, and are themselves subservient to their superiors. It is possible, and in modern times commonplace, for individuals to belong to more than one pack, such as belonging to a family pack and to another group at their workplace. But while they may respect both, almost all arkevon show favoritism one way or the other. Packs can also merge together, though this often translates into a temporary loss of cohesiveness until a new dynamic has been established. Separation from one's primary pack often results in severe mental distress for the arkevon, leading to a condition colloquially known as 'Isolation's Touch'. Isolated arkevon are substantially more aggressive and impulsive, and will often go to great lengths to reunite with members of their pack if at all possible. If they are unable to return to their group, typically because the pack has perished, and are unable to find a new pack to join, a arkevon will gradually lose motivation and become depressed, though they will still violently lash out at anything they perceive to be a threat. [[Category:Amaker]] [[Category:Telkevan Union]][[Category:Page]][[Category:Species]] 4lykuom5btqzwa295cwge0s02ro7wpk Armada (Telkevan Union) 0 1525 16813 16662 2021-05-17T21:30:12Z Amaker1450 26550035 /* Notable armadas */ 16813 wikitext text/x-wiki '''Armadas''' are the largest unit formations in the [[Telkevan]] [[Armed Forces of the Telkevan Union|armed forces]]. They are comprised of one or more [[Telkevan Army|grand armies]], [[Telkevan Solar Navy|flotillas]], [[Telkevan Legion|legions]], and [[Telkevan Central Intelligence|task units]], and can vary significantly in size and purpose. They are organized at the sector level and are directed by their respective sector marshals, who are responsible for directing, organizing and supplying the armadas under their command. Armadas serve as the AFRE's mainstay, being responsible for both defending the mainland and carrying out offensive operations in foreign territory. == History == The first armadas date back to before the Kovas Wars of Unification. Amid growing tension with the Nolsarian Empire, the Marshal's Council set out to make the empire's colonies capable of defending themselves by organizing each colony's respective military units into unified formations, with their home colony acting as their headquarters. Each colony would provide troops and equipment for their armada, but can and often did receive further support from the heavily industrialized settlements. Though they played a role in frustrating the Nolsarian's invasion, they proved incapable of repelling the invaders; nevertheless, Grand Marshal Tagara Vukarn, when reforming the military's doctrine following the formation of the modern Telkevan Empire, retained and expanded upon the armadas. As the empire expanded and sectors grew in both scale and number, armadas shifted away from individual colonies and were instead formed at the sector level, exponentially increasing their potential size in the process. Armadas have played a pivotal role throughout the empire's involvement in the [[Great War]]. Numerous armadas have been deployed against the Peacekeepers, particularly the [[Empire of Diablos]]. As the conflict continues to escalate, the High Chamber has striven to reinforce their existing armadas while creating new ones whenever possible, going as far as to seek out auxiliaries to conscript as is the case of [[Operation Dawnhammer]]. == Organization == === Command Structure === Each armada is commanded by a sector marshal, officials appointed by the High Chamber to oversee all military activities within their given sector and to direct the empire's campaigns. Sector Marshals seldom participate in battle, instead conducting grand strategy from the armada's headquarters. The sector marshal's orders are passed down to the four branch marshals, members of the general staff who each oversee one of the four primary components of the armada: * '''Lord Admiral''': Oversees the [[Telkevan Solar Navy|flotilla]], the fleet's naval units. * '''Lord General''': Oversees the [[Telkevan Army|grand army]], the fleet's army units. * '''Lord Imperator''': Oversees the [[Telkevan Legion|legion]], the armada's legionnaires. * '''Lord Commander''': Oversees the [[Telkevan Central Intelligence|task force]], the armada's special operations units. The branch commanders lead the armada from its command fleet and participate in major battles. Below them are the admirals, generals, vice admirals, and lieutenant commanders, who command individual fleet groups, army groups, corps, and divisions respectively. === Structure === Armadas are organized at the sector level and draw their manpower and equipment from the colonies within the sector in which they were formed, though they can request additional supplies and troops from outside sources, which is common among new armadas operating near the border regions. Every sector of sufficient population and industrial capacity is required to create and maintain at least one armada. If the sector is unable to produce an armada, one will be sent to protect them until they are capable of raising one. Every armada can be placed into one of two categories depending on their intended role: * '''Assault:''' Assault armadas are responsible for conducting offensive operations against foreign empires and responding to invasions. * '''Defense:''' Defensive armadas are tasked with defending the empire's colonies from invasion and suppressing insurrectionists. They can also act as an occupation force once the assault armada has subdued an enemy. Defense armadas are generally headquartered at the sector's capitol. Armadas vary substantially in size depending on the number and size of their component units, which in turn is influenced partly by the sector in which they were created. As a result, while armadas produced in the middle sphere are smaller than those from the core sectors, they are both considered an armada. The fleets of an armada are divided into four divisions, each with their own purpose: * '''Command Fleet:''' Command fleets contain the armada's general staff and are typically the largest fleet in the formation. Most command fleets contain ground forces to conduct planetary operations, though exceptions do exist. * '''Lancer Fleet:''' Lancer fleets act as the armada's vanguard and are focused on naval warfare, typically carrying no ground forces. They can, however, deploy legionnaires and provide orbital artillery. * '''Hammer Fleet:''' Hammer fleets are charged with terrestrial operations and thus contain the bulk of the armada's ground forces, though they are still capable of engaging in naval battles. * '''Shield Fleet:''' Shield fleets protect the armada's rear elements and contain the armada's reserves. ==== Combined Armada ==== Combined armadas are formations comprised of two or more armadas working in unison. Such formations are established directly by the High Chamber and are led by an appointed sector marshal, the marshals of the individual armadas becoming a part of the sector marshal's staff. Combined armadas are formed to conduct operations that cannot be handled by a single armada. Unlike the armadas themselves, combined armadas are temporary and will be dissolved once their objectives have been completed. The Great War has seen several combined armadas organized to fight the members of the Peacekeeper Alliance. == Notable armadas == *[[70th Combined Armada]] **96th Exultant Blade **28th Testament of Zeal **323rd Kaiser's Seer</br> *[[57th Combined Armada]] **277th Sword of Oltavar **14th Helia's Thunder **537th Fate's Reckoning **980th Seeker of Wisdom</br> *[[108th Combined Armada]] **77th Saertu's Gaze **843rd Vindication of Blood **355th Purity's Test</br> *[[97th Combined Armada]] **977th Children of Riigr **150th Fire Hammers</br> *[[88th Combined Armada]] **109th Radiant Hierophant **252nd Hand of Golgolag **489th Ghost Eaters</br> *[[500th Purity of Flames]]</br> [[Category:Amaker]] [[Category:Telkevan Union]][[Category:Page]][[Category:Armed Forces of the Telkevan Union]] 4ef0x99ovve87ag2wqqwmet9jvszsn8 Armarri 0 588 17191 6516 2021-11-17T17:31:16Z Amaker1450 26550035 17191 wikitext text/x-wiki ==Overview== Armarri is a small world controlled by [[the IAE]] and home to the colony Deosis. The planet was of little note until it was invaded by the Volkaan Federation in a series of attacks. [[File:Armarri-1.PNG|200px|thumb|right|A number of small Armarrian savannas.]] ===Planetary Data=== Most of Armarri is covered in deserts but numerous areas feature sprawling and well-watered savannahs and steppes. Armarri also has higher elevation features such as large rocky outcrops and uniquely shaped plateaus (many of which some IAE colonial administrators felt would be excellent host for highways). Despite many features endemic of a dry or dead planet, Armarri has many large bodies of water (though none meeting the standard criteria of an ocean) and a multitude of river deltas. Many deserts and cliffs are directly adjacent to larger sources of water. [[File:Armarri-2.PNG|300px|thumb|left|An Armarrian beach at sunset.]] Armarrian savannahs feature many tall and thin varieties of flora adapted to surviving droughts and occasional sandstorms. Many of them are producers of fruit with thick membranes that prevent precious moisture from escaping them. No foreign crops have been introduced by colonists as it seems that most Armarrian foods are safe for Euskanian consumption so far. Fauna are a very rare sight on Armarri. Though the planet features plentiful water and a fair amount of flora to support an ecosystem, animals of any variety are often very rare and mostly limited to burrowing insects that subsist on nutrients in the sands and a simple system of aquatic creatures found in each body of water. Some scientists have speculated at a distance that a creature suited to eating the often elevated fruits from Armarrian plants failed to evolve. It is believed that instead of relying on dispersion by animals, the seeds of native flora are carried by persistent winds to suitable areas. <br> ===Colony=== [[File:Armarri-Deosis.png|325px|thumb|right|The colony of Deosis in the daytime with the Aircraft Control, Outpost, and central Omega Base in view.]] Despite being located on one of the edges of the Outer Rim, the IAE colony of Deosis is fairly well along and possesses numerous working and mostly up-to-date facilities. The colony possesses two small airpads, one for industrial and supply deliveries located on an industrial sector building and the other for military personnel located on the same structure that coordinates most of the colony's air traffic. Aircraft and shipments too large for both airpads are often directed to the many available flat areas surround the colony. Deosis is self-sufficient for the most part and rarely utilizes their ports other than routine (though ironically seldom) supply drops. As an Outer Rim colony, numerous military buildings are present to respond to small-scale attacks as well as maintain order on a day to day basis. Deosis is administrated militarily and therefore the colony leader is also in command of the forces stationed there. The colony's central structure is an IAE Omega Base which handles both the civilian and military logistics of the settlement. The commanding officer of the colony and his senior staff and other members of the colonial board reside here. The military Aircraft Control features a small airpad for military use as well as many of Deosis' communications and coordination logistics. The operators inside will often handle and forward all communication and many other duties like monitoring weather, radar, the outer atmosphere and orbital traffic, scheduling shipments, as well as a myriad of additional minor tasks. One of the colony's initial buildings was the Outpost and is still in use today as a sort of barracks. Most soldiers or standing militia will be stationed there during much of their time on duty. UNDER CONSTRUCTION [[Category:IAE]] [[Category:Jat371]] [[Category:Page]][[Category:Legacy Lore]] naimlrnzrluezp36kdhzq4ramo9ko33 Armed Forces of the Telkevan Union 0 1517 18414 18413 2022-06-09T14:33:04Z Amaker1450 26550035 /* Service Branches */ 18414 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Armed Forces of the Telkevan Union |image = |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Form |data2 = Stratocracy |label3 = Jurisdiction |data3 = [[Telkevan Union]] |label4 = Founding document |data4 = Blood Covenant |header5 = Executive branch |label6 = Ruling body |data6 = High Chamber |label7 = Current members: |data7 = Tarsovis Visaria <br/> Zervath Nezekar V <br/> Zurar Azakeia <br/> Ilivaris Kindasi <br/>Nuoh Gersalv <br/> Veto Korvack <br/> Wultyr Seltenhausin <br/> Gorsk Heldre |label8 = Headquarters |data8 = [[Valakar Station]] |header9 = Imperial Command |label10 = Service branches |data10 = [[Army (Telkevan Union)|Army]]<br /> [[Solar Navy (Telkevan Union)|Solar Navy]]<br /> [[Solar Legion (Telkevan Union)|Legion]] <br/> [[Central Intelligence (Telkevan Union)|Central Intelligence]] <br /> [[Civil Defense Service (Telkevan Union|Civil Defense Service]] <br /> [[Joint Munitions Command (Telkevan Union)|Joint Munitions Command]] |label11 = Recruitment |data11 = Mandatory 5-year conscription period. |header12 = Civil Command |label13 = Legislature |data13 = Union Assembly |label14 = Judiciary |data14 = Grand Court | }} The '''Armed Forces of the Telkevan Union''' ('''AFTU'''), known also as '''Central Command''', is the military body and central government of the [[Telkevan Union]]. The AFTU utilizes conscription to acquire recruits, requiring that all able-bodied individuals who have completed their primary education to serve a minimum of four years. After this period, they are allowed to either return home, in which case they become a part of the reserves, or serve another four years. In times of emergency the mandatory service period can be extended. == Command Structure == == Service Branches == === Army === === Surface Fleet === === Aerospace Force === === Solar Navy === === Solar Legion === === Central Intelligence === === Cybersecurity Service === === Civil Defense Force === === Joint Munitions Command === == Imperial Command == Imperial Command is the military arm of the Central Government and is directed by the High Chamber. Below the High Chamber are the marshals, who are responsible for training, equipping, and organizing forces within their sector, maintaining public order, prosecuting conflicts, and controlling occupied territories until a proper government can be established. The lowest-ranking officers in Imperial Command are the field and star marshals, who take their orders from the marshals and command the empire's [[Armada (Telkevan Union)|armadas]], vast unit formations made up of troops from all branches of the military. Marshals and armadas possess a great deal of autonomy in terms of planning operations, granting them flexibility that allows them to adapt to specific circumstances. In certain situations, officers are allowed to disobey orders if they believe that doing so will help achieve victory; this is, however, incredibly risky, as those who disobey orders and who then bring about disaster will face criminal charges. == Doctrine and Technology == ''Main pages: [[Telkevan Battle Doctrine]], [[Technology (Telkevan Union)]], [[Arsenal of the Telkevan Union]]'' Though the specifics have evolved over the centuries, AFTU offensive doctrine has always emphasized the constant application of pressure on an enemy so as to keep them disoriented and defensive, limiting enemy mobility and gradually wearing them down through attrition, generating weak points that can be then exploited to encircle enemy formations and strike deep behind their front lines. Defensive doctrine utilizes elastic 'defense in depth' tactics, with multiple layers of increasingly tough defenses designed to wear down an enemy who can then be repulsed by a counterattack. Both doctrines make use of combined arms tactics which make heavy use of armored warfare and air/orbital firepower. The AFTU strives to maintain an up to date arsenal so as to remain competitive against its opponents. Equipment is designed to be durable and easy to use even in inhospitable environmental conditions such as those found on Betel junk worlds. Vehicles and infantry armor emphasize durability and firepower while maintaining enough mobility to keep pace with the AFTU's doctrines while firearms are designed around volume of fire and stopping power, often using the enhanced strength granted by [[XBA armor]] to its advantage. Parts are standardized when possible, easing production and making it relatively easy to repair and maintain equipment even in battlefield conditions. Maintenance drones and mobile construction stations have further simplified maintenance, and have even allowed for weapons and vehicles to be produced on the battlefield when resources are available. Soldiers from the client states, referred to collectively as auxiliaries, serve specialized roles depending on their certain biological traits. For example, certain auxiliaries will serve as scouts or maintenance workers while others will operate as shock infantry. This specialization allows them to operate effectively in their given roles, but simultaneously leaves them helpless on their own, which is partly intentional, as it leaves them less likely to revolt in a large scale. Certain client states, due to long-term loyalty to the empire, are not bound by specialization, though such instances are rare. [[Category:Page]][[Category:Amaker]][[Category:Telkevan Union]][[Category:Telkevan Union]][[Category:Telkevan Organizations]] 2ltu29a02r572tg0q51idnwedw4i5xg Army (Telkevan Union) 0 1585 17822 17821 2022-01-17T20:20:50Z Amaker1450 26550035 /* Infantry */ 17822 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Telkevan Army |image = |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = |label3 = Part of |data3 = [[Telkevan Union]] |label4 = Branch |data4 = Army |label5 = Current high marshal |data5 = Zurar Azakeia |label6 = Part of |data6 = [[Armed Forces of the Telkevan Union]] |header8 = |label9 = |data9 = |label10 = |data10 = |header13 = Conflicts Involved |label14 = |data14 = |label15 = |data15 = |label16 = |data16 = }} The '''Army''' is the ground and oceanic service branch of the [[Telkevan]] [[Armed Forces of the Telkevan Union|Armed Forces]]. It is by far the largest of the four service branches, boasting many billions of troops and millions of armored vehicles across the empire. Though its immense size can make it unwieldy and slow to adapt, the Army can leverage its manpower for the siege-styled attrition warfare that has come to epitomize the branch. The army is the oldest branch, its earliest iteration forming as a part of the Kalrian military. Like the other branches, it was reformed by High Marshal Tagara following the founding of the Telkevan Union. With the [[Solar Navy (Telkevan Union)|Solar Navy]] and the [[Solar Legion (Telkevan Union)|Legions]] having received priority during rearmament, the Army played a predominantly supportive role for much of its early history. As the population climbed, the Army took on its modern role as the empire's premier terrestrial fighting force. The Army is administered by the High Marshal of the Army, who holds a seat on the [[Armed Forces of the Telkevan Union#High_Chamber|High Chamber]]. The current High Marshal is Zurar Azakeia. ==History== ===Founding=== The Army is the oldest branch of the modern AFRE, tracing its origins to the foundation of the Telkevan Union. It spent much of its time engaged in sporadic warfare with the neighboring Nolsarian Empire. This continued up until the development of nuclear weapons put an end to outright fighting. Nevertheless, it remained in a continuous arms race with its competitor right up until the Wars of Unification. Out of all the branches, the Army performed best; due partly to the subterranean nature of most Telkevan cities, the Nolsarian invaders were forced to fight the Telkevon on equal fitting without any air support and minimal artillery. As a result, the Army inflicted grievous losses on the Nolsarians; however, the Nolsarians dominated the skies and the stars, meaning that many army units were stranded as the war progressed. By the time of the Second Exodus, the Army had been almost entirely wiped out, reduced to a small fraction of its former strength. During Tagara's reforms the Army and Navy were merged into one branch, the High Marshal citing that the role of the Navy had been superseded by the Star Navy. Due partly to a combination of the Army's severely depleted state and the small population of the new Telkevan Union, Tagara focused much of her available resources on rebuilding the Star Navy and Marines, leaving the Army to gradually regain its strength. During this period, the Army's role was primarily to protect the empire's settlements from invasion; they were only sent on offensive operations once the enemy had already been weakened by the Navy and Marines. The Army reclaimed its role as the empire's premier terrestrial combat force as the empire expanded outward and the population climbed exponentially, allowing the Army to field vastly more troops than the Marines. ===Nepharian Cold War=== In 3457, Zurar Azakeia was appointed to the position of High Marshal of the Army. Unlike some of his compatriots, namely Ilivaris Kindasi, who would be appointed High Marshal of the Navy later in 3465, High Marshal Zurar had no ambitions of dramatically reforming his branch, instead continuing the projects of his predecessors and relying on tried & true methods of combat. The High Marshal maintained this mindset even as [[Telkevan-Nepharian Cold War|tensions]] between the Telkevon and Nepharians rose, the High Marshal believing the Army to be more than ready for a fight with the Nepharians. His attitude began to shift following the [[Nepharian Escalation]], which saw Nepharian forces receive upgraded equipment. Before the High Marshal could weigh his options however, the [[Great War]] began, drawing his attention away from the contested zone. ===Great War=== ==Organization== ===Army Commissioned Officer Ranks=== {| class="wikitable" ! Staff ! Abbrv. ! Grouping ! Description |- |High Marshal |HM |Overall command |The High Marshal has overall command of the Army and holds a seat on the [[Armed Forces of the Telkevan Union#High_Chamber|High Chamber]]. |- |Lord General |FM |Grand army |A grand army consists of multiple army groups and is a component of an [[Armada (Telkevan Union)|armada]]. |- |General |GEN |Army group |Army groups consists of 2 or more armies. There is rarely more than one army group in any one location. |- |Vice General |VGEN |Army |Armies consists of 4 or more corps. |- |Brigadier General |BGEN |Corps |Corps consists of 10 to 14 divisions. |- |Colonel |CLN |Division |Divisions consists of 8 to 12 battalions. |- |Major |MJR |Battalion |Battalions consist of 6 to 10 companies. |- |Captain |CPT |Company |Companies consist of 4 to 8 platoons. |- |Lieutenant |LTN |Platoon |Platoons consist of 2 to 6 squads, which are commanded by non-commissioned officers, typically sergeants. |- |} ===Naval Officer Ranks=== Naval forces are organized with their own officer corps. They are subservient to their army counterparts and operate in conjunction with them. {| class="wikitable" ! Staff ! Abbrv. ! Grouping ! Description |- |Commander |CMD |Surface Fleet |Surface fleets comprise all of an army's ocean-faring vessels. |- |Lieutenant |LTN |Corps |Air platoons are comprised of two or more squadrons. |- |Major |MJR |Squadron |Squadrons are roughly equivalent to a naval battle group. |- |Captain |CPT |Ship |Captains command individual ships with the exception of river ships, which are commanded by non-commissioned officers. |- |} ===Enlisted Ranks=== {| class="wikitable" ! Rank ! Private ! Corporal ! Sergeant ! Staff Sergeant ! Master Sergeant ! Warrant Officer ! Chief Warrant Officer |- | Abbrv. | PVT | CPL | SGT | SSGT | MSGT | WO | CWO |} ===Departments=== Departments support the missions of the Army. Some are branches of the Department of Military Research & Development. Notable departments are as follows: Notable departments are as follows: * '''Armored Fighting Vehicle Design Department''': Develops new vehicles and walkers. * '''Infantry Studies Department''': Develops infantry equipment ranging from powered armor to weapons. * '''Combat Robotics & A.I Department''': The CRAID is responsible for both developing new machines and military artificial intelligence constructs and developing doctrines on how to best implement them within the Army. * '''Supply & Logistics Department''': The SLD primarily acts as a liaison between the Army and the Star Navy to coordinate the movement of supplies. ==Battle Doctrine == ''Main page: [[Telkevan Battle Doctrine]]'' Army offensive doctrine aims to render an enemy incapable of mounting a proper defense by the complete destruction both of their front line forces and of their logistics network. To achieve this, the Army engages its foes across a wide front in sequential waves. The first 'wave' is generally a prolonged barrage of artillery fire, aerial bombardment, subterranean sappers, and when possible, orbital fire. Spearheads consisting of armor and veteran troops are then deployed across a wide front, focusing their attacks where the enemy's defenses have already suffered substantial damage. In ideal conditions, the enemy's front line will be breached at multiple points, allowing the vanguard to charge deep into enemy territory, with continued artillery support, and destroy the enemy's logistics as subsequent waves move in to eliminate or capture remaining hostile troops. If the enemy proves resilient, the Army will switch to siege tactics and encamp around the target. Artillery will continually pummel enemy positions as saboteurs and subterranean vehicles move in to sabotage and breach their defenses. Defensive doctrine relies on 'defense in depth', with the Army utilizing multiple layers of increasingly resilient fortifications. The outermost layers are not designed to halt an enemy but to instead bleed their numbers and rob their momentum. Once a line is breached, the Telkevon will withdraw to the next layer, repeating the process right up until the final line, by which point the Telkevon will launch a counterattack to repel the remaining attackers. If this fails, they will then withdraw to their positions and hold out for reinforcements. This strategy has proven vital against aggressive and mobile adversaries such as the Diabs; at the same time, the expansive network of fortifications requires time to establish, leaving positions vulnerable until they are fully built. == Equipment == ''Main pages: [[Arsenal of the Telkevan Union]].'' Due to it's immense size, the Army is incapable of providing its forces with the elite training of the [[Telkevan Legion|Legions]] nor the bleeding-edge technology of the [[Telkevan Solar Navy|Navy]]. To compensate, much of the Army's equipment is designed to be relatively cheap, easy to build & maintain, and conventional, making use of tried-and-true technology, all while retaining a respectable degree of firepower and durability. Top-of-the-line equipment and training is reserved for veteran units. === Infantry === ''See also: [[Infantry of the Telkevan Union]], [[Infantry Equipment of the Telkevan Union]], [[Infantry Weapons of the Telkevan Union]], [[Combat Proxies of the Telkevan Union]].'' All combat personnel don a suit of N25 Powered Plate Armor (PPA), an environmentally-sealed suit of [[Body Armor|powered armor]] with an array of features including a heads-up-display with weapon synchronization, [[energy shielding]], and a motion sensor. The current service rifle is the VKR15-C, the carbine variant of the VKR97 used by legionnaires, while the SIS11 is the Army's primary sidearm. Soldiers are also equipped with a number of grenades, often high-explosive concussive grenades, and a melee weapon in the form of an axe or knife utilizing a high-frequency blade. Shock troopers, veteran soldiers who operate as the Army's infantry vanguard, are equipped similarly to legionnaires, donning N80 exoskeletal battle armor (XBA) and wielding either the VKR97 or LLE11 rifles. Common sidearms include the GAR81 railpistol and the HTV30 shotpistol. Battlesuits chiefly consists of the hisla HCS, kuros CCS, and the vali AS. The infantry's arsenal is supplemented by a variety of specialty weapons. The ITD57 and QAT70 shotguns both provide close-range firepower; shock troopers will instead often utilize the more powerful FLX42 wave gun. Most markemen use the VKR11-RD while snipers and rangers use the RGT80 railrifle. Both the VKR97 and CHRN16 provide suppressive fire. The FTI65 and FLE50 missile launchers serve as the primary anti-armor weapons, though elite units can employ the DHG80 railgun. The lightweight UFL21 grenade launcher provide indirect fire, with the larger and more cumbersome OTN99 often deployed during defensive operations. Crew-served weapons include the LXA77 and YRT54 heavy machine guns, the FVH37 heavy grenade launcher, QWX18 mortar, and various grav-artillery guns. Remote-operated drones provide support to infantry by carrying supplies, repairing equipment, scouting, disarming explosives, and/or providing extra firepower depending on the drone. The O2 Spotter is used in conjunction with satellite data to ensure accurate artillery fire. Combat proxies such as the CD-I10 Arkava and CD-I19 Chyr are used primarily to draw fire away from regular troops as most lack the more sophisticated programming found in Star Legion and Naval proxies. === Vehicles === ''See also: [[Combat Vehicles of the Telkevan Union]].'' The Army predominantly employs a vast number of tracked vehicles, with walkers serving various support roles or as siege units. Anti-gravity vehicles, once purpose-built for specific niches, have slowly begun phasing out some tracked vehicles as their superior maneuverability allow them to better navigate the worst battlefields of the Great War, namely the [[Diab Theatre]]. The T-77 Ultrek served as the Army's main battle tank when the Telkevon entered the war, but it has since been supplanted by the T-35 Tagara anti-grav MBT. The TL-17 Kitrana is the standard tank destroyer, while the THL-05 Saertu linebreaker serves as a siege engine. The STV-47 Oltavar and STL-90 Hilfi provide superheavy firepower. The standard infantry-fighting vehicle is the K-33 Nezerai. The standard mobile artillery platforms are the V-11 Hurth and the VR-70 Xzar, which are equipped with a railcannon and missile pods respectively. The V-52 Korzair, equipped with a plasma bolt mortar, operates directly behind the front to support advancing troops, while the VS-15 Taerzagar suppresses enemies with artillery drumfire. Subterranean vehicles, equipped with large drills capable of piercing solid metal walls, are used to breach underground facilities and to plant explosive charges beneath hostile positions, while amphibious vehicles are capable of operating above and below the water. Mobile facilities such as the VD-33 Vaildag operate as mobile bases capable of command & control, manufacturing, garrisoning, and more. The Army also uses a variety of non-combat vehicles, namely engineering vehicles, which are used for construction, vehicle recovery, and mine clearing. Mobile support vehicles directly support front line troops by enhancing their defenses and hindering the enemy's fighting ability. Though oceanic vessels have long been superseded by starships and aerospace aircraft, the Army maintains a number of versatile oceanic warships, though most are used exclusively to defend established colonies due to the logistics involved in transporting them in starships. The US-250 Navaz is the standard submarine, which in the modern era serves as the empire's preeminent offensive ocean vessel. Frigates are specialized against certain targets and include the UF-14 Wazari and UF-46 Hilde. The UD-34 Techarg is the current destroyer, while the UAC-13 Zukaliin serves as a battle carrier, a hybrid between an aircraft carrier and battleship. While the Star Navy provides the Army with aerospace firepower and transportation, the Army nevertheless maintains a small assortment of aircraft for its own use, primarily F-17 Chereg and FV-11 Nefal dropships and the GR-17 Havris and G-19 Galandil gunships. [[Category:Amaker]][[Category:Telkevan Union]][[Category:Telkevan Organizations]][[Category:Armed Forces of the Telkevan Union]] 3xi8brghu24mbnsilcaqtt3aungpti7 Arrowhead Security 0 578 6416 1627 2017-10-09T01:42:41Z Amaker1450 26550035 6416 wikitext text/x-wiki Although branded as the galaxy’s most prosperous security company, the Arrowhead Security corporation is nothing more than a band of armed thugs whose only allegiance is to the Galactic Credit. Its members are a variety of aliens prepared to fight any foe in exchange for coin; warriors from both Peacekeeper and Warlord races compose most of Arrowhead’s ranks. Arrowhead mercenaries are employed all over the galaxy to fight any opposition the client desires. The gunmen are notoriously unselective in their missions- they will accept even the most suicidal objectives out of greed for money or sheer incompetence. Their clients pay handsomely for relatively modest to outright deadly tasks. The number of mercenaries killed on these excursions is staggering. The combat skill of Arrowhead operatives varies wildly. Some are former soldiers and military exiles who turn their expertise to the mercenary business. Others are petty criminals and career assassins who will do any mission for a quick buck. The head of the company is a de facto leader and holds no legal power over his subjects. As the Arrowhead employees are so widespread, many have no contact with each other and are instead controlled by local commanders who manage recruitment and operations themselves. There is no real connection between these sects and the individual bands function independently. The identification as part of the larger corporation merely lends reputation and notoriety to the group. Arrowhead do not operate within any interstellar laws and almost never obey the regulations of the empires whose territory they operate in. The corporation is infamous for how tactless and unprofessional its employees are. They cause unprecedented amounts of property damage and the number of civilian casualties as a result of collateral damage is also exceptionally high. Despite this, they are generally successful in their objectives and some empires hire them for missions. It is disreputable for a government to hire such a reckless organisation and the Arrowhead Security corporation both benefits and suffers from the full deniability they offer for their clients. Although they are hired more often to perform highly illegal acts by empires, operations that are prevented by other empires result in harsh judicial punishments. Arrowhead operatives have been executed for their acts by other empires on multiple occasions. They are seen as nuisance by some races as they routinely break the law and are replaced by new mercenaries seemingly endlessly. The weapons and armour used by Arrowhead mercenaries are freeform. In some instances the thugs purchase their own equipment whereas in others the commander provides them with uniform gear. There is no real badge of identification for Arrowhead operatives beyond the collective use of their signature armour colour. As the mercenaries so often provide their own equipment, there is great diversity in their troops and they are capable of dealing with almost any foe. Nevertheless, they are decimated by enemy forces with specialist equipment. Although they are devastating to pirate bands and private forces, Arrowhead Security is ineffective against imperial militaries. Their lack of discipline and organisation combined with the poor training and equipment of their mercenaries make them unsuited for direct combat with professional forces. The employees have no qualms with fighting their own race’s empire and the gunmen often die in droves while fighting soldiers they are greatly outmatched by. Some empires choose to hire Arrowhead mercenaries as reinforcements in combat operations and this is usually effective. Smaller mercenary bands suffer greatly from corruption and infighting. As there is no real threat from superiors in these smaller groups, some Arrowhead operatives are known to steal more than their share of the payment. It is rumoured that, on some operations, the veteran mercenaries kill their inexperience colleagues to earn a larger share of the profits. Such attempts often end in a bloodbath in which everybody turns on each other. [[Category:Inactive]] [[Category:Brickinator]] [[Category:Page]] 4ujg4dsopt7tpqpp22fuv0k8j5rd9xk Arsenal of the Repzork Star Navy 0 1417 15250 15249 2021-02-09T00:37:21Z Amaker1450 26550035 Redirected page to [[Starship & Aircraft Arsenal of the Armed Forces of the Repzork Empire]] 15250 wikitext text/x-wiki #REDIRECT[[Starship_&_Aircraft_Arsenal_of_the_Armed_Forces_of_the_Repzork_Empire]] pbmqa0gvw6857tw745yhhnjkel15fd9 Arsenal of the Telkevan Union 0 1589 17794 17785 2022-01-16T05:05:58Z Amaker1450 26550035 17794 wikitext text/x-wiki The arsenal of the [[Armed Forces of the Telkevan Union]] is divided into five pages. Please review [[Telkevan Battle Doctrine]] for details on how these weapons are implemented on a broad scale. [[Infantry Equipment of the Telkevan Union]]</br> [[Infantry Weapons of the Telkevan Union]]</br> [[Combat Proxies of the Telkevan Union]]</br> [[Combat Vehicles of the Telkevan Union]]</br> [[Warships & Aircraft of the Telkevan Union]]</br> [[category:Page]][[Category:Telkevan Union]][[Category:Armed Forces of the Telkevan Union]][[Category:Amaker]] qrujroglr9b0z941rwteebu46ywiym3 Asanian 0 709 5764 2016-10-10T05:58:30Z Drag0n0us 3365896 Redirected page to [[Asanian Syndicate]] 5764 wikitext text/x-wiki #REDIRECT [[Asanian_Syndicate]] 2yax5h541audlxv0kq15869oo0kfj58 Asanian (Branding) 0 1548 16765 2021-05-16T04:04:35Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16765 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Asanian Syndicate 0 49 17179 17164 2021-11-17T17:25:55Z Amaker1450 26550035 /* Glossary */ 17179 wikitext text/x-wiki [[Image:Asanian_Wiki_Logo.png|center]] {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Asanian Syndicate |image = [[File:Asanian_Syndicate_Infobox.png|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction |data2 = Warlord. |label3 = Homeplanet |data3 = Tornash. |label4 = Empire Goals |data4 = Expand and Destroy. |label5 = Known For |data5 = Canniballistic tendencies. Adaptive technology. Relentless attacks. |label6 = Weaknesses |data6 = High resource consumption. Fragile and splintered government system. |label7 = Population |data7 = Undeterminable. |header8 = Administration |label9 = Government |data9 = Corporacracy. |header10 = Economy |label11 = Economic System |data11 = Syndicalism and Barter/Trade. |label12 = Currency |data12 = Credit. (Syndicate System) |header13 = Biology |label14 = Lifespan |data14 = 20 to 25 Years. |label15 = Height |data15 = 7 to 8 Feet. (2.1 to 2.5 Meters.) |header16 = Warfare |label17 = Notable Conflicts |data17 = Involved in *[[Battle of Norsus|Norsus Conflict]] |label18 = Military Personnel |data18 = Undeterminable. Estimates at 65% of population. |label19 = Positive Combat Situations |data19 = Assaults. Sieges. Orbital raids. |label20 = Negative Combat Situations |data20 = Defence. Holdout situation. |header21 = Diplomacy |label22 = Alliances |data22 = 1 |label23 = Enemies |data23 = 7 |label24 = General Xenomorph Views |data24 = Negative and Aggressive. }} =='''Summary :'''== The Asanian Syndicate is an expansive and dangerous foe, unpredictable at best and utterly psychotic at worst. They are one of the few things that could be more hateful then the Margan, and have a hunger to consume that rivals even the Biomatter. They are known for creating efficient but deadly pieces of technology, each thing designed for limited use due to the constantly adapting nature of the Asanians. From AI systems to resource harvesters, Asanians have their own version of everything possible. They are also known for stealing from other races to improve their own technology, their reverse-engineering being almost unmatched in skill. Despite being a very young race overall, their existence is already having an impact on the universe, entire planets becoming barren rocks as they literally tear apart everything in their way to follow the crazed and all-consuming drive that pushes them ever forward. They are a metal tide, being weak singularly but strong when in a group. If the threat is not realized, they will literally consume the entire galaxy. =='''Biology :'''== The Asanian biology is surprisingly robust, being rather simple compared to most other species, but having the ability to adapt to overcome shortcomings that challenge them in a surprisingly quick amount of time compared to natural evolution. They are also surprisingly unique individually despite their simple carnivorous fish origins. ===''Asanian Physiology''=== The Asanian body is an expansive, adapting, unique, and detailed piece of biological engineering. Through the years they have been in existence, they have changed in various ways and evolved into something that is very different from their origins. As with all creatures, these adaptations have been to change to better suit the Asanian within its own environment. ====''Physical Characteristics''==== Asanians are fish-like organisms, with sharp teeth and eyes mounted on a cranium. The thin skull houses a brain almost too large for the head. Usually small fins cover parts of the body, but sometimes harder spurs can also form, depending on the individual, and webbed appendages further add to the look of fish. Asanian tails can vary, from having frills and fins to having only frills or only fins. They are almost always blue scaled, although slightly varied hues have been seen. Asanians require a high hydrogen molecule amount in the atmosphere to breath correctly. Dry areas and warm atmospheres are hazardous to them, thus they are commonly seen with filter masks, although they wear them almost everywhere. Being naturally an aquatic species, they are extremely good swimmers, and have fought entire wars underneath the liquid surface of a planet. The Asanian physiology is extremely hyperactive. They can heal wounds that would take days to heal with other creatures in a few hours. They have a ferocious appetite, and can consume their body weight in a single sitting. They are omnivorous, but mainly carnivores, and would much rather prefer to eat live meat over long deceased meat, however they are not picky. They speak quickly, move quickly, and often times shake uncontrollably if held in a single position for too long. They are also prone to frequent fits of anger and mood swings. Their hyperactive systems come at a cost though. They have an extremely limited lifespan, ranging from twenty to twenty-five years. They also depend on sound waves in the air interacting with the large fin-like ears on their heads. Due to their hyperactive systems, their minds cannot process large amounts of sound, causing an overload and filtering the excess information through their neurological centre. This has the effect of increasing or decreasing the Asanians heart rate extremely, even more extreme mood swings, instant pacification or unstoppable rage, and even death. Asanians are also extremely susceptible to sonic weapons, and they take great measures in preventing the use of sound waves as a weapon. They has been known to use a rather unstable method of playing music and direct injections of sound into soldier helmets, to increase soldier proficiency by increased reflexes and increased reaction speed. Long term side-effects are unregistered and unresearched. It is nearly impossible for an Asanian to gain or lose weight naturally. Their eating habits result in most weight either shed quickly due to the energy depletion, or lost weight to be gained quickly from food consumption. Most Asanians, as a result, have a full, yet somewhat lanky build, their arms and legs being neither thin nor overly large. ====''Biological Characteristics''==== Due to Asanian physical bodies being hyperactive compared to most other species, the Asanian biology is a unique specimen compared to most other sentient creatures. Asanians only have a single heart, located in the direct center of their chest, a few inches below there neck. This heart has six chambers inside of it, which coupled with there rapid pace makes the heartbeat of an Asanian strange to feel. Rather then a one-in one-out system, it follows a two-in one-out system, making two quick beats to force blood through the veins then one slightly longer beat to suck the blood back in. This results in Asanians bleeding at a reduced pace from vein wounds as the heart pushes half as much blood, while arterial wounds cause extreme blood loss to said individual as the heart pulls twice the amount of blood across the wound. The Asanians immune system is relatively ineffective at an age of one year, however at the age of five years it is fifteen times less likely for an Asanian to become infected by a disease then a younger Asanian. As well, the Asanians immune system is constantly adapting to invading pathogens and parasites, and the more dangerous the invading cells are the more aggressively the Asanians immune system will adapt to defend itself. There are very few examples of Asanians with cancerous growths or tumors, however there are multiple examples of mild ailments such as fever and the chills causing death in Asanians due to their immune system not able to adapt to a relatively simple intruder or the immune system being overloaded by a variety of different, but simple, forms of a certain virus. Asanian immune systems always attempt to adapt to keep the virus or bacteria from reproducing within the Asanians body, forcing the cells to stay within the body but remain unable to reproduce and thus die off, making the nutrients the cells have available to Asanian cells. This also has the side effect of making the cells consumed by the Asanians cells resitent to further infections by a new strain of the virus. The more infections an Asanian has in life, the more resitent to said infections they will become, at least up to a limit in the cells memory. If their is too much for the cell to remember, they need to shed the barriers against older virus's that they create for themselves, and make the Asanian more susceptible to older infections then new ones. Asanian saliva acts as a form of mild antiseptic, the tongue and mouth being covered in saliva that has specific enzymes known as proteases within the saliva. Proteases are normally found within the stomachs of creatures, however Asanians, having there oral orifice the main area in which infection can happen, have adapted to create these proteases within said orifice. These enzymes are mild at most, coating areas with saliva on them and digesting foreign cells on the surface of objects as well as washing away any dirt or foreign substance on said surface through the liquidy saliva. This makes the term 'licking your wounds' surprisingly true for Asanians, as through the cleaning of ones wounds they can avoid infection as well as help the coagulation of blood happen as the restrictive proteins in the blood are broken and the coagulation agents are able to work quicker in the moist environment created by the saliva. ===''Asanian Personalities''=== Although mentally unstable and psychotic compared to other races, there is varied types of mental builds for Asanians due to their brains expansive size and unmatched processing speed. Something as simple as changing a name has vast physical and biological changes on an Asanian, nothing truely being simple in their physiology. ====''Standard''==== Despite being an asexual race focused on the death of all others and the ascension of themselves, the Asanian personality spectrum is very wide ranging and an important topic concerning the military and civilian lives. The normal Asanian personality and mindset is one of gluttony, hatred, and learning. They constantly want more from their usually meagre lives, wanting more to eat, more work to do, more importance within the system. Sadly, most attempts at this utterly fail, however if one can make a company that works within the systems and becomes used for its products or services, one can easily profit from the result and be recognized. Hatred is the other drive that fuels Asanians. Hatred of other species forced upon the young, hatred of the old forced upon by companies, and hatred of the poor and desolate forced upon by the populace. Hatred is what fuels the Syndicate, pushing it to grow ever faster and constantly change. Hatred is what fuels those Asanians who join the military and fight in the name of the Syndicate against their many many foes. Curiosity is the last thing that really pushes Asanians. Their constant need to learn, to advance, pushes them to ever greater feats as they constantly strive for perfection. Being able to learn is one of the greatest skills they use, everything that they do is because they learnt how to do it either through observation, experimentation, or coincidence. This constant need to learn is the biggest reason they have survived up until now, their insatiable curiousity for the new and unique allowing them to push forward into the new. =====''Personality Details''===== Asanians are pack creature, never wanting to be truely alone for long periods of time. This instinct differs between Asanians, but the roots are all the same. Sadness is a feeling that Asanians rarely feel, but being alone is one of the few things that can instigate it. Being alone for an Asanian is a heart pounding experience, and sometimes they will knowingly move into enemy territory if only to find another being to be near. Most forces believe these to be wandering scavengers, and a portion of that is truth as the Asanian needs to feed. However, being alone is the biggest motivator for them. Asanians are not very particular in many subjects, however most have a set quality minimum that they would like, but usually aren't able to, adhere to. This applies to food, work, research, even social interactions. Despite their aggressive natures, the natural curiosity of the Asanian will almost always override their anger. Being able to learn and to control gives them more of a rush then being angry at something. ====''Variations''==== Many variations of the normal Asanian personality can be found, some due to artificial intervention, others due to natural mutations. Most are acceptable, however they are usually culled and limited by racism within the Syndicate. =====''Feministic''===== An uncommon, but noticeable, mutation in the Asanian personality is it gaining a feminist personality instead of the normal masculine type. The simple mindset of saying she instead of he has an amazing impact, especially with the Asanians hyperactive minds. Forced into a different way of thinking, the body follows the mind, shifting its features to accommodate a different form. Feministic Asanians usually have thinner features, with more pronounced hips and chests and more hourglass-like figures as well as smoother scales and more rounded overall. Despite these changes, they are entirely Asanian in biology, and these changes are merely aesthetic. Feministic Asanians could never mate with a masculine Asanian, and feministic Asanians have to go through the same issues that masculine Asanians must. Feministic Asanians are usually quieter and much more calmer versions of their masculine counterparts, preferring to work silently over discussion. These calmer personalities are usually singled out by other Asanians, and they are shunned for being different. Being shunned in Asanian society is not an issue, as most social interaction is business rather then pleasure, and as such the Asanian can still get whatever they want. =====''Cloned''===== Cloned Asanians have an innate characteristic of being extremely susceptible to outside influence. Many discussions are held on this topic, but the general consensus is that the Asanian does not go through its Guppy phase, thus not giving the brain the time to grow to its full natural potential. The brain is entirely equivalent to a normal Asanians, however the area in which anger and fear are stored is not quite grown correctly, allowing outside influences to shift what an Asanian thinks due to its curious nature causing it to doubt its current ideas and shift towards a new mindset. This innate natural response is an immediate threat to cloned Asanians, and as such it is heavily enforced that the Asanian ideals are pressured onto the clones mind. Pushing aside all doubts, they reinforce and apply the idea that Asanians are better then all other species, and that hatred is the only thing they should feel against another creature. Despite these imprinted teachings, cloned Asanians are still able to be swayed from other influences, and can, with time, shift from their self-focused personality to something more caring or even angrier if the situation dictates it. =====''Contained''===== Contained Asanians, usually either prisoners or test subjects, have predictable results that slowly change to something altogether different. Every single time it begins, the Asanian will be extremely violent to its captors, refusing to move unless literally carried, threatening them constantly, and even attempting to attack them if able to. However, given a routine schedule and some positive reinforcement, they shall actually start to lower from their self-placed position higher then their captors and actually start to cooperate, although they will still be hateful and spiteful. A long enough time with their captors, if the captors are not aggressive or harmful, could actually result with the Asanian treating them with dignity due to its understanding towards the other species being changed and rewritten. If the captors are abusive or aggressive, causing pain to the Asanian, its ideals will only be reinforced, and it will grow ever more hateful of its captors, eventually resulting in an unstoppable rage that can only be quashed by killing the subject, which it might do to itself if its anger spikes enough and its body cannot keep up. =====''Feral''===== Feral Asanians are simply Asanians that have been cut off from the Syndicate, trapped in an alien environment or simply the last of their force that was destroyed. Whichever way it happened, the Asanian will seem lost and alone, usually staying in place for a long time, waiting for support from its peers. If that support never comes, the Asanian will usually try to find food for itself, as the hyperactive systems result in little time allowing to be wasted. If food cannot be found, the Asanian will usually just lie down and wait, either dying in its semi-conscious state of sleep due to food deprivation or killing itself out of loneliness. However, if a ready food source is found, the Asanian will usually horde it, feeding when it is required and attempting to survive by itself for a period of time. If left for longer then a week, the Asanian will usually start to shift into a more beast-like mindset, stalking across areas and trying to sniff out food sources like a wild animal. More akin to a Macabre or Grotesque after two weeks, they become extremely beast like, fully now within their little world and almost impossible to re-civilize. Although terrible, these feral Asanians make prime subjects for Gastan Industries, and sometimes Gastan will search old battlefields just for these lost Asanians. ===''Reproduction''=== Asanians have a notable reproductive system that is within the classification known as automictic parthenogenesis. This classification is labelled as such due to the Asanians unneed for two different beings to produce offspring, as through meiosis the offspring of said Asanians are different from one another as well as there 'spawner' which causes them to be considered 'half clones' as the Asanian reproductive system is considered a form of self cloning, similar to how many insects and lizards, as well as plants, self reproduce. Eggs are grown and fertilized within each and every Asanian at tbe beginning of its bipedal stage of life. The eggs grow with their Asanian host, doing little more then growing as the food they required was put into their small shell. At roughly ten years of maturity, an Asanians gullet will begin to swell slightly from the eggs increasing in growth speed. At this time, an Asanian will usually enter a building that can be politely called an incubator, as an Asanian not held down during the spawning process can suffer from multiple extremely painful outcomes. The spawning process causes the Asanians mind to grow rapidly feral until the eggs are released, and these bestial reactions can range from simply shaking violently and having a near seizure to unconsciousness and even suicide. The eggs are, almost violently, expelled out of the Asanians mouth by a reproductive action that cannot be controlled. The Asanian simply waits until it triggers, and proceeds to vomit up base-ball sized eggs into a large vat. Once expelled, the parents job is done, and the eggs proceed into a massive, warehouse-like moist room where each of the vats is filled with a high-hydrogen compound extremely similar to water. The eggs continue to grow in the incubated state, until about a month later the eggs hatch, releasing small 'Guppies' into the water. These Guppies are tadpole-like Asanians, roughly the size of a softball when they hatch. These Guppies stay in the vat for another year, simply swimming about with their brethren as they evolve into their final bipedal forms. The vat is routinely drained and refilled, the Guppies moved from vat to vat as they grow. Commonly, as they grow in size, they become too large to all be in one, and are split into multiple to continue growth. The Guppies, by six months of growth, are still tadpole-like, but have all of the sentient intelligence of a normal Asanian. Locked inside a watery vat in perpetual darkness, they swim about, actively talking to one another as they grow. Around eleven months is when they start to grow hyperactive, the water almost starting to churn as they swim faster and faster around in the vat, their brains nearly pushing against their skull from the inside. The tadpole bodies start to deform, the small fins on the sides growing out, and the body growing longer. Nearly a year after birth, a fully grown Asanian manages to pull itself out of the vat, wandering towards the lit doorway as they are prepared to do what they were assigned upon birth. =='''History :'''== Being a very young and very new race that is moving at breakneck speed, the Asanians have a short, but eventful, history pertaining to their existence. ===''Growing Hatred''=== Asanians originally started off on a rather desolate, but inhabited, planet. They were not the first species to reach sentience, and instead were raised up by another creature called the Ge'Va. The Ge'Va were very peaceful in nature, and uplifted many non-sentient species on the planet. The Asanians were originally carnivorous fish before, but through the Ge'Va's domestication and eventual teaching, they started to learn about their rulers and how weak they were. The Ge'Va were preyed upon by nearly everything on the planet, and due to their naturalistic culture they refused to advance their technology in ways that would harm the environment around them. The Asanians started to diverge away from their rulers, slowly festering a hate for them because of their weak tendencies and peaceful natures. They refused to further themselves, and the Asanians at the time were slowly growing a hatred for those that were peaceful and passive. Secretly the Asanians began construction of their own groups and towns underneath the water that covered their planet. Sneaking and stealing, they slowly built up a large fortress, entirely underwater, and began to prep themselves for warfare. Although passive, the Ge'Va were skilled in defense as many of the other carnivorous species on the planet hunted them. It was during this time that the hyperactive systems of the Asanians started to develop, due to the pressures of the ocean in which they were hiding in. The high amounts of pressure and extremely limited time out of the water started to have a toll on the Asanian physiology. By the time the Ge'Va realized that there Asanian members were plotting against them, it was too late for them to do anything, as the Asanians had reproduced much faster in the entirely underwater environment that they lived in. The Ge'Va were overwhelmed by the Asanians, who, despite there less advanced technology and weaponry, outnumbered the Ge'Va ten to one and were ferocious in their attacks against them. With spear and sword they murdered every Ge'Va they could find, apart from those who had left the planet via interstellar vehicle. The Asanians were very primitive in this time, and conflict was rampant throughout the time after the war against their up-bringers. ===''The Mixed''=== A few select groups of Asanians started to rise above the other constantly warring ones, delving deep into the advanced technology of the Ge'va and learning how to use it through trial and error. Some pieces of the Ge'Va technology required complete bondage of the machine to a natural form, giving rise to who the Asanians call 'The Mixed'. They are part-machine and part-creature, being much stronger and more intelligent than a normal Asanian. The warring Asanians were struck in awe at the mixed creatures, amazed at what technology could do to a form. The flesh was weak, and through careful use of their power the Mixed began to reconstruct the Ge'Va's torn apart cities and world. As they paid no attention to nature or its form, the reconstruction and acclimatization to this new, high-tech lifestyle was swift. Within two generations, the entire planet was transformed from scattered remains of ruined cities and savage bands of fish warriors murdering each other into a fast-paced extremely efficient technological marvel. But, due to this extremely rapid speed of progress, the Asanians were tearing apart their own planet, and were threatened with global extinction when the toxic fumes of their factories and the degrading quality of their water supply forced them to look up to the stars for the next planet to colonize. Over-population was wearing a great hole into the resources of the Asanian lifestyle, and they quickly realized that if they did not colonize new worlds soon, this planet would be unable to support them. Almost immediately they worked upon creating a vessel capable of interstellar travel. Although they constantly were foiled by a single problem : The atmosphere of their planet had become so thick that travelling up through it would tear apart a ship's hull due to its corrosiveness. It was during this time that one of the Mixed had found upon one of the Ge'Va's secrets; A way to warp through space-time using high-energy atoms and polarized magnetic fields. By using these fields to bend a point in space into a loop, they could move something a distance away before it broke the loop and was pushed back into reality. The Asanians instantly fell upon this prospect, working against the clock to recreate this warp technology for mass-use. Finally, after six years of degrading planet conditions as well as an increasingly overflowing population, they reproduced the warp technology with pleasing results, and they proceeded to use it to great effect. Massive colonization ships were requisitioned, and filled to the brim with supplies and the populous. They did not know of any habitable planets in there system, as the poisonous atmosphere disabled any sorts of scans and was too thick to see space from. The massive ships were prepared, and quickly sent through a massive warp tunnel into the space just above the planet. The ships instantly set off for pre-designed directions, all scanning planets nearby for habitable conditions. The Asanians left on the main planet continued in the direction of production and lifestyle they had before, using special chemicals and massive machines to keep the planet from falling apart around them. ===''First Contact''=== The colonization ships eventually found their way to various planets in the nearby system, all unloading there cargo and proceeding to quickly colonize the planet. Over a few more generations, most of these planets were strip-mined of resources extremely quickly, and many more colonization ships were prepared and launched. During these times, the Asanians advanced in technological might and numerical superiority. A single planet commonly held nearly three trillion Asanians, all guided towards the fact that they were superior to anything they found. This fact was proven when they first made contact with another space-faring species. Although the other species was peaceful, the Asanians had not heard of the 'universal language' or anything akin to galactic code. Vastly uninformed, they prepared themselves for warfare against this new alien species. The Asanians many factories and warp technology allowed them to quickly and efficiently mobilize an army in a fraction of the time it took their enemy. That is, if the enemy had known about the coming assault, they might have been better prepared. The Asanians struck fast and hard, there massive siege machines and countless hordes of troops devastating the first planet they assaulted. Within ten days, all major groups of species, apart from Asanian military forces, were either slaughtered or taken prisoner. Reinforcing the already extremely strong military force, they proceeded towards the next planet of their enemy. This time though, they were better prepared, and had a large space fleet blockading the planet. The Asanians were weak in the space combat area, and so there forces were torn apart and sent limping back to Asanian territory. Knowing that they were outmatched in the space combat department, they quickly worked upon the fact that they were deficient in this. Only a month later, they had another huge fleet ready, supported by new battleships designed specifically for space combat. The new ships proved their worth, blowing apart many enemy ships and destroying the blockade above the planet. The surface defenses were prepared as well, but the Asanians had an advantage due to their control over the planet as well as their superior ground forces. They captured the planet within weeks, the populace slaughtered without remorse. The alien species knew they could not fight the Asanian might, and sent peace offerings and begged for an end to the slaughter. The Asanians ignored these pleas, and closing upon the last planet held by their enemies, bombarded it to oblivion with plasma torpedoes and laser batteries. The planet turned from a tropical paradise to a molten craggy surface of rock and charred bodies. The Asanians were victorious, and claimed there spoils with glee. They captured enemy technology, combining what was useful with their own, or throwing it away as useless. They knew that they were extremely powerful, and expanded there colonies and star space faster than any empire could have thought. Within a hundred years, their empire grew from five colonies to thirty five, then ninety five, then two hundred. They were destroying everything in their path, utterly remorseless and unstoppable. Few things were a challenge to them, and when they approached these barriers they adapted and rose up above them. Covering up flaws they know they have, they believe themselves to be perfection. =='''Culture :'''== The Asanian culture is a strange thing, being mostly focused on the overall instead of the individual. The individual can acquire from the overall, but the individual is usually encased in its own small world for the entirety of its limited lifespan. ===''Citizen''=== *''"Civilian? I think not. I wouldn't call any Asanian a Civilian. Even unarmed they are fully willing to tear into you. No, I think Citizen is a better word."'' - Margan diplomat in response to inquiries about Asanian colony-cities. Being a Citizen in the Asanian social web is a difficult life. Working for over three thirds of their life, Citizens are akin to living machinary, constructing delicate systems, working with panels of metal, processing massive quantities of food, and everything in between. Almost anything that requires action has an Asanian filling said role for a minimal amount of payment and simplicity in life. Although it is repetitive and boring, work is not supposed to be entertaining. Their is a large portion of unemployment and death rates in Asanian cities. the living conditions are usually equivalent to high-tech slums, however the Asanians do not mind said conditions as it is what they can afford. Those Asanians who are apart of a company or have come across a stroke of good luck in one of the many lotteries that companies offer can afford to buy an actual home for themselves, usually being the size of a small trailer. This tiny room, despite its limited size, is seen as a sign of profit and nobility in the Syndicate, and those able to afford anything larger are regarded with awe. Citizens, despite being such, are usually clothed in jumpsuits or armour, as the Syndicates living areas are a harsh place indeed. Although crime is kept to a minimum due to most Asanians beign owned by companies, those not in companies are ruled by those who have the most money and power. Having money means you can own whatever the money lets you own, and weaponry is not an uncommon article to be found in the Syndicate. Citizens live on a twenty hour schedule, no matter where they live in the universe. Ten hours is spent working, either in factories, civilian companies, processing plants, or anything that can be found as a job. ====''Names''==== *''"Such diverse names these Asanians are given. Each one is unique, and yet each one also feels the same. They are all different, but yet they give the feeling of similarity despite however formal the naming process is."'' - Margan diplomat in response to inquiries about Asanian colony-cities. As Asanians are not born with parents and are left alone in the world, they are unable to be given a name. Many hundreds of years ago, a system was put into place to generate names for newborn Asanians as they left the birthing vats. The system would usually cut up words in the normal Asanian dialect and paste them together, forming names with different meanings depending on what was randomly selected. The name could start as simple as 'Fear' but after the system was finished it could be as long as 'FearLifeClimbWorldStarPariah'. Despite these long and extravagant names, the name itself would usually be contracted to an average of four to twelve letters, ensuring the name is easy to say. This system is still used today, however cloned Asanians sometimes have their names chosen for them by their creators. Naming is, surprisingly, one of the largest issues in the Asanian Syndicate. Each Asanian, due to their huge birthrate and massive amount of citizens, is given only a single name instead of a first and last. This helps to lessen the load on regular names, but also adds to the load on needing to make unique names. The old Asanian culture system would only allow a single Asanian to have a certain name, it being the only way in which it could be identified from the rest. However, with the constant expansion Asanians have had, this has resulted in even this system growing to epic proportions as more Asanians are spawned then those who die and release their name for use. Thus, the ASCI was created from the Syndicate. The Asanian.Syndicate.Code.Integrate is a number system akin to labelling on food and other products. Each citizen would be assigned a number, which could grow to infinite proportions and thus allow any number of Asanians to have a unique label to their name, even if their name was the same as anothers. Each Asanian knows their ASCI in memory, it being pushed into their heads so forcefully that sometimes they will react to their number as if their name was said. With this system, it allows Asanians to be named the same and yet still be unique, however singular names are still kept for ease of use on documents and in general life. Due to being accustomed to this system, Asanians will say every part of a beings name due to how their mind thinks, never shortening or changing it. Particularly remarkable Asanians might be gifted with a last name, making them extremely rare to be found as having two names marks them out as having prestige. A commander of an entire Asanian fleet would still have only a single name, making those with a first and last very important in the eyes of the Syndicate. ===''Colony''=== *''"After a few trips inside an Asanian colony, you'll start to see a pattern to the buildings. Lower levels are almost always food and consumerist materials, while those higher-up are warehouses and company-based materials. However, it is difficult to see where one colony ends and another begins, as they spread across the ground like a metal wave."'' - Margan diplomat in response to inquiries about Asanian colony-cities. Asanian colonies are built in spreading waves, with different 'layers' that spread up from the planets surface. The bottom layers are where the poorest Asanians live, the factory workers and processing plant technicians. Those in the second and third layers are either fortunate factory workers, or memebrs of a company. Anything above the third layer is almost always company owned, and as you travel up the layers you will see a harsh change in the scenery and environment. The lowest levels look like mazes of metal hallways, while the upper layers have actual parks as well as drones that take care of the public areas. ====''Cuisine''==== *''"Animals eat each other, it is what life dictated when it was created. But Asanians have brought it to such a level of formality that I am almost awe-struck by it. The consumption of ones foe has become a normality for them. They are truely the epitomy of consumerism."'' - Margan diplomat in response to inquiries about Asanian colony-cities. The Asanian cuisine has been expanding at a rapid pace. Before most food consumed would be that of a nutrient slurry or the raw meat of some recently slain creature. However, Asanian taste buds are extremely sensitive, and they can detect the smallest traces of taste in food. It is so sensitive, they can taste the skin of the cook that had created the meal, and as such many Asanian chefs wear sanitized gloves with a special coating that has no taste, thus keeping them from tainting the meal. Soldiers and commanders on the front are usually left to either nutrient paste, meat cups from grinders, or whatever else they can forage from enemy troops such as ration packs. Few things on the front lines are worth any taste, however Asanians are not picky when eating, and are both fully willing and capable of ripping chunks of flesh out from a foe who is still alive in their grasps. However disgusting it is, it is perfectly valid, and consuming earlier makes no difference to consuming later on. However, on colonies and within Asanian held space, food is a delicacy. With the recent introduction of other sentient species into the mix, markets have exploded, the sale of other creations internal organs, bodies, and even corpses becoming very common quite quickly. The purchase of the corpse of an enemy creature, depending on the size and damage inflicted on it, can range from about a single week to two weeks worth of payment. The payment is for the replacement of the corpse with nutrient paste for the soldiers, as well as transport from the front lines to their kitchen. However abhorrent it may seem, groups of Asanians are more and more commonly having social gatherings, dining over the fallen body of a Diabloian, Luminarian, Sauran, or any other creature they can find. Since even the armour is left intact, their are a growing number of ways to cook and prepare the food, and a growing debate on either cooking within the armour or removing the corpse, as well as numerous other things like eating the head or stomach area first. ===''Species''=== The Asanians as a species have a varied and myriad assortment of topics pertianing to the entire species. These topics are heavily debated by the directors of large companies as well as The Mixed, which makes them hot topics in debates and are constantly foughten over. Some companies, such as Eniend, avoid politics entirely while others like Pyre-Tech have an in-depth role in them. ====''Cloning''==== Cloning is a long and heavily disputed topic within the Syndicate. Cloning, for the Asanians, is the act of artificially creating eggs from DNA collected from another Asanian. Any and all attempts to clone another species have been either shut down or terrible failures, and as such are a minority in the overall issue. Natural birth will never be outpaced by cloning, as with the Asanians birthing rate they would have to make trillions of clones a year just to near it. These clones, rather, would be limited to military and company soldiers, companies, and experiments. Despite Asanians being psychotic, some see that using a life purely for research, especially when that life requires many more resources then the usual Asanian to make, is simply a waste and should not be done. Others suggest that clones allow Asanians to reach the next level of genetic perfection, as they can tailor make each and every Asanian that comes out of the tubes. Both sides constantly dispute and argue the point, however cloning is currently a popular, but covered up, way to get subjects. A cloned Asanian has all the rights, privileges, and duties of a regular Asanian, just as if they were naturally born. However, cloned Asanians, along with the standard name generation once born, are required to put a (#) next to their name. The number inside the brackets is the clone number they were from the DNA piece. For example, an Asanian named Restek(63) means that Restek was the sixty-third Asanian clone taken from the DNA strand. It is simply a way to attribute a label to the body, however it is not used in anything except for paperwork. The cloned Asanian also does not require any servitude or social interaction with its origin. In fact, many times the clone is suggested to avoid the original subject, as they could abuse the clones open-mindedness for its own uses. ====''Companies''==== Companies are the mainstay of the Asanian Syndicate. Everything they have has been provided by a company, and everything they will ever need will be either purchased or provided by a company. There is hundreds of thousands of companies within the Asanian Syndicate, all governed by the Council of the Mixed. Any Asanian, no matter what age or position, be it military, political, or simply industry, is allowed to create a company. What they do however, will dictate how well or how poorly the company is able to survive in the Syndicate, as the largest companies are that of the Asanian military, as it is an expansive part of the Asanian culture. Companies can be seen as a government within a government, being allowed to make its own laws and govern itself within the Syndicate. ====''X.S.G.I.P''==== X.S.G.I.P stands for Xenomorph/Syndicate.Genetic.Induction.Procedure. The base of this procedure is exceedingly new, but the main idea of it is sound compared to the procedures and surgeries that most members of the Syndicate partake in. This procedure is only ever applied to ambassadors or diplomats working only with the Asanian Syndicate. As well, this procedure is entirely voluntary, and is not required to continue work as a diplomat. However, through the use of this surgery as well as some psychological training, this procedure has the ability to make xenomorphs that have difficulty in the Syndicate more comfortable with the Asanians around them. The main idea of this procedure is increasing the speed of the subjects body systems. Either through artificial enhancement by an advanced form of nano-bionics within the neural interface of the subject, or simply mutating the genetics of the subject to increase it, the work on the subject is always done in careful environments and is fully monitored during the entire process. Unlike most procedures, this one is taken in high regard, as the last thing the Syndicate wishes is for an ally to fall victim to a voluntary procedure, and hundreds of precautions are taken on a level that is unforeseen within the usually twisted ideas of the Asanians. Although the subjects body systems would never be able to match the hyperactive minds of the Asanians, the increased body speeds and reaction times do make conversing with the Asanians more comfortable, and the familiarity between diplomats and Asanians grows more if the subject undertakes the procedure. Some recounts of the procedure by subjects describe it as ''"It feels like everything moves just a bit slower then before."'' The improved body systems follow the Asanians body more closely, increasing the metabolism, reactions times, and sometimes even slightly altering how the subjects thinks in extreme cases. However, as only the allies of Asanians, who already have similar ideas to the genocidal fish have ever taken the procedure, thus making any shifted ideas very miniscule in difference to what is already thought. =='''Epic War Involvement :'''== The Great War was the first conflict the Asanians have engaged in that has provided them with foes of some resistence, as well as other races which might actually be seen as allies. The Great War is good to the Asanians, as they know with it they can always grow stronger and better as they fight new foes. ===''First Engagement''=== Asanians land upon a resource-rich planet, and proceed to strip mine it of everything useful. Within a week, roughly a quarter of the planet's surface has been decimated and harvested. A nearby Sauran fleet is appalled by the destruction, and makes a direct course to engage the Asanian fleet. They are not prepared for the extremely aggressive Asanians though, and send out a signal for assistance. A nearby Diabloian fleet gets the signal, and makes a direct course to assist the Saurans against this new adversary. A nearby Kastalian fleet also receives it, and appears almost out of thin air to assist the Saurans and Diabloians. A conflict ensues. The Asanians are beaten back, but the Peacekeepers make a new foe and they learn of the splintered, but extremely deadly, might of the Asanian Syndicate. This engagement against these new foes, along with a realization that the Asanians are in a conflict much larger then expected, brought a sort of joy to their species. Now, they can show these opponents what the true enemy was. ===''Main Engagements''=== Although the bulk of Asanian forces are still in their colonized space, the Asanians are attempting to expand at a breakneck pace. Tendrils of Asanian forces are pushing themselves into the occupied territory of these new opponents, and their name is swiftly becoming a major threat to all those that know of them. Their alliance with the dreaded Margan has only enforced this, placing them fully into the position of being seen as absolutely psychotic killers intent on the destruction of everything in their seemingly unstoppable wake. Asanians, once on a battlefront, will push that front with all available forces. They will never sit back and recover, as with their almost unmatched industry they can continue to constantly reinforce and push ever deeper. This, coupled with their surprisingly intelligent tactics and unpredictable plans make them extremely difficult to stop. Once a barrier is reached, they will slam against it with their forces, constantly trying to find a hole to pry open and get through. ====''Destruction of the Delani''==== The Syndicates first encounter with the Delani was a harsh one, the Delani not being prepared for such an aggressive race and their defenses quickly being overwhelmed by the ever hungering Asanians. Seeing a threat near to them, the Syndicate poured many resources into troops and vehicles, pushing against the Delani borders with limitless fury and anger. Civilians were slaughtered wherever possible, and their grotesque use of the corpses quickly became both a fear for the Delani as well as motivation to rally against them. However, this slight boost in morale did little to dampen the Syndicates attacks, and they were quickly overrun by the blue-scaled humanoids. Within months, most of the Delani Republic was destroyed, its civilians either slaughtered or taken as slaves. Few planets remain under Delani rule, however these have fallen into martial law, each one struggling to survive and hoping the Asanians don't return to finish their species off. =='''Asanian Forces :'''== The Asanian military is not a single collective force, rather it is a solid core of the base Asanian military, supplemented by various companies in the Asanian Syndicate. Competition between the companies is fierce, as each one attempts to prove its products are better then its competitors. As well as making affordable and efficient troops, the companies are also nearly always trying to sabotage there competitors through mechanical failures, issues with orders, and physical attacks against each other. ===''Standard Military Infantry Units''=== The standard Asanian Infantry units are the bread and butter of any military force. They are the types of troops you will see on virtually any battlefield containing Asanian troops, even if the main forces are of a single companies section. No army is complete without at least a small division of standard forces, as they can help fill out any gaps that are in an army. ====''Infantry Mk II''==== [[Image:Asanian_Wiki_Pic_Infantry.png|thumb|500px|right|Infantry Mk II units preparing for combat.]] ''"There is always more."'' The basic infantry unit of the Asanians, the Infantry MK II is an astounding piece of technological engineering. A simple Asanian trooper, lightly trained, but wielding one of the most sophisticated suits ever developed. A contained ecosystem, it is built with a full standard Asanian respirator, which constantly forces a chemical compound that is made mainly of Hydrogen past the mouth of the Asanian to breath. This respirator also has holes built into the front, allowing an access point between the current and the atmosphere for smell as well as an access point for food to be inserted. It is nearly impossible for the holes to be plugged due to the currents pressure causing anything in the holes to be sucked in. The helmet itself is a supercomputer, able to process and direct information at an astounding rate. The main functions of the helmet are to monitor the life systems of the occupant, provide resonance injections of sound that result in increased agility and speed, and process battlefield information for targets. A much-used secondary function is to activate 'blinders' in the visual display, directing a frenetic Asanian towards a specific target by keeping their attention occupied. The main weapon of the Asanian inside of the suit is a pair of wrist-mounted pulse guns. These 'Pulsars' generate a weak electric current inside a vacuum chamber, and release a tiny electrically-neutral atom. This atom is charged by the electrical field, and quickly degrades inside of the weapon, releasing a large amount of electro-magnetic radiation. This radiation is focused, and released from the front of the pulse gun. The pulse moves through the air as a wave, being seen as a blue bullet-like effect. Upon impact, it releases its electrical charge, severely shocking the target and burning through armour like plasma. Although weak against armoured targets, it is very powerful against unarmoured ones, causing extensive damage as it burns the target. ====''Linebreaker Mk II''==== [[Image:Asanian_Wiki_Pic_Linebreaker.png|thumb|500px|left|Linebreakers assaulting a Delani gunline.]] ''"Nothing stops us."'' A more advanced version of the Infantry Mk II, the Linebreaker Mk II is an assault trooper, sent directly into the centre of enemy formations to wreck havoc. Equipped with wrist-mounted EK-3 electrically charged blades, they dive into enemy formations, depending on their thicker armour and powerful weapons to bring victory. They are otherwise equipped similarly to the Infantry Mk II, wearing pressure-formed armour plates with built-in electronics, all sealed from the environment. The armour is bulkier then a regular suit, but still lightweight and easily mass-produced. As well, the armour is more angled then the standard design, causing most kinetic weapons that don't land flatly on it to ricochet off and do little damage. Linebreakers are overall a support unit to the basic Infantry units, being less numerous due to their additional trianing and resources required for their close-combat equipment. They usually work alongside Flashbacks, as the Linebreakers can typically take more firepower then the Flashbacks, allowing their more agile brethren to engage in close quarters. ====''Flashback Mk II''==== [[Image:Asanian_Wiki_Pic_Flashback.png|thumb|500px|right|Flashbacks avoiding bullets in a close range firefight.]] ''"In a flash."'' A heavily armoured and armed unit, the Flashback is an expensive, but powerful, support unit. Mounted on their back is a large array of mechanical stabilizers and energy directors, which are used to direct a flow of pulse energy released from a back-mounted generator. Though small, the generator is able to propel the Asanian and suit small distances via forcing the pulses along the array. These pulses can help an Asanian leap huge distances, slow a descent quickly and efficiently, or even used to increase the users agility to avoid weapons fire. Flashbacks typically use modified pulse blasters of the Infantry units, mixing the design with the older, but still efficient, EK-1 power blades. The EK-1 has three smaller blades mounted on the wrist, rather then the larger single blade. Overall more efficient on energy use, but less destructive against armoured targets, the EK-1 is still a prime example of Asanian engineering, despite being surpassed. Recently, Flashbacks have been utilized as shock troops, utilizing them along with the warp rift technology the Asanians normally use for travel. Moving through singular rifts, they will commonly appear behind enemy lines, using their quick speed and agility to cause havoc to supplies and commanders as they face this sudden threat within their own lines. ====''Resect Mk II''==== [[Image:Asanian_Wiki_Pic_Resect.png|thumb|500px|left|Resects tearing apart Luminarian troops at close range.]] ''"One slice at a time."'' Resects, a cousin to the Linebreakers design, are focused more around the point of causing damage then surviving it. Linebreakers are heavily armoured troopers, however they are not as agile as the standard Infantry units. Resects fill this gap in mobility, primarily used alongside Infantry and Crag Gunners in urbanized battlefields. Resects are very useful at flushing enemy troops out of cover, as the Resect is able to get into combat quickly and effectively, usually causing enemy forces to change position to avoid the Resects deadly energized blades. However, outside of urban battlefields where cover is plentiful, they aren't widely used, as their limited armouring makes them prime targets as they try to close the distances towards their enemies. Heavy weapons fire is a major threat to them, and even if they do get into combat they will almost never outnumber the enemy due to their lost numbers. This puts them at a disadvantage already, as Asanians are not physically superior to other races and must rely on numbers to bring victory. ====''Crag Gunner Mk II''==== [[Image:Asanian_Wiki_Pic_CrGunner.png|thumb|500px|right|Crag Gunners ambushing a Karahotdoum tank division.]] ''"Kaboom."'' The Crag Gunner is a relatively new addition to the Asanian arsenal. After a few conflicts against the heavily armoured Sauran as well as having to attempt to face the vehicles of other species, the Asanians quickly realized that they needed something with more stopping power. Thus, the Crag Gunner was rapidly designed and sent into testing. Based upon the design of the Saurans armour, which allows large weight loads yet is very flexible, the Crag Gunner mounts two under slung light particle cannons on its arms. These cannons are capable of firing a highly-unstable atom that is positively charged, which causes it to be attracted towards parts of enemy armour that radiates large amounts of electricity. This has the result of the ammunition seeming to 'home in' on enemy weak points, like power generators and heat sinks which usually don't have much armour to mask their energy signatures. This makes it a very devastating weapon against enemy vehicles, as the mobility of the Infantry coupled with the hitting power of the cannon makes for a powerful combination. ====''Stalker''==== [[Image:Asanian_Wiki_Pic_Stalker.png|thumb|500px|left|Stalkers firing from a rooftop.]] ''"Silent but deadly."'' Asanian Stalkers are the closest thing they have to a sniper or infiltrator unit. Stalkers are lightly armoured to allow for quick movement and agility. Equipped with high powered particle rifles, they primarily support Asanian lines or harass the flanks of enemy forces alongside Flashbacks, firing at choice infantry targets while the Flashbacks absorb or avoid enemy fire. Stalkers are usually selected from Infantry units that are shown to have a high accuracy rating, as well as lowered body systems rate. All Asanians are hyperactive to a degree, however some are less then others, and these ones that can take a mere moment or two more to aim are usually used in the Stalkers section. Stalkers primarily utilize the LRHS-7 rifle, which fires a particle at extremely high speeds, which rapidly gains momentum and can smash through targets with relative ease, leaving a burnt hole in its wake. The other signature device of the Stalkers are cloaks made of a rare metal called Fenerium. Fenerium, when charged by an electric current, changes hue and reflective properties, and with the right amount of power flow can basically become invisible to nearby surroundings. The Stalkers use these cloaks, along with their extreme agility and natural speed, to hide in the most dangerous of places to fight. ====''Gale Hoversuit''==== [[Image:Asanian_Wiki_Pic_Gale.png|thumb|500px|right|Hoversuits dueling with Sauran in mid-air.]] ''"Fall from the sky."'' A very new design, Gale hoversuits are the first air-based infantry support the Asanians have utilized to good effect. Multiple designs have been tested before, but the Gale is the only one to pass into production. Wielding large EK-7 pulse rifles, they descend upon foes from the skies, firing at prime targets and removing support elements for allied Asanians to get through. Gale training is very extensive, being so radical that the Asanian barely touches the ground during its time out of the birthing vats. Most Infantry and Linebreakers are given simple weapons and tactics training, while Gale's are trained from growth to death. They are very proud and hard-headed about their superior training, and are willing to challenge allies and opponents alike if they doubt their skill. Piloting the Gale suits is very difficult, as most controls are mounted in the feet and neurally activated. No Gale pilot is under six years of age, and each one is superior to many regular Asanian troops. Gales are becoming much more common, as their high mobility coupled with their heavy weaponry allows them to support as well as lead assaults, and their all-terrain capability makes them deadly in both urban and wilderness combat ares. Despite not being readily equipped to fight off armour elements, they are still a threat to infantry, and many a soldier as perished after being grabbed by a Gales talons and lifted in the air only to be dropped to their death. ====''Shredder Mk II''==== [[Image:Asanian_Wiki_Pic_Shredder.png|thumb|500px|left|Shredder Mk II chopping its way through a Diabloian battleline.]] ''"Messy."'' The Shredder Mk II, in essence, is a terror and assault trooper. Wielding nothing more then the equivalent of a massive energized chainsaw, they literally run into enemy lines, swinging wildly and viciously tearing apart enemy forces that get too close. Although not very common and somewhat unwieldy, the Shredder is a fine example of Asanian military designs adapting to overcome flaws. Many of the forces they are engaging have advanced or very supportive infantry elements, and while the Asanians usually excel at fighting against vehicles, they aren't physically superior and are usually considered cannon fodder when it comes to facing down heavy infantry divisions of the enemy. Rather then spending large amounts of credits on dedicated shock troops such as Pyre-Tech Infantry or a unit of Gastan Macabres and Grotesques, they simply equipped Infantry units with more aggressive close combat equipment. Shredder's wield a large EK-8 Assault Blade, although it can be best described as a loud and destructive energized chainsaw. The many blades covering the weapon are covered in a tiny electrical field, allowing the weapon to viciously tear through objects that most weapons of the same design would have difficulty with. Although considered rather unwieldy and useless by some races, the entire point of the weapon is to make as much of a ruckus as possible to demoralize the foe. Few soldiers can stand to watch their comrade turn into a literal fountain of blood after a close encounter with Shredder units. ===''Advanced Military Infantry Units''=== In the Asanian military, the lines between advanced and basic troops are very blurred. No trooper is truly basic, as the armour they wear is more expensive then their life. But, their are special cases with certain units that stand out in the standard forces of the military. Although maybe not superior to the basic troops, they usually have a specialized feature that makes each one unique and deadly. ====''CommTech''==== [[Image:Asanian_Wiki_Pic_CommTech.png|thumb|500px|left|CommTech in cover as HAOLS takes out a Luminarian tank.]] ''"Communicate and conquer."'' Asanian Communication Technicians are the equivalent to squad leaders in the Asanian hierarchy. Maintaining a constant link to an orbiting fleet and nearby outposts, operators at these locations can take a commanding view of the battlefield, either from the point of view from the CommTechs own eyesight or from a commanding point automatically projected above the field from the CommTechs position. These artificial maps are generated by radio waves that project from the communications system mounted on the back of the CommTech's back. These waves map out the area around the CommTech, up to around a mile radius from the origin. Some of the waves bounce off of objects, marking out a map for the receiver, while others pass through and bounce off of objects farther away, resulting in being able to map areas that they cannot even see nearby, from ship interiors to destroyed cities to open plains. The CommTech is somewhat more armoured then the Infantry MK II, although apart from the communications systems, they don't usually wield any equipment that differs from the standard Infantry suits. However, a common use of the support systems is utilizing the mapping systems and being able to pinpoint targets for the HAOLS. (High-Accuracy Orbital Laser System) The HAOLS system is a series of extremely powerful lasers designed exclusively to support units on the ground from orbit. Usually mounted by floating orbital stations, the HAOLS are mostly useless against other space-faring enemies. However, against ground targets, it becomes a serious threat, targeting enemy forces with lethal precision as the CommTech simply continues his broadcast and the white lance of light pierces through the atmosphere, cutting down enemy troops systematically and easily. The HAOLS has an extremely light recharge rate, being able to be fired quite rapidly from the satellite in orbit. However, the laser requires at least ten seconds of lock-on to prepare and evaluate before it will fire at the target, and after firing the lock is broken, requiring an additional ten seconds to re-target and re-evaluate the enemies locations. Despite these few shortcomings, the HAOLS is still an extremely powerful weapon. However, a single CommTech can only ever have a single HAOLS using its communications systems for targeting. Any additional ones can result in de-synchronization from the constant feedback from the CommTech, interference from the signals causing a lose of targets, or, in rare cases, the wrong targets to be selected. ====''Technomancer''==== [[Image:Asanian_Wiki_Pic_Techno.png|thumb|500px|right|Technomancer halting incoming bullets using electrical currents in the air.]] ''"Life shudders in my grasp."'' No Asanian, no matter how gifted, is psionic in any way. Even the most bright of Asanian beacons is merely a dwindling glimmer in the minds of psychics, and trying to fully read the mind of one is dooming that psionic to insanity from the swirl of thoughts that is an Asanians mind. However, a few select Asanians seem to have their minds attuned to the natural forces that control the universe. Time, energy, electricity, all are forces that can be controlled by the right individual. Technomancers are these individuals, controlling the raw substance of the universe through artificial enhancements and natural skill. Many of the abilities they have are spread out and unfocused, and are weak when as such. Using technology and physical adaptations, they are able to focus these innate powers, using mechanical supports to assist in these endeavours. These gifted Asanians may never know of their skill their entire lives, and many a prime Technomancer pupil has been simply ignorant of their skill. However, sometimes the pupil is able to find out about their ability, and are greedily pulled into the Technomancer program. Probes, injections, replacements, all aimed at improving the control they have over the natural forces. Most of them saw their abilities as being good with mechanics, or being very lucky that the enemies weapon suddenly stopped shooting. However, no events are truely coincidental, and the Technomancers are the players of the hands of fate. Technomancers are absolute terrors on the battlefield, most being specialized in only one form of -mancy, but some especially gifted ones are able to manipulate and control two or more. A common one is pyromancy, or pyrokinesis. This particular skill allows them to manipulate and control fire, to a degree. Being able to shift a flamethrowers arc of projection is quite simple for them, but extreme cases could be as potent as turning a simple spark into a blazing inferno, throwing it upon foes and forcing the clinging flames down their throats, causing them to roast from the inside out. Chronomancy, electromancy, and even plasmancy have all been observed, and many more are probably waiting to be used. Technomancers are extreme threats, using their advanced control over nearly everything to harm opponents and protect allies. Foes are usually left with attempting to kill the Technomancer with their bare hands, as their armour suddenly disengages and their weapons explode in their hands. Despite these devastating powers, Technomancers are not immortal. They can be outgunned by mass weaponry, and are usually prime targets for enemy snipers and heavy weapons. If the Technomancer is unaware, they are unable to defend against it. Technomancers are also extremely rare on the battlefield, being only fielded when the Syndicate feels it actually has a threat to combat. Despite these few weaknesses, Technomancers are rightly feared for their skills and powers, and should be. ====''Marauder HAS-1''==== [[Image:Asanian_Wiki_Pic_Marauder.png|thumb|500px|left|Marauder devastating a Luminarian tank squadron.]] ''"Unstoppable!"'' The Marauder is the Asanians answer to any foes that believe infantry is an unneeded asset. The Marauder is utterly covered in armour, wearing plates of moulded metal thicker then the HS-2 Battle Tank's hull. The Marauder is a massive metal behemoth, plodding along at an excruciatingly slow speed and diving into the thick of enemy fire. Basically immune to small arms fire and even medium calibre weaponry, it savagely decimates enemy troops and armoured elements with salvos of small cluster rockets mounted onto its forearms, the rockets being constructed in an internal factory mounted onto its back. The Marauder was originally designed as a super heavy assault mech, primarily to be used to soak up enemy weapons fire and allow other Asanians to fire back. However, this design was scrapped, as the weight of the suit would make it difficult for even mechanically supported systems to move quickly. Instead of removing the entire design however, they downsized it, making it into a personal suit that dwarfs even enemy vehicles and allows it to be much cheaper as well as filling its primary combat role. Supported by mechanical systems, it is extremely heavy, making craters where it steps and punishing anything that gets in its way. The design is somewhat awkward, as the body is very stocky to allow the suit to balance easily. If the body was extended up any further, it would cause it to fall over if hit by anything stronger then a light breeze. It is also extremely slow, the speed attributed to the heavy weight as well as the systems focusing on keeping the suit balanced rather then assisting in movement. This issue is easily ignored, as the heavy armour plates allows the suit and wearer to withstand even a direct artillery barrage with little damage. The cluster rockets mounted onto the forearm are designed as HEAT rounds, formed to pierce armour while also exploding a mere moment after impact, causing destruction if it pierces an enemy vehicle and obliterating organic targets when it smashes through their armour. These rockets are small and numerous, and simple enough in design to actually be manufactured within the suit itself. A small depot mounted onto the back constantly creates ammunition when required, using easily stored resources put within before deployment. Despite its shortcomings, the Marauder is a very popular choice for Asanian Commanders that require a big punch with little weaknesses. Designs are currently being tested to allow for Marauders to drop from orbit independently, creating a devastating unit that can land in unexpected areas and destroy everything within. ====''Mauler HAS-2''==== [[Image:Asanian_Wiki_Pic_Mauler.png|thumb|500px|right|Mauler deflecting tank rounds and physically tearing apart heavy vehicles.]] ''"Revved and Ready."'' Based upon the design and armour of the Marauder HAS-1, the Mauler is the Marauders close-range cousin, removing the bulky back-mounted munitions depot and rocket packs and replacing them with the terrible efficient and messy Gauss Blades. Designed for close quarters fighting, Mauler and Marauder pilots have a tendency to fight over kill counts and who is more useful. The Mauler design was, like the Marauder, going to be for a super heavy mech. But unlike the Marauder, the Mauler actually was able to be designed and sent into testing, as its lighter frame enabled the mech suit to move correctly. However, results were poor, as its size made it a threat to allied infantry and vehicles and its close-combat capabilities were very minimal as few things were large enough to actually be considered useful targets. Downsizing it along with the Marauder, the Mauler became much more useful, dashing ahead at surprising speeds and using its thick armour to ignore enemy rounds as it slices apart enemy infantry and armour elements alike. Its signature Gauss Blades are an astounding piece of technology. Four small rotating discs are placed on an oval track, held in place by electromagnets of astounding strength. Sixty percent of the machines power generation goes to keeping the magnetic field active towards the discs, as the forces they are put through can cause major havoc if they were to fail. The discs, following along the rail, are pulled, rather then pushed, using a train-like system of magnets. Similar to Gauss weapons, where the bullet is propelled through a barrel, the discs are propelled along the oval track, moving at astounding speeds and making a loud whizzing sound in the air. The discs themselves are extremely dense, each one being designed around a core of dark matter. As the discs impact a target, they literally tear through it, very few things being able to slow down the blades as they spin. An issue, however, is that the Gauss blades need both time to warm up to an optimal speed as well as cool down to a standstill. This time isn't very long, being roughly thirty seconds, but it is still an overly long length of time, and can make the difference in surprise attacks. Keeping the blades active as well is a large power drain on the suit, and they cannot be used for extended periods of prolonged combat. Still, the Gauss blades are a terrifying force, literally shredding infantry into a fine mist and tearing apart vehicle housing like paper. ====''Hurricane Hoversuit''==== [[Image:Asanian_Wiki_Pic_Hurricane.png|thumb|500px|left|Hurricanes dropping demolition charges on a Luminarian Battlestation.]] ''"Reap the whirlwind."'' Hurricane Hoversuits, bigger and more armoured cousins of the Gale hoversuits, are far more dangerous and rare then their other skyborn kin. Mounting heavier armour and weapons but not relinquishing any of the speed or agility they have they are truely deadly foes both in melee combat and ranged situations. Mounting overly-large powerblades onto the suit, increasing the armour plating, and adding demolition charges to the Hurricanes arsenal makes it a well-placed addition to the Syndicates forces. Despite its rifle being removed, large wrist pulse guns have been mounted onto the suit as well as the claws, allowing it to still fire upon enemy targets in addition to its new role of hacking them apart up close. The power claws are highly energized, making them adept at tearing apart all forms of matter if they come within reach. Hurricanes also usually carry large demolition packs mounted on the suit. The packs are usually ejected or thrown onto some form of armour, as against infantry targets the pack is not very effective. The pack is energized to stick to metal plating, so if it hits it will usually stay put like a sticky bomb. After a few moments, the pack disappears in a devastating plasma explosion, detsorying everything nearby and heavily damaging whatever it was attached to. With the mobility of the Hurricanes, they can easily attach it to moving vehicles, heavily protected platforms, and sometimes even aircraft. ====''Serius Devastator Battlesuit''==== [[Image:Asanian_Wiki_Pic_Serius.png|thumb|500px|right|Serius battlesuit squad moving into a combat zone.]] ''"Jack of all trades, master of warfare."'' ===''Standard Military Mechanical Units''=== ====''HS-2 Battle Tank''==== [[Image:Asanian_Wiki_Pic_HS-2.png|thumb|500px|left|Two HS-2's firing at Delani trenchlines.]] ''"Just keep going, ignore the fire."'' Although a simple design, the HS-2 Battle Tank still fills its role very well. Being designed as a battering ram of sorts, its very thick hull and transport capacity allows it to act as both a tank as well as an armoured personnel carrier. Used to crush enemy lines and soak up firepower, the HS-2 is designed with simple features, appearing almost brick-like in design. This was entirely purposeful, as the frame is heavily supported and the armour is nearly half a meter thick in some areas. This does have the side effect of making the HS-2 very slow, but the defensive capabilities it has outweigh the issues it has. The HS-2 is designed to soak up firepower and keep moving, and as such it runs on six large treaded movement systems, two in front, two on the back, and one on each side. The treads help keep it stable with its large base, and the two side ones can turn up to fifteen degrees in either direction, allowing the tank to turn rather quickly despite its large and cumbersome shape. Its weaponry, although powerful, is short ranged, and overall not very effective. New designs are being tested, however all require the loss of its troop capabilities for ammunition or power generators, and as such this design is in use until a better one can be manufactured. Its main weapon, a large-scale pulse cannon, fires a pulse blast similar to the weapons used by infantry. This one is much more volatile however, and explodes in an energy induced fire on contact. Although powerful against infantry, this weapon has a slow reload time, is nearly useless against other pieces of armour as it fires explosive shots, not piercing ones, and it has a short range. Despite these shortcomings though, the HS-2 is still in use on many battlefields as it is a tight lynchpin with Asanian forces, using them to smash through blockades and swarm over defenders. ====''LRAS-72 Missile Walker''==== [[Image:Asanian_Wiki_Pic_LRAS-72.png|thumb|500px|right|LRAS-72 launching a swarm of cluster rockets.]] ''"The skies rain fire."'' ====''HS-6 Hammer Artillery''==== [[Image:Asanian_Wiki_Pic_HS-6.png|thumb|500px|left|HS-6 artillery line bombarding enemy lines.]] ''"Baby rain."'' ====''HWS-4 Tarantula''==== [[Image:Asanian_Wiki_Pic_HWS-4.png|thumb|500px|right|Tarantula hunting down fleeing Rach troops.]] ''"Everywhere at once."'' ====''HWS-3 T-2 Vagabond''==== [[Image:Asanian_Wiki_Pic_HWS-3.png|thumb|500px|left|Vagabond supporting Asanian gunline.]] ''"Old but efficient."'' ====''LR-2 Drone''==== [[Image:Asanian_Wiki_Pic_LR-2.png|thumb|500px|right|LR-2 construction line.]] ''"Mechanical cannon fodder."'' ===''Standard Non-Military Infantry Units''=== ====''Asanian Guppy''==== [[Image:GUPPIEZ.png|thumb|500px|left|Pool of Guppies in a nutrient vat.]] ''"Cute until it grows up."'' ===''Standard Non-Military Mechanical Units''=== ====''Asanian HLB Harvester''==== ==''Pyre-Tech''== By far the largest of the four companies, Pyre-Tech specializes in advanced weaponry and artificial enhancement. If nature made something good, technology can make it better. They constantly strive to improve their equipment, even more extremely then normal Asanian military sections. Pyre-Tech units are heavily trained warriors, put through horrendous training and given some of the best equipment in the Asanian arsenal. Although limited in number, they are easily a match for all but the most elite of enemy troops. It usually requires massed firepower to silence a Pyre-Tech unit, as they have extremely resistant armour and the genetic engineering just fortifies the Asanians natural ignorance to pain. Killing a Pyre-Tech unit almost requires complete mutilation of the body, as the brain, even if heavily damaged, will continue to function at a high quality until entirely destroyed. Pyre-Tech specializes in powerful infantry units assisted by heavy assault vehicles. These machines of war, wielding devastating energy and kinetic weapons, are a foe to not be underestimated. Few defense lines are prepared enough to stop a dedicated Pyre-Tech assault. Pyre-Tech is also known for using mainly pureblood Asanians, usually avoiding clones and other variations of the Asanian gene. It is unknown why as the variations are just as effective, but it is simply fact. ===''Pyre-Tech Military Infantry Units''=== ====''Pyre-Tech Infantry''==== Heavily armoured warriors of malice, the Pyre-Tech Infantry is a simplistic design, based off of the Mk I style. With upgraded armour, a fully enclosed helmet equipped with state-of-the-art sensors and scanners, as well as arm-mounted pulse cannons and compressed rocket packs make them deadly foes and a threat to any and all kinds of foes. They are trained via direct neural implant, knowledge being forced into the hyperactive Asanian mind, muscles learning how to do things without even attempting them. This way of 'force training' is a Pyre-Tech exclusive, as all normal training methods wouldn't be able to compact the vast skill that is required into a reasonable time span, especially with the Asanians short attention span and limited lifetime. The training is 60% on combat maneuvers and close combat, for Pyre-Tech units are extensively trained in close quarters warfare, unlike standard troops. Most Asanians prefer not to get too close to other creatures, being naturally xenophobic. Pyre-Tech has no qualms about this, and some Infantry units have even been quoted as saying that "They like to feel the blood against their visor." The other training is all about intelligence, from teaching basic and advanced mechanical knowledge for successful sabotage to explaining how to properly signal an artillery barrage. This training is extremely important, as the Infantry fills multiple roles required on the battlefield. They are trained to be the ultimate jack-of-all-trades unit, and they fill the role rather well. Pyre-Tech Infantry units are covered in form-fitting plates of armour, each piece specially designed to deflect blows and protect the user to the highest degree. Fire-proof, water-proof, resistant to kinetic impacts, and energy absorbent, the armour itself is a marvel. Coupled with the high-grade multi-layered combat weave underneath and naturally enhanced resistance of the Asanian inside, it can protect from all kinds of attacks. The helmet itself is filled with sensors, able to detect even EL frequency radio waves, thus allowing the Infantry unit to infiltrate enemy orders across the battlefield. It has multiple target tracking, predictive AI assisting, as well as being able to even control the Asanians suit should the Asanian inside be knocked unconscious via concussion blast or something similar. The main weapon systems mounted on the suit are twin destabilizer pulse cannons mounted on the forearms, which fire an unstable pulse. Although they have a shorter range, the pulse quickly and violently causes the atom to destabilize, resulting in an energy-filled explosion on impact. These devastating weapons have a high fire rate, and do large amounts of damage. Coupled with shoulder-mounted compressed rocket pods that fire small groups of missiles designed to penetrate almost any armour type, and you have a deadly combination that is able to take on both infantry and armoured vehicles alike. ====''Pyre-Tech Glaive Lord''==== Pyre-Tech Infantry units that show exceptional skill in close quarters combat might be inducted into the Glaive Lords. The Glaive, an old combat weapon use long ago by Asanian ancestors for combat, was a fiendish weapon with a long blade, sometimes serrated, mounted on a long pole and swung around the user. It could parry blows, defend against long reaching enemies, and could be swung with astounding force. It takes a great amount of skill to use the weapon correctly, and this skill is neurally mapped onto the Asanians brain via intense laser surgery. Thirty years of combat training is compressed into a two hour procedure, which has a eighty-three percent chance of success. This is easily within the acceptable range, and as such, is widely performed. Glaive Lords are powerhouses on the battlefield, combining the exceptional agility of the natural Asanian with an immense weapon capable of tearing vehicles in half. They forgo their pulse cannons for increased melee strength. Glaive Lords can wield one of two weapons, either a massive sword, or a double-bladed spear. The sword is easily three-quarters the size of the Asanian, and nearly the same weight. The blade is made of high-grade starship metal, the same kind used to reinforce hulls from kinetic impacts. It is tempered and formed into an extremely sharp and extremely heavy weapon. A small generator is built into the core and handle of the weapon, which constantly generates a powerful energy field around the weapons blade, which assists it in being able to carve through almost any material. The spear is of a similar design, although much less heavy. It is designed with the same extremely thick hull metal that the sword is, although it is formed in a different way to retain its flexibility. The spear is more like two large blades formed together at the handles, the handle still incorporating the generator that the sword variant has. The same power field extends over the blades, giving it a very powerful cutting force against almost all forces of matter. The spear can be used more defensively then the sword, parrying and deflecting blows with ease. ===''Advanced Pyre-Tech Military Infantry Units''=== Even in the elite and powerful force known as Pyre-Tech, they have troops that stand above the others in training and equipment. Each one is a devastating force, and in number can easily turn the tide of battle with the simplest of actions. Killing these troops is difficult, but would get rid of a major threat to enemy forces. ====''Pyre-Tech Star Crasher''==== ===''Pyre-Tech Military Mechanical Units''=== ====''Pyre-Tech Myth Heavy Assault Mech''==== ====''Pyre-Tech Raptor FAU''==== ===''Pyre-Tech Non-Military Infantry Units''=== ===''Pyre-Tech Non-Military Mechanical Units''=== ==''Gastan Industries''== The second largest company of the Asanians, they specialize in reworking what nature has already given. Using technology, they genetically mutate Asanian troops to create terrible beasts of war. The troops commonly lose most of their sentience and sanity, but many of the volunteers believe that it is a worthy sacrifice. Gastan troops are usually both terrible to see and terrible to fight against. The simple idea of fighting literal zombies and monsters that were once your brethren can cause almost any battle hardened warrior to break and flee from the horrors they see. Even if they do stay put, fighting against Gastans troops is a terrible ordeal. They have no tactics, no planning, no maneuvers. They act with an animalistic instinct, attacking constantly and without thought for its own safety. Even death cannot stop them, as the wounded rise again to continue fighting in the face of morbid injuries. ===''Gastan Military Infantry Units''=== Calling the Gastan forces a military force is difficult. Being more like a pack of hunters then a cohesive group of soldiers, troops each follow their own agenda, hunting down enemy elements and cutting them off one by one. Even the basic troops of Gastan are terrifying to behold, as the walking corpses that they are bring terror to all those that see them. ====''Gastan Macabre''==== The Macabre is the cornerstone of Gastan's forces. Macabres are sadistic and grotesque degenerates that are more creature then sentient. They are a collection of various species that the Asanians capture, being used as both terror troops and shock troops to great effect, the savage creations spreading fear and destruction as they move through enemy lines like a pack of animals. The Macabres are a force feared by all, for they are the inner beast within that always fights to get out. Many Macabres were originally volunteers, the fanatic and near-fearless mind of Asanians ignoring the imminent danger of offering themselves as living test subjects. The subjects are subjected to intense physical testing before 'treatment', the body needing to be able to handle the intense forces that the experiments will cause. The subject then has their entire brain removed from their body, the body itself being frozen cryogenically and the brain having multiple injections directed straight into its neural cortex's. The Asanian's brain is subjected to multiple injections over a period of nearly a week, it being kept alive by a rich protein and nutrient vat that the brain is held in. Once the brain has begun to reform itself due to the altering, a final surgical procedure is done, re-encasing the brain in the subjects skull as well as cutting out specific sections of it to allow room for it to change and grow. The body is released from stasis, and the subject is chained into position as its brain starts to reactivate the bodies dormant systems. Once the subject is fully mobile, many differences are apparent. These differences are unique with each user, but all have a common horror element. Many times, scales flake off revealing scar tissue beneath, sometimes the skin falls off as well, leaving behind a bleeding wound that reveals muscle that will never again be covered. The fins of the creature fall off, leaving the stiff cartilage in place and commonly adding bony spurs and edges across the entire body. Claws grow in hands and feet, and the body shifts into a more arched posture. Not only is the body changed, the mind is as well. The sentient Asanian from before is gone, a raging beast that constantly strains against its bonds is left, a hollow shell of was once there. The Asanians are kept chained down until they reach the front lines, where they are transported in containers and brought to the front lines. With the scent of blood thick in the air, the newly made Macabres are easily goaded towards their targets. With power claws and energy blades attached to their neural systems, they savagely attack anything in distance, sometimes slaughtering their controller if it gets a bit too close. Macabres are not only left to the Asanian species. Many prisoners and soldiers captured by Asanian forces are sold to Gastan for conversion into a Macabre. Usually the changes are harsh and dramatic, just like as they were with Asanians, but as the species itself is different the changes are different. Diabloians, for example, usually lose use of their wings as the skin on them falls away and leaves behind a skeleton, while their skin becomes akin to rock and much more adept at deflecting blows, making them utterly vicious monsters that are very difficult to put down in combat. Sauran seem to be become an even more bestial version of the Macabre, becoming true animals compared to most other Macabres who are simply on the edge of sentience. As each creature and species is different, the changes are different, but all have common roots. ====''Gastan Grotesque''==== Grotesques are massive bundles of muscle and meat, equally capable of tearing open armour as they are at crushing bone and flesh. Grotesques are massive shock troops, used in a similar roll to Macabres, although in a more aggressive stance. They are stronger, faster, and more dangerous then a Macabre, despite their lack of artificial implants such as electronics and armour plating. Grotesques were originally a large herbivorous creature encountered on a small moon above a planet. During one of the Asanians innumerable wars before they joined the Great War, they were hard pressed to destroy a small base that the moon contained. Rather then bombarding the mineral and nutrient rich moon, they sent ground troops to harvest the many resources there. The Asanians however had a harder time fighting off the massive four-armed treetop climbing bipeds that inhabited the moons surface than the actual enemy forces garrisoned on the moon. The herbivores were relatively passive, until the Asanian harvesting machines cut down swathes of the jungle. The creatures were enraged, prompting multiple attacks from hordes of the creatures. They couldn't do much to the machines, but the Asanians piloting them were easy fodder to the beasts. Gastan Industries had taken a notice to these creatures, and offered payment to the force if they would capture some prime specimens. Given the task, the Asanians easily completed it, capturing nearly two dozen of the largest of these herbivores they could find. Weeks later, the moon was taken, with Gastan having their massive creatures and the Asanian military segment successful in their capture of the moon. Gastan proceeded to horribly mutate and breed the creatures in captivity, turning them from furred four-armed tree dwellers into savage, constantly bleeding beasts with claws as sharp as surgical blades and the strength of a tank. The Grotesques were the last of their species, as all previous versions of the creatures were exterminated along with the moons takeover. They are now the savage slaves that blindly follow, both figuratively and literally, their Asanian leaders. In battle, they are an awesome force, smashing through enemy lines and destroying anything in their way. The immensely sharp claws they have coupled with their massive strength allows them to do devastating damage to enemy forces as they rampage through them. The Grotesques are very aggressive, although would never harm an Asanian for their fear of reprisal from their finned masters. They willingly follow Asanians around like a lost pet, constantly brushing against them in an almost caring form of movement. Most Asanians ignore them, although pack masters commonly grow slightly attached to the behemoths. This relationship is entirely in the pack masters favour, as the Grotesques are simply sent into battle without a care, the beasts doing what generations of breeding and mutation have forced. ====''Gastan Wyvern''==== Wyverns are the result of Gastan attempting to make a fast attack unit that is dangerous in close combat as well as ranged. Asanians mutated and changed to extend their fins, the Wyverns now use their fins more like wings, gliding down from above at breakneck speeds to pounce upon enemy forces. Although they can glide, the fins are not strong enough to support active lift construction, and thus they require boosters mounted onto their claw-like feet to generate lift. Once airborne, the Wyvern is able to keep airborn easily, and able to rapidly dive onto enemy positions to cause havoc and death. Not many Asanians are suited for Wyvern mutation, as the Asanians require an innate fin on their elbow for it to be effective. Although mutation to cause a fin to grow is common, naturally occurring fins are also easily found and preferred over having to pay to grow the fins. The Wyverns are also extremely aggressive, even more so then usual. They will never stop hunting an enemy force down, and will savagely destroy anything in their way to get to their prey like a rabid animal. ====''Gastan Overseer''==== Overseers are the command and control units used by Gastan to keep a handle on their forces. They issue orders, can act as squad leaders to regular infantry troops, and take over the role of animal handler for Macabres and Grotesques. Both these creatures harbour a fear for their Gastan leaders wrath, but will savagely attack Asanians around them not knowing they are of an allied group. Overseers are there to prevent that, restraining them and, somewhat literally, beating it into them that they are to not be harmed. Overseers are brutal combatants, willing to use every dirty trick in the book to get the upper hand against enemies, from simply commanding their minions to attack them to physically ripping the eye sockets out. Overseers are the main Asanians that should be targeted when fighting a force made of Gastan troops, as with the Overseers the force will eventually break down into a terrible mess of infighting as the creatures literally tear each other apart and feast upon the remains. However, the Overseers have a dark cunning, and are very similar to the beasts they control. Mortal wounds have little to no effect on them, and usually complete mutilation of the body is required to finally put down the beast. Even then, getting close enough to do such damage to the Asanian is difficult, as the many beasts they control are like a living blockade around their masters. ===''Advanced Gastan Military Infantry Units''=== Even in the morbid heirarchy of Gastan, their are militarized unis that stand out compared to others. these terrible beasts and monsters are the epitomy of Gastans search for the beast within, and each one is a terror to face in combat, most troops simply paralyzed by the fear of what they have to face. ====''Gastan Terrorfex''==== Walking on two massive muscle-bound legs carrying a jaw the size of a light transport vehicle, Terrorfi are terrible beasts of destruction, easily three times the size of most heavy vehicles, with destruction to match. Their thick carapace makes all but the heaviest of weapon shots bounce off the thick skin. Even weapons that do penetrate do little to the massive beast, as it feels no pain, and nothing short of simply mutilating the entire body will stop it from rampaging through enemy lines. Created by Gastan only recently, Terrorfi were originally designed to be large guard beasts. However, the stimulants given to the small captured beasts which are now extinct reacted much more drastically then orginally thought. The creatures grew from nearly two feet tall to three stories high in a matter of weeks, the terrible wails of pain coming from it causing most other prisoners held by Gastan to quake in fear as to their inevitable demise. The originally fur covered creature quickly lost all of its coat, the skin underneath blistering and scabbing until an almost armour-like layer of scar tissue covered its entire body. Its eyes sunk in, the pupils growing massive and consuming the entire eye in a giant black orb. Its jaws extended, the lower one becoming nearly twice the size of the top one, and the small arms retaining their comparitively small size. A large crest grew from its skull, the extra bone from the skull pushing itself through the skin and making a hellish picture as its skin was torn apart by the intruder from within. Large spikes extended along its spine, the neural device turned into a weapon and defensive growth of sorts. All this happened without the normally correct knowledge of Gastan Industries, and the first facility to attempt this was nearly torn apart by the rampaging beast that it had created. However, Gastan could not deny the invaluablility of this creature, and as such, with more controlled conditions, attempted to recreate it. The results were very similar, obviously differing due to unique specimens. The Terrorfex seemed to be resistent to being lead, except when being trained by those Asanians that had interacted with it since its hatching. This research has lead into a single Asanian being chosen for the training of the creature from birth to mutation to combat. These Terrorfex Overseers are very prestigious in Gastan Industries, as only the most highly trained and most experienced are selected to train these immense creatures. ===''Gastan Military Mechanical Units''=== ===''Gastan Non-Military Infantry Units''=== ===''Gastan Non-Military Mechanical Units''=== ==''Serenia''== Serenia is the largest company to produce Asanian vehicles and other mechanical systems to date. They construct advanced drones, mechs, vehicles, and all other sorts of advanced and large pieces of equipment. They are rather neutral, not caring for who they work with, as long as their product is being used. ===''Serenia Military Infantry Units''=== ====''Serenia Mech Pilot''==== ====''Serenia Aircraft Pilot''==== ====''Serenia Fleet Pilot''==== ===''Advanced Serenia Military Infantry Units''=== ====''Serenia MechHacker''==== ''"What's yours is now mine."'' ====''Serenia Scrambler''==== ''"There's a lot more then you can see."'' Stealth soldiers and special operations units have always been troublesome for the rather disorganized mobs that are the basis of Asanian forces. Squads dissolve and supplies are lost as the Asanian troops always continue to move, and without much-needed organization the enemy can reach into places the Syndicate does not want them to go. Utilizing portions of reverse-engineered Rach stealth systems, the Scrambler is the returning answer to all foes who would attempt sabotage and raids against Asanian positions. Purchased by forces from Serenia for an oddly cheaper price then most soldiers, Scramblers are the main line of defense against would-be assassins and raiders. With the reverse-engineering abilities of the Asanians coupled with their need to constantly adapt to enemy forces, the Scramblers were designed primarily to screw over the Rach at the heart of their military prowess. Scrambler armour suits have a specialized Jammer pack that constantly emits high frequency EM waves that distort the air around them. Although these waves will eventually result in the Scrambler losing all feeling in their limbs from the constantly numbing force of the pack, research is uninterested in the side effects. Rather, the true use of the pack is to nullify enemy stealth and cloaking fields. These EM fields wreak havoc with systems designed for precise manipulation, either draining some electronics of power fully or overloading them, they do their job with superb clarity. Even the advanced stealth technology of the Rach is no match for the sheer upfront ability to ignore it all that the Scrambler wields, and often times these Serenia soldiers will be placed in base defense as well as offenses, using the specially designed equipment to reveal the enemy soldiers and nullify the advantages they have. Scramblers commonly wield a drum-fed version of a grenade launcher. Rather, they use a semi-automatic version of the standard launcher, firing three high-powered electrically charged grenades that will stick to almost any surface utilizing molecular bonding fields. Although the grenades are comparitvely weak when used against vehicles and heavy troops, they have a large blast radius and are the bane of lightly-armoured enemy troops, or more specifically, special operations soldiers. Stealth troops are almost never heavily armoured so that they may move fast, and Scramblers use this fact to punish those who would attempt to intercept their charge. Scramblers have a few setbacks however. They can never be fielded near a CommTech support unit, as the EM fields emitted by the Scrambler will cut the connection between any HAOLS systems or command stations that the CommTech is linked to. As well, Scramblers utilizing their packs place a massive energy signature on their person, making them likely targets for heavily armoured sections and units that they simply cannot fight well against. In addition, highly precise and fine-tuned electronics are suggested to be kept away from Scramblers as they can become damaged from the fields emitted by the Jammer packs. ===''Serenia Military Mechanical Units''=== ====''Serenia Overlord HSV-2''==== ====''Serenia Flood Generator''==== ''"Fight us in our natural environment."'' ===''Serenia Non-Military Infantry Units''=== ===''Serenia Non-Military Mechanical Units''=== ==''Eniend Systems''== Little is known about Eniend Systems, apart from they are the creators of dangerous and highly experimental Asanian weapons of war. Their weapons are not to be taken lightly, as a single one is equal to a starship in power. They are very powerful, and highly volatile, as their name designations ending with the E (Experimental) tag explain. ===''Eniend Military Infantry Units''=== ====''Eniend Super Soldier(E)''==== ===''Advanced Eniend Military Infantry Units''=== ===="Eniend Project Ark Soldier(E)"==== ===''Eniend Military Mechanical Units''=== ===''Eniend Non-Military Infantry Units''=== ===''Eniend Non-Military Mechanical Units''=== ==''Ascended''== Despite not being an actual section of the Asanian military, the Ascended are the leaders and commanders of the Asanian hierarchy. Inside this extremely exclusive group of individuals are those known as High Technomancers, Asanian Warlords, and even the apocalyptic Mixed that control the Syndicate itself. ===''Asanian Warlord''=== Asanian Warlords are the epitome of their psychotic and genocidal lives. Utterly devoted to the extinction of every single species in the universe and beyond, the Warlords are a threat to everything in existence. Warlords command the bulk of the Asanian forces, pushing them ever deeper into enemy territory. ===''High Technomancer''=== ===''The Mixed''=== The Mixed are the original Asanians from centuries ago, fostered by the Ge'Va and the same ones that murdered them all. These Asanians are truely ancient, being more machine then creature. Merging themselves with the Ge'Va's technology, they became the gods that the Asanians would follow to the void. There is few remaining, as some have died due to their mechanical body systems failing or death in combat. However, there is still plenty left, and they are the true threat behind the Syndicate. The Mixed are very similar to Technomancers, being able to control their natural environment around them. However, this power is of a million times stronger, being able to exert physical barriers out of sheer willpower and crushing tanks with a twitch of a finger. They are extremely difficult to kill, nothing short of immense firepower for an extended period of time having the power to kill one. However, the death of even a single Mixed can cause the Asanians around them to simple cease to function, either just outright falling dead as their mind cannot comprehend the failure, or suddenly becoming afraid of everything and wailing loudly. The death of a Mixed is about the only thing able to truely halt an Asanian assault, and can even cause the Asanians to retreat from their enemies. This does not happen often, as the Mixed very rarely participate in battle. ==''Engines of Destruction''== Asanians are always seeking to make the most destructive and most effective things ever. These Engines of Destruction, being few and far between, are nearly unstoppable machines that threaten the existence of races just by being active. ===''W.E.R.M''=== *''"Gaze, you revolting wastes of resources! Gaze upon the epitomy of your destruction! Your eve of deliverance is upon you, lay down your arms and hope for a swift death!" - Serapis Essiah, Asanian Mixed.'' *''"Our foes see us as primitive beasts. I believe this will prove them wrong." - Datyl Vexen during a tour of WERM before deployment.'' *''"I wish to feed, little ones. Where do we go?" - WERM mere hours before the first consumed planetoid was reported.'' WERM, an absolutely massive machine the size of a moon, is the ultimate harvester for the Asanian Syndicate. Having been working upon it for over two hundred years, they started it long before they knew of the Great War. Its construction is at an end, and its systems are prepared for activation. Resembling a large leech with massive metal claws to dig into a planets surface and an insane multitude of grinders mounted within that tear apart the many fragments of a planet, it is currently the most powerful weapon the Asanian Syndicate has mustered. WERM stands for World.Ending.Revolution.Machine. In basis a giant clone of the smaller harvesters the Asanians use to get at resources deep in the planets core, WERM is the epitomy of Asanian engineering. Each of its multiple segments is an independent colony, Asanians working inside the machine to keep it moving and, almost literally, breathing. WERM is run by an AI system created by Serapis Essiah using some of the old technology the Ge'Va had. The Ge'Va had many machines to assist them and protect them, and artificial intelligence was one of their fortes. This has been transferred to WERM's systems, it being one of the few things the Asanians know that could handle the Ge'Va's advanced technology. WERM's AI system is like that of a sentient, being able to feel pain, sadness, forgiveness, and happiness. However, it is like that of a small child, constantly asking questions to its 'father' Serapis Essiah, who currently resides near its main AI core. It attempts to please him like a child, and always asks if it is doing right. Serapis Essiah is simply pleased that his construct is finally operational, and passes off WERM's attempts to bond with simple commands. WERM itself is rather slow compared to most fleets, making it less of a threat that it would come after them. This doesn't mean it is any less deadly against them, as each segment of WERM is covered in turrets and defensive batteries, as well as being heavily shielded. WERM itself can also tear apart the ships through simply getting close enough and crushing them, however this isn't likely as most ships can simply move away from it. It is designed to assault planets, grabbing on with its miles long metal 'teeth' and slowly tearing apart the planet in its grasp, the grinders inside it acting like a digestive system and turning the raw resources into things that can actually be used. WERM is also followed by an utterly massive Asanian fleet, always prepared to defend the massive machine from things it would not be able to itself. However, few things could attempt to destroy WERM from the outside, as it can constantly repair itself through its onboard drones and repair ships as well as its heavy shielding and defensive batteries giving it a very strong defensive capability. The only certain way to destroy it would be to destroy its AI core, located deep in the center of the construct. This is a mighty task indeed, as multiple armies of Asanians stand between any invading force and the core. Pyre-Tech, Gastan, Serenia, and even Eniend all have troops stationed in the massive machine, and Serapis Essiah himself would defend his lifes work to the last, nevermind WERM's inner maintenance systems that look like mechanical tentacles able to kill troops within itself. It is a mighty task, but also the most able to be done, as any other way would yield absolutely immense casualties. WERM's original plan was to help destroy the Delani Republic, however with the Republics collapse and the death of billions of Delani WERM has been held back from its original course as a new one is seeked out. Many Asanians are demanding it is put into the conflict against the Sauran Solidarity, however there are still issues with putting such an expensive and rare machine against such a weak and pitiful force. ==''Military Information''== A collection of gathered information on Asanian tactics, weaponry, and various other peices of information pertaining to the Syndicate. ===''Military Tactics''=== Asanian military tactics are simple, yet effective. They form a rather large mob of troops, usually spearheaded by assault troops like Linebreakers and Flashbacks. Vehicle elements are kept in the center or rear of the army, used to support holes in the battleline. The force moves forward like a hammer, smashing through opposing defensive lines and scattering enemy troops in the wake of their might. If unsuccessful with this tactic, artillery and large support mechs are brought in, usually complimented by more infantry. This results in the Asanians digging themselves in right outside the enemy fortifications, usually trapping them in and beginning a stand off. They either pound the enemy force into the dust with artillery, or storm through a breach and kill everything in their way. ===''Military Upkeep''=== Asanian military elements commonly have a large amount of soldiers within their segment. These soldiers need constant resource consumption, as the Asanian war machine is both a weapon and harvester. The machinery needs constant refinement, although Asanian engineers are addicted to customizing their machines, so that is disregarded usually. The Asanians themselves however, consume a large amount of food in trying to keep their hyperactive systems working. This usually results in a food shortage as Asanians are constantly consuming resources, and almost nothing can sate their appetite. A gruesome and disgusting answer has been popping up more and more commonly on the battlefields that Asanians use. Rather then waiting for the carrion to pick apart deceased bodies or removing them through fire and wasting the meat, they instead throw the corpses, both Asanian and opponent, into large meat grinders. These grinders require power to function, but otherwise are rather inexpensive. The grinders, using multiple large spiked rollers mixed with grinding gears and spiked clamps, pulverize and mash the corpses into a bloody paste as it moves through the machine. Magnets and various other instruments pull metal scrap from the paste, compressing what is collected into a cube and ejecting it out of the side for later use. The paste eventually is compressed into a small cylinder-like package. Sealed, it is ejected out onto a large station where multiple packages are held. An Asanian, being carnivorous in nature, has no care for what it is eating, be it an enemy Diabloian or an unfortunate Asanian that fell into the grinder by 'accident'. Tearing open the top of the package, it can be easily compressed into the feeding and oxygen holes built into the front of the standard Asanian respirator. It is a practice that is becoming more common, mostly due to the numerous amount of corpses on the battlefield as well as the easy way it can be achieved. Although abhorrent to nearly all race ideals, the Asanians see nothing wrong with it. Why let something perfectly fine go to waste, they think. And thus, the grinders are still being used. ===''Military Weaknesses''=== The Asanian military force is usually not mobile, relying on large amounts of troops to protect their fortifications and flanks. If they do not outnumber the enemy, then they are at an extreme disadvantage, due to their infantry being rather weak compared to other foot soldiers of various races. They are also not known to have a superb fleet, instead relying on their ground troops to claim territory. They are not usually prepared to defend against fast enemy troops, such as raiders and scouts. The machines that both power the Asanian movement and keeping it working are also a viable target for enemies. The meat grinders that feed Asanian troops are easy targets, commonly being built near the front lines to provide easy access. If enough of the machines are destroyed, the Asanian force will begin to starve out, due to them consuming their spare food supply quickly. The need to consume will override the Asanians natural will, and it will begin to eat its own appendages as well as others if it is starving enough. =='''Notable Figures'''== Even in the myriad confusion that is the Syndicate there is individuals who rise above their peers and make their names embedded into history. Either through warfare, surprising actions, or plain plot development, these characters are important in the universe. ===''Datyl Vexen''=== *''"Everything. Must. Die." - Datyl Vexen.'' *''"His mind is that of a tactical machine. Nothing phases him, even when he kills his own troops. I do marvel at these Asanians, they have a wide range of uses." - Margan High Priestess.'' *''"The bringer of the new age." - Serapis Essiah.'' A notable Asanian commander responsible for the first contact with a species in the Great War, as well as one of the few Asanian Warlords in existence. Probably the most important Asanian alive, apart from the Mixed. It was mostly his work that caused the destruction of the Delani Republic, and he is held in even higher regard then before. He has personally spoken with the Margan High Priestess, and is currently only second to the Mixed in terms of presence. His orders are law, and entire legions of troops are at his command. Turning his attention towards the Sauran Solidarity, he is determined to put these fools down quicky and efficiently, as he did the Delani. ====''Biography''==== Datyl is much older then a normal Asanian, being nearly sixty years old, only due to the genetic engineering and artificial regeneration surgery he has been through. He is from the Pyre-Tech company, although he has relations to and has even managed to gain the trust of Gastan's own troops, despite the hatred between the two companies. Datyl originated from the Asanian military, being inducted as per the regular half of the population quota required by each colony to fill. Being thrown into combat against a, now exterminated, species called the Sereven, he managed to survive an artillery barrage while still keeping his appointed position defended from Sereven assaults. All infantry units, apart from him, were killed in combat, and he was the only Asanian left inside the compound when a reinforcement unit came in. He was soon purchased by Pyre-Tech for training, and two years of genetic engineering and intense training as well as multiple death experiences soon created another Pyre-Tech Infantry unit. He was a part of a standard team, sent in to assault important points held by enemy forces. His team entered an installation via drop ship, and proceeded to tear their way through Sereven troops, who were some of the last Sereven left alive. The compound was, unknowingly, housing a large assault mech, designed to combat the Asanians hordes of infantry. The Pyre-Tech assault team attempted to destroy it, but the mech was far too large to destroy via pulse weapons and compressed rocket packs. The Sereven activated the machine's AI systems, turning it on and directing it towards the assault team. The machine cut through the Pyre-Tech with its twin gatling cannons, as it fired bullets the size of tank treads. Datyl was thrown back against the force of the rounds, but miraculously unharmed. He was left alive, with only two other members of the assault team. Their position being hammered by the mech, Datyl thought of a plan. Directing the two other Infantry units to attack the mech from the side, Datyl would focus a rocket directly into the underbelly of the mech. The two other assault team members followed this order without question, but were quickly cut down as they broke cover. Datyl managed to flank the machine, and fired a rocket straight into the weak underbelly of the mech, causing its internal ammo system to rupture and explode violently, destroying the entire mech from the inside out. Datyl returned to base shortly afterwards, again the only survivor of his team. Pyre-Tech had different plans for him though, as he had a natural ability to stay alive and command troops. Pulled into the commander program, Datyl honed his tactical mind and learned the finer points of commanding troops. Another two years later, he returned as one of Pyre-Tech's solo commanders, assigned to various Asanian military sections to lead. Datyl has been in many wars, and many conflicts. His nearly magical ability to escape from disastrous harm on multiple occasions has resulted in him gaining a rather large ego, displaying to his foes that they could not kill him as he was immortal. Some would believe this, as the number of times he has managed to survive impossible scenarios is hard to count. ====''Commanding Style''==== Datyl is an aggressive commander, preferring to throw as many troops as possible at his enemy to gain ground. He is known for using heavy assault troops, such as Pyre-Tech Infantry, as well as many tanks and mechs. He is not to be ignored though, as his natural Asanian physiology allows him to change his mind on a whim, pulling assault forces back to be replaced with whatever the situation calls for. He commonly commands from near the frontlines, sometimes going so far as to actually participate in combat itself, as he is still a deadly warrior. He is, at all times, protected by a 4-man team of Pyre-Tech Infantry units, designated his personal guard. These Infantry units are more heavily trained then regular units, and will follow Datyl's orders to a whim, even going so far as to shoot themselves if he so much as hinted at it. They are heavily trained in combat against mechanical forces, such as tanks, and are almost always able to find the weak point on a vehicle within seconds of seeing it. ===''Navora(1)''=== *''"'She, is sufficient." - Trysulen.'' *''"Confusing, to put it simply. I like her, but...I don't at the same time." - Vorust Karus, Sauran slave.'' *''"The universe would be a happier place if everyone just stopped fighting the Syndicate. Then we'd all be under the same rules, and we'd be good." - Navora.'' Navora is a feministic cloned Asanian of the Pyre-Tech company, one of the few clones as well as one of the few feministic Asanians in the massive company. She is the only one that is both a clone as well as feministic, and she is also the only one to be raised to the position of Glaive Lord, or, in her self-labelled case, a Glaive Maiden. She is a clone of Trysulen, a Glaive Master of Pyre-Tech and one of the most important Asanian members in the Syndicate. She is treated much differently then most Asanians, being attributed to more of a princess then a deadly warrior. ====''Biography''==== Navora was originally commissioned from Trysulen's mind, who, due to his own mindset, acted more like a king or lord of the middle ages then an advanced killing machine. This nature only reinforced itself when he began to think of his his dynasty would continue. Due to being mutated like most Pyre-Tech soldiers for strength and speed, his birthing organ had to be removed and as such he has never actually spawned, and he never will. Realizing this, he immediately requested for a cloned version of himself to be made as a heir to his position. The subject was a success, however, the Asanian cloned began to see itself as more of a she then a he. Despite this being a common mutation, Trysulen was absolutely furious with the result. Setting impossibly high standards for the young Asanian who was pre-purchased by Pyre-Tech, she was put through horrendous training, spending nearly four days straight each session to simply equate to the standard he had given. Trysulen himself was a monster, an Asanian of immense size and physical strength. Navora on the other hand, was small and lithe, her speed, agility, and skill being more of an asset then pure strength. Due to her less then average strength and astounding agility, she personally commissioned creation of two Glaive swords for herself, both of them only about half as large as a normal. These weapons were originally called useless by her peers, but they were quickly silenced as she turned into a deadly storm of blades, scything down everything in her path with absolute precision and skill. Only then did Trysulen allow himself to be pleased with the result. He had taken a mistake, and fixed it, and as such his dynasty would remain strong. Navora is a strangely happy Asanian, her cloned persona not having all of the Asanian-centric influence forced into it when she was younger. Simply being trained instead of ranted at, her mind was allowed to form itself into its own idea of a persona. She is happy at the worst of times, and only gets serious when she is in an immediate battle. Her cheery personality grinds on the annoyance of most other Asanians, but they begrudgingly accept the Glaive Maiden's theatrics. Nature, surprisingly enough, is one of Navoras favourite topics. She loves trees and flowers, and even has her own small biosphere on the Pyre-tech station she was made and lives at. She loves nature and everything it has to do with, the beauty of it leaves her breathless and she can spend entire days simply walking around in the biosphere, looking and feeling all of the plants she had ordered to herself. She also loves water, as most Asanians, and loves the feel of the liquid against her skin. An interesting fact is that Navora did not have the constant propaganda forced into her when she was young, and as such harbours no hatred for any other species. In fact, she would rather learn and talk with aliens instead of killing them, however she must follow her orders, and even if she doesn't want to she will. However, somewhat awkwardly, she will simply stop and ask her opponents questions, simply wanting to learn more before her troops come in and they must be killed. ====''Commanding Style''==== Navora has an unorthodox, but effective, fighting style. Rather then simply smashing through enemy positions like most commanders, she instead adopts a practice to conserve lives and incur as little damage to allies. Forming her army into groups, she uses them in surgical strikes, targeting weak points and attacking swiftly to only pull back when the enemy gets prepared. She makes use of Raptors quite often, and most vehicles used by her are either fast attack vehicles or transports. Regular assault tanks aren't of her commanding taste. ===''Trysulen''=== *''"'I'm happy to be his, but sometimes he treats me too differently." - Navora.'' *''"Oh shit look at that thing! Its huge!" - Luminarian soldier a few moments prior to being severed in half.'' *''"Tonight, we dine on their blood! Tomorrow, their homes, and the next day, their worlds!" - Trysulen.'' Trysulen is a massive Asanian with a gruff tone and simple ideas. He wants Asanians to be the only thing left in the galaxy, apart from slave races. Simple is his motivation, and he completes his work as a Glaive Master of Pyre-Tech, commanding his soldiers who follow him with unflinching loyalty and destroying his enemies like a god of war. ====''Biography''==== Trysulen was, from birth, a large Asanian. When he was a simple Guppy he was abnormally large for his size, and when he came out of the birthing vats he was nearly two feet taller then a regular Asanian, and much more muscular. Obviously standing out in a crowd, he was taken by the government for some tests. Apparently, a normally fatal virus that consumes cells as food for itself had been mutated by his defensive cells, causing them to actually be used as food for his own body. This, coupled with the nutrient rich slurry that the Guppies live in for their short lifetime, resulted in his body growing to immense proportions. Seeing the rewards that could come from using him, Pyre-Tech purchased him before he even had a chance to be given a name, and almost immediately he was thrown into training. His massive size and large girth requiring a custom-built suit just to fit him, and his weapons were commonly crushed by accident if he attempted to use them. His first chance in the spotlight was when his group was ordered to occupy a desolate lava planet for its resources. His Pyre-Tech attachment aiding a military and mining section, it was rather quite running until the natural inhabitants of the planet realized what the Asanians were preparing to do. Large, dragon-like creatures made of molten rock swarmed over the rapidly being erected compound, murdering Asanians with their diamond hard claws and belching great gouts of flame onto those attempting to fight back. Trysulen's group was rapidly assaulted, their weapons able to damage the beasts but they still lost to the savage monsters. Rapidly grouping together with the surviving Asanians, they made a fighting retreat, attempting to hold the compound with makeshift defenses and pitiful walls. These defenses lasted for only a short time, and they were assailed by the next wave of vicious lava creatures. Trysulen was in their midst, swinging his overly-large power claws and shattering the beasts into fine pieces of dust. This second attack was defeated, but only six Pyre-Tech units were left behind, and only twenty Asanians overall. They signalled for a pickup, but it would take almost half a day before the Bandits would be able to return and pick them up. They prepared for another attack, knowing the beasts wouldn't wait for them to merely leave their planet. As expected, a third swarm of the beasts returned, and once again set upon the defenders with terrible vigour. They were actually managing to hold them back, until suddenly a massive version of the creatures, a six eyed beast with a large horn and six limbs rose itself up through the ground, being nearly twice the size of a battle tank. It crushed a Pyre-Tech beneath its large rock-like foot, and bellow into the air in challenge. Suddenly, Trysulen dived upon the creatures flank, rapidly pulling himself up and up towards the creatures head. Before it could shake him off, he smashed his claw into its head tearing great chunks out of the beasts hide. It roared, reaching one massive claw up to crush him. Firing indiscriminately into the exposed area, he blew apart the creatures brain, and held on tightly as it roared in pain and fell to the ground, dead. The smaller creatures had fled with the death of the larger one, and the other Asanians congregated around the massive warrior who was normally a burden due to his size and little agility. He turned towards the great beast, and promptly tore the large horn from its head, taking it as a trophy from his first true opponent. With this victory, he was sent into training as a Glaive Lord, rapidly pushing through the ranks until he reached the extremely difficult rank of Glaive Master. He is an experienced veteran of combat, preferring to utterly annihilate his foes then give any sliver of mercy. His mind is akin to a middle ages King, seeing himself as the lord of his kingdom and its servants. His hierarchy for his troops is similar to this style, and he has even been known to hold great feasts with them simply because he thinks it is wise. His massive Glaive Sword, named Kinferno by himself, is a blade that outmatches even a Diabloians size. Its core was forged from an alloy that was made from the great beasts horn he took, and its body seems to gleam with a red tint. In battle, swings can cause the sword to ignite, torching everything around it and releasing a bestial roar as it cuts through the air. Trysulen has also been apart of an experimental procedure to add mechanical wings to Asanian troops. Although a simple procedure, it allows him to keep up with his commonly used Raptor squads and attack from unforeseen angles. His mind, being stuck in its middle ages aspect, screamed that he required a heir to his dynasty. Knowing that his birthing organ was removed, he demanded a clone of himself, and nearly a month later, had a heir. However, it turned out that Navora was of a female personality, and as such he did not have a true 'son' to keep his dynasty alive. He is still angry for this fact, but Navora has spent nearly two years trying to prove herself to him, and he has seen and accepted her progress as acceptable. ====''Commanding Style''==== Trysulen's commanding style is simple, even for Asanian ideas. His forces land, destroy everything possible, and move towards the objective, destroying everything in their way. He commands from the front lines, destroying his foes with each swing of his flaming blade. Even large calibre weapons harmlessly bounce off of his extremely thick armour, and anything that actually manages to wound him merely angers him more as he continues fighting, ignorant of everything except the most horrific of injuries. ===''Technomancer Cron''=== A small and spindly Asanian known for his diplomatic ties and selfish means. His allegiance to any one company is impossible to determine, and yet he insists that he is owned. He does not take an active part in warfare, but prefers to be used as a diplomat of sorts to other races. His powers in -mancy are rarely used as he avoids conflicts, but he has a sharp tongue and can easily beat down an enemy commander in a communication. ===''"Overseer Ast'En''=== =='''Relations'''== Although the Asanians rarely have diplomacy and politics with other races, their relations with other species are expanding rapdily as they encounter the other species in the Great War. Although aggressive towards nearly all of them, their are a few times when ===''Peacekeepers''=== ---- ====''[[The Rach|The Rach]]''==== *''"Such disgusting creatures. Running into combat zones basically unarmoured? Are they asking to die? Because I shall surely grant their request." - Anonymous Pyre-Tech Glaive Lord.'' *''"Hiding for many years, and you'd expect that they'd have a true army. Instead, they need help taking back one single planet. Pathetic..." - Anonymous Asanian Bandit pilot.'' *''"Hide in the shadows. We will come for you when we are done with the true foes." - Datyl Vexen on discussion of Rach with Margan.'' '''Status - <span style="color: #FF0000">At War</span>''' As the Asanians came in during the end of the Norsus conflict, they heavily bogged down retreating Peacekeeper forces and caused immense casualties, many of them being Rach. The Asanians do not fear the Rach, and instead think of them as a nuisance. Their habit of stealing things fits with Asanian ideas quite well, as Asanians themselves are notorious for stealing things such as weapons, armour, and vehicles, however they are less stealthy about it. The Margan have said that they are going to mostly ignore the Rach, however the Asanians very rarely ignore enemies, and the temptation of managing to replicate and modify the advanced Rach stealth technology has made them prime targets for harvesting fleets. ====''[[Luminarians|Luminarians]]''==== *''"We found something shorter then Margan." - Anonymous Asanian Crag Gunner during the conflict on Norsus.'' *''"If they weren't Peacekeepers I'd let them have my mecha-Guppies just because of what they make." - Technomancer Cron during review of Luminarians.'' *''"Keep running, you blue fools. We have all we need here..." - Pyre-Tech soldier as Behemoth battlestation leaves Norsus, guarding captured Luminarian engineer.'' '''Status - <span style="color: #FF0000">At War</span>''' The Luminarians are seen as similar to the Asanians themselves, however in a less psychotic sense. This is mostly due to the tecnology they create, which many Syndicate leaders are hoping to harvest and engineer for themselves. As well, the use of battlestations by another race in such large numbers comes at almost a surprise to them, as the Asanians have yet to find another race who uses as much technolgoy as themselves in conflict. Although both impressed and somewhat liking the Luminarians, it is merely due to the technology, and the Syndicate is fully willing to exterminate the entire Luminarian species just to steal the technology they have. ====''The Diabloian Empire''==== *''"Idea : Tank plated with Diabloian heads. We'd be impenetrable!" - Anonymous Asanian Engineer.'' *''"Pyre-Tech, Diabloians, Red Rose Dynasty, why is everything red so vicious?" - Anonymous Asanian Linebreaker.'' *''"I prefer Diabloian with a side of hot peppers. Gives the wings a nice kick." - Anonymous Asanian Infantry.'' '''Status - <span style="color: #FF0000">At War</span>''' The Asanians see the Diabloians as warriors, strong willed and strong of body. These characteristics are lost on them though, as despite this they see the Diabloians as little of a threat as the Delani are right now. The Asanians are spread over multiple fronts, and thus are not able to spend much time in actually focusing their might on the Diabloians, which might prove disastrous if they decide to push against the Syndicate. With the death of the Delani, some more attention has been diverted towards the Diabloians. With more knowledge on the so-called 'head of the Peacekeepers' the Asanians wish to lay them low as they did with the Delani. Morale for the Peacekeepers would surely crack and fall apart if the warriors of the universe were cut down without remorse or pity, and as such they are planning to begin an offensive against these red warriors. More aggressive attacks have been launched into Diabloian space, and threat of another large assault against them has labelled the Asanians a major threat to the Peacekeepers. ====''[[Delani Republic|Delani Republic]]''==== *''"If all the Peacekeepers are this weak then the Margan need to be more aggressive." - Anonymous Asanian Crag Gunner.'' *''"Delani Republics genocide? Nothing new. Actually took less time then quoted." - Technomancer Cron during review of Delani.'' *''"We are done here." - Datyl Vexen shortly after information that Delani have been crippled beyond recovery.'' '''Status - <span style="color: #C0C0C0">Exterminated</span>''' The Delani were one of the first Peacekeepers encountered by the Syndicate, and thus suffered the hardest hit from the Asanians. Unprepared for such a massive assault, the Asanians rapidly pushed their forces through meagre blockades and obliterated nearly ten Delani held worlds before a stable defense could be initiated. This defense was insufficient however, and was rapidly brushed aside by the Asanians unstoppable assault. Fearing for their empire, the Delani Colonial Defence Administration declared a state of emergency, pulling all forces back to the inner worlds and leaving the outer colonies to their own defense. Despite Diabloian and Sauran interference, the Syndicates assault was utterly devastating to the Delani Republic. After the first blockade was destroyed, many planets fell, and the Delani forces were scattered. Without being able to manage a cohesive defense, the Asanians proceeded to systematically wipe out the Delani, destroying many Delani held planets and leaving the civilization in shambles. The Republic was destroyed, and the few Delani remnants left were scattered. It would take many centuries to rebuild, and as the Asanians saw the Delani as no longer a threat, they ignored the survivors and focused on some of the more difficult opponents. ====''Kastalian Survivors''==== *''"I can see the dust on their species." - Technomancer Cron during review of Kastalians.'' *''"Lotta meat on those thin bones..." - Anonymous Asanian Flashback.'' *''"For some reason I feel I'm hurting myself when I kill one." - Anonymous Serenia Overlord pilot.'' '''Status - <span style="color: #FF0000">At War</span>''' The Kastalians are a large thorn in the Syndicates side, being always where they don't want them and fighting with extreme skill and fury. However, they don't have the numbers to engage for prolonged periods of time, and a such are a limited threat to the Asanians. Perhaps the greatest issue the Asanians have is being unable to chase down or corner them. Few things are this adept at escaping their enemies, and Asanians absolutely hate them for it. Their work in the Peacekeepers and their constant interruption of conflicts have put them at a high point of interest, yet the Asanians are still unable to figure out how to catch them. ====''Karahotdoum Empire''==== *''"Vicious, like us. Skilled in combat, like us. Unintelligent beasts, not like us." - Anonymous Asanian CommTech.'' *''"And they call us the savages?" - Datyl Vexen in response to inquiries about Karahotdoum.'' *''"I don't like fez's. Don't taste good." - Anonymous Asanian Resect.'' '''Status - <span style="color: #FF0000">At War</span>''' The Asanians hold no love for the Karahotdoum. They see them as simplistic and stupid, their tactics simple at best and their weaponry ancient compared to the constantly changing designs. Wanting to fight against them as well as the Diabloians, the Asanians feel they can easily defeat these two prime Peacekeeper races with ease. With the slightest action of the Karahotdoum forces, the Asanians will react swiftly and deadly, shattering the backs of those beasts and leaving them where they did the Delani. ===''Neutral Races''=== ---- ====''Sauran Solidarity''==== *''"I think us and the Margan are in a competition as to who can piss off the Sauran more." - Technomancer Cron during review of the Sauran.'' *''"Sauran are a species that will yell if you step on grass. Wonder what they think when we burn it." - Anonymous Asanian CommTech.'' *''"See this creature? Kill it. A lot." - Datyl Vexen to group of Pyre-Tech soldiers preparing for deployment.'' '''Status - <span style="color: #FF0000">At War</span>''' Saurans are seen as the ultimate threat to their lifestyle. Saurans abhor the way Asanians disregard nature, and Asanians are hateful towards the Saurans ability to seem ignorant of the true issues. Asanians also have a somewhat primal fear of the Saurans, as they share a great similarity to a large carnivorous creature that would hunt in packs, diving into the water in which Asanian ancestors lived and viciously killing them in droves. This, coupled with the Saurans desire to stop the Asanians or change their ways by any means marks them as the ultimate threat. The Asanians are prepared to launch an outright genocide of the Sauran species, with the threat of even Pyre-Tech and Gastan Industries working together to exterminate this danger to the stability of their Syndicate. With the genocide of the Delani complete, Datyl Vexen, an Asanian commander of extreme prestige, was put in charge of all conflicts against the Sauran. His highly aggressive commanding style will either force the Sauran to submit as they realize their preservation tactics will not work, or they will simply be crushed under his armoured boot. He will leave no survivors, and they will be exterminated by his hand. ===''Warlords''=== ---- ====''The Margan''==== *''"Margan are aggressive. They come from warp, fighting like savages. They are weak in form, but fanatic in mind, and deadly in battle. They see others as weak, killing all. We seem them as weak, but efficient, and similar to ourselves. They are destroyers from before. We are new, fresh, but they are experienced. Margan might become first diplomatic target by Asanians. Fighting against each other is waste. We both desire same thing. If same thing is end, then both paths will intertwine at point. Margan become first ally to Asanians? Diplomacy required. Suggested. Wanted." - Datyl Vexen's response to Margan message broadcast shortly after skirmish between Asanian and Margan forces.'' *''"Body designs strange. Small, but aggressive. Herbivorous, yet hateful. Keeps in groups, yet able to fight independently. How did they become what they are? Don't know, but glad to have them." - Technomancer Cron during creation of Purgator Suits.'' *''"I feel safer with them around. We are finally not the only ones." - Anonymous Asanian Infantry.'' '''Status - <span style="color: #008000">Allied</span>''' The Margan were originally seen as weak by the Asanians, the first contact with them turning from a support mission into a bitter conflict between the two Warlords. However, as the battle lost steam and both forces moved elsewhere, the Asanians had realized that they had finally found another species with a similar desire to their own. Thus, Asanians proceeded with something they don't normally do. Waiting and watching, observing the Margan from a distance with probes and infiltrators. The Asanians quarrelled on the idea, but only one thing made sense to them : An alliance. Both forces seeked an extremely similar objective, and working together they could achieve it much more easily. This alliance proposition was jump started when a Diabloian planet that was under siege by the Asanians was unknowingly targeted by the Orion Dynasty of the Margan. The two forces collided, an intelligent Gastan Commander known by the name of Merlas had the chance to speed up the proposition of alliance with the Margan. Thus, making a rather impromptu meeting in the middle of a battlefield, the Asanian awkwardly suggested the current plans of alliance to Archon Chora. The Margan actively agreed however, much to Merlas's delight. Promptly escaping the planets surface as a Diabloian support fleet came in, alliance propositions and trade opportunities promptly exploded from the Syndicate, the Asanians never having a true ally before. The Margan seemed to be only too willing to entertain the younger races desires. Many discussions were held, and the Margan quickly became seen as an equal by Asanians, who were rather proud that they had managed to do something that helped both their own cause and another equals cause. Companies rapidly scrambled over the chance at designing equipment for the Margan, as well as learning about what the Margan themselves know. =====''Margan Purgator''===== The first Margan-Asanian alliance unit ever produced, as well as the first design ever specifically for another species, the Purgator is a combination of the Margans fierceness in battle with the Asanians knowledge and skill in technology. The Purgator is a Margan who is heavily covered in armoured plates and advanced electronic systems which both support the heavy suit as well as increasing the users own skill. Mixed with the bionics that most Margan have, this allows them to survive even the most grievous of wounds and continue to dive into the fray. The Purgator is equipped with two large tanks of promethium on their backs, which are heavily insulated and armoured, making them very difficult to puncture with weapons. Even if a fault is detected, the suit will automatically eject the tank and launch it over thirty meters away, keeping the Margan from being maimed or killed from an exploding fuel tank. These tanks have lines moving along the forearms and ending at the wrists, where two menacing nozzles are placed. When activated with a simple tug of the handle, the liquid flames spew out, coating everything aimed at in a sticky flaming material that burns through skin and armour like it wasn't there. The Purgator also mounts two of the iconic Margan crystals around the snout, but they are mostly for intimidation rather then actual use. Purgators are the bane of everything using cover, as the sticking flames and swiftness of the Margan despite its heavily armoured suit make it a threat to everything that attempts to stay put. Many foes will flee from the cleansing flames, and the Asanians are sure that the Purgator will quickly become a favourite among many Margan for its fire and armoured elements. ====''The IAE''==== *''"Warlords? These? You do not entertain me. These 'Things' are nothing more then overcomplicated bullet magnets. The only thing they have is empire size, and even that is easily dealt with. They will die, either by us or by the other 'True' Warlords." - Technomancer Cron during review with Margan Diplomats on IAE.'' *''"WhatnodakkawegofasterKILLTHEMnowaitwhatyesshootmorefasterfasterwhyyourunningsoslowHRRRNNNNGGGG" - Asanian soldier shortly after stealing and eating a high-energy food from an IAE ration pack. Found unconcious shortly afterwards from heart attack.'' *''"I wonder what behind those masks..." - Anonymous Hoversuit pilot.'' '''Status - <span style="color: #808000">Neutral</span>''' Despite being told by both the IAE themselves and their Margan allies, the Asanians see the IAE as no different from the Peacekeepers. Standing on a different side of the battleline doesn't impress the Asanians, and the IAE had better prove to them that they are truely a Warlord lest they find a foe within their own numbers. The Asanians are also getting aggressive towards them due to their technology, much of which the Asanians would like to acquire as they usually do with other races due to its different designs and functionalities. As the Asanians have yet to learn of the IAE's use of Saurans in their military or their NAP with them, negotiations are a possibility. As Asanians see alliances and not attacking as the same thing, the NAP can work against the negotiations. However, if the information comes to them that the IAE accepts the Saurans, the Asanians will label them as Warlord traitors and become one of the prime targets for the Asanians, being a true test to their skill and ingenuity against a foe that is larger then itself. ====''Zaretian Monarchy''==== *''"Margan say good things about Zaretians. I see no reason to not believe them." - Datyl Vexen in response to Zaretian inquiries.'' *''"I see some Zaretians, and they small. Then I see others, and they really tall. What going on?" - Anonymous Asanian Bandit Pilot.'' *''"This Rach taste funny. You not do anything to it, right?" - Anonymous Asanian Linebreaker.'' '''Status - <span style="color: #808000">Neutral</span>''' Although the Asanians have had only limited encounter with the Zaretians, the Margan diplomats have told them much about the supposed Warlords head. The Zaretians are a massive empire, dwarfing the Syndicate despite its rapidly expanding forces. The Asanians are rather neutral with the Zaretians, liking how they are Warlords and actually act like it, however apart from being on a similar side the Asanians see no particular reason to pursue any actions with the Zaretians. However, if approached for diplomacy, they might accept something that is drafted up, as they see the Zaretians as a role model for other Warlords, and are somewhat in awe as to the large empire. =='''Glossary'''== ;Pool :''Plural'' - Used to describe a group of Asanian Guppies. ;Syndicate :"Contraction" - Asanian Syndicate. Shortened form. [[Category:Legacy Lore]] [[Category:HangingDeath]][[Category:Page]][[Category:Asanian Syndicate]] 7qlny8sj6hf2uxfe56j6bkn2fze168f Asanian Syndicate (Branding) 0 1511 16383 2021-05-05T23:06:28Z HangLang 30544936 Created page with "Work in progress sample page. [[category:page]][[category:BrandingHold]]" 16383 wikitext text/x-wiki Work in progress sample page. [[category:page]][[category:BrandingHold]] mlbh4n9r9s0or5zgyyrqtjgc21zybw5 Asanians 0 824 7420 2018-03-25T19:57:17Z Amaker1450 26550035 Redirected page to [[Asanian Syndicate]] 7420 wikitext text/x-wiki #redirect [[Asanian Syndicate]] motqtfk7398xd2c65toxbc3xgf3kdod Astrography 0 1506 17149 16179 2021-11-17T03:56:37Z Amaker1450 26550035 17149 wikitext text/x-wiki '''Astrography''' refers to the mapping of space and the topology of celestial objects that make up the universe. The [[Great War]] and the events related to it take place in a specific region referred to as '''Known Space'''. This is typically defined as the area which encompasses the [[Local Sector]] and the [[Tomastahl Sector]]. While the true location of [[the Void]] is a matter of scientific (and theological) contention, it is usually considered to be external to Known Space. ==Taxonomy== The universe can be observed as having a hierarchical structure. When regarding a galaxy as the highest level component of assembly, the constituent parts can be categorised in sets: • '''Galaxies''': Gravitationally bound systems of stars and interstellar matter such as dust and gas. :• '''Arms''': :While some galaxies are morphologically irregular, spiral galaxies like the Galaxy can be divided into arms; the structures which extend from the galactic core that are made up of billions of stars. ::• '''Sectors''': ::Groups of star clusters. Only two sectors exist in Known Space, the [[Local Sector]] and the [[Tomastahl Sector]]. The boundaries of sectors are artificially defined because they are contingent on the near-insurmountable barriers which exist in [[Space_Travel|travelling between them]], not because of any astronomical distinction. The immense distances between sectors means that traversal between them is limited to the most resource-intensive, largest and most technologically advanced starships and as a result they are largely culturally and ecologically isolated from one another. :::• '''Clusters''': :::A cluster is a group of systems. Contemporary space travel technology enables imperial navies to move between and patrol multiple systems and therefore many clusters are officially affiliated with specific races. Other clusters are officially neutral while others are the site of conflicts. :::''For a list of clusters in the Local Sector, see [[Local_Sector#Astrography|Local Sector Astrography]].'' :::''For a list of clusters in the Tomastahl Sector, see [[Tomastahl_Sector#Astrography|Tomastahl Sector Astrography.]]'' ::::• '''Systems''': ::::A [[:Category:Systems|system]] composes of a gravitationally-bound area of space caused by one or more stars and typically also refers to the astronomical bodies in the star or stars’ orbit. :::::• '''Astronomical Bodies''': :::::An astronomical body is any contiguous entity which exists in the orbit of a star. Some astronomical bodies are naturally occurring, such as [[:Category:Planets|planets]], moons, asteroids and comets. Other astronomical bodies can be defined as artificial, such as [[:Category:Satellites and Space Stations|satellites]] and derelicts. ==The Galaxy== One of tens of millions of galaxies, the Galaxy is a barred-spiral galaxy with a visible diameter of approximately 176,000 lightyears. It contains hundreds of billions of stars and countless planets arranged into spiral-shaped concentrations known as ‘arms’. At the centre of the Galaxy lies the galactic core, a supermassive black hole around which the rest of the galaxy orbits. Conventionally, the name ‘the Galaxy’ is capitalised to indicate it is a proper noun and refers to this one in particular. ===Local Arm=== The Local Arm is the spiral arm of the Galaxy which contains the Local Sector and the Tomastahl Sector. The arm is 3,500 light-years wide and approximately 10,000 light-years long. Known Space encompasses only a fraction of the Local Arm with the territories outside the two sectors being largely inaccessible and unexplored by the denizens of Known Space. Travel outside of the Local Arm has not been developed by any race, leaving the rest of the Galaxy shrouded in mystery. What life exists beyond Known Space is indeterminable with the limitations of technology. ====Local Sector==== A sector in the Local Arm which is native to most of the [[Local_Sector#List_of_Known_Sapient_Species|races]] involved in the Great War. ''See: [[Local Sector]].'' ====Tomastahl Sector==== The nearest neighbouring sector to the Local Sector, into which the Great War has expanded. ''See: [[Tomastahl Sector]].'' [[Category:Locations]][[Category:Page]][[Category:Public Access Page]][[Category:Proposals]][[Category:BrandingHold]] k6nrs9mwchgq3y4wgv53saachctp357 Augmentation 0 830 7480 7477 2018-03-29T03:55:09Z Amaker1450 26550035 Redirected page to [[Augmentations]] 7480 wikitext text/x-wiki #Redirect [[Augmentations]] olleb75hz3r06nrq9vwpgokpjikts3w Augmentations 0 831 7872 7501 2018-04-23T05:28:41Z Amaker1450 26550035 /* System Augments */ 7872 wikitext text/x-wiki '''Augmentations''', also known as '''bionics''' or '''cybernetics''', are mechanical parts that replace organic body parts and organs or are entirely new additions. == Overview == Augmentations are used by many modern nations in the galaxy, generally for medical purposes, such as replacing a missing limb or a non-functioning organ. Mechanical limbs are as strong as, if not stronger than their organic counterparts, while mechanical organs are more efficient and longer-lasting. Some augmentations grant their users new abilities, such as bionic eyes which grant a user multiple forms of vision. Many [[:Category:Warlords | Warlords]] and some [[:Category:Neutral | Neutral powers]] make use of combat augmentations to enhance their soldier's fighting abilities; such augmentations are rare among the [[:Category:Peacekeepers | Peacekeepers]], who typically prefer to use augments only when necessary. While most augmentation procedures are only performed on certain parts of the body, a few nations, such as the [[The Xeverra|Xeverrans]], [[Galderans]], and [[Margan]], have taken it a step further and have augmented individuals to the point that they are more machine than organic. In the most extreme examples, these individuals are nothing more than augmented brains implanted inside of a robotic body. Procedures such as these are controversial in some circles as many see the augmented individual as having lost the essence that made them a truly living being. Regardless, such procedures exponentially increase the individual's capabilities and lifespan. === List of Augmentations === Augmentations can be divided into two categories: Frame, which is external, and System, which is internal. ==== Frame Augments ==== Frame Augmentations are Augments when modify the 'frame' of an organic being, that being the skeleton, muscle, skin, and body parts in general. *'''Composite Skeleton''': Composite bones serve all of the purposes of their biological equivalents while being considerably harder to break and boosting the user's strength. While commonly utilized in prosthesis, more intensive procedures replace most or all of the skeleton with a composite equivalent. Most composite skeletons mimic the structure of the original skeleton, though it is possible to modify the skeletal structure; for example, it is relatively common in [[Margan]] society for individuals to modify their spines so that they are able to stand upright. Composite bones can also be made to be more flexible, allowing for a user to perform feats such as bending their knees, elbows, and digits backwards. *'''Artificial Muscles''': Augmented muscles substantially increase the user's strength. They also do not tire and do not atrophy, thus removing the need for exercise. While biological muscles can be attached to composite bones with little to no issue, bionic muscles are seldom attached to organic bone, as it risks breaking the bone from over-exertion. *'''Synthetic Skin''': Synthetic skin is generally used to either replace damaged skin or to cosmetically conceal augmented body parts. Military-grade synthetic skin is made pf a more durable material and can serve as an extra layer of protection against [[Melee Weapon|blunt-force trauma]] and [[Ballistic Firearm|ballistic]] projectiles. *'''Claws''': Typically reserved for military personnel, claws are a bionic version of clawed gauntlets and are effective against lightly-armored infantry. A rarer but more advanced version is the [[Plasma Weapon|plasma]] claw, which can slice through heavy infantry armor with relative ease. *'''Composite Teeth''': Composite teeth come in two forms: standard and combat. Standard composite teeth simply serve as replacements for organic teeth. Composite combat teeth, as implied by the name, are designed to be used as weapons and are razor sharp. Reinforced with composite bones and artificial muscles, combat teeth are capable of piercing through armor and severing limbs with a single bite. Combat teeth are usually only found on heavily augmented individuals as the teeth would damage the inside of the mouth. *'''Hook Toes''': Hooked toes are bionic toes with hooked claws instead of nails. These claws can clamp down into a surface, allowing them to walk across walls and even hang upside down from a ceiling. Both walking and running are possible, though running takes some time to master. They can also be used as weapons to impale and grapple foes. *'''Magnetic Soles''': Magnetic soles allow a user to attach themselves to a metallic surface, fulfilling a role similar to that of hooked toes. In some cases, both hooked toes and metallic soles are installed together and are used interchangeable depending on the situation. *'''Limbs''': Comprised of artificial muscles and composite bone, prosthetic limbs can be used to either replace an organic limb, or more rarely, to add an additional appendage to the body. Similarly to the mechanical limbs used on some body armors, prosthetic limbs can either be general-purpose or specialized to fit a certain role, such as holding a weapon or assisting an engineer perform his or her work. *'''Split-Limbs''': Split-limbs are rarer and more advanced prosthetic limbs that can split into two identical limbs. For example, a person with two split-legs would be able to divide their legs into four legs, providing them increased stability. Split-arms allow a use to interact with more objects at a time, such as being able to hold four weapons at once. This can make a user much more dangerous, particularly in close-quarters combat. However, split limbs can be identified by looking at the digits; both hands and feet will have symmetrical hands when not split. Additionally, split limbs require a great deal of training to properly utilize. *'''Wings''': While some individuals may have their wings surgically removed while undergoing augmentation procedures, others, such as the Margan or some [[Galderans]], may instead have mechanical wings installed. These wings can provide the ability of flight or greatly an enhance one's ability to fly if they could already do so beforehand. These wings are occasionally hybridized with jump jets for better speed and control. For species who did not use their wings for flight, such as the [[Arkevon]], the augments still serve an important role in nonverbal communication while being able to fold up for storage so that they do not hinder the user during combat. In more unique cases, the Wings may have 'fingers' that allow them to grasp and hold unto objects, or even blades that allow them to stab nearby targets. Margan wings are entirely ceremonial, and are used to signify one's connection to the bloodline of the High Priestess. *'''Tail Removal''': Like wings, some individuals may have tails either removed or replaced with an augmented equivalent. Weapons may be added unto the tail. ==== System Augments ==== System Augments modify or replace the internal organs and bodily functions of a user. They may also add a new functions, such as some military-grade augmentations which mimic the components used in power armor. *'''Mind-Machine Interface (MMI)''': The MMI is a simple but crucial part of modern augments. They connect augments to the central nervous system and brain, making it possible to directly control the augment just like any other body part. *'''Body-Armor Interface (BAI)''': The BAI serves the same purpose as the MMI, except it connects a person's augments to their body armor, turning the armor into an extension of their body. This can be done to enhance one's mobility, but is more commonly done to sync together systems for enhanced effect, such as syncing together two shield generators. *'''Mind-A.I Interface (MAI)''': The MAI allows an artificial intelligence construct to inhabit an augmented body. This implant is generally located in the brain or along the spine, though it can be placed elsewhere if requested. The A.I essentially acts as a second set of eyes and can help monitor the user's vitals and bionics integrity. Due toe the slim possibility of an A.I going rogue, MAIs are uncommon at best and are oftentimes a contested field of science. *'''Augmented Organs''': Bionic organs serve the exact same purpose as a normal organ, albeit more efficient and far less likely to fail. Sufficiently augmented individuals, such as Orsaron supersoldiers, lack several organs as they no longer require them; for example, they have no organs relating to digestion, reproduction, or breathing. However, while they may not need to breathe, they may still mimic the act out of habit. *'''Bionic Sensory Receptors''': Bionic Sensory Receptors ('''BSRs''') are mechanical versions of the eyes, ears, tongue, nose, and other sensory organs. These share many functionalities with power armor helmets, such as providing multiple forms of vision, being able to perceive previously imperceptible noises and smells, an optional Heads-Up-Display, translation software, and sensory dampers. *'''Synthetic Blood''': Informally referred to as 'oil', synthetic blood comes in two distinct forms. The first form is comprised of microscopic robots which perform the same functions as regular blood. The second form has much more in common with motor oil than blood and is used to keep bionics clean and running at peak efficiency. The only real downside of either type is that augmented bodies cannot produce new blood on their own and it must be periodically replaced; however, it takes several years or even decades before blood needs to be replaced. *'''P.L.B.S Augments''': Used by the Margan when performing [[Margan_Empire#P.L.B.S._.28Psychic_Lobe_Brain_Surgery.29|P.L.B.S surgery]], P.L.B.S augments are a set of inhibitors, regulators, and amplifiers that serve to activate the Margan's innate psychic abilities and regulate them so that they do not run out of the user's control. *'''Weaponry''': Bionic weapons are exclusive to the military and are among some of the most diverse augmentations available. Weapons can be mounted practically anywhere, though are generally placed on the wrist, shoulders, back, chest, tail, and in more extreme cases, the mouth and eyes. [[Category:Body Modification]][[Category:Public Access Page]][[Category:Page]] fk8p6fqld5a92yflgws1rr0c7yhyype BSR-127 "Thunder" 0 1070 17100 15478 2021-11-17T03:24:25Z Amaker1450 26550035 17100 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = BSR-127 "Thunder" |image = [[File:BSR.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Automatic rifle<br/> Assault rifle<br/> Designated marksman rifle<br/> Anti-Material Rifle<br/> |label3 = Place of origin |data3 = Luminarian Rebels |header4 = Service history |label5 = In service |data5 = Year 10 - Present |label8 = Used by |data8 = [[Luminarian Ground Forces]] |label9 = Wars |data9 = [[Operation Burning Lance]] |header13 = Production history |label14 = Designer |data14 = [[Valrius Land Systems]] |label15 = Designed |data15 = Year 8 |label16 = Manufacturer |data16 = [[Valrius Land Systems]] |header17 = Specifications |label18 = Mass |data18 = 51 kg (At full load) |label19 = Length |data19 = 2,015 mm |label20 = Barrel length |data20 = 1,220 mm |label21 = Cartridge |data21 = 12.7x108mm |label22 = Rate of Fire |data22 = 400 rounds/min |label23 = Muzzle velocity |data23 = 1220m/s - 2450m/s (Full Power) |label24 = Effective firing range |data24 = 2,740m |label25 = Feed system |data25 = 25-round detachable box magazine |label26 = Sights |data26 = Variable 2.8x-25x magnification, battlesuit integrated, telescopic scope }} The BSR-127 Battlesuit Standard Rifle, Thunder Variant, is a magazine-fed, 12.7x108mm, select-fire weapon based on the older BSR-939. It is used by the Luminarian Ground Forces and is intended to enhance a standard rifleman's anti-battlesuit and anti-vehicle capabilities as well as suppression capabilities. In Year 10 of the Great War, the BSR-127 entered service during Operation Isomer with elements of the 28th and 32nd Marine Divisions. In Year 11, the BSR-127 replaced the LAR-63 to become the Luminarian Ground Forces standard service rifle. By Year 14, the BSR-127 "Thunder" variant was adopted by the Luminarian Ground Forces as its next-generation standard service rifle, featuring an integrated ballistic computer and rangefinder, additional mounting rails for more accessories, and increased reliability in hostile environments. ==Background== In Year 6, the Luminarian Ground Forces begun the integration of battlesuits for all infantry forces. Along with the integration, was the switch from the man-portable rifles to battlesuit rifles. The Luminarian Ground Forces had adopted and manufactured the Empire's LBAR-63 as it was a battle-proven weapon as shown during the Schism and stockpiles of the weapon had been captured en masse. However, recent engagements with the armor-heavy Zaretian Monarchy had shown that the LBAR-63 was incapable of holding up against heavily armored opponents. The Empire's ground doctrine had originally emphasized the use of heavy suppression to fix enemies in place for heavy weapons to flank and destroy, which was good against lightly armored opponents but tended to falter against heavily armored and experienced forces. The LBAR-63 was a major proponent of that strategy, focusing on a high volume of fire to overpower and defeat shields and armor. Another issue the Luminarian Ground Forces suffered was the reduced logistics capabilities of conducting warfare deep in hostile territory. Many of the battles fought in the Zaretian Theatre had been conducted with quantum gates in either immediate danger or in a reduced capacity, restricting the number of carriers that could arrive to reinforce and resupply a ground conflict. With the LBAR-63's high rate of fire, this meant that many Luminarian Battlesuits constantly found themselves having to ration ammunition, leading to reduced combat effectiveness. Another further complication was the different calibers utilized by battlesuit arms, with the LBAR-63 utilizing 8x58mm caliber, while the LBMG-287 utilized the 12.7x108mm and the LBSR-800 utilizing the 14.5x114mm caliber. ===Battlesuit Standard Rifle=== In Year 8 of the Great War, a Universal Need Statement was issued for a new Battlesuit Standard Rifle. Experiences in the Zaretian Theatre had led to a formalized list of requirements for a new rifle to combat armored forces alongside a change in ground forces doctrine and standardization requirements. Characteristics desired in the weapon included: Increased penetration capabilities; similarity in appearance to other weapons in the squad, reducing the likelihood that any soldier will receive special attention from the enemy; Multiple manufacturers submitted designs for internal testing, with Magnetic Combat Systems submitting the ZEC-90 "Contender", Valrius Land Systems submitting a variant of the VLS Model-200 and Forge Dynamics submitting the PPCBS-120. After multiple weapon trials, the VLS Model-200 was selected and begun operational testing with the 28th and 32nd Marine Divisions under the designation of BSR-127. While Ground Forces Combat Command was optimistic about operational testing, some commanders remained skeptical because of the reduction in suppression capabilities at the squad-level that would result if the BSR-127 was adopted. Furthermore, with the reduction from a 60 round magazine to a 25 round magazine would result in increased reloading, and was thus unlikely to wrest fire superiority from enemy forces. These concerns would be put to rest during Operation Isomer. In several engagements, it became clear that the old doctrine of fire suppression is the sound of continuous fire with rounds landing close to the enemy was no longer correct. While the LBAR-63's volume of fire may be greater, it is less accurate. Experienced troops who have dealt with incoming fire are less likely to take cover from incoming rounds if they are not close enough or unable to penetrate their armor. With the BSR-127, the doctrine is that a lower volume of fire is needed with better accuracy and more lethality. Fewer rounds need to be used and riflemen can remain in combat longer and in more situations. Further enhancing the BSR-127's suppression is the main use of AP-HE rounds, which help disorient enemy forces. Additionally, with the increased accuracy and range of the BSR-127 led to the removal of Designated Marksman Rifles. The BSR-127 could engage targets at extensive ranges with the correct optics, and the marksman role in a squad could be replaced with another anti-vehicle combatant, increasing the squad's organic capabilities to engage heavily armored targets. With the end of Operation Isomer, the BSR-127 would be formally adopted by the Luminarian Ground Forces as the new service rifle. ===BSR-127 Thunder Variant=== The Thunder Variant is a variant of the basic BSR-127 originally intended for special operations use. The Thunder variant was designed with adaptability in mind, featuring additional mounting rails, improved reliability when operating in hostile environments and the ability to switch out the stock for specialist variants. Further additions to the BSR-127 included a next-generation integrated ballistics computer, an inbuilt rangefinder, integrated heavy barrel suppressor and an adjustable trigger have improved accuracy and surprise when engaging at long ranges. Conversion of BSR-127s to the Thunder variant began in Year 14. Though in service with special forces, combat against elite Zaretian units showed the need for faster range acquisition and long-range accuracy alongside the need for surprise, speed and maximum violence in MOUT, had led to the adoption of the Thunder variant by all ground forces units. ==Design== The BSR-127 is designed like most other 4th-generation battlesuit systems with an emphasis on reliability. The BSR-127 is capable of operating in any environment, ranging from aquatic to vacuum within the corona of a star. During factory tests, the BSR-127 fired 32,000 rounds in full-auto without malfunctioning. The BSR-127's barrel requires has a service life of 35,000 rounds and 18,000 if operating in adverse conditions. The power pack of the BSR-127 can sustain up to 18,000 rounds in full power, and 54,000 rounds at minimum power. Cooling systems integrated into the BSR-127 allow for full-automatic fire in a vacuum, with semi-auto capabilities still being capable while operating in the corona of a star. The BSR-127 features 4 accessory rails on all 4 sides. This allows for all current 3rd generation and above weapon attachments to fit the BSR-127. The barrel and stock are also replaceable to allow for more versatility depending on the situation. The BSR-127, using the standard AP-HE 12.7x108mm round can achieve a 10.4cm penetration rate against standard 3rd-generation vehicle armor, and a 6.72cm penetration rate against standard 4th generation vehicle active armor if firing at full power. Utilizing FAPDS rounds can further improve penetration, with up to 16.2cm penetration against standard 3rd-generation vehicle armor, and a 7.43cm penetration rate against standard 4th generation vehicle active armor. Overpressure from firing the weapon at full-power in an enclosed space can cause internal organs to rupture, and operators of the weapon must be armored and sealed to withstand the effects. [[Category: Luminarian Weapons]][[Category:Legacy Lore]] op3312lu6um93al70ymtrpgx2gzpfge BSSR-180 "Bass" 0 1200 17099 15452 2021-11-17T03:24:21Z Amaker1450 26550035 17099 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = BSSR-180 "Bass" |image = [[File:BSSR180.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Anti-materiel semi-automatic sniper system |label3 = Place of origin |data3 = Luminarian Rebels |header4 = Service history |label5 = In service |data5 = Year 10 - Present |label8 = Used by |data8 = [[Luminarian Ground Forces]] |label9 = Wars |data9 = [[Operation Burning Lance]] |header13 = Production history |label14 = Designer |data14 = [[Valrius Land Systems]] |label15 = Designed |data15 = Year 9 |label16 = Manufacturer |data16 = [[Valrius Land Systems]] |header17 = Specifications |label18 = Mass |data18 = 78 kg (At full load) |label19 = Length |data19 = 3,030 mm |label20 = Barrel length |data20 = 1,970 mm |label21 = Cartridge |data21 = 25x197mm |label22 = Rate of Fire |data22 = Semi-Auto |label23 = Muzzle velocity |data23 = 2825m/s - 4050m/s (Full Power) |label24 = Effective firing range |data24 = 5,220m |label25 = Feed system |data25 = 5-round detachable box magazine |label26 = Sights |data26 = Variable 4x-80x magnification, battlesuit integrated, telescopic scope }} The BSSR-180 Battlesuit Standard Sniper Rifle, Bass Variant, is a magazine-fed, 25x197mm, semi-automatic anti-materiel sniper system. It is used by the Luminarian Ground Forces and despite its designation as an anti-materiel rifle, it is also used as an anti-air and anti-vehicle system. In Year 9 of the Great War, the BSSR-180 entered service as a battalion-level weapon, issued to dedicated sniper squads. It is currently the standard long-range sniper weapon of the Luminarian Ground Forces. ==Background== The BSSR-180, is a 4th generation sniper system designed for use with battlesuits. The BSSR-180 was designed by Valrius Land Systems, as part of the Luminarian Ground Forces need for an updated sniper system that was capable of engaging hardened targets. It called for a weapon that could take down battlesuits with a single shot and could penetrate armor at a rate the BSR-127 couldn't. The weapon also needed to use the newly developed 25x197 ammunition that was superior to the older 14.5x114mm ammunition used by the LBSR-800. The BSSR-180 was essentially a stripped-down VAC-259 "Flux" Autocannon, commonly mounted on the Riptide IFV but designed to be battlesuit portable. The weight and size of the BSSR-180 is considered to be extremely unwieldy for even battlesuits, and as such rarely seen on the battlefield. As such, the BSSR-180 is a battalion-level weapon, utilized by specialized teams as the BSR-127 had enough range to fulfill the role of a sniper rifle and firepower for most situations. During the Zaretian Theatre, BSSR-180s would be used by dedicated sniper teams. It's penetrative power utilized to take out targets behind hardened structures as well as providing limited Anti-Air fire against VTOLs. On occasions, sniper teams would also use the penetrative capabilities of the BSSR-180 to engage Zaretian MBTs. The use of FAPDS rounds would further improve the lethality and penetrative capabilities of the BSSR-180. ==Bass Variant== The current variant of the BSSR-180, codenamed Bass, incorporates many 5th generation features, such as a next-generation integrated ballistics computer, recoil dampener, an inbuilt rangefinder, integrated heavy barrel suppressor, adjustable all-terrain/all-pose capable bipod. ==Design== The BSSR-180 features 4 accessory rails on all 4 sides. This allows for all current 3rd generation and above weapon attachments to fit the BSSR-180. The barrel and stock are also replaceable to allow for more versatility depending on the situation. The BSSR-180, using the standard APFSDS-T 25x197mm round can achieve a 29.3cm penetration rate against standard 3rd-generation vehicle armor, and a 16.72cm penetration rate against standard 4th generation vehicle active armor if firing at full power. Utilizing FAPDS rounds can further improve penetration, with up to 35.4cm penetration against standard 3rd-generation vehicle armor, and a 20.25cm penetration rate against standard 4th generation vehicle active armor. Overpressure from firing the weapon at full-power in an enclosed space can cause internal organs to rupture, and operators of the weapon must be armored and sealed to withstand the effects. [[Category: Luminarian Weapons]][[Category:Legacy Lore]] 1auas1n0iuc4v72kj92awxtdivfwfqp Ballistic Firearm 0 793 16186 15295 2021-04-09T02:48:22Z Amaker1450 26550035 Changed redirect target from [[Ballistic Weapon]] to [[Projectile Weapon]] 16186 wikitext text/x-wiki #REDIRECT [[Projectile Weapon]] hga8ggcvw60i5spil17nfg5yydi8qwf Ballistic weapon 0 1433 15377 2021-02-12T18:48:14Z Amaker1450 26550035 Redirected page to [[Ballistic Weapon]] 15377 wikitext text/x-wiki #REDIRECT [[Ballistic Weapon]] 0tgkcqgbq8bj1i8u789ug2863ylmg4a Ballistic weapons 0 1435 15381 2021-02-12T18:56:38Z Amaker1450 26550035 Redirected page to [[Ballistic Weapon]] 15381 wikitext text/x-wiki #REDIRECT [[Ballistic Weapon]] 0tgkcqgbq8bj1i8u789ug2863ylmg4a Barrakru Kaat 0 589 17068 6566 2021-11-17T03:11:51Z Amaker1450 26550035 /* Planetary Data */ 17068 wikitext text/x-wiki ==Overview== Barrakru Kaat is the homeworld of the vicious warlord race dubbed 'The Skrey Nation'. It is an arid desert planet, with very few lakes, no oceans, and ubiquitous wasteland. Resources, though common, lie for the most part underground. What water there is appears a deep green, though not because of any sort of pollution. ===Planetary Data=== Roughly 90% of Barrakru Kaat is covered in vast, sandy desert. The binary system the planet resides in ensures almost constant daylight. No true biomes exist; all is simply either desert or water. The water is green and very heavy, due to high levels of a native gas called 'Herpestrium' by Skrey scholars. Any water is also chock-full of harmless microorganisms, making it a rich breeding-ground for animals and plants. Most large Skrey settlements are built near these oases for the plentiful wood. Barrakru Kaat is also the home of monumental towers. Nicknamed 'High Ground', these mammoth buildings are seldom found anywhere but the ideal conditions on Barrakru Kaat. Sandstorms are a regularity on the Skrey Homeworld, and thunderstorms occur in the damper polar regions. The amount of sand in the atmosphere that lightening can arc through makes living near the poles dangerous, despite the milder temperatures and more wood, food, ect. About once every year in the middle of winter, the lakes on Barrakru Kaat swell. This 'wet season' is a very productive time and considered the best time of the year by the Skrey. Fauna and flora cluster around oases, and are quite exotic from generations of haphazard living in harsh desert and refreshing oases. Nothing can live for long in the desert. Skrey settlement of Barrakru Kaat is almost total, and the Skrey have generally taken extreme precaution in arming almost every settlement to the teeth. Any feasible plans of invasion would likely involve landing in the wide equatorial region of barren desert. Where Skrey colonies would be pistols, Barrakru Kaat is a whole tank, metaphorically speaking. The planet has no capitol, as a result of an uncharacteristically intelligent choice by the Nation's leaders to prevent collapse of command if said capitol were to be somehow destroyed. The planet's atmosphere is an interesting mix, roughly 47% nitrogen, 25% argon, 5% oxygen, 3% neon, and several other elements -though there is quite a lot of sediment in the atmosphere. This combination as well as the amount of sand in the atmosphere make for a constantly bright and dense yellowish sky. *File still undergoing construction and permutation* [[Category:Page]][[Category:Skrey Nation]][[Category:Legacy Lore]] 85arua0ahnf7czzsqslr0564rrgusym Barrakru Kaat (Branding) 0 1539 16987 16986 2021-06-17T13:17:44Z Corv 30641571 /* Geography */ 16987 wikitext text/x-wiki A blunt translation of 'wandering clan', the Barrakru Kaat have a reputation for being hardy, resourceful and unceremonious. =Homeworld: Dantinar= ==Geography== Dantinar is the world from which the Barrakru Kaat originated. The planet is small, has low atmospheric pressure and has one moon, Imarora. Characterised by its ubiquitous wasteland, the surface of Dantinar is dominated by enormous deserts divided up only by mountain ranges. While much of the surface is sandy, the majority consists of exposed rock. The climate is arid and exhibits rapid changes in extreme temperatures, alternating between extreme heat and extreme cold not only seasonally but also within the space of one day. There are no oceans and the only moisture that exists below inhospitably extreme elevation comes from the intermittent snowstorms. The twin tropospheric polar vortexes spawn gigantic cyclones that rage across the planet's surface. Prevailing winds over Dantinar's many mountain ranges result in frequent blizzards which carry snow down from the mountains and into the valleys where most of the planet's fauna resides. To survive on Dantinar, the native wildlife evolved to seek out these wandering snowdrifts, even when doing so required travelling extreme distances. Sandstorms and thunderstorms are regular occurrences. The land around the equator is characterised by the almost complete absence of any plant growth or snowdrift. This is attributed to the exceptionally dry weather patterns resulting from high pressure cells where the currents of the planet's two polar vortexes collide. The inhospitability of this area has resulted in a kind of de facto no man's land spanning the circumference of the planet which historically formed a near-insurmountable barrier to clan expansion. ==Politics== Bereft of any real governing body, Dantinar remained in a ceaseless state of worldwide militant feudalism until the Barrakru Kaat's forays into space – by which point there were entire systems of planets worth staking a claim over instead. Unlike most other spacefaring cultures, the Barrakru Kaat have little regard for their original homeworld and dominion over it has scant influence over the intricacies of inter-clan politics. The Dantinar that exists today is a mostly forgotten world that has stagnated industrially and economically. A handful of clans still fight over terrestrial territory but this is likely more for symbolic ownership of the homeworld than for any practical value. This cycle of conflict has persisted for so long that the name of the planet itself has been changed by decree dozens of times since the beginning of the Barrakru Kaat's extraplanetary expansion more than a hundred years ago. In a token of total indifference, standard star charts still refer to the planet by the name it had last century. The most bitter irony of the Barrakru Kaat's expansion lies with the nature of their planet's moon, Imarora. On account of its unstable orbit, Imarora is anticipated to impact Dantinar in fewer than fifty years, inevitably resulting in a planet-wide extinction-level event. The timing of the Barrakru Kaat's expansion beyond their homeworld was fortuitous but aptly consistent with the most important lesson of their history; you cannot stay anywhere for long. The Dantinar venture is on borrowed time and everyone knows it. Conservative estimates put the total number of inhabitants at under two million (and dropping). The population counts of the few settlements remaining on the planet continue to trickle down and eventually they will all be abandoned for good. Investment in the planet is invariably short-term and the economy almost entirely consists of selling off anything not nailed down before it's gone forever. [[Category:Page]][[Category:BrandingHold]] s56llz630w1lnkd9jzfnfeibe2fl8mn Battle of Helia 0 1316 17142 13730 2021-11-17T03:45:59Z Amaker1450 26550035 17142 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= Year 04-Current |partof= [[Great War]] |notablebattles= |place= [[Empire of Diablos]] |result= Ongoing |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]] |side3= [[Rathakern]] (06-09) |side4= |commanders1= |commanders2= |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= Massive |casual2= Massive |casual3= Near-total |casual4= |other= |notes= }} === Battle of Helia & Third Battle of Falkeos === With the Rathakern threat abolished, Diab command prepared for another major push into the southern salient. Months of preparation would see the formation of the largest Diab fleet thus far in the Repzork theater. This buildup did not go entirely unnoticed by the Pact, but a successful deception campaign misled the Pact on the fleet's size, where it was attacking, and when. Though the bulk of the 355th and 14th armadas would remain in the salient, elements of the two fleets, as well as the 277th armada and many Magellan, Skrey, and Zaretian units, were relocated to the supposed target. Diab forces attacked the salient a full week earlier than the Pact had anticipated. The unprepared defenders, though they put up heavy resistance, did not have the manpower to repel the Peacekeepers; the salient was breached on three different fronts, and Diab forces spilled into the region, dividing the salient into several distinct pockets and throwing the defenders into disarray. The foothold sent all available forces to the salient, though it would be several hours before the bulk of their forces arrived. A relief fleet spearheaded by the 277th charged into the thick of the fighting, bisecting Diab lines as they raced to rescue encircled troops. As elements of both armadas were retrieved, casualties were withdrawn while the rest stayed behind to continue fighting. As more troops entered the salient, the entire battle would be thrown into disarray as both sides were forced to fight on multiple unpredictable fronts. As the battle in the salient raged, Diab forces attacked Falkeos to disrupt Pact logistics and repair stations. Though most of Falkeos' garrison had been sent to the salient, a sizeable force remained on the planet, though they were stationed around the orbital elevators, leaving portions of their defense vulnerable. The Diabs used these weak-points to breach Falkeos' orbital defenses and deploy shock troops to the surface. A landing zone was established, and Diab forces pushed swiftly across the planet, with Valkyries moving ahead of the main force to disrupt defenses and supply stations. Peacekeeper forces made substantial gains in the first months of the battle, having captured several fortresses, the old capitol, and destroying one of the planet's orbital elevators. But they were eventually driven off the world by Magello troops and elements of the 355th and 14th that had escaped the salient. Vicious fighting would continue in and around the salient for a little over a year in some of the bloodiest battles since Operation Sledgehammer. The Pact ultimately failed to repel the invaders, and suffered severe losses during the battle. Combined with outside pressures such as the dissolution of the Saracin Empire, which necessitated that troops be sent to reinforce the Karahotdoum front; the invasion of Batel space, and the continued withdrawal of Zaretian forces from Diab space, the Pact was forced to cede the salient to the Peacekeepers and retreat. Though they had dealt a decisive blow to the Warlords, the Diabs' victory had cost them in almost equal measure. === Second Battle of Baltreos === The Warlord's retreat from the salient had been disorganized, creating gaps from which the Diabs plunged headlong into the foothold and attacked Baltreos, believing that this could be their only opportunity to shatter the foothold in the foreseeable future. This surprised some Warlord officers who had believed that Falkeos would be their next target. Though battered and bloodied, Pact forces who had fought in the salient assisted in defending the planet, with Admiral Kiryusa Luok and the remains of the 14th armada notably leading Pact naval forces in and around the system. During the Battle of Helia, the garrison at Baltreos had been granted access to much of the Repzork's next-generation equipment, which included the first two Helia-class battlecruisers, the HLBC ''Hruthvar'' and ''Hruthvair'', which were equipped with new Planet-Cracker Superheavy Railcannons; a third Planet Cracker that had been built on the surface of Baltreos as an anti-orbital gun, ships equipped with gravity wells, mobile shield generators both on the ground and in space, RS18 Firestorm missiles, and a slew of updated vehicles and weapons. Imperial command had initially aimed to deploy their new assets during the battle in the salient or at Falkeos, but the chaotic nature of the conflict and the fact that their new equipment was still few in number led to command retaining them at Baltreos for the exact circumstance they now found themselves in. The planet cracker on Baltreos was located in the planet's capital city, which had been converted into a vast, fortified complex that stretched deep underground. As Diab forces entered the system, they were almost immediately attacked by the ''Hruthvar'' and ''Hruthvair'', whose guns outranged most of the Diab fleet. The Diabs attempted to deploy hunter-killers, but their ships could not get accurate coordinates due to the Repzork's gravity generators, forcing the Diabs to close in and fight conventionally. The Pact fleet maintained position, firing potshots at the approaching Peacekeepers as they drew nearer to Baltreos' Planet Cracker. A Diab destroyer was among the first ships to step into range, and in moments had its entire front-half vaporized by the cannon. Realizing the trap, the Peacekeepers attempted to retreat, but it was then that the Pact fleet closed in and engaged, preventing the Diabs from escaping. Left with no other option, the Peacekeepers focused their efforts on eliminating the ''Hruthvar'' and ''Hruthvair'', which were protected with a mobile shield array and both Admiral Luok's and Falser's flagships. The shield eventually gave way to concentrated fire, giving the Diabs a small window of opportunity to attack the vessels directly. The two vessels proved resilient to the barrage, but the battle took a sudden turn when a badly-damaged Cruiser accelerated its engines and made a beeline towards the ''Hruthvar''. Rather than moving, the ''Hruthvar's'' commanding officer turned his ship towards the cruiser and prepared to fire; however, the commander had underestimated the charge time for the cannon, and the gun fired just as the Diab cruiser impacted. The result was a catastrophic detonation that destroyed the cruiser but severely damaged the ''Hruthvar's'' bow, crippling its main gun, killing or wounding hundreds of crew members, and disabling many of its weapons systems. Repzork ships moved to defend the crippled ship, with the ''Hruthvair'' placing itself between the ''Hruthvar'' and the Diabs, preventing them from landing any more hits on it. The mobile shields reactivated several minutes later, giving the ''Hruthvar'' sufficient time to escape the battle and return to the homeland for repairs. For his blunder, the ''Hruthvar's'' commanding officer would be stripped of his command and replaced. Diab forces used the opportunity to push through a thinned section of the Pact's defenses and relocate their forces to a region outside of the range of Baltreos' Planet Cracker. Knowing that they may only have a few hours until they were back in the cannon's range, the Peacekeepers deployed all of their available ground forces in a bid to overwhelm the cannon. As the battle resumed in orbit, Peacekeeper forces on the ground established a landing zone and attacked nearby Warlord positions. The defenders were swiftly overwhelmed, but constant aerial harassment and Warlord orbital drops disrupted the Alliance's advance. [[File:Spore 2019-08-20 13-54-22.png|thumb|right|400px|The aftermath of the RS-18 detonation.]] Alliance ground forces set their sights on the port city of Avgorod, whose capture could allow for an amphibious assault on the Pact's command center. Like most settlements on the planet, the city had been extensively fortified with bunkers, hidden machine-gun nests, and entrenched anti-tank guns, but it lacked a large shield generator, allowing for artillery and air strikes. A blitzkrieg led by Monolith and Ironhead tanks shattered the defenses as troops stormed the city. After hours of intense street-by-street fighting, during which Diab fleets narrowly managed to elude the Planet Cracker's effective range, Avgorod was captured. But before an attack could be mounted on the Planet Cracker, General Likana, upon hearing of Avgorod's capture, authorized the use of one of the Repzork's RS-18s on the city. General Gusavig Wazari of the 355th, still wary of crystal weapons, was initially reluctant to use the device, but when it became clear that the Planet Cracker could very well be destroyed, gave his authorization. Diab ships attempted to shoot the missile down as it reached its peak altitude, but it broke into several warheads before they could do so. The Firestorm warheads sparked instantaneous and explosive crystal growth throughout the city upon detonation, creating what is known today as "The Demon's Scar". Almost all of the Diabs in Avgorod were killed save for those who had been extracted or a small few who had hidden themselves in shelters that had not been breached by crystals. With their ground forces in shambles and the navy unable to make any further progress, the Peacekeepers retreated from Baltreos and returned to Diab space, signalling the end of Operation Iron Gauntlet. Warlord forces did not pursue, staying within the Foothold to rebuild. Both the 14th and 355th armada returned to the mainland for replenishment, their positions taken over by the 980th and 537th armadas respectively. Both the 355th and 14th would require years to replenish their numbers, with the 14th being out of commission for the next four years. With both sides exhausted from the past four years of fighting, no offensive operations would be undertaken in Diab space for the next two years, with only sporadic skirmishes occurring at the border of the foothold. Though Repzork propaganda emphasized the Pact's victory at Baltreos and on other theaters, it proved impossible to minimize their catastrophic losses, particularly during the Battle of Helia, which had dramatic ramifications for the empire's involvement in the war. The previous four years remain the bloodiest and most destructive in Repzork history, with well over a billion casualties, of which tens of millions had died and countless more were disabled. Millions of armored vehicles and thousands of starships had also been damaged or destroyed. Of note was the namesake of the Battle of Helia, the 14th armada, which had been reduced to less than half of its original size; likewise, the 355th had lost roughly 45% of its fighting force. Proportionally, the Magellan military suffered similar losses, with their effective fighting force unfit for an anything more than defensive operations. Worse yet in the eyes of many in Imperial Command was that these losses had been for nothing; with the failure of the Keros Offensive, all of the Pact's territorial acquisitions had been erased save for Falkeos. Though Repzork propaganda emphasized the Pact's victory at Baltreos and on other theaters, it proved impossible to minimize their catastrophic losses, particularly during the Battle of Helia, which had dramatic ramifications for the empire's involvement in the war. The previous four years remain the bloodiest and most destructive in Repzork history, with well over a billion casualties, of which tens of millions had died and countless more were disabled. Millions of armored vehicles and thousands of starships had also been damaged or destroyed. Of note was the namesake of the Battle of Helia, the 14th armada, which had been reduced to less than half of its original size; likewise, the 355th had lost roughly 45% of its fighting force. Proportionally, the Magellan military suffered similar losses, with their effective fighting force unfit for an anything more than defensive operations. Worse yet in the eyes of many in Imperial Command was that these losses had been for nothing; with the failure of the Keros Offensive, all of the Pact's territorial acquisitions had been erased save for Falkeos. News of these disasters sparked outrage within the homeland. The general public, which was normally in favor of war, held demonstrations across the empire demanding that those who were responsible be held accountable and that the empire do more to protect its men; amid these protestors were also groups that opposed the war altogether and demanded that the Repzork abandon the conflict. Military and government officials also joined in on the protest. Officials operating in the foothold were quick to pin the blame on various factors, such as the Margan's disappearance, the Zaretian's withdrawal, the Magello, and each other. Emperor Zervath, speaking on behalf of the Marshal's Council, spoke on the matter in a speech a week after the Second Battle of Baltreos. He admitted that the Peacekeepers had put up more resistance than Imperial Command had initially anticipated, but that there was no one figure to blame for the disaster. The emperor also announced that all available civilian and military assets would be dedicated to the war, and that instead of pointing fingers, the public should instead focus on avenging the fallen by uniting against the 'Peacekeeper hordes'. The controversy subsided soon after as the military worked to rebuild and mobilize its assets. Propagandists made use of both Zervath's words and the Diab campaign as a whole to drum up support for the war with slogans such as 'Vengeance for the 14th!". === Aftermath === [[Category:Conflicts]][[Category:Page]][[Category:Legacy Lore]] qy38j8iwfj1vy9zsukeamo7lq8g8i3n Battle of Hethos 0 914 17094 13712 2021-11-17T03:22:58Z Amaker1450 26550035 17094 wikitext text/x-wiki {{Conflict |prev= Assault on Balis |conc= |next= Bombing of Thales |name= Battle of Hethos |image= ZaretianFleet.jpeg |conflict= Naval Engagement |date= |partof= Zaretian Campaign |notablebattles= |place= |result= Luminarian Victory |territorychanges= Hethos abandoned by Zaretian Monarchy |side1= [[:Category:Luminarians| Luminarian Rebels]] |side2= [[Zaretian Monarchy | Zaretian Monarchy]] |side3= |side4= |commanders1= Luminarian Commanders<br/> * ADM Aslai <br/> * RADM Valka <br/> * RADM Xentha <br/> * MAJ Tolos (KIA)<br/> |commanders2= Zaretian Commanders <br/> * General Peacha<br/> * Admiral Galthos (KIA) <br/> * Governer Sor'oz (KIA)<br/> |commanders3= |commanders4= |forces1= 2nd BattleFleet * Battlegroup Telethia * Battlegroup Vasrius * Battlegroup Noxia |forces2= * 7th Fleet * 789th Fleet * Hethos Defense Fleet |forces3= |forces4= |casual1= * 14 cruisers sunk * 26 frigates sunk *~ 85 strikecraft destroyed |casual2= * 3 battleships sunk * 5 carriers sunk * 42 cruisers sunk * 63 frigates sunk *~ 215 strikecraft destroyed |casual3= |casual4= |other= |notes= }} The Battle of Hethos was a decisive naval battle in the Zaretian Campaign that took place 6 months after the Luminarian Entrance and 2 months after the Assault on Balis. The Luminarian Navy under Admiral Aslai and Rear Admirals Valka and Xentha defeated the Zaretian Monarchy Navy under General Peacha and Admiral Galthos defending the Hethos Star System, inflicting devastating damage on the Zaretian Fleets, destroying most if not all the remaining frontline Monarchy Naval Forces in the Luminarian Front, allowing Luminarian forces to break through the Monarchy front lines. The Luminarian operation, like the earlier attack on Balis, sought to eliminate major Monarchy logistical bases within the sector, scattering and forcing the Monarchy's forces to retreat. At the same time, the operation was also designed to lure the Monarchy's capital ships into a trap and increase the Luminarian Rebel's defensive perimeter, preventing any invasions from the Monarchy from reaching the Luminarian worlds. This operation was also considered necessary to link up with Aeverian naval forces and to create a secure logistical line between the 2 allied navies. Monarchy forces were preparing for a major Luminarian strike against their forces. General Peacha and her Nightshade division had been collecting intel on Luminarian naval movements and were capable of anticipating the attack on Hethos. As such, Peacha began the work of preparing the system of Hethos to be filled with ambushes and other dirty tricks. Their main objective was to bleed the Luminarian Navy enough that support for the war would turn, turning the Luminarian public's support for the war around. However, LCID, with the assistance of ACI managed to break the encryption that the 7th Fleet was using prior to the invasion, enabling the forewarned 2nd BattleFleet to avoid and set up their own ambushes. 7 Luminarian Battleships and 10 Zaretian Battleships participated in the battle, with the LNBs Unyielding, Admiral Aslai's flagship, and the ZMS Pansophical, General Peacha's flagship engaging multiple times over the course of the battle. After the loss of Hethos, the Zaretian Monarchy would be hard pressed to conduct any further operations within that sector. Alongside with the loss of Gazika to the Aeveria, the Monarchy pulled further back into its own territory. This allowed the Luminarian and Aeverian navies to setup secure supply lines, allowing both navies to push further into Zaretian territory relatively unhindered compared to the opening battles. ==Background== The 2nd BattleFleet's entrance into the Zaretian Campaign had caught the Monarchy's forces that were arrayed against the Aeveria off guard. This allowed the 2nd BattleFleet to accomplish its strategic goals of securing a buffer space between Monarchy forces and Luminarian worlds. However, the initial push was quickly slowed when General Peacha, originally assigned to assist Varthos in containing the Aeveria managed to quickly redirect frontline units to block the 2nd BattleFleet. The next few months saw some of the heaviest fighting recorded between the Luminarian Rebels and Zaretian Monarchy. Admiral Aslai's primary strategic goal was the elimination of the Monarchy's heavy capital ships and bomber squadrons, which he believed were the main threat to the Zaretian Campaign. This concern was mostly due to the numerous Gemini attacks that were launched from [[ZMS Galaxy]] - Class ships, moreover due to the Zaretian Sprint Drives, afforded their ships a level of tactical mobility that the Luminarian ships could not match and was ruthlessly exploited by General Peacha. Under continuous hit and run attacks, Admiral Aslai reasoned that in order to force the Zaretian Navy to commit to a fight, he had to hit a major logistics base in the region. LCIE operatives managed to identify the system of Hethos, as well as the planet, were the main resupply base for the 7th Fleet, prompting Aslai to select it as his main target. ===Operation Thermal Detonation=== Aslai's plan was to stage a massive shock offensive against Hethos using the 3 largest BattleGroups within the 2nd BattleFleet, while the other BattleGroups would hit neighboring systems to draw off Monarchy forces. Thanks to LCIE and ACI, Aslai was able to obtain the 7th Fleets OrBAT and was able to factor it into his plans. In the few months spent fighting against General Peacha's fleet, Aslai would get a full measure of her character and tactics, and as such believed that by bringing the hammer down before Peacha could enact any of her plans would be the key to victory. As such, he ordered LCIE to doctor logistical records, leak tampered data and even letting the LNFg Vicarious, which was laden with falsified data, be captured by Monarchy forces, all to deceive the NightShade Division into getting the timing of the invasion wrong. ==Prelude== ===Luminarian SOC Operations=== 3 weeks prior to the battle, a Luminarian SOC detachment, led by Major Tolos entered the border of the Hethos Star System in the LNFg Penumbra, a heavily modified Aeverian Ranger-Class Frigate and cold coasted into the system. LCIE and ACI had managed to intercept and decode 7th Fleet communications and had pinpointed 3 major ambush points. *"Planetary Shotgun" at Hethos's moon *Neutron Bombs installed at the Minor Shipyards *Concealed Railgun Batteries around Hethos's asteroid ring SOC Commandos would be inserted to disable and subvert these ambushes prior to the offensive. SOC elements engaged their NightShade counterparts and were able to subvert the detonation trigger for the Planetary Shotgun and Railgun batteries. However, NightShade operatives detonated the neutron bombs preemptively, killing several SOC commandos and Major Tolos. Despite the death of their commander, the SOC detachment carried on with their mission and tagged several Monarchy capital ships and strikecraft supply depots just before the offensive started. ===Zaretian 789th Fleet=== The 789th Fleet arrived in system 20 hours prior to the offensive. General Peacha, believing that Aslai would commence his offensive in 4 days, recalled the 789th Fleet, a second line force, to reinforce the system. However, the 789th was worn out by months of battle with Luminarian forces and needed weeks of repairs. The fleet flagship, the ZMS Gazer, led by Admiral Galthos had lost half her airgroup and as such docked with the shipyards orbiting the 2nd planet in the system, Gomoragh. Further impacting the 789th's combat strength was several key defensive deficiencies that were present on most second-line ships. Pre-Norsus point defense systems had several design and configuration deficiencies which limited their effectiveness. To compound this deficiency, the 789th ships were not equipped with sprint drives unlike frontline forces and were unable to get into position when the Luminarians launched their offensive. ==Battle== ===Quantum Torpedo Strikes=== The Luminarian Claymore-Class Battleships, LNBs Unyielding, LNBs Falcata, LNBs Redoubtable, and LNBs Aether jumped into the Hethos system at different locations, drawing screening elements of the Hethos Defense Fleet away from the quantum gate deployment points. The Luminarian Navy deployed 24 quantum gates at various points within the system, allowing for rapid redeployment of ships around these 24 points. Minutes after the quantum gates deployed, the Relentless-Class Battleships, the LNBs Orion, LNBs Ameliorator and LNBs Sternguard launched a massive Quantum Torpedo strike, engaging ships tagged by the SOC detachment, before having the BattleGroups, Telethia, Vasrius, and Noxia entered in system. The initial torpedo barrage managed to sink 14 cruisers, 7 frigates, and the ZMS Gazer. Multiple Strikecraft supply installations were also blown up, reducing the number of Gemini squadrons that Peacha could utilize. ===Battle at Gomoragh=== BattleGroup Noxia, under Rear Admiral Xentha was tasked with subjugating the world of Gomoragh. Last minute intel given by the SOC detachment indicated the majority of the 789th Fleet was stationed there. Preparing for a heavy fight, Xentha approached the engagement with a relatively high degree of caution despite orders from Admiral Aslai. Due to the intense bombardment earlier, the 789th fleet's command structure was in tatters, the destruction of the ZMS Gazer killed Admiral Galthos, leading to piecemeal attacks by the remaining Zaretian defenders. However, due to the cautious approach employed by Xentha, many of the 789th ships would be able to escape to assist with the fight at Hethos, including 4 Gemini squadrons onboard the ZMS Pack Mule, a Command-Class Carrier. With little to no resistance left, Xentha followed Luminarian doctrine and bombarded military targets before holding her ships in orbit above civilian centers, demanding their surrender. ===Battle at Hethos=== Battlegroup Telethia and Battlegroup Vasrius, under Admiral Aslai and Rear Admiral Valka engaged the 7th Fleet in orbit over Hethos. The Zaretian 7th Fleet had numerical superiority over the combined battlegroups. In order to prevent the Zaretian heavy capital ships from overrunning the battlegroups, Admiral Aslai ordered the Luminarian forces to advance just right outside of the planetary shotgun's arc of fire. Peacha, still under the belief that the planetary shotgun was still under her control, opted to send out a force to act as bait. 2 Battleships and their escorts wandered into the Shotgun's arc of fire in an attempt to lure the Luminarian forces into giving chase. But Aslai detonated the shotgun instead, setting off the massive amounts of explosives under the moon's crust. The resulting detonation maimed several escorts and the chunks of moon slammed into the Zaretian force, destroying it entirely. With the numbers in their favor, the Battle at Hethos would begin in earnest, Railgun batteries subverted by SOC commandos would also assist the Luminarian Navy. However, stragglers from the 789th Fleet would manage to mission-kill the LNBs Redoubtable, taking it out of the fight for the next year. After 3 hours, Peacha ordered a retreat, taking the 7th and 789th fleets out of the system, conceding it to the 2nd BattleFleet. ==Aftermath== After 3 days and confirming no significant enemy presence, Aslai ordered the bombardment of military targets on Hethos. However, on Hethos, the line between military and civilian was blurred. Integration of military industry and civilian industry made it difficult for a clean surgical strike, moreover, LCIE operatives reported significant preparations were in place for a guerilla campaign, NightShade operatives were sighted supplying civilians with weapons. Additionally, LCIE also reported a buildup of Zaretian assets in nearby systems, preparing for an assault on Hethos. As a result, Aslai broke from Luminarian doctrine and ordered the indiscriminate bombings of both inhabited worlds and their space-bound installations. Within 3 days of continuous bombardment, the system was scoured of Zaretians, both military and civilians. ==Impact== ===Zaretian=== With the utter destruction of the Hethos system, the Zaretian counteroffensive was canceled, and their forces fell back to more defended positions. ===Aeverian-Lumi Relations=== Aeverian and Luminarian Relations slightly deteriorated as a result of the indiscriminate bombings. However, having worked with the Karahotdoum before, they were relatively unfazed, and as a result, not much happened between the 2 empires, with only a request that the Luminarians not "pull this shit again, and let us handle it next time." [[Category:Luminarian Events]][[Category:Page]][[Category:Legacy Lore]] 0hii2ejkueqjqjzuznlkaqg0lql0x2g Battle of Lichen 0 1099 15652 13729 2021-02-24T00:56:38Z Amaker1450 26550035 Redirected page to [[Battle of Lichos]] 15652 wikitext text/x-wiki #REDIRECT [[Battle of Lichos]] h6dv1a15gm32s2yyvz10olve1bzqvz4 Battle of Lichos 0 1474 17141 15651 2021-11-17T03:45:55Z Amaker1450 26550035 17141 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= 07 |partof= [[Diab Theatre]] |notablebattles= |place= [[Empire of Diablos]] |result= Zaretian victory. |territorychanges= Lichen captured by Monarchy. |side1= [[Zaretian Monarchy]]<br/> |side2= [[Empire of Diablos]]<br/> |side3= |side4= |commanders1= * Gancarda<br/> * Atlas<br/> |commanders2= * Iladov (†)<br/> * Vokmair<br/> |commanders3= |forces1= * 5th Fleet<br/> * 177th Fleet<br/> |forces2= * Lichen Defense Fleet<br/> * 99th Fleet<br/> |forces3= |forces4= |casual1= Heavy |casual2= Heavy |casual3= |casual4= |other= |notes= }} == Background == == Course of the Battle == [[File:333.jpeg|thumb|right|300px|Zaretian and Diab forces clashing in the frozen tundras of Lichen.]] Though the Pact's foothold in Diab space, which would soon be known across the region as the 'Meat Grinder', would be the site of relentless fighting throughout the war, it was not the only region of Diab space attacked by Pact forces. Once General Gancarda's forces had been relocated to the Diab front, the general probed for vulnerable Diab colonies to invade. During their search, they came across the planet of Lichen, which was rich in crystals the Monarchy had been using in the development of new energy weapons. Spies were sent down to the planet's surface while Gancarda mobilized his forces for an offensive. Once a suitable landing zone had been located, Gancarda's forces made landfall and established an outpost. Soon after, they were engaged by Diab forces stationed in a nearby fort. While Zaretian forces defended the landing zone, a squad of Nightshades went behind Diab lines and disabled the fort's anti-air defenses. Moments later, ships under the command of Lord Atlas swept in and dropped troops into the fortress, overwhelming and driving away the defenders. Gancarda, who was unaware of Atlas' presence, questioned the lord as to why he had come, as it was not his operation. Atlas responded that Gancarda was holding back, and that he, despite being outranked by Gancarda, was taking over the invasion. Gancarda relented, but warned the general to watch his back. Zaretian forces attacked multiple Diab positions across the planet before converging on the defender's command center, which was located in the Lichen's frozen tundras. A fierce battle broke out across the region, but while Atlas and Gancarda had devoted all of their available troops, Diab reinforcements from the mainland had begun to turn the tide in the Peacekeeper's favor as they gradually attained aerial superiority. The tide shifted back in the Monarchy's favor as troops successfully flanked the defenders and eliminated several of their anti-air cannons, allowing strikecraft and dropships to enter the battlefield. As his troops slowly advanced towards the command center, Atlas deployed a group of Nightshades to infiltrate the fortress through its sewer network to both gather intelligence and to disrupt its defenses. The Diabs had anticipated this maneuver, and captured the Nightshades as they reached the sewers. Inside the prison, the Nightshades met one of the spies that had been sent to the planet prior to the invasion, who explained that he had been caught shortly after the invasion had started. With the use of reprogrammed spider droids, the Zaretians were able to escape the prison and made their way to the fortress' primary anti-orbital cannon. They disabled its generator, but as they escaped, were intercepted by the command center's commander. Before he could lead the operatives back to the prison, Atlas and Gancarda's forces, with support from their naval warships, successfully breached the fortress, killing the commander and his entourage in the process. Several hours of fighting followed before the Zaretians eliminated the fortress' garrison, prompting Lichen's remaining defenders to evacuate and cede the planet to the Monarchy. === Landing === === Battle of the Tundras === === Diab Retreat === == Aftermath == [[Category:Conflicts]][[Category:Page]][[Category:Legacy Lore]] ifaoneu5rcuw9o2fgvgxrpf0mjy9xd5 Battle of Norsus 0 68 15100 15099 2021-02-04T18:08:26Z Amaker1450 26550035 /* Aftermath */ 15100 wikitext text/x-wiki {{Conflict |name= Second Battle of Norsus |image= |partof= The Great War |place= Norsus |result= Warlord Victory |territorychanges= Norsus abandoned |side1= Peacekeeper Alliance *Rach Empire *Aeveria Confederation *Luminarian Rebels *Karahotdoum *Kastalian Survivors *Necraal |side2= Warlord Pact *Zaretian Monarchy *Margan Empire *IAE *Asanian Syndicate |side3= Various Neutral powers *Gronian Imperium *Holy Nepharian Empire *Nalstros Space Pirates *Transmetallic Confederation *Virisus |commanders1= *Emperor Gorach *General Layman *Commander T'yern *Commander Vakarai |commanders2= *General Atlas *General Hailee Mojave *Marshal Arzen Semorron |commanders3= *Lady Calpria (Gronians) *Pho‘Too (Nepharians) *Volighar (Nalstros) *Commandant Scy'the (Virisus) |forces1= *Majority of Rach military forces. *445th-450th Fleets;64th Fleet (Later) *Battlegroup Arcanium *5th Division Fleet *1 Sauran Flagship |forces2= Various |forces3= *Fist of the Emperor (Gronian) |casual1= Massive |casual2= Massive |casual3= Massive }} The Battle of Norsus, as it came to be known, was a short lived albeit fierce conflict that occurred on and in orbit of [[Norsus]], the Homeworld and former seat of power to [[The Rach]] Empire. What was originally planned as a quick re-acquisition of the Planet from the [[Zaretian Monarchy]] by a small force of Allied Peacekeeper Forces quickly escalated into a conflict resulted in a clear cut defeat for the Peacekeeper Alliance. Due to the Warlord Forces having gained a stark advantage over the much smaller Peacekeeper Forces in the form of significant reinforcements from [[The IAE]], the Warlord Forces were able to defeat the Peacekeepers, forcing them to retreat and surrender Norsus. Despite the outcome of the battle Warlord forces did not seize the planet, leaving it once again solely to the Zaretian Monarchy. The Warlord Victory is considered a major blow to Peacekeeper Morale. == Beginning == Ever since the Rach retreated into the Warp a little over ten years ago, Norsus had been occupied by the Zaretian Monarchy. The Monarchy was salvaging much of the planet in order to fuel their military and kept a large number of slaves here. At the same time, they were also using Norsus as a military staging point for their troops in the sector. This went largely uninterrupted until the arrival of [[the Gronian Imperium]], who sought to eliminate Zaretian forces on the planet in order to disorganize their troops and lessen their influence in the region. Fighting between the two had been going on for some time before the actual Battle of Norsus started. Soon after their return from the Warp, the Rach, under the command of General Gorach, returned to Norsus. They sought to force out Zaretian forces and reclaim their former homeland while bolstering the morale of the Rach. One of the first targets was the old radio broadcast tower that was used to block and send transmissions to and from Norsus. The Rach were hoping to use it to send out a distress signal towards any and all Peacekeeper empires. Successfully making landfall without being detected, spec-ops forces under the command of Gorach and Special Ops Lead Kertak managed to secure a path to the tower. Zaretian forces caught on to the act as Gorach began sending an emergency transmission and sent troops in an effort to stop them; however, they were unable to halt the transmission from being sent. Numerous Peacekeeper empires received the transmission and send troops to investigate. It did not take long for the Rach to be noticed by the Gronians, who at the time did not know what the Rach were, simply referring to them as 'locals.' The Gronians quickly became annoyed by the Rach because of their intrusion into their operations. Gronian patrols attempted to intercept Rach forces but were for the most part unsuccessful. Eventually, however, one Rach was successfully captured and taken prisoner for questioning by Lady Calpria. The first Peacekeeper forces to arrive were Luminarian forces under the jurisdiction of Commander Lyrek, who was initially heading towards a different location but decided to detour to Norsus to investigate the transmission. The commander's forces were ambushed by Zaretian forces but were able to defeat them. Soon afterward, a Rach spec-ops encountered them and invited Lyrek to speak with General Gorach. Lyrek agreed to help Gorach retake Norsus. == Escalation == == Finale == == Aftermath == [[Category:Page]][[Category:Legacy Lore]] 60unmbukho5i59cyceiy2gakaglyi5x Battle of Vedrthar 0 1101 15063 13731 2021-02-04T05:44:31Z Amaker1450 26550035 15063 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= Decisive Diab-Magello Victory <br/> * Warmaster Moratoryan and General Wreav killed. <br/> * Omnishia crippled and captured by Diabs.<br/> * Rathakern withdraw from Great War.<br/> |territorychanges= |side1= * [[Empire of Diablos]]<br/> * [[Magello Empire]]<br/> |side2= * [[Rathakern]] |side3= |commanders1= *Astara<br/> * Bulgara |commanders2= * Moratoryan (†)<br/> * Wreav (†)<br/> * Wraithbane<br/> |commanders3= |commanders4= |forces1= * 399th Fleet<br/> * 17th Battle Fleet |forces2= Omnishia Battle Fleet |forces3= |forces4= |casual1= Heavy<br/> |casual2= Near-total<br/> * Omnishia<br/> |casual3= |casual4= |other= |notes= }} == Background == Once the Omnishia had been repaired, Warmaster Moratoryan's forces were back on the move. They linked up with General Wraithbane, who had been maintaining a defensive posture since the attack on the Omnishia, and renewed the Rathakern's offensive into Diab and Delani space with renewed vigor. Wraithbane concentrated on the Delani while Moratoryan and Commander Wreav pushed through Diab space. To blunt the assault, the Diabs were forced to divert troops from Iron Gauntlet. Even still, the Rathakern persevered, with the Omnishia pushing ahead into the Vedrthar Sector. Vedrthar sat right at the doorstep of the Pact's foothold, but with Iron Gauntlet underway elsewhere, was relatively quiet. The Rathakern were quick to take advantage of the situation, and began assaulting Peacekeeper positions as they inched towards the foothold. But by this point in the offensive, the Rathakern had begun to encounter problems of their own. Their supply lines had been stretched thin and were vulnerable to harassment. Reinforcements came gradually, but were at times intercepted before they could link with the fleets. With the Warmaster and his commanders constantly on the move, there was little time to properly repair and maintain equipment. The Omnishia itself, though still a formidable vessel, was likewise beginning to sustain damage due to frequent engagements. Some of the engineers began to call for the ship to be returned to the Rathakern's WBI holdings for repairs, but Moratoryan refused, citing potential ambushes and the fact that the Rathakern needed to attack now while the enemy was preoccupied. == Course of the Battle == === Truce === The Warmaster's advance soon caught the attention of the 17th Magellan Battle Fleet under the command of Captain Bulgara, which had been stationed in the area as a rapid response force. Fearing that an attack by the Rathakern could potentially shatter the foothold, Bulgara requested reinforcements and permission to engage the threat while it was still away from the foothold. Imperial Command, its attention focused on the battles in the salient, granted Bulgara a limited number of reinforcements but ordered her to maintain position until further notice. Bulgara, unwilling to wait for the Rathakern to make the first move, disobeyed Imperial Command's orders and breached protocol by contacting local Peacekeeper forces. She proposed a ceasefire so that the two could work together to repel the Rathakern. The Peacekeepers reluctantly agreed, and the two began planning how to best tackle the threat. Commander Wreav and his men had been acting as a vanguard for Moratoryan's forces; the commander would launch preliminary attacks that softened the defenders before the main fleets arrived. Bulgara and the Peacekeepers planned to engage Wreav's command fleet and in doing so lure the Omnishia into a trap. Some protested the operation as being too risky, but officials on both sides understood that the Omnishia and its commander needed to be eliminated before the Rathakern could be broken. === Ambush === While the bulk of Bulgara's forces maintained position and token forces contained ongoing Rathakern attacks, Magellan and Diab scouts scoured the region, searching for Commander Wreav. After a little over a week of observation, the movement of some of Wreav's forces were triangulated to a specific region of Vedrthar. A scout was sent ahead and confirmed the presence of a large concentration of Rathakern vessels. Believing it to be Wreav's command fleet, Bulgara moved in to engage. The allies had guessed correctly; Wreav, having not anticipated a large force nor having fought the Magello before, contacted the Warmaster for assistance. The Peacekeepers held back, waiting for the arrival of the Omnishia before revealing themselves. During the interlude, the Magello dealt a serious blow to Wreav, whose forces had been scattered across multiple planets, but the commander remained confident that the Omnishia would turn the tide. When the Omnishia and its escort fleet finally arrived, the Magello shifted their attention towards the ship and pressed the attack, preventing the vessel from effectively maneuvering. The Rathakern had seemingly turned the battle back in their favor, but in truth, the Magello, though now being battered by the Warmaster's forces, were providing the Peacekeepers with targeting data. Soon, the Peacekeepers entered the fray and attacked the Omnishia with several alpha strikes, overloading the shield and piercing the ship's hull in several locations. This in turn led to a few of the Omnishia's ammunition stores exploding, causing further damage to the ship. But while the Omnishia had been seriously wounded and its crew shaken, the ship was still capable of fighting, and the Rathakern maintained numerical superiority. Moratoryan acted quickly, requesting for further reinforcements as he focused his attacks against the Magello in an effort to break out. Though stationed in Delani space, General Wraithbane responded to the distress call by dispatching a portion of his forces to the engagement. They appeared behind one of the Peacekeeper fleets, forcing the ships to divert their attention away from the Omnishia. But before Moratoryan could exploit the distraction, Captain Bulgara's flagship, though having sustained heavy damage in doing so, carefully maneuvered itself behind the Omnishia and unloaded a salvo directly into the vessel's engines, causing a detonation that damaged the vessel's stern and rendering the ship completely immobile. === Battle on the Omnishia & Death of Warmaster Moratoryan === To the disbelief of both Bulgara and the Peacekeepers, the Omnishia continued to put up resistance, the crew making no attempt to scuttle the vessel. With their Warmaster in peril, all nearby Rathakern ships moved to form a perimeter around the Omnishia, though Wraithbane's forces were unable to advance due to the Peacekeepers. Bulgara and the rest of the Peacekeepers advanced towards the ship, fighting through the Rathakern fleet as strikecraft performed bombing runs on the Omnishia's remaining weapons systems, which soon began to fall silent under the onslaught. Commander Wreav was among the ships defending the Omnishia, but he was soon killed after his ship took multiple hits from the frontal cannons of a Diab cruiser, one of which had glanced the bridge, vaporizing Wreav and the crew. Once the Rathakern's defenses had thinned further and a path to the Omnishia had opened, Diab and Magellan soldiers were deployed into the vessel to secure the ship and eliminate Warmaster Moratoryan. The Warmaster, donning his Void Axe and a plasma hand cannon, fought the invaders alongside his men. Fighting in the ship would persist for almost two straight days due in part to the size of the ship and its vast crew even after much of it had been wounded or killed prior to the boarding operation. Outside, the allied force repelled the Rathakern from around the Omnishia, preventing any reinforcements from reaching the ship. Near the end of the second day, Warmaster Moratoryan and what remained of his honor guard were surrounded by Diab and Magellan soldiers. The Rathakern dictator was ordered to surrender, but he instead charged headlong into the attackers, his guards following suit. Over the next five minutes, the guards were gunned down or killed in hand-to-hand combat, leaving the Warmaster on his own. He felled many of the attackers before a Diab Shock Trooper dodged a swipe of the Void Axe and plunged his bayonet into the Rathakern's arm before unleashing a point-blank burst of fire that severed Moratoryan's hand. The Warmaster raised his hand cannon, but the Diab was faster, and wrestled the gun out of his hand. The two grappled before a second soldier charged the Warmaster with his pauldron, knocking him to the ground. The Diab then grabbed Moratoryan's jaws and, after a momentary struggle, pulled them apart, shattering them and severing one of Moratoryan's carotid arteries, killing him almost instantly. === Rathakern Retreat === With both Warmaster Moratoryan and Commander Wreav dead, the Omnishia captured, and their forces having sustained irreplaceable losses, the remaining Rathakern routed, fleeing either towards their WBI foothold, General Wraithbane, or in any other direction away from Vedrthar. Thousands of Rathakern would be taken prisoner, including what remained of the Omnishia's crew, though a small few would continue to hold out before being eliminated in subsequent sweeps through the ship. An uneasy calm then fell between the Peacekeepers and Bulgara as troops on both sides began pondering their next move now that their objective had been completed. A few of Bulgara's officers pushed for an attack, but Bulgara refused; the commander had no intention of turning on an ally, even a temporary one, so quickly, and wanted to give both sides an opportunity to rest and recuperate. More importantly, the Magello had taken the brunt of the assault, and Peacekeeper troops outnumbered them by a substantial margin. Within the Omnishia, some of the Diabs and Magello had slowly begun to fraternize as they divided the spoils of the battle, tended to the wounded, and recovered bodies for burial. Rumors continue to circulate that a tiny handful of Magello soldiers used the opportunity to defect to the Peacekeepers, and that Bulgara may have been in some way complicit, but such reports remain in the realm of conspiracy. In a show of goodwill, and to prevent a possible confrontation, Bulgara allowed the Peacekeepers to claim the wreckage of the Omnishia and Warmaster Moratoryan's equipment, both of which would be brought back to Diab space for study and as trophies. Bulgara's forces, after having taken what they needed, returned to the foothold while the Peacekeepers moved to join their allies in engaging Wraithbane. Wraithbane was notified of Moratoryan's death as Rathakern fores had begun to fall back. As well as a complete loss of the Rathakern's morale, the destruction of the Omnishia had left Wraithbane's flank completely exposed. The general ordered an immediate evacuation and for all Rathakern forces to fall back to the WBI foothold. But as Wraithbane's forces began to fall back, emboldened Delani surged across the front, scattering the Rathakern and inflicting terrible losses on the invaders. Worse yet, Peacekeeper ships from Vedrthar soon began streaming into the region. To avoid being surrounded, Wraithbane ordered his ships to depart, abandoning any troops that were still on the surface, all of whom would either die or be taken prisoner; this did little to help the general, however, as the Peacekeepers followed Wraithbane back to the WBI foothold. Both forces arrived in the area mere minutes apart, and a fight promptly broke out For several hours, Wraithbane attempted to hold his ground, but he was then contacted by General Parthen, who had been overseeing the Homeland Defense Fleet and had now been appointed as the new Warmaster in place of Moratoryan. Parthen ordered Wraithbane and his men to abandon the foothold and return to the mainland in the event of a Peacekeeper attack. The general complied, and his men made a fighting retreat away from the region. == Aftermath == Though the Rathakern had been repelled, it had come at a considerable price for the Peacekeepers. The short but intense campaign had been fought primarily with troops desperately needed on other fronts; this was most notable in the Diab foothold, where the withdrawal of troops from Iron Gauntlet contributed to the Repzork repelling the Diabs from the southern salient. Those who had not been killed or crippled were exhausted and needed time to rest and tend to their equipment, granting the Pact a temporary advantage in manpower in some regions. A few officials pushed for a front against the Rathakern, but this was unanimously rejected. Nevertheless, observers continue to monitor the outskirts of Rathakern space for signs of buildup, though they have yet to detect anything of note. Little is known of what transpired in the Rathakern mainland following their defeat, but most believe they have either given up or are building their forces back up and preparing for another opportunity to strike in the far future. Imperial Command had learned of Bulgara's rogue actions as the Battle of Vedrthar was already underway, and decided to allow the conflict to run its course before taking action. What exactly they should do with the Captain became a matter of lenghty debate. Though she had disobeyed orders, she had eliminated what could have been a serious threat to the foothold; at the same time, a story of Warlord and Peacekeeper forces working together could potentially harm the public's perception of the war. There were also fears that some of the Magello could defect as Zinmar and Omard had. In the end, it was decided that Bulgara and her men would not be directly punished, but would be kept where the Pact could keep an eye on them. Bulgara and her men were commemorated in a public ceremony celebrating their heroic actions against the Rathakern while propaganda minimized the role of the Peacekeepers and exaggerated the threat posed by the Rathakern, implying that the two forces had no other option than to work together and that there was no fraternization. The 17th fleet was then subsequently moved from the foothold to a fortress world near Sculpterra, where they would slowly build themselves back up with diehard Warlord supporters. [[Category:Legacy Lore]][[Category:Page]] qvrztsvn8sy6zdx91n4lhnamsb3uy30 Battle of Zetta Secundus 0 1103 17143 11997 2021-11-17T03:46:09Z Amaker1450 26550035 17143 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image=ZettaSecundus.jpg |conflict= |date= |partof= [[Rach Theatre]] |notablebattles= |place= |result= Decisive Peacekeeper victory. |territorychanges=Pact forced to withdraw troops to close gap in their front line. |side1= [[Aeveria Confederation]] |side2= [[Zaretian Monarchy]] |side3= |side4= |commanders1= |commanders2= Varthos |commanders3= |commanders4= |forces1= *371st Fleet<br/> *482nd Fleet<br/> *16th Fleet<br/> |forces2= *3rd Fleet<br/> *15th Fleet<br/> *20th Fleet<br/> |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} ==Background== == Course of the Battle == In addition to giving them time to reinforce their positions, the Karahotdoum's offensive also gave the Alliance time to plan their first major counteroffensives. The Aeverians took initiative, focusing in a region of Rach space known as Zetta Secundus, which was on the brink of collapse after weeks of attacks by Zaretian forces. Rather than engaging the Monarchy directly, the Aeverians planned to flank Zaretian positions and disrupt their logistics, which would force the Zaretians to withdraw to defend their assets. A modest force comprised of the 371st, 482nd and 16th fleets were assembled for the task; though some officers wanted to dedicate more ships, all other available assets were tied up on other fronts, and the Alliance could not risk redeploying them elsewhere. At the onset of the operation, forces within Zetta Secundus were ordered to hold their ground while the Aeverian fleets moved in. With the Monarchy distracted, the flanking maneuver was a success, and the Aeverians eliminated several of the Monarchy's forward-bases. When word reached Zaretian officers within Zetta Secundus, they turned their fleets around and counterattacked. Though the Zaretians outnumbered the Aeverians four-to-one, they were completely disorganized, with some fleets not coordinating with the rest. As a result, ships flew piecemeal into the Aeverian firing line. Combined with the Aeveria's advanced subspace engines and long-range beam weapons, for which the Monarchy had no counter, the Zaretians were completely routed, suffering catastrophic losses while most Aeverian casualties were in damaged ships that could be repaired. The Zaretian defeat at Zetta Secundus was the first major setback for the Warlord Pact. Due to the number of ships lost, the Zaretian front collapsed, forming a breach that forced both the Saracin and Margan to retreat in order to close it, ceding captured territories in the process. The Zaretian admiralty board, having learned a hard lesson about the flaws in their doctrine, began the process of completely overhauling their navy. For the Peacekeepers, it was a much needed boost in their morale, particularly for the Rach, and became immortalized in Peacekeeper media as the 'Miracle in Secundus'. ==Aftermath== [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] fp3zlebecf98e05elo75arsek8nabg0 Betel 0 590 17087 9114 2021-11-17T03:20:02Z Amaker1450 26550035 17087 wikitext text/x-wiki (WIP) Betel is the Homeworld of the Betel Recyclers. The surface is totally covered with garbage, most of it metallic in nature. It orbits about its sun, Gothos. [[Category:Legacy Lore]][[Category:Page]][[Category:Betel Recyclers]] 7v3bhq6rkwncdt0o9e38jsp07aszsin Betel Recyclers 0 31 18555 15096 2023-08-25T01:41:03Z AmadeusReborn 30459495 Added faction emblem to page 18555 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image =[[File:Betellogohires.png|225px|]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Peacekeeper |label3 = Homeplanet: |data3 = [[Planet Betel]] |header8 = Biology |label9 = Lifespan: |data9 = 50 years for working class, 250 for elite |label10 = Height (in feet) |data10 = About 5'6''ish |header11 = Economy |label12 = Currency |data12 = Dioni (see Monetary Systems) |header14 = Governing body |label15 = Founding Members |data15 = Original Helm's Hold |label16 = Government |data16 = National Adhocratic Elective Autocracy |label17 = Current High Chancellor |data17 = Bavur Trivac |label18 = Former High Chancellor |data18 = Visas Jorental |header19 = Statistics |label19 = Archetype |data19 = Engineer |label20 = Main territory |data20 = Scattered trash planet clusters near major empires and Betel |label21 = Color |data21 = Gold/Yellow, Navy Blue, Dark Greys |label22 = Military |data22 = Conscripts(East Arm), Volunteer |label23 = State |data23 = In a state of war, strong economy, amassing military |label24 = Population |data24 = Huge amounts, and usually very dense |label25 = Notable for |data25 = Ability to build a working blender out of seemingly nothing, and use it as a weapon |label26 = Technology |data26 = Quite low |label27 = Empire Size |data27 = Covers a wide area but not by any means a large power }} (NOTE: Major reconstruction is needed on this page, and should hopefully be done soon. Some stuff needs to be remade, as some qualities of the Betel are from the original Betel design which doesn't fit with some things.) The role of the Betel in the Galaxy is that of trash processors. They live in worlds covered with junk and make their living off of the mounds of garbage. They are respected for their resourcefulness in dire situations and their skills as multi-talented mercenaries/engineers. The Recyclers are in theory are working for the greater good of the Peacekeeper alliance, but corruption, greed, and selfishness is far from unheard of within their society. Ensuring Recycler interests at the cost of even allied interests is unofficial political policy. Some question them and contemplate whether they should really be on the Peacekeeper's side. Betel are regarded as the galaxy's underlings, the impoverished. However, poverty would be the wrong word to describe the Betel. While most live in the equivalent of glorified slums, those slums are built upon metal piles miles deep, which when processed contain vast wealth. As recycling efforts increase, so does the status of the Betel as a resource rich nation. ==Biology== In the past, mutations from exposure to toxins, radiation, and other harmful substances have warped the organic form of the Betel, leaving parts of their bodies deformed and useless. Betel have adapted towards this, as well as to the hostile environment they live in by installing "systems" in their now decreasingly organic bodies that help them survive or perform certain tasks. Their heads and much of their bodies have developed something of an immunity that dragged them up out of the dark ages when their brains had degenerated from irradiation and other harmful effects. An important part of their biology is their filter mouths. They take in the air, leaving out the chemicals that would kill them, and pass it through a gland that generates energy for the body by "burning" the air, gaining much more energy by burning certain chemicals, then sends out of the body all together by exhaling the few remaining particles. Breathing is [AAAAAAAAAAAAAAH-phoo-...-AAAAAAAAAAAAH-phoo]. With the increase in chemicals in the air, Betel become extremely hyper. This can be easily treated by attaching an energy bypass system that takes the extra energy and sends it through the other systems that rely on energy such as lasers or drills. Too much energy taken out of the loop, however, can lead to depression or even suicide. A negative effect of this treatment is that when attached to an endorphin generator can become a dangerously addicting drug. The energy allotted for the "EnJoy" system, when increased, exhausts the user, to the point that the addict will collapse with exhaustion with a wide grin upon his face. Hundreds of thousands of Betel die this way each year, and it is a priority for the government to control its abuse and the proliferation of EnJoy labs. Betel have an innate fear and hatred of water. The reason behind this is in their biology. Since Betel bodies are partially composed of cyborg parts made from less than high quality materials, many Betel will find that rust can become an issue. Similar to arthritis, joints will seize up and make moving or dexterous tasks challenging. Water or dampness can also damage internal electronics systems, which can be a massive danger to all Betel. Synths are at an especially high level of risk for water damage because they contain a higher concentration of mechanical parts. Betel colonists exposed to new and not fully terraformed atmospheres and landscapes are known to have a lower working life expectancy. For higher class Betel, special waterproofing is possible but limited due to its cost. ===Reproduction=== The Betel have a singular gender, each Betel has the ability to give birth to a new Betel child. However, Betel generally don't give birth unless associated with another Betel who can support them financially. Betel are spawned from a gland in the parent. The birthing process is initiated by a concentrated arsenic dosage. A week after the dosage, the parent will need to prepare a bed to rest in, as it will be stuck there for two weeks. The parent will be fed by a significant other. A new Betel starts to start growing from the abdomen (bud-like) and in the last three days the parent slips into a coma. The child separates, and a day later the parent wakes up. The child will have its purpose chosen, and the proper systems surgically attached. The systems have an expansion capability that ensures the child does not outgrow certain necessary systems. Many of these parts can be removed and replaced with others. A Betel can only spawn but 4 children each, as the Betel carries 4 spawning glands that do not regenerate. Often working class Betel that wish to have more children can arrange for the production of Synths (see below) Since the process is so simple and fast, it can be replicated to grow Betel synthetically, but it does require brain samples from another Betel. The child will gain the necessary skills acquired in the first year automatically, then will need to be mentored. "Synths" as they are called, are predominantly more mechanized than normal Betel, and suffer from negative syndromes. Facilities that perform these procedures are held under a strict monopoly by the government, further enforced by financial support provided since High Chancellor Visas's reign to support his Military Proliferation Act. ===Gender and Personality=== There is only one gender for Betel. While some might believe this requires them to have characteristics both masculine and feminine, that is not true. Betel do not in any way resemble the female style of personality seen by other races, and are more aspected towards the male side of the spectrum. However, they do not exactly meet all of the criteria that defines a masculine character. Because they don't have to prove themselves to the opposite gender to attract mates, they are generally more lax in how 'manly' they may seem. It is not unusual for a Betel to boast flamboyant characteristics in their attitudes for example. This singular gender had an effect in their early years (animal stages prior to the Fall of Iron) that differentiated them from most other races. Since there was no competition for mates, the concept of alpha males and any form of animalistic hierarchy was an alien idea. Generally things functioned with all the early Betel helping the survival of their 'pack', with no one being on top of a pyramid. This mindset, however, did not completely survive the catastrophic events of the Fall of Iron, the first apocalypse. Following this event, there was need for leaders to organize what they could from the anarchy in the following series of generations. This leadership is perhaps distinct from others in that your typical Betel still does not have the desire for individual power and is content with a collective security and meager personal wealth. In all situations, when it comes to pronouns, please refer to Recyclers as he, just to avoid confusion. == History == A long time back in Betel's history, the planet was normal and a civilization inhabited a large portion of the planets. However, Betel had the misfortune of being in close proximity to some ancient warlord-like empire that history has forgotten. This empire was involved in many wars, and Betel was zoned as a trash world. The citizens of Betel at that time were constantly bombarded by tons upon tons of military refuse crashing down into their world. Both Society and the ecosystem collapsed, and still the junk rained down as the years dragged on. Small pockets survived by rigging up primitive ballistic shields around enclaves, but every person had suffered such brain damage they became slobbering primitives. This time was known to later historians as the Fall of Iron. Eventually the empire ceased to exist and Betel was free from the deadly precipitation for many generations, during which it began its slow rise to civilization once more. Soon, something of civilization emerged, and thus the Old Betel was born. Old Betel at this time began to adopt the blue and gold colours since most metal plating found from the ancient original dumping race was that colour (their empire's colours). Old Betel collapsed after a great battle took place in its atmosphere and destroyed the Capital, and a few days later a recovery team from an empire known as the K'thruk Naal landed to retrieve an important artifact from a crashed transport. Old Betel Remnants ambushed them and demanded answers of the galaxy. Soon, Betel became recognized as New Betel in the (now long dead) Galactic Council. The term "Recyclers" did not emerge until a well known economist visited the planet (in a haz-mat suit) and helped the very much survivalist society build up their economy to the point where they were able to expand into two new colonies, making them an official empire known as The Recyclers. The name came from the economist who gave them it to help boost morale in their role in society. === Proto-Betel Era & The Fall of Iron=== Almost every shred of information from this time is lost. This encompasses the original, pre-Fall-of-Iron periods, a time when Betel was a fertile and relatively unblemished planet, if somewhat sparse. Pre-civilization Proto-Betel saw Betel form into packs, although the utility of this was unknown. Civilization in this time was very shallow in government, with no real leaders but more of nations united under manifestos. It is believed that this was not necessarily a peaceful time, and at least one great and horrendous war was fought leaving behind mass graves for archaeologists, although some schools of thought believe this may not have been war but rather the results of some form of holocaust. Proto-Betel civilizations never fully united, but had reached sophisticated levels of technology, before the Fall of Iron took it away. The Fall of Iron, unlike the Fire Sky Period, was not a short affair, lasting decades. The apocalypse was not sudden, it was a slow and crushing tragedy. Efforts had been made by the powers of the time to safeguard themselves against the onslaught of refuse, but by the end nothing remained but anarchy and small pockets of survivors. The population plummeted. When the Fall of Iron finally ended, there were none left from the time before, only successive generations. The life span was dramatically shortened in the hostile environment of Betel. Primitive attempts were made to re-establish civilizations known only by vague second-hand stories. Eventually they too failed as mental deterioration became ubiquitous as a result of the poisonous chemicals the Fall of Iron brought with it. Betel was home to naught but animalistic denizens before long. In time the Betel would adapt and re-evolve back into sentient beings, but this was a long and difficult process and next to nothing before this time would survive === Old Betel Era === Records of this period are lacking, but at least exist, whereas the Proto Betel Era is almost completely unknown. Old Betel was a completely autocratic system, led by small numbers of Sovereigns. Sovereigns functioned like a warlord that fought against the world itself. Eons had passed since the Fall of Iron, and there was not a zeitgeist of restoring former glories, but rather a great effort to create security and safety. Sovereigns were motivated by a desire for change at first, and felt constant pressure from their subjects to see that change which sustained their Mandate through successive generations. The single-parent biology of Betel lent itself to hereditary government, as change between generations was minimal. Sovereigns would occasionally fight other Sovereigns, but such conflicts were short affairs focused on personal and not national motivations. War was immensely unpopular at this time, and seen counterproductive to the Sovereign Mandate. War would need to be conducted by those directly in service to the Sovereign, usually managed by his Executive Cabinet, and not the common people in levies. Sovereigns who demonstrated remarkable dedication to their Mandate often experienced mass defections from more questionable ones, which over time led to the consolidation of power under a single Sovereign. The modern position of High Chancellor takes its roots in Old Betel administration, where the High Chancellor served as an appointed regent by the Sovereign's Executive Cabinet. Instruction could not come from an assembly, where discord could create indecisiveness, so the High Chancellor would be delegated interventionist power alone by the Sovereign. This does not mean the Executive Cabinet was powerless, as they would have the power to elect this dictator-like individual and were held responsible for any shortcomings, developing a culture of thorough grooming of candidates for the position as a full-time mission for the Cabinet. While the High Chancellor was considered infallible as an extension of the Sovereign's will, the Executive Cabinet was not, and any member could be subject to ejection by the Sovereign (or indeed the High Chancellor, should he be tasked with auditing them). The Executive Cabinet also served an advisory role to the High Chancellor, outside of the Sovereign's circle of advisors. The Sovereign could in theory overrule the High Chancellor, but this power was seldom exercised, as it undermined the legitimacy of the office of High Chancellor. The Sovereign was embodiment of directorial vision and guidance with an ultimate Mandate, while the High Chancellor was a pragmatic enactor of policy and specific intervention. Notably, the semantics of the position of High Chancellor did not come under as heavy scrutiny of the Sovereign when it came to upholding the Mandate, giving the High Chancellor more flexibility in enacting his will under the guise of necessary evil steps to achieve a loftier more noble goal as outlined by the Sovereign. The Sovereign was also seen as a constant and long term due to the hereditary nature of the office, while the High Chancellor was seen as dynamic and adaptable to more current affairs. Two technically very similar positions, but practically quite diverse. Despite all the elements of autocratic power, the government could not be described as fully absolutist. The Sovereign's government was a system that did not fully incorporate the common people. Instead, it served more as a protector guaranteeing the safety of the common people. Compliance was expected, but notably not enforced, by the government. Dissent was not suppressed but did not flourish where all the power of protection that civilization provided depended on everyone playing their part. Incidents where large scale resistance appeared were quashed indirectly by the government, who would cut them off from the complex ecosystem created as part of the Sovereign's Mandate. Citizens under the Old Betel Sovereign experienced a degree of freedom and autonomy that would seem remarkable to other races, although Old Betel aspirations were humble given their situation and did not chafe as much as they otherwise might have. === Fire Sky Period === Hardly worth the title of "Period", the battle which so names the time "Fire Sky" lasted a month perhaps. Nevertheless, this month or so and the following chaotic tumult bears little semblance to either the Old Betel or the resulting Pre-Doisu Era. This was the time of the great battle over Betel, which would bring to an end many of the structures of Old Betel and bring about massive reform. Just prior to the events of Fire Sky, Betel would find itself united under a single Sovereign. Large, dense settlements had been raised in a haphazard manner. Old Betel technology was advanced enough to produce the necessary components to augment the mangled bodies most Betel were born with into function beings via the use of biomechatronic parts. Space flight was achievable but not fully understood, salvaged spacecraft could be recovered to make journeys out into the blackness of space. There were expeditions to the nearby planet of Votu within the solar system, where explorers found the remains of the old Taweri operations. Expeditions were small and unable to bring back anything large of value, but shuttles frequently ferried intrepid scientists and scavengers alike back and forth between Betel and Votu. A small colony was established there to support these efforts. Times were generally peaceful, the imaginations of non-working class Betel captured by this discovery. It had been a few decades since the Sovereign had consolidated four separate Sovereigns under a single dominion, and efforts were still being made to integrate the administrations. Fate would have it that the Old Betel would find their progress shattered... === Notable Conflicts Prior to Epic War=== In recent history, The Recyclers have just overcome a small war with the city-state of Doisu 40 years back, who were experts in artificial intelligence. They now pay intellectual tribute to the Recyclers as their subjects, working with them with high level technologies and AI. Later the Recyclers would be menaced by [[The Xeverra | Xeverran]] raids, which sought to seize their resources to fund their own projects. ====Military Activity Prior to Doisu Wars==== Long prior to the military's expansion during the Doisu Wars, Betel had little in the way of combat. Squabbles were settled using basic melee weapons like spears and weapons found amidst trash. Unlike what would be imagined, however, modern melee weapons were a more rare, but more efficient, means of settling scores. Projectile weapons were owned, but as a means of fights they were not used. War was not part of the Betel's development, unless you could describe their war against their environment as such. You could almost say that they were a peaceful society, for peace did reign with its unfitting bride, Chaos. When the first large wars came about between fellow Recyclers, the stockpile of projectile weapons was far beyond what it should have been for their stage in development and spears were being used alongside heavy plasma rifles. This time of war was shortly over, though, as too many were dying and the machines of war were exhausted. These military weapons were eventually broken down into their valuable components, as everything other thing was, to be sold at interplanetary markets on a small scale. However, those wars had taught them to be wary of conflict, and to seek out more peaceful means of accomplishing goals, which led (down the road) to the Betel's passion for Economics that went hand-in-hand with their philosophy of industry. Approaching the years before the Doisu conflicts, Betel had established a small defensive force to guard against external threats that these days they were more aware of. This force, christened "Home Braves", was involved in very few and very small squabbles with local pirate rings and minor fledgling empires. Again, these small conflicts led to the lasting importance. The Military Engineers were first formed in this time, who made their specialty inventing, altering, fixing, and duct-taping together weapons of the Betel's Home Braves. A sect of the Military Engineers would over time form the foundation of the South Arm. ====Doisu Wars==== The Doisu Wars 40 years ago was the first major conflict with another space power. It taught the Betel much about the importance of a military force at a high cost of many lives. The Doisu Wars led to a new attitude towards the rest of the universe; heavy warfare was a necessity that the Recyclers would need to learn to adapt to in order to survive. =====Dawn of War===== Doisu, which while dubbed a 'city state' because of its origins, was a small empire spanning a solar system in relatively close proximity to the Betel Recyclers. Following a dispute involving dumping rights, the Doisu issued threats against the Recyclers, claiming that if Betel did not surrender and pay tribute it would destroy and exterminate them. The High Chancellor at the time decided that the small nation of Doisu could not possibly back up their threats. Indeed, all reports came to that conclusion. War was declared, and the 2nd Home Braves Company (This was before the term 'Grip' was applied to military groupings) launched an assault on their main communication station in their system. Backed up by the 1st Fighter Company's space vehicles, the Home Braves, armed with an odd assortment of weapons ranging from electro-spears to heavy energy repeaters, but mostly machine guns, boarded the station. The station was captured, at a cost of 20% of 2nd Home Braves. However, enemy soldiers would not be as coordinated because of this loss, so the Home Braves were convinced of their success. The 2nd then received reinforcements from the 4th, 5th, and 6th (The 1st and 3rd were preoccupied defending Betel), and marched on Doisu's homeworld. Oddly enough, the Home Braves landed without hardly any contest other than a handful of Anti-Air turrets, which were avoided easily. Landing on a beach, the Home Braves advanced to the nearby city. Upon reaching the walls, holes in the sand opened up by means of hidden trap doors. Racks of what appeared to be mechs, or then dubbed "Warbots", rose out of the ground. Surrounded, the Home Braves pumped rounds into any they could see, but were overwhelmed by their sheer numbers. The Home Braves, outnumbered, tried to break from their entrapment; only a quarter escaped, the rest were slaughtered by the merciless rapid fire cannons of the Warbots. The remaining Home Braves managed to board their transports, only to have many shot down by anti-air turrets they could have sworn weren't there when they had first arrived. Some Betel had parachuted down into the city, and by some records it indicates that guerrilla operations were carried out for weeks after the Beach Bloodbath by surviving Home Braves. Eventually all were rooted out, however. When the transports docked with the transport carrier, only a third of the transports remained, and a mere twentieth of the original assault force survived. Survivors were debriefed, and most were psychologically damaged for the rest of their lives. Those who were left helped aid 1st, 3rd, and newly formed 7th Home Brave companies train for war. All of Betel came together to try and save what could be a doomed empire. It was then that previously unrecognized inventors like Arthur Visomian rose to the spotlight, inventing new ways to wage war. The first Betel tank was immensely primitive, more of a glorified armoured humvee. This tank, given the name Judgment, had been armed with EMP-laden spikes around the exterior and had two adapted heavy plasma rifles. The Judgment was ineffective against armour, but could charge into enemy Warbots and rip them apart. =====Invasion of Betel===== However, the advantage was still the Doisu's. Following many weeks of conflict and the loss of the 1st Home Braves in another incident chillingly similar to the Beach Bloodbath, transports were sighted over the skies of Betel. While the 2nd Fighter Company tried to engage the transports, they were forced to pull back after they encountered the power of Doisu AA turrets, and their descent was hardly contested. Lower towards the ground, anti-air emplacements were hastily brought online and managed to knock out a few of the transports, yet still Warbots landed. A cautious invasion of the planet commenced, and again Betel were forced to use guerrilla tactics in small bands of Home Braves left over from the initial battle at the landing. It was at this point Arthur Visomian shined. Forced to hide out amidst the guerrilla bands after the storming of Helm's Hold, Visomian observed the Home Braves at work and tried to develop a solution to the problem. The Warbots seemed to move closer together because of the treacherous footing outside the Capital's floors. Taking advantage of their clusters, he created a type of grenade based on magnetic and EMP principles that would easily cripple Warbots for a minute at a time. Soon, Arthur's band had distributed the munitions amongst the other bands roving about, and the Doisu Warbots had to rethink their strategies, but with significantly reduced numbers. Judgment tanks were salvaged from the wreckage of military storehouses and used to harass the main base, while home brewed anti-air cannons fended off new transports. When the Capital was surrounded, the bands formed a more organized military presence and sought to put it under siege. Taking advantage of the safety of their position, the 8th Company of Home Braves was recruited from the surrounding area and armed with whatever then could find or make. EMP-based weaponry that was similar to artillery but without the concussive damage that would be unacceptable in their own Capital was employed to damage internal Doisu command operations and reserve Warbots. The final push was made with a large swarm of Judgment tanks, and the Doisu broke. A retreat was called, but the transports didn't make it out of the thick atmosphere. All of Betel rejoiced as word spread of their victory, perhaps there was hope for this war? New volunteers poured into recruiting stations around the planet, and it seemed the same was happening on most of the colonies, widespread though they were. However, the war was far from won. They had proved they could best Doisu Warbots on their home turf, but in the Doisu's environment things were not the same. War continued, new technologies emerged, and many were killed. =====Redemption Program and the End of the Doisu Wars===== The war with the Doisu had reached its horrendous climax, and both sides had been bloodied. Unfortunately for the Betel, however, warbots don’t bleed the same way. The bleeding of Betel took an immense toll on the population’s manpower. Volunteers were becoming scarce, and everyone was feeling the burden of war. During this time, life expectancies were low and social cultures deteriorated. The High Chancellor felt this pain also, and was hard-pressed to find a solution to the Betel Manpower Crisis (as it was soon dubbed). The then-Head of the Betel’s Home Braves Alacastur Ersin sought the answer on behalf of the High Chancellor amongst a veritable cadre of chief scientists. The forum lasted for a week, but it was decided that Doctor Sysvan and Doctor Caspar, both experts in the field of cyborg biology, would head up an effort to create soldiers. While the idea of fighting robots with robots was put forth, it was quickly dismissed because of the vastly superior AI technologies and expertise of the Doisu. While Betel had the metal, their robots would be ineffectual and perhaps dangerous to themselves. Even should they obtain the technology, Doisu assets would still have an advantage. No, the source of their manpower would need to come from a biological source, or at least half of one. Fairly recently there had been some skirmish between two unknown races on the ice dwarf Eccon near Betel territory. Normally, scavenging crews would have already have sent ships to scour the planet, but with the war going on most scavengers were busy serving military roles. It was to this planet that the cadre travelled on their mission. Upon landing amongst the wreckage of the battle, they emerged from their shuttle to find everything preserved under a thin veil of ice induced by the planet’s frigidity. Drawing their cloaks tighter about them, they summoned a waiting transport team from Betel carrying equipment. Within the day, the two Doctors had set up their lab and the corpses from outside were loaded into mass cryostasis tanks for storage. Over the next few weeks, Sysvan and Caspar developed a blueprint for re-animating these corpses utilizing systems found in the Recycler’s own bodies to create cyborg soldiers to bolster their ranks, under the codename of “The Redemption Project”. They implemented this plan on three hundred corpses, and restored all three hundred to perfect health...except they were still quite dead. Much discussion was held about how to remedy this without losing muscle memory and basic thought processes. They came to the unfortunate conclusion that the Betel did not possess the necessary artificial intelligence technology to properly join machine to body efficiently, nor were they anywhere close to that level. The technology for the Redemption Project would have to come from an outside source, a source that every expert agreed as the only viable place to get the technology: The Doisu. With their target found, Ersin together with High Chancellor Vestid organized an elite team of Helmites to infiltrate a Doisu advanced warbot factory, upon one of the Doisu’s few planets, Ferranon. The team, led by the infamous Zion (who was not himself a Helmite), made their way by transport to a mining outpost, where they snuck about the large ore freighters located there. Zion and his team waited until they arrived at the factory, then crawled out and hid in a storage chamber. As night fell, the team spread out into the factory, planting explosives and searching for the engineer barracks. Once the team had readied the bombs and found the barracks, Zion and his men broke in and in a flurry of activity grabbed engineers, gagging them and dragging them off to a small transport. Quite suddenly, they were spotted by a Doisu patrol and fell under heavy fire from their warbots. Many of the team fell, but Zion and a couple survivors managed to get on board with their engineer quarry. Still under fire, they swung the transport up into the air, just barely escaping the deploying anti-air turrets. The engineers were delivered successfully to the hands of Ersin and the doctors. In the aftermath of the raid, Zion formed a new branch of the military, consisting of only the most elite of Betel troops. He oversaw the training of more disciplined training programs amongst a small number of soldiers. This new branch was to later become the North Arm. With their newfound technology, the cyborg aliens of the Redemption Program successfully received AI chip implants, and were thawed for testing. It was an astounding success. The cyborgs were capable of independent thought, but fiercely loyal to their Recycler creators. The first generation of these were fairly unremarkable as weapons, since they merely were re-animated, and were only more expensive versions of Betel with bodies that were ready and capable of battle. This first generation helped the Betel push the war into a more neutral situation, along with help from new tank designs. The second generation took their work to a much higher level, consisting of cyborgs designed for the sole purpose of warfare. Grafted with heavy weapons and AI linked tactically to Betel commanders, this generation overwhelmed the Doisu despite the superior weapon technology of the Warbots. The Doisu surrendered within the year. In the next couple decades following the Doisu war, there were no major conflicts requiring anything near the measures taken by the Redemption Program. Their only major war was handled by the Betel regular army of Home Braves and their eventual successors. The doctors went missing some years later and hadn’t been heard from since. ====The Organization Beneath Helm's Hold==== The Helmites are acolytes of a secret, unknown Betel organization. They dwell beneath Helm's Hold, in the deep catacombs that were once the innards of an incredibly large battlestation, perhaps of Luminarian size, perhaps even greater. Not even the Helmites have gone to the bottom. Only the leaders of the organization dwell at the 'Bridge'. The meaning of the description Bridge has two rumoured theories. One theory, which is the most commonly accepted, that the Bridge is the bridge of the crashed battlestation, with ancient terminals salvaged to bring new life to the battlestation. Most of the internal turret systems and surveillance cameras are believed to be online, even three mech factories and a tank-factory. Rumour even has it they have external turrets online and could launch the battlestation at any moment (though any such launch would only occur as a final measure since it would surely destroy the homeworld). The second theory reaches back to one of the more ancient texts, that the battlestation has protected an area of the original planet, allowing a majestic garden to grow somehow without sunlight and fertilized by the the fallout from the battlestation's core. Spanning a small river of water, there lies a bridge from the old times. This bridge is believed to be from the ancient story told to children " The Listening", about an old Betel who was about to drift out of life, and somehow put his soul inside the bridge, and heard and remembered all events that occurred on his bridge for a millennia. It is almost certain the second theory is false, but were it true the stories of the bridge could reveal all of Betel's past. See 'Helmites' in unit descriptions for more information on the Helmites themselves. ==Empire== ===Geography=== ====Empire Layout==== Unlike other empires, the Recycler's holdings are not set up as a single mass covering a swath of territory. Instead, it bears more semblance to scattered clusters. There are many such clusters across the local galactic area, usually set up near other empires. The size of the cluster depends on the size of the neighboring empire. A large empire such as the Aeveria Confederation would likely produce a very large cluster of systems, or even multiple clusters. They are formed as a result of garbage collection operations, which retrieve the large quantities of waste and dump them on a nearby world, where colonies are set up and an area hub is set up. As operations continue, the trash planet sets up more colonies in the area, seeding the new cluster. Generally the original world, after gathering unto itself a host of planets, will become the center for communication and governance, often seeing the planetary leaders constructing headquarters upon it. These clusters seem isolated, with holes perfect for enemies to penetrate. For the most part this is indeed true, and has been exploited by the Repzork in recent times to assault the inner mass and outlying clusters. However, recently colonies have been attempting to link their areas via new colonies and rapid-travel infrastructure. There is a huge swath of outposts of varying strength also set up to deal with incoming threats. These outposts may not present much danger to invading forces, but can keep them busy long enough for the first waves of support to begin arriving. Depending on other empire's policy and relationship with the Betel, there may also be worlds emplaced within others' borders. Trash processing is offered at a cheaper price for this option, which is why many small nations may decide to allow them access. In some cases, a cluster may build around its small territory, effectively enclosing it within Betel territory. This can be received multiple ways. Some nations see it as a threat to their safety and attempt to remove their presence, which ends up being futile in most cases, resulting in the military capture of their nation's assets on the grounds of hostilities. However, many nations see them as a buffer to larger threats that may be more likely to prey on them. They may also take note of the cheaper cost to produce things with the abundance of processed metal. Around planet Betel, the empire is set up in a more traditional manner. A massive area is controlled with much of it colonized and terraformed. This main cluster is the central hub for production, government, communication, and trade. It is not nearly as heavily defended as other empire's home systems, but makes up for it in the sheer number of planets which bog down any advance. ====Junk Worlds==== Junk worlds are the most common of Betel worlds. Essentially a junk planet is as one would expect: a planet covered in garbage. Junk worlds are created either when Recycler junk barges dump massive quantities of refuse upon a planet from neighboring planets and empires, or when Betel take residence in an existing disposal-designated world. A curious note is that often Betel will settle trash planets that have outlived their creators, where the race who dumped the garbage has long since passed away to history. Colonies initially emplaced on junk worlds are usually very robust and have many ballistic shields scattered across buildings to protect from falling junk. They are extremely hostile environments to live in, with terraforming efforts causing environmental cataclysms, junk falling from orbit, dangerous gases, widespread fires, and desperate local animal life. However, many Recyclers will flock to these new colonies in large numbers due to the adventurous spirit of many Betel and the free reign of creative engineering. Manufactured infrastructure eventually follows to replace the home brewed designs of citizens. Junk worlds are usually designed with a focus on industry. These worlds play a huge role in both resource processing and production of military and civil machines and goods. Found most frequently on borders with other empires or regions where salvage operations are plentiful. ====Gas Giants==== Due to the composition of many gas giants' atmospheres, it is possible for Betel population centers to be formed within their clouds. It is no easy task to set up such a colony, and they are only built if there is another world within the system with production sufficient to construct one. Setting up a gas giant center involves the creation of massive platforms designed to float in the planets atmosphere. Each platform is hexagonal and is about the size of an enclave's hex. Once each is built it is towed to the planet and set up. From there it uses massive engines that use the air as fuel to keep it in position in conjunction with the gravitational orbit. These platforms form areas where enclaves can be built upon. Unlike most Betel planets there are no piles of metal lying around. While there are workshop areas for Betel to fiddle and engineer, these stations are not intended to be for trash processing. The Betel who live on these are more of professional workers who perform administrative or non-production based jobs. Another style of gas giant colony resembles more of an orbital space station. These areas are defended against enemy attacks much better than the other model, and act as military centers for Betel space and air operations. While not anywhere near the standards of fortress worlds used by races such the Gronian Imperium, they are not easy targets. They support a large population composed of mostly servicemen and supporting careers. ====Colonial Profile==== While there are certainly exceptions, these are the types of colonies *Junk Worlds *Desert Worlds *Arid Worlds *Lava Worlds *Asteroids *Gas Giants (Fortress & Platforms) *Rocky, post-volcanic Worlds *Foreign Trade Hubs on planets more habitable to other races ====Known Worlds==== '''[[Betel]] (Planet)''': Seat of Recycler government, homeworld<br> '''Votu''': A planet in the home system<br> '''Rust Train''': Dustbowl backwater world, Skrey and Zaretian populations<br> '''Trukkstopp''': Repzork Theatre. Junk World.<br> '''Umbra''': Repzork Theatre<br> '''Garti''': Bustling, populous world built on remains of an old colony lost in a forgotten war<br> '''Vedem''': Passionate home of Visas, coordinates the conquered Doisu<br> '''Hael''': Xeverran Front, thick atmosphere with jagged rocky terrain that makes for excellent natural defense<br> '''Kuldug''': Repzork Theatre, junk world that used to be a scavenger hub<br> '''[[Juast]]''': Foreign trading hub<br> '''Eccon''': Ice Dwarf with a large cybernetics & AI research base.<br> '''Holifar''': Major trade and industry hub; original base of DeComp Rebels, but retaken<br> '''Telmarul''': Military Production colony, rolling hills and geothermal activity. Large impassable mountain ranges.<br> '''Ergoes''': Backwater colony away from the war<br> '''Ikzod''': Regional economic hub, near Kusheen and by extension Remusian space. Dry climate and a terrain that is easily developed<br> '''Old Step''': Junk world used by the Kusheen Empire, shares system with Ikzod.<br> '''[[Fehgrov]] (Gas Giant)''': Xeverran Theatre, name is Xeverran designation. Multiple orbital fortresses. Regional hub.<br> ===Government=== The government is split up into two separate structures, planetary and imperial. The two systems work together to represent the needs of Betel citizens, although its often found that minor worlds don't get much say unless they band together. ====Planetary==== Within planets, each legal enclave entity finds a representative by having a community debate every year. It is a great spectator sport, as the greatest minds of their enclave meet and discuss local and international issues. It soon becomes a tenuous battle of the wits which lasts for days at times. Accommodations are usually made for citizens, and it becomes something of a local festival. Live broadcasts of the debaters appear on massive holograms and screens all over the festival's grounds so that the citizens are always following what they are saying. Many spin-offs come from this festival. There is a massive betting system on the odds of each candidate winning. These gambling operations are quite corrupt and most people realize it but it's a fun system to bet Dioni on your favourite candidate. Often there will be dozens of dueling rings set up for old-style junk duels, with each combatant representing a candidate, although its far more controlled and safe. Bets are made on these too. Election Festivals generally have a sort of cultural twist depending on the enclave. Some are known to hold invention exhibitions, races, mock wars and engineering derbies. These festivals can actually end up being a fun place to spend the weekend even for other races. There are accommodations available for said visitors at local climate-controlled hotels and imported chefs from other empires such as Aeveria Confederacy who are paid quite handsomely. What visitors like is the non-commercial atmosphere; it's not a festival built around selling things (although there is plenty of opportunity for that too). When a candidate has found victory in their discussion, they are then presented with their cloak of office, which is usually yellow or blue and emblazoned with their enclave's symbol. A celebration then begins with a toast from the audience and the winner to the other candidates who presented good arguments, which lasts until night time. The flavoured gas taps are opened up in many dozens of bars after that as Betel split up into smaller parties to celebrate with their friends. The following day clean-up begins and the citizenry go back to their daily lives. The winner goes to work in the local parliament buildings (which carry a variety of names)and represents their enclave in the planet's government system. Each enclave is technically weighted the same but the larger, more prestigious ones generally gather a group of representatives who usually support their decisions. Because of this many micro-parties form, and some micro-parties will join together to be larger parties while still retaining their identity as a micro-party. Important issues are resolved via a voting system, and a third-party organization brings forward said questions and issues which they wrote by taking feedback from citizens and by traveling their world. Being a part of this organization, called the Bakjao, pays well and is a lucrative position, but it is often stricken with corruption. The planetary parliament communicates directly with the planetary representatives in the Empire's governmental system. ====Recycler==== ''Main article: [[Helm's Hold]]'' The members of this group, known by their parliamentary building of Helm's Hold, are the ruling council of the Recycler government. These members are elected by the current members of Helm's Hold, who make the decision based on their previous political exploits and how they have performed in planetary debates. After finding suitable candidates, the members of the Hold debate on their abilities, and make the choice. The new member of the Hold does not find himself immediately part of the council, but actually must spend a term on either the war front or amidst a foundry being mentored by officers or engineers. It is not unheard of for elected candidates to request a second term, sometimes in a different location to get a wider knowledge, others choosing to remain in the same area to focus on mastery of the skill set. In this way, Recycler leaders do not become politicians unaware of the reality they must orchestrate, but rather informed decision makers who can effectively and efficiently solve political problems. The High Chancellor is chosen by the Hold, who vote on his position five years before he comes to office. He is to spend these years alongside the current Chancellor, to learn his ways. Secrets are passed on from the current leader to the new High Chancellor. The third year into the five years takes a break from this mentorship, and sees the new chancellor travel about the empire, learning everything firsthand on how it is run. Then he returns to complete the mentorship. There is a sort of coronation ceremony during which a grand parade is held simultaneously on all worlds via a massive high-definition hologram of the entire procession. This is notable as one of the few times the actions of the central Hold government are directly observed by their constituents, especially among fringe worlds and those deep into foreign territory. This has a unifying effect on the diaspora. Festivities are held locally, and while not as exciting as the Election Festivals held in planetary governments, are still a time of rejoicing and celebration. Once in office, a High Chancellor will serve for 15 years. If a candidate for High Chancellor is found significantly lacking or dies during the five-year mentorship a new one is chosen and the current term of the High Chancellor is extended accordingly. There is no way to remove a High Chancellor once in office, nor a way to resign save for death. In event of death, a replacement is chosen among and by the sitting Helm's Hold members. Many, but not all, members of the Hold are frequently appointed to oversee the execution of Commissions on behalf of the High Chancellor, giving them executive power for the particular adhoc administrative body. Commissions are frequently temporary, but some last for decades to the point of permanence. Multiple commissions may be given to a single member of the Hold. In order for a member of the Hold to leave office, he must be personally dismissed by the High Chancellor. Usually when members become very old, they request from the Chancellor leave, and usually spend the rest of their days as storytellers, sometimes as hermits. Working class Betel will often send children to listen to local retirees, to hear stories of the galaxy, of years gone by, lessons learned and battles lost, and teach them about what they are a part of. An unspoken rule between the retirees is to mentor only the children, a fact realized also by most Betel. They are assets to their communities' development. The ideal and maximum number of seats in the Hold is 21. A number of members tendered resignation following the declaration of Peacekeeper alignment, most of which found allies in the DeComp rebels - combined with Visas's assassination this resulted in an unusually small Hold. Candidates have been selected mostly and are currently being trained to replace them soon. List of named members (16/21): * [[Betel_Recyclers#Epson_Ithigart|Epson Ithigart]] * [[Betel_Recyclers#Golik Maelotumn|Golik Maelotumn]] * [[Betel_Recyclers#Masarch_Yut|Masarch Yut]] * [[Betel_Recyclers#Noro_Revomin|Noro Revomin]] * [[Betel_Recyclers#Harmi Kalodech|Harmi Kalodech]] * Nedor Hezeron * Achar Oprellik * Zimri Spekdech * Sekno Vorniket * Ithor Wactnelt * Wycho Levnechak * Nokro Kestoglat * Lerwi Fitiskel * Utnir Cozniket * Werek Virtnac * Eksur Paskotymin * [[Betel_Recyclers#High_Chancellor_Bavur_Trivac|Bavur Trivac]] (formerly, before being selected as High Chancellor to replace Visas) ====Diaspora and The Magnate Unions==== Traditionally, other empires have sprawled out from their homeworlds or some other location. This is primarily due to the economic, nutritional, cultural, familial, and communication limitations many other civilizations experience. The Betel have been relatively unfettered by such restrictions. Life expectancy being as low as it is combined with only single parent family relationships mean there is less relationship barriers to setting out to a new home. There is no desire for stability for the sake of staying fed, nor ecological dietary restrictions that would demand proximity for the sake of efficient supply trains. Culturally, Betel do not tend to form into communities segregated by cultural differences, and a tradition of autonomy puts the burden of self-preservation on the individual, freeing them from those kinds of bonds that might keep others close to home. Interplanetary communication technology is very ad hoc, and not deemed a necessity to most working-class Betel, so staying within range of Betel broadcasts is not a major concern. Especially potent is the Betel dependence on scrap and refuse, which drove many Betel out to seek new worlds closer to other civilizations. As a result, Betel free-agent colonists of a sort have made their way across the cosmos. Many of these, facing the danger of discrimination or harsh climates sought the protection of Salvonism, creating multitudes of smaller, new clusters away from the main one around Betel. Small-scale trading operations would have of course been a factor in keeping these clusters financially secure, thanks to their proximity to different empires. However, not all Betel would find their place with other Betel in such clusters. Salvonism took its roots in the need for mutual security and protection against the environment or enemies, but through financial, governmental or social means many Betel have made themselves home within the borders of other nations, some even integrating into their way of life. In especially diverse empires, such as the [[Aeveria Confederation]], the power of Salvonism would often be next to non-existent. In more discriminating nations, faced with injustice or rejection, Betel would look to the understanding community of other Betel, forming ghettos and slums. The free nature of Betel meant that these diasporas over time became widespread. Hardworking Betel would achieve strong economic status within foreign spaces. As the Recycler government reformed itself into a further-reaching national entity from its otherwise mostly planetary role, the affairs of all Betel became increasingly important to Helm's Hold. The primary concern was of course the explicitly Betel worlds for many generations, but as these became unquestionably under the jurisdiction of the High Chancellor's government (albeit in a very laissez-faire fashion), the question of just how far the Recycler's owned began to come into question. Tensions between influential independent Betel Magnates and their followers amongst their local diaspora communities. The Recycler government held more power, but had already shown it could not truly exert this power over even the planetary citizens, let alone protect them to the degree Magnates, local governments, and their own self determination might. Salvonism was not dead, though, and the rise of Neo-Salvonism amplified by the Recyclers called for the loyalty to the species to be extended to its defender Helm's Hold. These worries built up heated conflict amongst Betel living abroad, both sides accusing the others of being traitors against or for the Recyclers. No action had yet been taken on the matter by the High Chancellors of this time, but even the foreign governments grew concerned. Some, fearing radical agents within their borders, expelled or cracked down on communities of Betel, usually regardless of their stance on the matter. This only escalated the matter. Betel called for intervention by the Recyclers on their behalf, and when it did not come, strong Magnate Unions began to form as a front against both the oppressive governments and the Recyclers hold. Intervention was attempted in cases, marking the final blow to Isolationism within the Recycler government. High Chancellor Wej Tarres and High Chancellor Tolu Bastil would see this as major obstacles in their terms. They could not risk losing the Diaspora to the Magnate Unions. A loss to them would proclaim the weakness of the Recyclers to their neighbours and could also inspire the fringe worlds to side with the Magnates. The Yami Trade Union incident would see the Recycler government take sides against Magnate Union powers within the Yami Trade Union, aiding the Karahotdoum in curtailing the pro-Magnate power from getting the opportunity to put its weight behind the Magnates as they intended to after bringing down the Karahotduom. Recycler involvement became something of a scandal, outraging other Magnate Unions and many pro-Magnate Betel. It did succeed in crushing many hopes of a strong united military front against the Recyclers by the scattered Magnate Unions, but ultimately only served to isolate diaspora members. The reign of High Chancellor Pav Kordust sought to repair these relationships before the opportunity was gone forever. He was greatly successful in his aims, and warmed the icy relations. This would be the start of long-term reconciliation efforts, but it would not be until High Chancellor Visas Jorental that the diaspora heard what they wanted to hear. Visas promised a strong, defensive military in his Military Proliferation Act the likes of which had never been seen in the Recyclers, amidst a looming galactic tension as the War grew more widespread. Since this, the diaspora has seen strong support for Neo-Salvonism. The Magnate Unions never truly disappeared, though. Visas's Military Proliferation Act was painted, perhaps not incorrectly, as merely preparation for Recycler domination over the autonomous and international Betel. In the two years between the declaration of the Military Proliferation Act and the admission of the Recyclers into the Peacekeeper Alliance, the Magnate Unions were building up their own reserves in preparation for the inevitable intervention. The Peacekeeper Alliance appeared as a backbone that would support Visas in securing diaspora fealty, opposing their independence. Magnate Unions who were not within Peacekeeper empires met at Yan'tal, a Necraal fringe world home to a significant Betel community of weaponsmiths. The Yan Front was brought into existence, and remains an influential power amongst the diaspora as a military expression of the (still existing) Magnate Unions. Along with the DeComp Rebels, they would later enjoy enjoy Warlord support. ====Voivodeship==== Following the initial engagements of the war, the widespread nature of outer Recycler territories created supply problems for the beleaguered and besieged Betel fighting against Repzork incursions. The Military Proliferation Act had vastly improved the arsenal available to Recycler Brave Commanders at the time, but the quantity was still meagre and had to be spread thin. Despite winning a few early victories, the organized military forces of the Recyclers crumbled. The Repzork pushes carried forward with their momentum, but partisan militias proved a much fiercer menace than the still-green Grips along the Repzork Front. The chaos of the first few months of fighting, combined with the scarcity of communication infrastructure, led such Grips to be cut off from their respective Arm’s main command structure, where they would join up with local resistance groups. Seeing that early Recycler efforts paled in comparison to the professional, disciplined Repzork forces whose military tradition far surpassed their own, High Chancellor Visas wanted to leverage the more successful guerrilla tactics already in use and mobilize more efficient and coordinated total war in these occupied and frontier territories. The successful Brave Commander Ruusad Hasai was called upon to lead an effort to intensify this resistance and try to stem the encroaching Repzork. With command a mess and armies scattered about, Visas vested him with a unique emergency title – the Voivode. His jurisdiction would go beyond the individual Arms and include civilian resistance. A Voivode’s position concerns all Recycler Grips and Sky Spears within the theatre he is assigned but also goes further and places him in command of the civilians as well. Planetary governments would be forced to acknowledge a Voivode as their superior, and full co-operation is expected. A Voivode acts then as a regional dictator of sorts which also serves as the supreme military commander. He does not outrank the Commander Cabals but may overrule their orders as he sees fit. A Voivode also enjoys the power of conscription but may choose instead to support organic civilian resistance or militias. To avoid disagreements, only one Voivode will be assigned to each combat theatre. These powers, while technically law, are generally enforced by the sword rather than the pen as they fly in the face of autonomism and can be extremely taxing for worlds placed under Voivode control. Notably, Helmites and the Golden Face are exempted from Voivode jurisdiction. In the case of the Golden Face, strict clearances are enforced by foreign empires supplying technology and thus Visas could not place them under Voivode control when creating the office. == Culture == ===Inter-Betel relationships=== ====Language==== Recyclers have found little use in the past for a written language. History has made the loss of ancient treasures quite common, to the degree that Betel has given up entirely on keeping written records. All data is audio based unless it pertains to trading, in which case they use the common trader tongue. '''Naming''' Betel names have a first and last part to them. The first name is generally a very simple one, containing usually 2 syllables, although 1 and 3 aren't unheard of. Some examples of Betel first names include Epson, Arthur, Zikti, Azel, Aran, Lud, Havilah. Usually any first names containing more than 2 syllables are shortened in friendly conversation. The last name is generally more complicated and is seldom used in everyday conversation. Some examples include Ithigart, Visomian, Rephaiah. The names of non-elite Betel somewhat resemble Human Old Testament names. '''Symbols''' The Betel do use a basic symbol system in which uses elements to describe things. For example, the sign for a refinery would bear the symbols for heat, metal, and sometimes the symbol for industry if it is a new plant. Residential has the symbols of life and protection. Symbols are taught to Betel at a young age. A good portion of Recycler population have an imprinting system in the left hand to make signs quickly. It is heat based, so if colour is wanted, addition upgrades are needed. '''Swearing/Curses''' ===Monetary Systems=== The Betel currency is broken up into three forms: Speltz, Dioni (30 Speltz), and Jinan (300 Dioni). A million Jinan is addressed as Jinanan. While Betel society supports certain collectivist ideals, Dioni (general term for currency) is required to purchase supplies from distribution centers and upgrade Hexes as community ventures. *'''Speltz''' feature the current High Chancellor on one side, and the Betel chemical symbol for heat (looks like an O with two lines crossing through it) surrounded by fire. *'''Dioni''' feature the HC as well, with the skyline of the Betel Capital centering on the Helm's Hold. *'''Jinans''' feature the HC with the Hand of Betel emerging from the wreckage of junk, symbolizing a rebuilt society risen from the ashes. The Hand of Betel is a famous statue in the courtyard of the Betel Capital originally built by hand by the original High Chancellor modeled after seeing his son's hand reach out for help and his rescue igniting hope for future within him. The Dioni is of high worth in the Galactic community because of the booming industry that never ceases to grow. It is seen as a safe investment for all empires who wish to grow their wealth. A sudden collapse of their Dioni would prove catastrophic for many. === City Structure === Recyclers live in what is called an Enclave. Enclaves are the equivalent of a sprawling city with no real 'downtown' area. There is a central communications and supply hub for distribution, but not much else to signify importance. Generally the boundaries of modern day enclaves are fuzzy unless blocked by some sort of geographical barrier (such as a downed capital ship) due to their sprawling nature. In the past, or on relatively new colonies, enclaves were very isolated from each other and culture and society would develop differently from enclave to enclave. ====The Capital==== The capital of each planet is a massive enclave that is built differently then all other enclaves. There is no Hex structure except at the fringes, and it has multiple levels going deep underground. Plating has been put up on the ground to create a 'floor' so to speak. Capitals act as a large spaceport. The technology, level of education, and life expectancy is much higher in the Capital and is home to most of the important figures in Betel society. Capitals are set up so that they do not pose as a good site to conquer. Invaders will target military enclaves or resource oriented enclaves rather than the capital as the capital only possesses the advantage of being political and having spaceport capabilities. It is well defended from attack also with heavy long range Caliber AA guns to take out transports, as well as anti-space guns, hidden bunkers, underground deploy-able turrets, drone networks and an orbital tactical defense station in a geosynchronous orbit. The Parliamentary Buildings on the home world of Betel are called Helm's Hold. Named after the helmets of an unknown race found in a case amongst the junk that each member of the Hold wore. The helmets have since worn out and have been replaced with a more Betel stylized design depicting important events in Betel History. In the courtyard of Helm's Hold stands statues that hold symbolism of Hope, Devastation, and Rebirth. None dare vandalize them and the metal gardens. It is known simply as the Capital. Its official name is Betel City, but nobody actually calls it that. ====The Hex system==== Enclaves are organized into "hexes", which are a type of neighbourhood. Hexes are divided up into modules that serve specific purposes. Each Hex contains one to about five modules, one of which must be residential. Types of modules include, but are not limited to: *Military (barracks, turrets, defensible barricades) *Production (produces military equipment or civilian goods) *Light spaceports (capacity to land ships but typically only small freighters or shuttles) *Resource Collection (mines, scavenging pit, power generators) *Processing (metal refineries, small distribution centers) *Public (libraries, emergency response facilities) *Residential (housing) Residential Modules possess ballistic shield generators to help protect against falling junk. The shield deflects it and the objects bounce elsewhere to be scavenged and/or melted down later. Occasionally a hex will invest in shield systems for other modules, but the construction costs for those come out of the resident's pockets as opposed to the planetary governments' typically. In each Residential Module is an Intendant, who is the leader of the building. Usually this person is younger (and if possible charismatic), as the elderly would have difficulty getting to the top of the building where the Intendant lives. The Intendant's responsibilities include organizing module chores, relaying information from external sources, maintaining order, and leading in a time of crisis. It is generally believed that if you prove to be a good Intendant, you may have promise as a politician, diplomat, or military officer because of the leadership skills that are gained from the experience. They are chosen from amongst their module mates. The position holds no actual power. ===Institutions=== ==Political & Philosophical Thought== Prevailing schools of thought and how they are manifested and affect the operations of the state and everyday life. As a note - most of these philosophies would only be held by ruling class or corporate Betel. Betel society is very apolitical, and your average Betel will not be invested enough to have an entrenched opinion one way or the other. The state has a very light presence in the lives of its citizens ===Innovationism=== The belief that many of the problems plaguing the Betel could be at least partially solved through the development and integration of more advanced technology. It is often believed by Innovationists that the Betel way of doing things is greatly flawed - radicals advocate for copying methods used by other advanced nations such as the Aeveria, but many criticize such proposals as impossible given the structure of Betel society and believe in augmenting the unique Betel practices to reduce the impact of their flaws. ===Jingoism=== The interests of the Betel must be enforced through our military strength ===Corporatism=== The government should focus on accommodating and delegating to the hosts of semi-private companies as a means of exercising power. This is much easier and effective than attempting to increase government control. This ideology has been present in Betel society for a long time, but found the most support under the reign of High Chancellor Pav Kordust, an ardent Corporatist. That 15 year period greatly increased the influence of its supporters. High Chancellors that followed Pav Kordust have not taken stances of opposition to the idea. Decades later, High Chancellor Corim Decutuk would renew the idea and helped mature the philosophy, better integrating government control of these companies without overtly violating their freedoms. In modern times, corporatism has found itself intertwined with Neo-Salvonism, encouraging corporations to support the Recycler government as a more important goal than securing a profit. As an idea, Corporatism offers flexibility to the Recycler government, who are unable to exercise full control. Corporations have more logistical sway but lack the ethos the Recycler government can traditionally leverage. Corporations also can separate the government from their actions by using a corporation as an "independent" middleman. This is seen in High Chancellor Pav Kordust's treatment of primitive cultures, enacting oppressive cruelty through the vehicle of corporations. Corporations benefit from government subsidies and political assistance. Corporatism does not support the idea of free corporations with less government connections, a policy which would be closer to Anarcho-Autonomism. ===Mercantilism=== Foreign trade is the backbone of our economy and by extension our survival. ===Infrastructuralism=== Our resources should be focused on improving what we have and creating more effective (in some cases more modern, overlapping with Modernism) infrastructure. This ideology along with eventually Paci-Salvonism is what would replace Isolationism as a more moderate alternative as Isolationism grew ever more unfeasible. Infrastructuralism is a reflection of the limitations of the power of the Recycler government - it is stipulated that the state should serve as a means to maintain or create infrastructure necessary to the prosperity of the Betel people, and that in return the Betel people will seek to be prosperous, which ultimately is favourable to the state's interest. This is both in the moral sense and the economic one. Infrastructuralism implies that this is the limit of state involvement, as a powerful benefactor but not an authority beyond requisitioning the means and funds for implementing these projects. There is significant overlap with Anarcho-Autonomism in this regard, but a critical difference is that there is a mutual relationship between the people and the state, whereas Anarcho-Autonomism claims there is there is no implied default relationship. ===Anarcho-Autonomism=== The idea that the people are not governed but are a separate entity from the Recycler government. ===Regulism=== Opposed to Anarcho-Autonomism, believing in the need for the Recycler government to have stronger control in its territory. ===Isolationism=== The affairs of other races are of no concern to us, and we should not allow them to participate in our affairs. Fell out of favour as an idea close to a century before their entry into the Great War. ===Absolutism=== All the power should be in the hands of the High Chancellor. ===Neo-Salvonism=== Philosophy of survival of the governmental entity known as the Recyclers as an essential extension of Salvonism, the philosophy of the survival of the Betel species. A form of nationalism of sorts. ===Dynamism=== Radical reformist upheavals are necessary to the operation of the government, and the ability to do so is the strength of a centralized, decoupled governance structure acting through coordination and not enforced rule of law. ===Paci-Salvonism=== Survival of the species is unobtainable in a state of war, and the government should seek to find ways to only operate on the sidelines. Gained popularity after the horrors of the Doisu Wars, and frowns upon the pre-war policies of High Chancellor Vestid. I'll add more. ==Military== ===Tactics=== Because of a lack of heavy assets or high technology, Recycler forces tend to avoid direct warfare when possible, opting instead for guerrilla-style ambushes, traps, and raids to take down enemy forces. Recyclers do have capabilities to fight in a war zone traditionally, but will find their units far less efficient. ====Militia==== Upon the invasion of a Recycler world, citizens are more than equipped to make themselves a formidable force. With the standard advanced knowledge of engineering that all Betel are versed in, the local militia can arm themselves with a diverse range of custom weapons. Often many Betel have weapons they have been working on for personal projects or a hobby. These weapons can be extremely deadly, yet are volatile especially in the hands of untrained citizens. Some colonists even construct homemade vehicles of war to withstand enemy assault, ranging in size from a basic lightly armed junk buggy to a heavy fortress bus bristling with turrets, plated with heavy cruiser armour and jammed with friends armed to the teeth. Traps are also common against invaders. Explosives, razor blades, turret holes, and all manner of hidden devices make the warzone on a Betel world utter chaos for both sides. An army determined to use conventional tactics in this setting finds themselves at a disadvantage and will lose many soldiers to ambushes, guerrilla warfare, and traps. Once armies have been thrown in to disarray, it is easy for the scatter civilian resistance to divide and conquer. Problems do arise for Recycler regular troops as well, who have to be just as wary of the dangers of a mid-invasion world as the enemy must be. All-in-all, it makes for a very tumultuous conflict with little organization or communication. ===Weapons Usage=== These are the notable differences between the Betel's and a normal military's use of various weaponry ====More Unique to Betel==== '''Shard Cannon''' The Shard Cannon fires unrefined metal shards that easily rip through infantry and aircraft. Used mostly on Trash Planets due to the nature of the ammunition and difficulties associated with transportation. An example of a unit that uses shard cannons is the Shard Buggy, a cousin to the Junk Buggy. The Shard Buggy engages mostly aircraft, but can be used against land targets if needed. '''Pollution Weaponry''' Drawing from a vat of immensely toxic waste, pollution units destroy the health of enemy soldiers almost immediately, and the corrosiveness eats through light armour. Pollution based weaponry tends to be hard to transport (a spill would be catastrophic) and requires a depleted uranium coating on the inside of the tank of toxins to prevent corrosion. Used mostly with turrets or large and slow vehicles. A good example of toxic weaponry is the Viper. The Viper sprays corrosive liquid over armour, and is equipped with acid-resistant coating on the outside. This unit has to hover because the material in treads or tires would immediately rot away, leaving it crippled. However, the disadvantage of using toxic technology is the short range of attack. To counter this problem Vipers are usually supported by Arthurians or Junk Buggies. ====Not Used by Betel==== While there are exceptions, Betel will rarely use the following '''Superweapons''' Superweapons such as Nuclear Warheads are not used by Betel because they tend to ignite parts of the atmosphere that, depending on the weather, creates firestorms that may jump from location to location. Also, superweapons hardly fit the style of combat that is popular in Betel military Grips, so traditional tactics are employed instead. There have been incidents, however, of Recycler forces turning WMDs against their opponents, such as on the Repzork front. '''Artillery''' On Betel-controlled worlds, artillery can dislodge piles of junk the size of mountains unpredictably, sometimes just from the vibrations. Avalanches can wipe entire enclaves off the face of a world. Betel do use artillery on non-Recycler planets, just not as frequently and with more primitve equipment which is often assembled from whatever they can find. The most Betel muster when they are in need of artillery is the Betel Ultimatum, which is simply a tank that fires in an arc for longer range. This is used on trash planets from time to time, but doesn't satisfy the need. The Karahotdoum have tried to introduce artillery doctrines to the Helmwehr. '''Jets''' Jets use a propulsion system that objects to the atmospheric qualities, or can ignite the atmosphere easily and cause engine explosion. The high speeds of jets can also cause the vehicle to be ripped apart by drag caused by the density of the air around it. For this reason, Betel employ mostly gunships in their air fleets. '''Naval Vessels''' Because of the Betel's fear and hatred of water, and the lack of large bodies of the liquid to launch boats in, Betel craftsman have never invented boats to deploy. Some military commanders believe that naval warfare is highly inefficient, and is a thing of the past. In any case, Betel rarely take up lodging on planets covered with water, so attacking a colony with boats would not be possible. And everyone knows, a junk buggy can avoid most heavy fire from ships far out at sea. ===The Recycler Helmwehr=== ''Main article: [[Recycler Helmwehr]]'' The Recycler Miltary consists of four separate divisions, or 'arms'. Each arm has a specific role that it specializes in. Of course, such division amongst the ranks results in mixed feelings towards the other arms and their techniques. Each arm is named after a direction on the compass that symbolizes the different paths ====North Arm==== The North Arm is the elite of the Recycler Military. North Armers carry out the special operations that cannot be simply solved by sheer numbers or massed forces. They carry state-of-the-art weapons and usually own speeders that allow for quick travel. As the military has grown, this also includes more well-equipped non-special-forces professional soldiers. ====East Arm==== Largest arm of the military. It consists of the rabble of soldiers, lightly armed with spears, weak carbines, or light RPGs. They present a large threat to infantry, but against anti-infantry weapons their light plating is useless. East Armers are logistically inept, as all the educated commanders don't risk commanding potential cannon fodder. The East Arm is notorious for assembling vehicles and heavy weaponry from scrap found lying around. Some of the most recognizable examples are the Junk Buggy and Shard Buggy. ====South Arm==== The demolitionists of the military. They contain heavy weapon specialists, siege engines, and most notably combat engineers (sappers). The South Arm helps to eliminate defensive installations like anti-infantry guns, fortifications, and fortresses. Sappers of the South are very protective of their explosives and will hoard them for use at their discretion. Squads have been wiped out from explosions caused by fights over explosives. ====West Arm==== The Air Force of Betel. They have numerous gunships with repulsor bombers (bomber launched from cannon that glides using repulsors and drops payload before landing safely elsewhere). The West does not extend to the [[Betel Sky Spears|Sky Spears]], but there is a referral transfer process between the two that links them. ====Arm Organization==== The North, East, West, and South arms are organized into the following hierarchy. With the creation of the Voivode rank, all Grips from all Arms are subject to supreme Voivode command when operating in their territory, otherwise each Arm operates separately and must negotiate between themselves to accomplish their goals. '''Arm''' Led by a '''Commander Cabal''', a group of veterans from each arm. Ultimately reports to the High Chancellor, but enjoys a high degree of autonomy. '''Grip''' Led by a '''Brave Commander'''. There are 3 to 5 Digits under its jurisdiction. North, South, and West Grips are created as permanent grips barring catastrophic losses and replenish manpower. These grips are flexible in where they are stationed and fewer in number because of the cost, training and equipment involved, so may find themselves transferred around between engagements. East Grips are more numerous, and constitute the bulk of the main forces. Under a regional system these grips are created, disbanded, and raised more than the others. East grips are disbanded or even merged if casualties of any substance are taken or if they cease to be cohesive or useful. Even if a regiment is created in a given region, this does not guarantee they will see their action anywhere nearby. Grips are identified by their Arm and a numerical identifier. For example, the 2nd North Grip. The exception to this is the East Arm, which is identified by their Arm and the planetary government the manpower was raised from, plus a numerical identifier if a planet is large enough to accommodate more than one Grip. For example, the 2nd Juast East Grip, or Trukkstopp East Grip. For East grips raised from the homeworld of Betel, the "Capital" name is used, such as the 5th Capital East Grip. '''Digit''' Led by a '''Cord Officer'''. They oversee a number of Squads which can vary. '''Squad''' Led by a '''Squad Leader'''. Group of squads unofficially called a '''Band'''. Size of a squad varies, North and South Arm squads are usually small, East Arm squads are usually quite large. West Arm squads are generally uniform at 7 members each. ===Golden Face=== ''Main article: [[Golden Face]]'' The purpose of the Golden Face is to have a military branch devoted to scientific warfare. They work with experimental technology and new technology received from races such as Kastalians or Luminarians. While they do perform in-lab tests, this method allows the Betel to deploy new unit designs in a practical setting to see how they perform. For example, the heavy Recycler tank schematics developed from the designs of standard Luminarian armour and heavy weaponry schematics might be deployed in the war against the Repzork as a means to handle heavy Repzork Xarvoks and Kavrass. While it is not as secret as some races would like their technology, generally it adds to the war effort. Unlike other empires the Golden Face deploys large quantities of their tests via massive production facilities dedicated to experimental military production. These companies of experimental units, small and large, are often deployed in the most chaotic of situations to try and hide them from organized observation. However, some cannot be employed as such and are revealed to the enemy. The general opinion is, however, that it is best these technologies get to the front as fast as possible, to make sure that they deal as much damage to the enemy as possible. The Golden Face also employs many veterans of the South Arm in their operations. A major part of the Golden Face includes field engineering taken to a radical level. Munitions of new and untried proportions are put into the hands of these skilled sappers. The designs of the experimental weaponry may also be faulty when applied in out-of-lab excursions, and require masters of field engineering to ensure the test weapons work or are re-purposed for full effect if their design becomes useless in its original purpose. ===Sky Spears=== ''Main article: [[Betel Sky Spears|Sky Spears]]'' Deriving itself from the Fighter Companies of the Doisu Wars, the Sky Spears act as the space forces of the Recyclers. The Spears were created 23 years after the resolution of the Doisu Wars by High Chancellor Nol, as a more organized form of their predecessors. The original Fighter companies had been created some time before the Doisu wars as a collection of primitive misfit combat fighters. These ships were transported by essentially freighters retrofitted with hangar equipment in the cargo holds and with landing bay doors cut out. These transports were extremely vulnerable and never were deployed near combat. The purpose of the Fighter Companies was as a response force that would be available to fight off fledgling space states or pirate outposts, and prior to the Doisu Wars only a handful existed. However, the Doisu Wars demanded the creation of more and more ships, overloading the Fighter Companies' administration with increasingly large numbers of fighters. This resulted in Fighter Companies not showing up to battles and generally being utterly unorganized. The lesson taught by the Doisu Wars and the relative calm that followed brought about efforts to create a better way to manage the way the Recyclers waged war in space. The Sky Spears, while in appearance bearing many similarities to the Fighter Companies, were much better structured and managed. The organization of the Sky Spears is much more admirable than their tactics. Despite their coordination, the Spears employ much of the same ideas originally used by the Fighter Companies. In most cases fighters are still deployed far off away from the action, leaving them vulnerable to flak weaponry and other anti-fighter weapons. The addition of heavier ships is a new concept to Company Bulwarks, and are often used improperly and without adequate support. This weakness is often exploited by more advanced races with sophisticated strategies in space and generations of experienced space commanders. However, the Spears are not entirely at a loss outside of the atmosphere. Even though space combat is a new concept, Recycler civilian pilots have been around much longer. Betel pilots are generally very brave and take risks. Their reliance on fighters, bombers, and gunships in space has trained Sky Spear pilots to be excellent in maneuvering and small scale combat. On larger ships, Betel crewmen feel very comfortable in EVA operations, otherwise impossible repair tasks, and adaptability. Recycler ships need to nearly completely destroyed to make them useless, since the crewmen will re-purpose and adapt to keep making their damaged ship a force the enemy must be aware of. To manage this, crewmen always are outfitted with EVA-capable suits and breathing apparatus when entering combat operations, along with a combat toolkit with basic parts. The Sky Spears generally recruit directly from the West Arm, but also recruit from the civilian space pilots that make their living across the galaxy. As for the crewmen of large ships, these ones are generally trained from new recruits or from combat engineers. ===Unit Descriptions=== Below are the descriptions of Betel Military Units. Be aware this is a work in progress as I add units. ====Drones, Mechs & Infantry==== Units made in the creature editor. =====Warmonger Mech===== The Warmonger is a medium class Mech. It has light armour to protect it from conventional weapon attacks around its central cluster, but has fragile legs that prove to be a major weakness. The lightness of the limbs allows for speedy travel from position to position and over difficult terrain. The Warmonger has a built in fallback routine if it should lose the use of one of its legs by rotating the remaining legs to create a tripod position that, while considerably slower and more awkward, does let the Warmonger continue to move. For navigation, it has a gyroscope on the interior of its cluster surrounding the control and generator systems, and a multi-faceted 'eye' so that commanders can receive both infrared and normal visual information. As for weapons, the Warmonger carries a single pulse cannon that can fire at a fairly decent speed, but not recommended for use against swarms. The pulse can can be quickly switched over to fire the [[Recycler_Helmwehr#Heavy_Weapon|Recycler Riot Buster Missile]] (RRBM) that does damage to a crowd of enemies by launching shrapnel in all directions upon impact. The Warmonger is deployed as an escort for light infantry and heavy tanks. It itself needs to be supported by at least two anti-infantry soldiers or light vehicles to protect against the common strategy for killing them used by enemies (two soldiers running up and planting explosives on the two front legs making it collapse and break its gun). If a Warmonger is simply crippled and its turret remains intact, it can continue to target hostiles via a backup control cluster that handles weaponfire. Warmongers do not fair well with flame-based weaponry, as it overheats the fluids used to lubricate the joints around the cluster and causes an explosion that sprays the burning liquid in all directions. In adventures, scale to smallest epic size. =====Sentinel===== The Betel Sentinel is one of the more common soldiers found in the Recycler military. They carry light atmospheric armour to allow for operations in thick idustrial-induced atmosphere conditions, but will choke to death on less developed planets (let alone pristine environments). The armour is reflective so it can deflect light pulse blasts, though not back at the shooter. The Sentinel is armed with a Anigen Carbine that can fire heavy anti-vehicle pulse blasts that take a while to recharge. There is also a rocket-propelled frag grenade launcher installed on the gun. To allow for melee attacks, the Sentinel also carries a standard-issue metal blade that can prove deathly. Sentinels are often deployed as the main force, with heavy weapon support and Anti Air. Against rapid fire ballistic weapons, they are cannon fodder. They can be positioned in situations that require prolonged combat exposure because of the more efficient siphoner system and Gaseous Cushioning System (GCS) to prevent dehabilitating bruises from heavy shockwaves. Sentinels don't have too much of a place amongst the army after the Arm's Divide. They act as almost mercenaries, as there are sentinels in every arm besides the West. The registry on Sentinels is rather fuzzy. =====Helmite===== The acolytes of the organization beneath Helm's Hold. Helmites are sworn to a vow of silence, they are physically incapable of actual speech. Helmites are children chosen from the homeworld who cannot speak because of some defect. They have no childhood, from the time they are born they are trained to kill, beginning with the mutant 'animal' life that dwells beneath Helm's Hold. The have no sense of mercy, no sense of honour and have no emotion. They have many prototype systems installed, including a minor terraformer cartridge launcher that can make a landing area safe for Betel troops. Helmites have various specialties that vary from each agent. The role of Helmites is to study the enemy through subterfuge, and act as master assassins in some cases. Other helmites will be used as highly elite units in battles. (more info once I make the it in the editor) ====Vehicles==== Units made in the vehicle editor =====Arthurian Tank===== The Arthurian was named after renowned chemist Arthur Visomian for his discovery of Hyperliquid fuel tanks as both a fuel advancement and a military explosive. It was made to fill the close range fighting ability gap left by its counterpart, the Ultimatum. The turning ability is greatly reduced, however, because of the use of wheels instead of repulsors, but repulsors simply do not provide the speed needed to get close to the enemy so it can fulfill its purpose. The rotating turret allows for quick targeting of hostiles. This turret needs to be separately manned with a gunner and pilot. The pilot has access to seven smoke screen cartridges that can be deployed in case of emergency, and three flare salvos to protect against heat-seeking missiles. The armour plating in the front of the turret helps defend it against all but the heavy fire, though enough medium level damage can rupture the hull. The main body's frontal plating is a heavy six-inch flat shield with an external vent that takes in air for the crew members (after thoroughly treating it). The grille actually helps to protect the main body by absorbing shock waves. The top is well defended,but has a small crumple zone. There have been stories of Recycler turret pilots having the roof collapse slightly, but enough to give them a concussion. The weapon system of the Arthurian tank is a heavy, thin ballistic AP shell. It easily slices through light and medium armour, and slow infantry are as sitting ducks. Light infantry can easily evade the tank. The rate of fire is exceptional, with 30 shots a minute. Arthurians get dropped off by dropships specally built for Arthurians and vehicles of similar classes (HVT-Series). They need to get close, fast. ==Epic War Involvement== Their entry into the War itself began when High Chancellor Visas created the Military Proliferation Act, which stated the governments decision to manufacture a sizable military force. Agents of the Warlords attempted to disrupt this effort, but they were caught and held for interrogation. An expeditionary Zaretian force failed to land in several locations across the planet and tried to rescue a lost agent and conquer the race from a military-oriented Hex, but were held off at the defenses and were cornered and slaughtered by the forces of two squad leaders. After these events, a vote in the Chancellor's Hold resulted in 70% in favour of joining the Peacekeepers, 12 % in remaining neutral, and 18% preferring Warlord capitulation, eventually declaring themselves enemies of the government. These rebels, know as the DeComps, hold enclaves on at least three known asteroids: Knosu, Evo, and Ignatium. The militants receive immense funding from other Warlord factions. They seek to gain control over the vast raw metal and components to construct warships to fight against the Peacekeepers. The Recycler standing in the galaxy still remains fairly neutral as far as philosophies go. However, with the recent emergence of conflicts between them and the Repzork they have been put into a more active role. Recycler forces are engaged fiercely with the Repzork, devoting much of their military to the effort. However, the old conflicts with the Xeverra have forced them to pull some troops from the front lines of the Repzork war to hold back the now-Warlord-allied Xeverra, who have intensified their attacks to another level. The Margan also play a part in the war, with the Golden Blade Dynasty supporting Repzork operations in response to the new support from the Peacekeepers. Other minor incidents with other Warlord races have occured, but nothing to the scale of official war. The Peacekeepers have also found themselves intertwining themselves in Betel metal supplies. Like a drug some smaller empires are already showing signs of reliance on their copious resources. The Betel themselves also are currently relying on the Peacekeepers as a crutch against the onslaught of a superior disciplined military. Hopes are that with their help they can hold out long enough for the Recycler's production capabilities to start pushing back the Warlords and begin taking back the worlds lost to the Repzork Blitzkrieg. ===Diplomacy with other races=== The Betel stance on diplomacy is an aggressive one. As an emerging galactic power, they have little in the way of allies. However, there is a dire need to acquire said allies because of the large amount of enemies that simply wish to crush what may become a potential threat down the road. Recyclers hold the benefit of trading partners and a source of immense raw material. At least four of their 'planets' are massive balls of metal that have originated as garbage dumps with their own junk planets (See Metal Systems). Analysts claim that there is more than enough metal possessed by Betel in a raw unprocessed state to construct enough weapons to demolish even the Warlords, however this outcome is highly unlikely due to the immense amount of effort required to harvest, process, and shape this goal. ===Non-Militaristic Involvement=== The Betel present a potentially huge economy to be aware of. There is a lot of galactic metal corporations that want in on this action, creating competition to hold the most influence over Betel exports, to the point of sabotaging each other's operations. Mercenary companies find good work with these companies. It is very attractive due to the high fees paid by the wealthy corporations. Recyclers can be found all over the Galaxy working as mechanics. Seen as one of the best at the job, they attract some prestigious clientel. However, unknown to many races, these humble mechanics also act as spies, gathering intel on important projects of other Empires. They can also execute subtle sabotage, a slight malfunction that may make a piece of equipment fail at the one point in its life that it must succeed, and making it easy to blame on natural causes. ===Relations With Other Races=== Below is the opinions of the empire and populace on the other races of the Galaxy. Be aware some races have yet to officially establish relations ====[[Luminarians|Luminarian Rebels]]==== '''Status''': Friendly Recyclers have established official diplomatic relations with the Luminarians. While their initial meeting did not go as planned (Asanians infiltrated the bunker they were meeting in, killing the Luminarian delegation), the Luminarians and Betel have nevertheless continued to build up practical relationships between their races. Many Betel citizens who work in the metal transportation industry meet up with Luminarians and have had positive experiences. In diplomatic terms, the Betel Recyclers are engaged in a resource/technology trading agreement, where the Betel provide the Luminarians with metal (which they use in production of large-scale military projects) and the Luminarians in turn provide limited military technologies to better modernize Betel forces. The Luminarians work with the Betel with high levels of suspicion. Knowledge sharing or advanced production facilities are supervised by Luminarian engineers and security, and the 9th Battlefleet recently has been assigned to Betel space. Some analysts believe that the Betel Recyclers and the Luminarians will engage in a military alliance down the road, although this has yet to be seen. This can be blamed on the Bunker Incident being traced to a leak of information. Trust has never fully recovered, but cooler heads prevailed and conflict between the two was avoided. If direct military cooperation were to occur in the future, one can imagine it would be chiefly practical in nature. *''See also: [[Luminarian_Grand_Assembly#Betel-Luminarian_Diplomatic_Ties|Betel-Luminarian Diplomatic Ties]]'' "For a people so small, they build incredibly large pieces of military hardware. I can't wait to see what new secrets they will share with us. And as we always do, we'll somehow find a way to make it better." -Arthur Visomian ====[[Asanian Syndicate]]==== '''Status''': Neutral, ''mixed'' feelings Betel has not had much interaction with the Asanians to make diplomatic suggestions, however there are many unofficial and official feelings towards this Warlord empire. One party, which refers back to when Betel were trying to establish diplomatic relations with the Luminarians, distrusts and dislikes the Asanians for their intrusion of a Luminarian bunker and hostile actions that occured within. For them, any conflict with a race that turns hostile is an unofficial declaration of war. Others point out that statement is not entirely true. After all, the Zaretian Monarchy had engaged in conflict with them earlier, but it was best for the Recyclers to not engage the superior foe directly. They reference the odd relationship between the Repzork and the Margan, where after fighting each other the two parties were on good terms with each other. Some believe the Asanians would be a valuable ally. Asanians are very consumerist, and would benefit from Betel metal, and Asanians can provide valuable military support. It would be highly controversial if an alliance or even a non-aggression pact were signed. Nothing is official, but hopes are that no widescale military conflict break out unnessarily. "The Asanians attacked us once, I don't see any reason why they wouldn't do the same after they've taken our metal. Besides, they happen to be Warlords, which is precisely what we are fighting in this war. I advise against any diplomatic relations with their kind." -Raswar, minor diplomat under Masarch Yut. "I see the Asanians as an opportunity to gain allies that will give us a significant advantage. Why waste Peacekeeper lives fighting your enemies when you could be sending your other technical enemies to fight your enemies?" - A somewhat well-schooled Junk Buggy driver. ====[[Zaretian Monarchy]]==== '''Status''': Unfriendly and hated, but not at war The Zaretians, known for their slavery, attempted to enslave the Betel for their dexterous qualities and environmental tolerance, as well as eliminate any threat they may pose by developing their empire. A very small military force of Zaretians attempted to invade their homeworld of Betel, but were not aware of secret efforts made by High Chancellor Visas in creating a military earlier as part of the Military Proliferation Act. Despite this, the Zaretians nearly got a foothold in a key military enclave, but were repulsed by heroic efforts there and at the Capital. However, Betel military assets are not anywhere in the range of causing the Zaretians any harm in the name of revenge, so the fighting ended there. In any case, the Zaretians cannot spare the manpower to invest in a full Betel campaign, and don't see them as a threat, merely a potential nuisance. Both empires have been happy to leave each other as is, and it will likely stay that way despite the feelings of dislike towards the Monarchy. "These are some of the most vile lizards I've seen yet, and believe me, I've seen a lot of lizards. Fighting them in a real conflict would not be anything like the Zaretian Invasion of Betel, it will be bloodbath." -Former Betel Squad Leader who led the defense of the enclave in the Invasion, now Brave Commander of the 4th Grip of the North Arm. "Many look at the Monarchy as something to be hated, but in a way I thank them. They awoke us to the necessity of war in this galaxy, and we have been better prepared for it." -Arthur Visomian, Chief Engineer and Inventor of War ====[[Sauran Solidarity]]==== '''Status''': Tense Sauran and Betel are natural rivals. Sauran work at reducing pollution and the proliferation of nature, Betel render planets un-inhabitable by most races and breath the noxious gases that the Sauran hate. Some have even inappropriately dubbed the Betel "The Margan of the Peacekeepers". Many small incidents have broken out between Betel and Sauran citizens, but the military of both races have been restraining their soldiers, as an additional front is the last thing the Recyclers or Solidarity need. Recently, Sauran environmentalists have demanded sanctions against Betel activities, for the most part without official consent of their government. These threats, if carried out by higher powers, would threaten Betel industry and by extension the military of the Recyclers and their clients which they supply. Some analysts have suggested that many Peacekeeper races (especially the minor militaristic ones) who have been supplied by the Betel have purposely turned a blind eye to any or all environmental repercussions of the Betel for fear of being cut off and crippled. With the induction of the Sauran into the Peacekeeper alliance, Betel authorities have instructed their citizens to not under any circumstance engage the Sauran, and to keep their differences to themselves. Disgruntled, most Betel have obliged, but there are still problems between the two, and the situation has changed to a cold dislike rather than a potential for war. "It's only a matter of time before the tensions break in an ever-so-small way that escalates to all-out warfare that could see the end of one or both parties." -Masarch Yut, Head Diplomat of the Betel Recyclers, prior to the Sauran admission "Saurans seem to have no potential for an efficient society. Instead, they continue to stumble over their petty environmental concerns, and that may well be their downfall." -An un-named Betel Inter-Empire Analyst ====[[Repzork Empire]]==== '''Status''': At War The Repzork have emerged as a new Warlord Power, and threaten to cause serious damage to Peacekeeper assets if left unattended. While there was no trigger event for Betel-Repzork relations, the war that soon broke out between them was quite explosive. Betel military assets had been setting up a strategic position on an un-inhabited planet, when a nearby Repzork contingent, eager to prove their worth to the Warlords as well as claim the immense Betel metal resources, decided to take advantage of the weak state of the base, and sent troops down to engage Betel troops. The Betel, also eager to prove THEIR worth to the Peacekeepers, met them with their own infantry and tanks. The battle was bloody on both sides, although the Betel managed to hold on to planet. This conflict led to further, more personal hostilities between these two. There was evidence of misconduct on both sides, which did not help. The Betel introduced this threat to the other Peacekeepers in the United Empire Assembly in hope of get further resources allocated to keeping the Repzork under control. The Recycler diplomats were able to gain support from three empires: the Karahotdoum to train their forces, the Aeveria Confederation to protect the skies, and military support and co-operation with the Kastalian Survivors, who also have engaged in a auxiliary program with Betel soldiers. In response to the Recycler's allies joining to help fight the Repzork, the Golden Blade dynasty of the Margan has agreed to aid their allies against these new Peacekeeper threats. Many worlds have been lost to the Repzork forces, and their wave continues to overwhelm the Betel. The issue presented to the Repzork however is the issue of occupation. In order to control captured worlds, the Repzork require immense amounts of troops to keep the citizens under control. Guerrilla warfare continues on all worlds, slowing down efforts to continue their push. It is not expected these hostilities will end, and neither party wishes them to. "They have immense amounts of troops, and are far more disciplined than us. Frankly, the Repzork pose a serious threat to the Recyclers, and I advise investing as much of our assets as possible into this menace. We act as the shield against them, stopping them from catching the Peacekeepers off guard." -Ruusad Hassai, Military Commander "We were the little boys playing in the yard. Now, the big boys with the death rays and huge armies have come to play. That escalated quickly" - Un-named Sentinel stationed on Rust Train "Our military is vastly different than theirs, and time will show which method is the most effective." -Anonymous (Common Statement) ====[[Kastalian Survivors]]==== '''Status''': Friendly, Co-operation Following diplomatic engagement in the United Empire Assembly, the Kastalians and Recyclers entered into a time of co-operation between the two races. One of the core elements in their treaties together includes an auxiliary program where Betel soldiers work with Kastalian forces on fronts where chemical warfare or hostile environments make fighting difficult for most races. Due to the nature of Betel biology it is a simple matter for them to work in these situations, making them excellent assets in drawn out conflicts which have seen the destruction of the local environment or poisonous by-products of weapons released. The Kastalians return the favour by assisting the Recyclers in military settings. The feelings of the Recycler populace are warm towards the Kastalians. They are to be one of the Recycler's most helpful allies, and the auxiliary program acts as a good method of training soldiers in the discipline of heavy soldiering due to the nature of Kastalian infantry. The Kastalians also employ a variety of tactics which are wildly unlike Betel ones, verging on the cusp of polar opposites. The diplomatic view of the Kastalians is hopeful from the government. With threats knocking on their doors and prompting burning said doors to the ground, the Recyclers appreciate any help they can get from this empire of veteran-like birds. "The Kastalians help illustrate our motives for taking up the cause of the Peacekeeper Alliance; mutual co-operation and support that leads to a stronger alliance as a whole, focused solely on finding the most efficient means of fighting back the blood-red tide of the Warlords." -Masarch Yut, Head Diplomat "This idea of preservation of every soldier makes sense, although employing it on the larger scale that is the Recycler Military may prove difficult should command decide it works better for our heavy troops than what we are currently using or have learned from the Karahotdoum." -Betel Siva-Partisan Squad Leader ====[[Karahotdoum Empire]]==== '''Status''': Friendly, Cooperation The Karahotdoum and Betel have enjoyed long term positive relations after the Betel backed the Magistrate against foreign Betel Magnates within the Yami Trade Union. This has fostered substantial trade relations between the two. Durragoen is even popularly used as a written script in the parts of Betel space close to Karahotdoum outposts for the purposes of international commerce. When it became clear the Repzork were pressing for an all-out invasion, the Karahotdoum were the first to emphatically pledge support for the Betel cause. Pulling from a proud military tradition as well as experience training alien auxiliaries, they took on a training role among parts of the East, South, and North Arms. As the Repzork pushed further into Betel territory, many Karahotdoum training officers and their subordinates were trapped on occupied Betel worlds and fought alongside Betel militants against Repzork occupations. ===DeComp Rebels=== The aggressive, but hopeful ways of High Chancellor Visas Jorental may have had an overwhelmingly positive effect on the Betel, but in the face of Warlord invasion, many feel as though the Recycler government is not placing the lives of their citizens as the highest priority. Some too see the growing power of the High Chancellor and Helm's Hold as a threat to planetary autonomy, a right which has been slowly eroding. The outrage of the nationalizing of the Recyclers may have long since faded, but that does not mean trust is widespread. Dissatisfaction would eventually bloom into unrest and defiance of Recycler rule. It was not long after the Peacekeeper Alliance was joined that high-ranking, educated, and influential figures that did not agree with the direction taken by High Chancellor Visas Jorental would defect to become opponents of the government. While a good number of these would pursue their politcs peacefully outside of government, some saw armed force as the only course of action before Visas consolidated power with the support of Peacekeeper protection. DeComp, a powerful trade company which had relied primarily on trade with the Zaretian Monarchy would organize a summit on Hoilfar, a planet far from the home cluster and home to many dissidents. Along with old veteran officers from the Doisu Wars, planetary politicians, industry tycoons, demagogues and militants, the DeComp Rebels were formed, with the intent to overthrow the Recycler government and install a Confederation, with the emphasis on preserving the rights of the Betel against central tyranny. Visas would crush their forces initially with the new Recycler military force, even retaking Hoilfar. This would change in the face of war. The DeComps gained further support in the midst of the Repzork Invasion. The first factor in this was the Recycler military being tied up fighting on the Repzork and Xeverra fronts, rather than putting down the DeComps for good. The second was the policy of brutal resistance which in the minds of the Rebels confirmed their suspicions that Visas cared only for victory and not the preservation of the people, thereby making him Anti-Salvonian. While they have yet to pose an existential threat to the Recyclers, they are an uncomfortable looming problem that only grows more powerful the longer it is allowed to continue relatively unimpeded. The DeComps take advantage of the Warlord Lendlease Program, despite being backed by industry powers their numbers are small enough they need the force multipliers. While the Recyclers may struggle with supplies against the Warlords, the DeComps have a glut of fighting equipment at their disposal. ==Notable Figures== ''Will write more on individual High Chancellors soon'' ===High Chancellor Bavur Trivac=== '''Predecessor''': Visas Jorental '''Successor''': None, currently in power Bavur Trivac is the current High Chancellor of the Recyclers. He came to power inheriting a nation at war, as the Recyclers had entered the Great War and fought for years now under Visas's leadership. Notable for inviting foreign (mostly Karahotduom) officers into the military and his successful resistance efforts that have inflicted untold amounts of attrition on Repzork invaders. He subscribes to similar ideas as High Chancellor Visas Jorental, but his perspective diverges in the historical memory that shaped his approach to war. Visas had led military efforts during the Doisu Wars, but Bavur Trivac had no similar experience. His reign has been entirely during Great War. ===High Chancellor Visas Jorental=== '''Predecessor''': Nol Byervid '''Successor''': Bavur Trivac Visas began his reign as High Chancellor 31 years after the end of the Doisu Wars. His political career began after he demonstrated astounding leadership as an Intendent in a military Hex on the planet of Vedem, which bordered the Doisu City State but managed to hold off a smaller invasion force intending to use Vedem as a resupply base for the main assault on the planet Betel. In the following years he would successfully obtain the seat representing his enclave Gattel in the Tollgar, Vedem's parliament. Gattel was an influential enclave on Vedem even before the Doisu Wars thanks to wealth generated by robust infrastructure efforts initiated just over 25 years before the outbreak of war, and so Visas enjoyed wide support from most other enclaves. This control let him enact drastic reforms fueled by valid fears of Doisu uprisings and future foreign invasions, which were now a much more real threat in the eyes of the public and government. Visas's leadership and control were exactly what Helm's Hold was looking for in their next High Chancellor candidate. There was a strong desire for reform following the last two High Chancellors who focused on rebuilding and overall peaceful expansion, as six years into the reign of the last High Chancellor, Nol Byervid, the Xeverra began raiding fringe worlds, igniting self-preservational militarist sentiment augmented by the still-fresh memory of the Doisu Wars (a mere 26 years ago) amongst the Recycler leadership. Visas was billed as the solution to this, he had shown prowess in the art of defense, he could control the decentralized machine that is Betel society, and he was willing to make drastic changes for the well-being of the state and its people. Upon receiving the offer from Helm's Hold, Visas gladly accepted, and began his mentorship under High Chancellor Nol. Nol stressed the importance of military preparedness and reform upon Visas, a lesson that Visas the militarist easily accepted. Just as he had before, Nol didn't much care for the mentorship process all of the time, although he respected Visas enough to spend some of his time with him. Visas took the opportunity to learn from the [[Recycler Trade & Expansion Commission]], and became intent on renewing Corim's vision and using that power to full effect. Visas's ascension was an exciting one. Visas had invested plenty of time preparing for his term to begin, and was determined to be prepared for the Xeverra threat should it show itself in full. The first four years were a flurry of much-needed yet non-disruptive reforms to Betel society that built on traditional chaotic structures of Recycler economics and social communities. He encouraged a collectivist mindset on a rare tour of major Recycler worlds by delivering rousing speeches relating survivalist philosophies to a responsibility to defend the collective Betel hegemony. He built up the fears of the Xeverra, who had been growing bolder but remained only a regional threat at this time. Visas invited community leaders of the diaspora back to Betel to discuss sponsoring their lifestyle, creating stronger power bases abroad and unfairly subsidizing Betel industries in foreign territory. Diaspora industries flourished, choking out native competitors in places. All this paled in comparison to Visas's grand plan. Five years into his reign, he declared in a rare empire-wide broadcast the Military Proliferation Act. The MPA billed itself as not just a defensive measure as analysts predicted from Visas, but the formation of Betel as an immense military power fueled by their rapidly growing economy. Fears of the Xeverra amongst the young and memories of the Doisu Wars amongst the old quelled opposition. The Betel felt collectively excited at the premise of becoming a great power in the region. The new pseudo-nationalist sentiment bred by High Chancellor Visas over the past five years was going to pay off. Non-military production was still encouraged, as trade was seen as a means to fund the gargantuan task of building the Recycler juggernaut. Part of why Visas was so successful is his management of the internal politicking of Helm's Hold. The Xeverran conflict had bolstered the number of jingos (notably Achar Oprellik whose strong personality dominated his peers) in the assembly, which Visas easily brought into his plans. Innovationists (such as Golik Maelotumn), seeded from Nol's influence, had a small presence and little personal ambition - these too were co-opted into Visas's strong forward planning. The fresh and uncertain Epson Ithigart was brought under Visas's wing, and performed the legwork to provide convincing arguments to most of the personable but important mercantilists and industrialists like Utnir Cozniket. Finally, Visas impressed the influencial Eksur Paskotymin enough to gain his trust, who kept at least some of the old guard neutralized, even if they were not keen on all his plans. The rest either were not invested in personal agendas enough to oppose him, or would eventually defy Visas and resign, some later throwing their lot in with the DeComp rebels. Only Nokro Kestoglat stood his ground to continue openly challenging Visas within the Hold. For two years, the MPA pursued its goals successfully. New, huge factories and refineries were built. Volunteer rates for the military soared and the North Arm particularly trained drastically more professional soldiers, and the East arm swelled. High Chancellor Visas offered fantastic grants to Betel parents to have children, extending the sponsorship even to Synth children. The program was widely taken advantage of. New vehicles of war were designed by Inventor of War Arthur Visomian, former High Chancellor Nol, and schools of engineers under them. The Arthurian Tank, Photon Gunship, and Viper Tanks were notably created and produced in massive quantities in just the first two years. The new, powerful equipment of war was becoming ready at an alarming pace. High Chancellor Visas encouraged Ingenuity and Resourcefulness as two distinctly Betel qualities that would be the means of arming the nation. Production and contributions were chaotic, but thanks to Visas's reforms that built on traditional operating procedures the plan fell together smoothly. Visas's success was not to last. The threat of a new rising power worried Peacekeeper, Warlords, and Neutrals alike. Two years into the MPA, a small but elite Zaretian deep strike force plowed through Recycler space and attempted to bring down High Chancellor Visas's regime. The intervention was a failure thanks to Visas's mobilization of all citizens to his cause. The Zaretians were unable to get a foothold on a planet that was collectively preparing for militarization combined with the chaotic and alien landscape of the the junk world Betel. The attempt on the Visas Regime strengthened his legitimacy and allowed him to join the Peacekeepers with the full support of nations economically controlled by the Recycler Hegemony thanks to High Chancellor Corim. Visas would lead the Recyclers for another X years during the war, but would find his Military Proliferation Act bogged down following the Repzork invasion and the costs of actively waging war. Despite his efforts at reform, the Betel system was inherently inefficient and the technology lagged behind. Visas did not have the time, resources, or veterans necessary to train his troops, and it showed as the Betel faced defeat after defeat. ===High Chancellor Nol Byervid=== '''Predecessor''': Corim Decutuk '''Successor''': Visas Jorental Nol Byervid was a friend of Arthur Visomian in the post-war period. His designs for the Razik Fighter, MG Walker, and Ultimatum Tank (alongside Arthur) revolutionized Betel warfare, giving it a level of sophistication the older Judgment tanks and buggies lacked. He also dabbled in politics, holding the representative seat of the second largest enclave on the planet of Betel. Nol was a successful member of Betel society, but was not initially a candidate for High Chancellor. Arthur Visomian, one of the few ubiquitous names across the empire and even diaspora, publicly endorsed Nol as a future candidate, and Nol began issuing bribes to members of Helm's Hold. These two factors were enough to lead the Helm to concede to his nomination. Nol partly defied established process by skipping out on his apprentice duties under High Chancellor Corim, who Nol disliked for his apparent inaction. Following the tense mentorship period and Nol's ascension, he would distract himself with personal projects, taking an interventionist approach to governance, with average success. Not caring for trade, he delegated matters of foreign economies to a new government body, the [[Recycler Trade & Expansion Commission]]. This national company would ironically become crucially important in accelerating Recycler economic hegemony, following Corim's vision. It was ultimately a dismissive action, though, and it would be inappropriate to credit High Chancellor Nol with the resulting benefits. True to his nature, Nol preferred to improve the sophistication of the Betel military. Alacastur's Arm reforms were still fresh, but the Fighter Companies that made up the space fleet were a chaotic mess. The Doisu Wars were primarily fought on the ground or in small craft, and the need for robust space fleets was not as apparent. High Chancellor Nol was better versed in the reality of galactic warfare than most thanks to his focus on modernization, and sought to remedy the relic of the Fighter Companies. Under his direct guidance the Sky Spears project was developed, drastically reforming every inch of space warfare and devoting new industry to large scale production. While the tactics had yet to evolve, by the end Nol's reign the Sky Spears had become the most modern and sophisticated branch of the military. The rapidness of the Sky Spears reforms could be explained by a looming threat on the fringes of Recycler space. A race of snake-like beings, the Xeverra, had begun raiding Betel Worlds. Those brought in to testify on the attacks impressed upon High Chancellor Nol that the Xeverra were testing the waters for a full commitment of forces, the likes of which would dwarf anything the Doisu had thrown at them. If the war would be fought on the widely spread fringe worlds that shared a border with the Xeverra, a fast-response space fleet seemed the only solution. Nol provided. Chancellor Nol's reign was not exactly disliked, but there was a feeling that he was unorthodox and mismanaged his term. His work reforming the Fighter Companies often redeems him in the eyes of some, but it seems like a vibrant spec in an otherwise dull performance. Xeverra threats were a constant after they first appeared six years into Nol's tenure, creating a sense of anxiety and worry that would influence the choice of the next High Chancellor and his future policies. ===High Chancellor Corim Decutuk=== '''Predecessor''': Vestid Waestik '''Successor''': Nol Byervid Corim Decutuk was selected for the position of High Chancellor in the midst of the Doisu Wars, just as the Manpower Crisis was looming. Helm's Hold had recognized his efforts to keep the warfront supplied through imported supplies in his position as chairman of a shipping corporation partly owned by the Recycler government. Not only did he efficiently bring in new equipment, but he also struck deals with dozens of bands of [[Scrapper Crabs]] who agreed to pledge military assistance, a line of action that was considered outside of the box at the time. This alongside his excellent record of management led him to stand out amongst other candidates. His mentorship period familiarized him with the horrific realities of war, and he spent extra time in Betel homefront factories becoming familiar with the culture there. Upon his accession, a weary Vestid was glad to hand over the responsibility of rebuilding the still-smoking Recycler empire. This was Corim's time to shine, and he did an admirable job at fixing the situation he was left with. Economic supply lines were strengthened and put to work in an export economy. High Chancellor Corim used wealth generated by foreign trade to fund infrastructure via government grants to Hexes across the empire. Corim's reign saw sweeping reforms to the military structure, but the military was not his strength. Instead, Alacastur Ersin, head of the Home Braves during the Doisu Wars under Vestid headed up the project under the authority of the High Chancellor. The creation of the North, South, East, and West Arms and their hierarchy was the brainchild of Alacastur. The problem of the annexed Doisu state was of great concern to Helm's Hold. Revolt was brewing, and hidden Warbot caches were believed to still exist amidst the ruins of the City State. Former clients of the City State, such as the [[Wolnch Authority]], were suspected to be supporting the rebels. Corim sent a clear message by breaking apart the communities of Doisu and scattering them amongst the empire, where they would work for the Betel in developing more technological weapons. Harsh treatment was exacted on militants and dissidents, suppressing any attempts to consolidate. His efforts were successful, and as the years have gone by the Doisu have become more accepting of their yoke, although in recent memory Warlords have tried to open up old wounds. Perhaps the most important aspect of Corim's fifteen years was his duplication of his success with the Scrapper Crabs. He set up the longer term goal early in his term to gain economic control over Recycler trade partners, most of which would find themselves part of the Peacekeeper alliance decades later. This would not begin to be fully realized until the reign of High Chancellor Visas, but would be critical to the survival of the Betel and eventually would bring them into the greater War at hand. Contemporary sources would have described Corim as a mediocre High Chancellor compared to pre-Doisu Wars, but his long term planning is seen by modern scholars as crucial. ===High Chancellor Vestid Waestik=== '''Predecessor''': Duth Yektiul '''Successor''': Corim Decutuk Known for being High Chancellor during the Doisu Wars, pre-war he subscribed to the ideas of Duth Yektiul and focused on building on what he started. He placed too much faith in the mostly untested Home Braves, and his invasion of the Doisu City State was based on principles outlined by former High Chancellor Pav Kordust (who began his reign 30 years before Vestid's began earlier) that were intended for primitive societies, not the advanced civilization of the Doisu. These blunders led to the tragedy of the Doisu Wars, but his leadership and openness to co-operation with his subordinates led him to solve the Betel Manpower Crisis with the help of Alacastur Ersin, head of the Home Braves during the war. Vestid was very harsh and thorough following Recycler victory, crushing the remnants of the Doisu and subjugating them. Vestid is remembered as one of the more brutal High Chancellors in recent memory, but it can be argued it was a product of the Doisu Wars and the direction of High Chancellor Duth prior to his Reign ===High Chancellor Duth Yektiul=== '''Predecessor''': Pav Kordust '''Successor''': Vestid Waestik Known for building up and organizing the Home Braves, and escalating Betel expansionist policies. Success of Pav Kordust in continuing subjugation of primitive races as essentially slave labour was an influence on his policy-making ===High Chancellor Pav Kordust=== '''Predecessor''': Tolu Bastil '''Successor''': Duth Yektiul Pav Kordust made his appearance on the political stage as a popular representative for an enclave focused on manufacturing transports in the planetary assembly of Garti. The industry had picked up considerably under the reign of High Chancellor Tolu, and so Pav had access to resources that let him furnish his peers on Garti with new infrastructure, earing him favour amongst them. Pav did not assume a dominating position within Garti's assembly, but his influence made him a valuable ally. He served as a mediator between opposing factions. This kind of reconciliation was on the wishlist of Helm's Hold following concerns that the Recycler government would lose respect from the diaspora. A worrisome trend of diaspora losing interest in the unity of the Betel under the Recyclers was present and very much on the minds of the strategic thinkers of the time. High Chancellor Tolu had exasperated tensions further during his reign in the Yami Trade Union Incident, a mistake Helm's Hold was keen to not repeat. Pav Kordust had since expanded his operations and set up an impressive trading outpost outside of foreign space, and used the profits from the trading hub to place subsidies on Betel products. When Helm's Hold approached him for his economic and diplomatic policies he accepted the responsibility humbly. His mentorship under High Chancellor Tolu was a quiet one, but he learned much from his predecessor on the functions of international politics. Ideologically they were divisive on who should be allowed economic power, but true to his nature Pav was the diplomat and no conflict arose. Upon his rise to power, Pav spent a few years of relative inactivity but introduced well developed policies of subsidizing Betel non-nationalized companies. Independent trade flourished. Pav gained the opportunity to extend influence over many of these companies, generating good relations and numerous contracts. High Chancellor Pav also introduced some reforms of the Hex system, after consulting with foreign urban planning advisors, whose presence was notable enough. Pav would often invite government officials of neighbouring nations to advise on matters of policy. This concerned Helm's Hold, who still distrusted foreign interference after the events of Tolu's reign, and would lead to them choosing Duth Yektiul as his successor for his contrasting viewpoints. Trust with the Diaspora was allowed to renew though as Pav would make attempts to influence them with trade opportunities under the Recyclers. This was made possible by his corporate partnerships and appeasement of foreign nations housing large populations of Betel. Pav's openness towards involving foreign peoples had another side to it. Believing in getting outside help through economic partnerships, he would establish trading outposts on worlds within the sphere of Recycler influence but unfit for Betel to live permanently, contracting out local primitive races to perform the manual labour. They seldom understood the relationship as he did, and made life difficult for the companies he contracted out to run these operations. Outpost companies would bring their concerns to High Chancellor Pav, and Pav offered subsidies to get them in line, justifying it through a juxtaposition with the gauntlet the Betel people had to run in order to achieve their current status. The result was essentially government-subsidized slavery that would leave planets ruined by ecological devastation. The majority of these worlds still remain under the thumb of the Recycler government. Those who would be released from their chains (usually only by outliving their usefulness) live in a broken, dysfunctional society. The policy was moderately prosperous to the Recyclers at the time, but as it has come under greater international scrutiny the demand for otherwise unavailable-to-Betel natural resources has risen in turn, making modern abolition a difficult subject. He was an excellent mentor during his last five years to Duth, convincing him of a number of his ideas. ===High Chancellor Tolu Bastil=== '''Predecessor''': Wej Tarres '''Successor''': Pav Kordust Fiery. Centralization, The Yami Trade Union Incident, Education, the last gasp of Isolationism (which had been long on the decline). (Will write up at some point) ===Zion the Infused=== [[File:Zion_the_Infused.png|link=Special:FilePath/Zion_the_Infused.png]] '''Background''' Following the events of the Doisu war, Zion founded the North Arm division. While he was extremely talented at his line of work, he gained a reputation as a butcher of his own troops, leading to his demotion down to squad leader. Recyclers are known for being cyborgs, and are constantly seeking ways of improving themselves by creating 'systems'. The experimentation process is often quite fatal, so volunteers are rather short in number. To fill this gap, scientists receive soldiers that have fallen into a state of inability to fulfill their positions and are in constant pain, with only drugs and heavy equipment keeping them alive. They modify the soldiers' systems, install new ones, and generally create supersoldiers. A full 85% of these soldiers perish within the month, of the survivors, only 5% of the originals can create a life for themselves and emerge uncrippled. Zion, then a squad leader of the North Arm, was brutally cut in the face by a wild animal upon the Sauran outpost of Gnu'Faccan (The reason for his being there remains undisclosed). His squad dragged him through the entire mission, during which Zion got caught under a heavy blast door as it closed. The squad was forced to remove his legs from the knees down to save his life. He was fortunate enough to have been evacuated by a Betel transport carrying a shipment of stasis tanks which kept him alive on his trip to a neutral medical outpost. Five days later, a black hooded and robed force stole into the station, murdering the medical staff that they happened upon. A handful of the staff survived by hiding in the scanner machines. When the soldiers had left, the body of Zion had disappeared. No-one could prove that the Recyclers were responsible, but a year later, a new, massive cyborg commander had emerged from the vaults of the elusive Golden Face who went by the name of Zion. '''Description''' Zion's upgrades are mostly combat oriented. His siphoner has been equipped with a fusion surplus generator to provide for his extra systems, and if he dies a core meltdown will destroy all near him. He is gifted with servo enhancers that use all excess energy to increase brute force. A small fireball launcher has been equipped to his cranium to allow for ranged attacks. He carries a blade similar to the ones used by Betel Sentinels with a longer reach and lower energy costs. A more primitive choice for defense, his shield protects from melee and ranged attacks with a limb-based neuro-targeting system to catch attacks automatically. The most recognizable upgrade is the wing systems installed. While the wing shape is for show, a magnetic field allows for jump-jetting across the battlefield. There is something truly terrifying about a huge hulking commander smashing down into the ground right next to you and proceeding to pluck your limbs from your body... '''Commanding Experience''' Zion has had experience leading covert operations, and has been successful, although often at the cost of his team's lives. As a commander of non-elite troops, he is relatively untried. He led a brief invasion on a non-space age race to use it as a training outpost, but their conventional weapons were useless against the superior Betel so it was not a good example of his military competence. Zion has been relocated to the Repzork war front in an attempt to hold the line and psuh back the invaders. ===Arthur Visomian=== '''Background''' Arthur is currently a very old Recycler, although the Ministry of Personal Improvement has extended his life through medicinal technologies. At the start of his career, he was a worker in an iron refinery. He had been recognized for his good attitude by his overseer, and was promoted to Senior Technician. There, he worked on the refining process and designed a superior model. Again, his overseer was impressed, and sent his designs to the Industrial Committee. They were astounded by his work and requested he take a seat on their council. He served there for a year, but found he was not tinkering enough with his hands. With his apologies, he resigned from the committee and sought a job as an inventor. Eventually, he managed to set up his own agency for inventing with a handful of people on staff. While he came up with some good designs, his business was not viable and was disbanded. Some years later, Visomian took up lodging in the Capital, where he soon found a job in the government designing useful infrastructural and utility-based inventions. It was during this time he perfected his condensed fuel cell design, which later led to a tank being named after him. When war became a concern, Visomian was promoted to the Weapons Department. He worked on many creations of the larger name inventors of his time, and headed up his own project, the Judgment tank (see Doisu Wars). The Judgment was his big break, and he was promoted to Senior Military Specialist. Still refusing to take an office job, he worked in the shops with the Junior technicians and together they continued to make breakthroughs. During the Invasion of Betel, Arthur was caught in the midst of the the Storming of Helm's Hold. The heavy shield was deployed over the Hold in time thanks to acts of bravery on the part of elite Helmites and veteran Home Braves, and it was in this chaos Arthur escaped with a couple of Home Brave bodyguards, and retreated into the surrounding area. Soon after, he joined up with a roving Guerrilla band that had survived the failed relief of Helm's Hold, and helped to turn the tide against the Doisu (See Invasion of Betel). Following his efforts there, he was recognized for his work and became the Chief Inventor of the Betel Recyclers. Some of his more recent well known works include the Ultimatum, the Viper, and the Shard Buggy. Some claim he was involved with the designing the Junk Buggy, but nothing has given proof to this. '''Description''' An old Betel, he carries with him a cane to aid his walking after an injury from the Doisu War returned in his older age. However, he has not let this hinder him and instead has modified it to have numerous utilities stored inside. This way he doesn't have to carry a toolbox wherever he goes. Usually he dresses in a swirling thick wool substance that wraps about him for when he is performing diplomatic or administrative duty, but when he is in the shop he dons a metal coat with dozens of pockets with a composition similar to chainmail but far more stylish and light. On top of this he has a synthetic cloth shoulder pauldron that is fireproof. If he is working in private, he'll just wear casual clothes with thick wrappings. '''Current Position''' Currently, Arthur is serving a diplomatic term at the United Empires Assembly. He hopes to unite races using technology, and to collaborate to create new ideas using technology previously inaccessible. He also plans to catch up on all those naps he missed over the last few years. ===Masarch Yut=== Head Diplomat of Recycler External Affairs Commission (REAC) ===Epson Ithigart=== Leader of [[Recycler Trade & Expansion Commission]] (RTEC) ===Alacastur Ersin=== Dead? Head of Home Braves during Doisu Wars and reformer of the military. ===Brave Commander Faer Kollerbas=== Faer had been born in the area that would later be subject to Xeverran assault. When the first attacks came, he organized resistance to the land invasions that followed. His efforts were unsuccessful, and many were killed, but he gained valuable experience in fighting them. Recycler recruiters convinced him to continue his leadership position in the Recycler military. He served as a squad leader for a time in the 2nd North Grip fighting against the Xeverran invasions. Following the death of his superior, Cord Officer Nayum Pokrifed, in a Xeverran raid on the outskirts of the capital enclave on the planet of Hael, Faer was promoted to take his place. As with all Xeverran battles, the conflict was short and Faer was allowed respite. Brave Commander Ruusad Hassai took the opportunity to hold regular meetings with the staff of the 2nd North Grip to share experience and flesh out defensive plans. Faer among other young officers sought the counsel of the more experienced and senior Ruusad during this time. When Voivode Yodd Wikrix took command of the Xeverran frontier, Faer Kollerbas had been serving as in his position as the Cord Officer for 3rd Digit of the 2nd North Grip (N2-3). As part of the rapid-response plan, N2-3 was involved in numerous battles all across the Wikrix Wall. By then, Faer had gained plenty of combat experience. ===Voivode Ruusad Hassai=== Ruusad had spent time as in private corporate armed forces as a soldier and eventually officer (check terminology, mercenary) in the post-Doisu Wars peacetime, during Corim Decutuk’s term, when trade was considered a priority by the government. While Corim’s reign was known for its focus on peaceful means relative to High Chancellors Nol and Vestid who bookended him, it was not devoid of military action. Ruusad’s teams were involved in multiple state-sponsored hostile trade activities. This include activities such as supplying front-line foreign militaries, breaking blockades to relieve sieges, and removing rival trade companies through force. Ruusad would later spend time as a military consultant for the [[Recycler Trade & Expansion Commission]] following its creation under High Chancellor Nol Byervid. When the Xeverra threat appeared, there was a shortage of modern officers available to lead defenses against their raids, and so Ruusad was recruited to serve on the Xeverran front. Ruusad proved a competent but reserved Brave Commander and led the 2nd North Grip forces to victory on a number of occasions. Ruusad would support the Military Proliferation Act out of practicality and was frequently called upon to give testament in support of High Chancellor Visas Jorental’s vision but did not independently rally support for the Act. His service outside Recycler forces had not left him with strong Neo-Salvonist tendencies and has remained more Corporatist politically. Ruusad continued to serve against the Xeverra for several years, mentoring a handful of younger officers including Faer Kollerbas & Yodd Wikrix, the latter of which would succeed him in his position on the Xeverra frontier when Ruusad was called up to Helm’s Hold. The Zaretian expedition against the capital had been crushed when he arrived, but the mood was brooding and reminiscent of the early years of the Doisu Wars which had ended around forty years earlier. Fearing a second, stronger retributive wave by the Zaretians, Ruusad was reassigned to the 4th North Grip, an anti-Zaretian force designed to block their approach. This second wave never came, but the state of readiness hadn’t faded when the conflict against the Repzork broke out. Ruusad and his fellow Brave Commanders were able to relocate their forces well enough to keep the new front from completely collapsing but their haste and their soldiers’ relative inexperience threw the front into chaos. Most semblance of co-ordination fell apart. Ruusad was able to deflect some attacks or delay them by deftly micromanaging the operations of the N4 and some rogue elements of South and East Arm troops that had been separated. Ruusad's flagship, the ''[[Virulent Router]]'', is a rebuilt Zaretian [[ZMS Galaxy|Galaxy]]-class ship heavily modified to suit his needs. ===Voivode Yodd Wikrix=== Assigned as a Brave Commander to command the 2nd North Grip fighting on the Xeverra Front after Ruusad Hassai was pulled away to deal with the Warlord threat. Was promoted to Voivode when the title was created. Younger and bolder than Ruusad, he took full advantage of his new responsibilities and shut down incoming and outgoing trade to the region of space he now held voivodeship over. Yodd’s intervention in trade and similar actions have resulted in squalor and poverty for those in the “Wikrix Wall” as the oppressed zone has come to be called. When the dangers of living in the Wikrix Wall became apparent, some citizens tried to leave. Voivode Yodd spread rumours that those that escaped were killed by waiting Xeverra ambushes. Yodd’s methods seem harsh but have focused an otherwise fringe colony upon the necessity of defense. With no other way to make a living through exports, those living in the Wikrix Wall frequently pick up Yodd’s otherwise unsavoury military positions. Yodd has managed to get them to realize the threat on their doorstep through what might be called propaganda, encouraging fervent Neo-Salvonism in its audience. There has been an uptick of Infrastructuralism in the forced absence of Mercantilism, a result the voivode is happy to see as the infrastructure projects being funded by zealous intendents only serve to smooth the administration of his subject state. Yodd genuinely cares for the well-being of his constituents but is easily frustrated and the great friction he faces in its day-to-day operation. As a commander, Yodd is careful in general. Note however that his cautious nature only serves to pave the way for a few well-planned surgical strikes to cripple the enemy. The tarpit of militia can be relied upon in the hard lands of the Wikrix Wall in case the Sky Spears under his command fail to hold the line. As such, his primary focus is the Sky Spears and the relatively small core veteran group of regular soldiers of the 2nd North Grip, with high strategic mobility that serves as a pillar for local defense forces. [[Category:Inactive]][[Category:Page]][[Category:Betel Recyclers]] 8bio70ce9rkpxcxes5ga29v777awnbq Betel Recyclers (RTS) 0 45 89 88 2013-06-23T21:09:04Z Jat371 3361237 1 revision 89 wikitext text/x-wiki (WIP) ==Units== ===Betel ConDrone=== The Betel ConDrone acts as the Betel’s builder unit. It can construct structures depending on its tier. The ConDrone is just like other builders except for its ability to hover over bodies of water, which saves the commander the effort of building and assigning a transport to get a builder to an island or across a river. ConDrones have good speed to deploy metal extractors quickly, getting their economy started early, but cannot match the speed of the Rach Construction Bike. Commanders are recommended to avoid assigning their builders to reclaim wreckage unless there are no Scavenger Buggies nearby, as Scav have a faster reclaiming time. ===Tier 1=== The following units are constructed at a un-upgraded Betel Vehicle Spawner for a low cost at short build speeds ====Junk Buggy==== A land unit that excels at raiding. The Junk Buggy is comparable to the Karahotduom Purva and the Rach MkI Bike. It boasts incredible speed to get it to enemy lines quickly or hunt down early game engineers or extractors. It is armed with a top-mounted machine gun turret with altered AP capabilities to better counter vehicles. With numbers (which they can obtain with ease because of build times), they can handle T1 point defences and light tanks easily with acceptable losses, so for the first few minutes of the game these buggies can totally own the field (disregarding ACU's of course). The objective of buggies is to do as much damage as possible early game which inflicts exponential potential damage in the late game. Junk buggy drivers prefer to use a hit and run tactic to achieve this goal, by getting in and blowing up structures/engineers then fleeing before the slow light tanks can reach them. It is reccomended they be used to exploit weaknesses in lines (places where the enemy has neglected to set up turrets or deploy tanks/gunships), then sweep back to remove key resource assets, crippling production so that heavier tanks can break the enemy. Later in the game, Junk Buggies lose combat value because of their low DPS and health when compared to tanks. However they do have the value of diversions or swarm tactics. Junk buggies can distract the targeting systems of turrets, essentially being cannon fodder while heavy tanks roll in behind them without being hit by the enemy's heavy turrets. However, this method can be costly. A better tactic is to send buggies into an advancing enemy column while they are within range of long-range friendly base defences, and either delay or distract enemy weapons from the defensive line. The attacking force will be chewed to pieces, again at the cost of Betel Buggies. In this late game time many drivers prefer to control via remote control devices stolen from alien children's toys. ====Shard Buggy==== ====Ultimatum Tank==== ====Arthurian Tank==== ===Tier 2=== ====Photon Gunship==== The Betel Photon is a middle-power gunship used extensively by Betel commanders following the early-game harassing chaos. It is armed with twin rapid-fire laser repeaters that lock onto their targets. The Photon has decent speed for a gunship and good armour. Photon pilots will find its steady stream of damage useful against light- and medium-level vehicles, but for destroying key targets like heavy AA guns they don’t release a lump sum of payload fast enough and will take significant damage attempting to do so. Just like the Luminarian Dagger Gunship, Betel gunships need to strafe in order to do damage, unlike other gunships which can fly over enemy assets dropping missiles on enemies below. This can make widespread damage harder, and Photons should be aware of this disadvantage. As to the anti-air capabilities of the gunship, the lasers are an excellent choice for dispensing with other enemy gunships armed with missiles. While missiles often miss their target, the lock-on capabilities of the Photon allow for a steady stream of damage, which quickly burns up the target due to the low health of most aircraft. A recommended strategy is to support Betel Vipers by attacking targets that outrange the short-range Vipers, notably the Zaretian Seeker Ghost or IAE Sumno. If a Photon can destroy a Sumno before it fires its deadly-but-slow weapon, Vipers will be saved the immense amount of damage inflicted, although it is recommend to use Aeveria, Rach, or Diabloian gunships if Sumno hunting. Another good strategy is to save other race’s heavy tanks the reload time wasted from attacking light vehicles such as the Zaretian Hunter Ghost. By running up ahead, Photons can remove these distractions and let the heavy tanks deal with the heavier targets. ====Viper Hovertank==== ====Scavenger Buggy==== ===Tier 3=== ====Bomb Buggy==== ==Structures== [[Category:EAW RTS]][[Category:Page]] 54574xccqro9pkfjlth3mlfnw21nsr2 Betel Sky Spears 0 921 18553 17080 2023-08-25T01:37:28Z AmadeusReborn 30459495 /* Equipment */ Vorniket-class Heavy Duty 18553 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Sky Spears |image = [[File:BetelFleet.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = High Chancellor Nol Byervid's Reign |label3 = Empire |data3 = Betel Recyclers |label4 = Branch |data4 = Navy |label5 = Size |data5 = Unknown |label6 = Preceded By |data6 = The Fighter Companies |header8 = Commanders |label10 = Overlance |data10 = Tachko Irukon |label11 = Sky Commission Lead |data11 = Golik Maelotumn }} ==History== ===Origins=== Since their inception, through the [[Betel_Recyclers#Doisu_Wars|Doisu Wars]] and for another 24 years after them, the Fighter Companies consisted of primarily of non-standardized strikecraft and makeshift carriers. Each "carrier" would have a Shield Captain responsible for the carrier and all strikecraft within. The company would rely on the charisma of Shield Captains to take leadership of the Company as needed. After the Doisu Wars, some standardization efforts were made on the behalf of the Golden Face, but they were generally limited. The raids of [[The Xeverra]] six years into [[Betel_Recyclers#High_Chancellor_Nol_Byervid|Nol Byervid]]'s term was all the motivation the High Chancellor needed to begin a radical and rapid restructuring of the Betel Fighter Companies. Alacastur Ersin's reform of the Home Braves into the Arms recently helped ease the efforts at reform by taking lessons from their experience. High Chancellor Nol was also an ardent [[Betel_Recyclers#Innovationism|Innovationist]], and had already spent a great deal of time studying foreign navy technology and determined to create an effective modern Recycler space force. In particular, Nol was fascinated by the recent reforms conducted by the Remusian Republic, and sought to emulate their success in the creation of the Sky Spears. Vestiges of this can be seen in the borrowed name "Bulwark", adopted directly from Remusian doctrine. The Grand Navy's focus on smaller ships, combined with the Betel Fighter Company tradition, ultimately dictated the flavour of the Sky Spears' tactics to this day. The organization of the Sky Spears would be quickly changed into its current form, while still maintaining some vestiges of the Fighter Companies. The ships were standardized as best as they could be in the timeframe, with the focus on creating more concentrated carriers to reduce the number of Shield & Spear Captains needed, and the [[Razik Fighter]] was developed as a cheap but reliable fighter that was mass produced in the largest military requisition before the Military Proliferation Act. The end result was a quick response mobile space force that, while technologically far behind the Xeverran, was decently effective at curbing a much larger Xeverran incursion. ===Military Proliferation Act=== Two years before the Betel entered the war on the side of the Peacekeepers, High Chancellor Visas Jorental declared the Military Proliferation Act, a bid to leverage Betel resources to establish the Recyclers as a military power. The Sky Spears had already partially begun this process under Nol Byervid. Visas made further plans through direct consultation with Sky Commission Lead Golik to expand the space forces. First Visas secretly arranged for the construction of larger Sky Commission construction facilities disguised as merchant trade stations before the Military Proliferation Act was declared. These spacedocks had even begun constructing carrier-class hulls officially designated as civilian freighters by the time it became public. Non-dedicated components used in the construction of Razik Fighters were stockpiled. Once the process was no longer a secret, public contracts for up to Corvette-class ships were released with open-source blueprints. As a security measure, contractors would expand upon the basic design with additional features (with additional compensation) and the Sky Commission would perform another pass bringing critical aspects up to specifications. Within a year, the Sky Commission would open up similar Frigate-level contracts and announced it would be purchasing Light-Destroyer-level ships. Perhaps the most impactful aspect of the Act was the mass production of strikecraft and munitions. Small manufacturing operations and even communities, spurred on by government cash and Neo-Salvonism, produced a staggering quantity of fighters, bombers, gunships, boarding pods, shells, and transports. The Sky Commission had to invest heavily in supply line innovations and expansions, which has resulted in the modern day hyper-dispersed network of production. The process is, while optimized, highly inefficient. However, Golik decided that the resilience would be an asset against future sabotage efforts and leaned into the status quo rather than focus on centralized manufacturing. ===The War=== ===Luminarian Cooperation=== ==Organization== {| class="wikitable" ! Grouping ! Leadership ! Description |- | Sky Spears | Overlance, Sky Commission Lead | The highest level of the Sky Spear leadership consists of two individuals. The Overlance is the supreme commander of the Sky Spears operations and directs the strategic deployment of Bulwarks to the extent he is capable. He also has the power to temporarily promote a Bulwark to an "Underlance", giving them the responsibility of coordinating fellow Bulwarks in the field if many companies are involved. The Overlance also commands a cabal of retired Shield & Spear Captains who aid him in strategic command and tactics development. The Sky Commission Lead in contrast is an appointed (by the High Chancellor) member executive of Helm's Hold dedicated to overseeing the operation of the Sky Spears program. His position is focused on the negotiation of construction contracts, procurement of resources, and recruitment procedures. He is the leader of the Recycler Sky Commission (RSC), which is a unit of administrators to aid him in accomplishing his responsibilities. |- | Company | Bulwark | Usually commanded from a Destriant (may also from a permanent space station or another large ship). Consists of a number of Spears. |- | Spear | Spear Captain & Shield Captain | Jointly lead by Spear Captain and Shield Captain which coordinate small craft and their associated large ship respectively. Consists of a number of Fighter Squads, Marauder Squads, and the large ship crew. In more recent years, this has become bloated commanding frigates or similar large craft in addition to the large ship. |- | Fighter Squad | Fighter Leader | Consists of 3 to 7 fighters, bombers, or gunships. The Fighter Leader may sometimes have a superior variant ship compared to his squadmates. |- | Marauder Squad | Squad Leader | Can vary wildly in size. Marauders are intended for boarding defense and offense, but usually serve double duty on the ships they're stationed on manning guns or performing maintenance. |} ''Note: A Voivode may assume the supreme command position over certain Companies as needed as part of their duties'' ==Tactics== Despite the Sky Spear reforms of High Chancellor Nol, the tactics did not shift as much as he would have hoped. However, the poor discipline of the Betel offers an opportunity to exploit their resourcefulness and adaptability. Doctrine calls for the deployment of strikecraft and frigate carriers outside of effective range. If the enemy boasts substantial long-range anti-fighter weaponry or has already deployed greater numbers of fighters, the carriers will press forward to close the gap before launching strikecraft and cover the approach of frigates deployed earlier. Once in range, the aim is to close to melee range with strikecraft and frigates, including launching ramming and boarding attacks. The aim is to disrupt any advantage conferred by disciplined enemy formations by enveloping their lines in Betel ships, sowing chaos and attempting to increase the the enemies' risk of firing on themselves. This tactic also reduces the effectiveness of enemy heavy weapons on frigates. Larger non-carrier ships are very new in the Sky Spears, not to mention mostly non-standardized, and as such their usage is poorly defined (WIP - need to think on this further) ===Xeverran Front=== * Boarding operations are no longer attempted against large Xeverran vessels after the disastrous attempt at the [[Kaltax Counterattack]]. Xeverran ships. As it would happen, Xeverran vessels were found to be filled with vast volumes of water, completely incompatible for Betel Marauder squads. On top of this, biological differences in body shapes leaves even strikecraft less useful for capture. * Water again proved an effective partial counter to Ramming doctrines. While hull or system damage was still viable with a good ram, personnel on board were entirely unfazed thanks to inertial dampening of the blasts. * Xeverran use of strikecraft (which typically on their own outclass their Recycler counterparts) necessitates the use of dedicated anti-strikecraft weaponry, supported by a subsequent counterattack upon the Xeverran heavy ships. ===Repzork Front=== * Superior technology, numbers, and tactics have forced Sky Spears to avoid committing to full-on engages. Instead, Companies conduct harassment operations, disruption supply trains while also resupplying militants fighting in occupied territory. * Direct engages remain a reality, although typically the Sky Spears will retreat from all of the Repzork main fleets - preferring to lure smaller groups into a fight. * Daring Betel Marauders and North Arm Commandos have captured a number of Repzork capital vessels and turned them against ==Equipment== While the production capabilities of the Betel are potentially immense, they suffer from being decentralized. Strikecraft and Frigates are small enough that they can be contracted out to small operations via the complicated requisitioning of the Sky Commmission, but larger ships simply require too much infrastructure. In addition to this, many of the most advanced Recycler ships depend on [[Luminarians | Luminarian]] technology, the use of which is heavily restricted and monitored (restrictions which have only intensified following earlier information leaks). These ships are generally only produced in conjunction with Golden Face teams at a scattering of shipyards. Betel corporations have, however, attempted to adapt their own medium-size designs to meet growing demand, but these are usually based on older technology, unstandardized, and often dependent on what can be scavenged from recent battlefield graveyards. Still, they are not without use even if they pale in comparison to the standard ones thanks to Betel resourcefulness. Perhaps surprisingly, despite their massive size most carriers are able to be produced relatively easily. This is due to the simplicity of their designs, being primarily just metal with barebone fighter and frigate bays and jump drives. They sport a massive resource investment, but the metal is available in such abundance this is seldom an issue. Carriers are rarely intended to see front line service in any case, and thus require less complexity. ===Ships=== The following are the standardized ships in production by the Sky Spears ====Current Vessels Fielded==== Note: The term "Generation" in the context of the RSS is a loose classification. First Generation denotes ships produced prior to their entry into the war. These ships were typically designed under the assumption of a predominantly Xeverran threat, and saw massive production runs under High Chancellor Visas's Military Proliferation Act. Second Generation ships would be designed in response to the lessons of the initial Zaretian and then the far more substantial Repzork assaults. These craft also are the first to employ foreign knowledge and technology provided under partnerships with Peacekeeper races, in particular the Luminarians. The Third Generation generally covers the few designs that began initially rolling out in the final years of the Repzork and Xeverran fronts. These ships and most notably mechs were typically born from Remusian influence. Colloquially, anything larger than a Destroyer is referred to as a "Heavy Duty" class ship. =====Strikecraft===== ''First Generation'' *[[RSC Razik]] - ''Fighter'' *[[RSC/RHW Photon]] - ''Gunship'' ''Second Generation'' *[[RSC Bazka]] ''Fighter'' *[[RSC Bravado]] ''Tactical Bomber'' =====Frigates===== ''First Generation'' *[[RSC Byervid]] - ''Close-Quarters Frigate'' *[[RSC Holnok]] - ''Assault Frigate'' ''Second Generation'' *[[RSC Bokat]] - ''Support Frigate'' *[[RSC Kordust]] - ''Strike Frigate'' *[[RSC Satchel]] - ''Light Assault Carrier'' =====Destroyer===== ''Second Generation'' *[[RSC Irukon]] ''Assault Destroyer'' *[[RSC Karto]] ''Support Destroyer'' ====== Heavy-Duty ====== ''Third Generation'' * [[RSC Vorniket]] ''Heavy-Duty'' =====Dreadnoughts===== ''Second Generation'' *[[RSC Uze]] ''Limited Edition'' =====Carriers===== ''First Generation'' *[[RSC Exo-Hull]] - ''Strikecraft Carrier'' *[[RSC Destriant]] - ''Frigate Carrier'' =====Flagships===== *The [[Virulent Router]] commanded by [[Betel_Recyclers#Voivode_Ruusad_Hassai|Voivode Ruusad Hassai]], a modified [[ZMS Galaxy]]-class ship [[Category:Betel Recyclers]][[Category:Page]][[Category:Legacy Lore]] pq21ediigtgzxrqnqsu9qwinm56koyj Betel Theatre 0 1078 15086 15085 2021-02-04T06:27:48Z Amaker1450 26550035 15086 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= 09-17 |partof= [[Great War]] |notablebattles= |place= [[Betel Recyclers]] |result= Pyrrhic Betel victory |territorychanges= |side1= * [[Repzork Empire]]<br/> * [[The Xeverra|Xeverra]] <br/> * [[Zaretian Monarchy]] |side2= * [[Betel Recyclers]]<br/> * [[Karahotdoum Empire]] (Limited support)<br/> * [[Aeveria Confederation]] (Limited support)<br/> * [[Luminarians]] (Limited support)<br/> * [[Sauran Solidarity]]<br/> * [[Kastalian Survivors]]<br/> |side3= |side4= [[Asanian Syndicate]] |commanders1= * Rulara Ghanaz<br/> * Trolgath Vinien <br/> |commanders2= * Visas Jorental (†)<br/> * Bavur Trivac<br/> * Ruusad Hassai<br/> * Yodd Wikrix<br/> |commanders3= |commanders4= |forces1= * 489th Armada |forces2= |forces3= |forces4= |casual1= Moderate |casual2= Massive |casual3= |casual4= Minimal |other= |notes= }} == Background== === Xeverran-Betel Conflict === In order to accelerate the construction of the Star Song, a dyson sphere designed to boost its own processing power and accelerate the reunification of the Xeverran nomad fleets, Galden deployed Xeverran troops into Betel space in order to claim the bountiful resources from their colonies. The Xeverra launched a series of small-scale raids on fringe Betel colonies to gauge their defenses before committing troops. These skirmishes prompted the reigning Betel High Chancellor, [[Betel_Recyclers#High_Chancellor_Nol_Byervid|Nol Byervid]], to create the [[Betel Sky Spears|Sky Spears]], which quickly became the most advanced aspect of the Betel military. Regardless, the Xeverra continued to grow bolder as time passed, though they still remained a regional threat. == Course of the Conflict == === Year 9: Warlord-Recycler Intervention=== ''See also: [[Bunker Incident]], [[Recycler_Helmwehr#Zaretian_Strike|Zaretian Assault on Betel]]'' Following the ascension of [[Betel_Recyclers#High_Chancellor_Visas_Jorental|High Chancellor Visas Jorental]], the Betel were in a process of total mobilization driven on his jingoist Military Proliferation Act. These measures were justified as necessary to combat the aggression of Xeverran encroachments on Betel worlds. While nowhere near a significant power, they had previously established strong economic ties with a multitude of Peacekeeper nations thanks to the activities of previous High Chancellor [[Betel_Recyclers#High_Chancellor_Corim_Decutuk|Corim Decutuk]]. Betel had been trading with empires of either side, but Peacekeeper trade made up the bulk of their exports, especially after nearly a decade of war. Deposing the Recycler government which held a loose grip on the Betel people would allow them to install a puppet government that could be forced to cut off supply routes to the Peacekeepers. In any case, Warlord Leadership was of the belief that should the Betel choose to take a side in the Great War, it would be alongside the Peacekeepers they held stronger economic ties with, and the ramping up of militarization signaled their intent to get involved. The Pact resolved to intervene while the Recycler government had only just begun war efforts in a quick and decisive action that would be over before the Peacekeepers could deliberate on their involvement. Zaretian operatives were dispatched to sabotage Recycler sensors along a corridor leading to the home planet of Betel. This mission was a success, but some of the operatives were captured when they began work on disabling key installations on the homeworld. With the Recyclers becoming wise to the intentions of the Zaretians, the expeditionary fleet opted to strike before the window of opportunity closed and began storming towards their target with all haste. Arriving at Betel, the Zaretians caught the poorly-organized Recycler military unprepared and a land assault was launched on the planet. Drawing on the traditions of the previous invasion of Betel by the Doisu decades earlier, a fierce resistance was put up, and the need for speed had left Monarchy forces less cohesive than intended. After a handful of vicious skirmishes, the Zaretians were pushed back. Sky Spear forces had arrived and succeeded in keeping reserves at bay, and the Monarchy pulled out, escaping relatively unmolested thereafter. Fearing reprisal, the Recycler government sought to negotiate with the enemies of the Pact, the Peacekeeper Alliance. A meeting was brokered by the Luminarian Rebels, but word on the meeting was leaked to Warlord intelligence by dissident Doisu engineers through the [[Wolnch Authority]] (who were threatened by the Recycler militarization after they had supported the Doisu against the Betel during the war). They feared that if they had the backing of the Peacekeeper juggernaut, the Recyclers would be more bold in their aggression. Syndicate assassins were contracted out to disrupt the meeting, and were able to wipe out the Luminarian delegation. The Betel delegation had not yet arrived and so escaped harm, casting suspicion on the trustworthiness of the Recyclers, but they were admitted into the Alliance to safeguard necessary resources. The Wolnch Authority would ultimately successfully seek membership with the Warlord Pact, disillusioned with the Peacekeepers hypocrisy and threatened by looming Betel aggression. Corporate elements strongly linked with Warlord empires began resisting this change in policy, eventually forming the DeComp Rebels. === Years 10-13: Repzork Invasion of Betel & Alliance with Xeverra === Repzork Imperial Command had been closely monitoring the Zaretian's activities in Betel space. Had the Monarchy been successful, the empire intended to stake a claim on some of the Betel's resource-rich colonies to meet growing demands for military equipment. With the Zaretian's failure to occupy [[Betel]] and puppet their leadership, the Marshal's Council considered opening a front against the Recyclers. Support for war was almost unanimous; though Marshal Zurar feared that committing troops to a new front could pull resources away from the Karahotdoum and Diab theaters, the Council agreed that the Betel could not be allowed to build up their army nor could their resources be used by the Peacekeepers. The 489th 'Ghost Eaters' armada, which specialized in asymmetrical warfare and occupation, was assigned to the task. Though relatively small compared to other armadas, it was believed that the 489th's superior equipment and training would allow them to overwhelm Betel colonies with ease. To test the Betel's defenses, the 489th dispatched a strike force to engage Betel on the remote outpost of [[Shiver Station]]. Imperial forces made rapid gains in the opening assault, but Betel guerilla fighters sabotaged their supply lines, giving time for reinforcements - who had been preparing for a second, larger Zaretian attack for the past year - to rapidly redeploy to sweep in and flank the Repzork, successfully driving the invaders off the planet. Though embarrassed by the setback, the 489th launched new and larger assaults deeper into Betel territory. As Imperial Command had predicted, superior Repzork forces overwhelmed the Betel Helmwehr, capturing and occupying several colonies in a short span of time. However, while the 489th was suited for fighting the Betel in theory, in practice their training had not fully prepared them for the polluted and trash-ridden environment of Betel settlements, which the Recyclers were able to navigate with ease. Betel guerilla fighters would continue to resist Repzork occupation long after a colony had been captured, necessitating that more troops be sent to occupied colonies and slowing down the Pact's advance. Environmental factors also hindered the Warlords, such as the fact that artillery could not be used in most situations due to the risk of causing avalanches. Despite these difficulties, with the Betel military as a whole still inferior to the Repzork, the Pact continued to make steady progress against the Recyclers, with their ultimate goal being to occupy Betel itself. As Repzork forces advanced further into Betel space, they unwittingly encountered the so-called "Wikrix Wall", a sector of Betel space under the command of Voivode Yodd Wikrix that was on the forefront of the Recycler's ongoing conflict with the Xeverra, who had continued their attacks against the Recyclers since before the start of the Great War. In doing so, intelligence operatives would come across the broken remains of Xeverran robotic proxies, and eventually, witnessed Xeverran forces engaging the Betel. The Repzork promptly reached out to the Xeverran to discuss the possibility of an alliance against a common foe. The Xeverra agreed to cooperation on the Betel front, but when the Repzork attempted to induct them into the Pact, the Xeverra refused; they were by then aware of the dire situation the Pact found itself in, and Galden decided at the time that involvement in the war would be detrimental to its efforts. After the first few weeks of chaotic fighting, High Chancellor Visas would create the position of Voivode - a military governor- and promote Brave Commander Ruusad Hassai of the the 2nd North Grip to bring the forces together in hopes of putting up a defense. ==== Incident at Fehgrov ==== ''Main page: [[Incident at Fehgrov]]'' Near the end of the year: Luminarian and Betel altercation. === Years 14-15: Operations Dark Angel & Desolate Winds === === Years 16-17: Pact Withdrawal === == Aftermath == [[Category:Conflicts]][[Category:Legacy Lore]][[Category:Page]] fw218f9uhm47lhg9ubmjhv18nxec789 Biochemical Weapon 0 1430 16419 15723 2021-05-08T03:00:30Z Amaker1450 26550035 /* Cryo */ 16419 wikitext text/x-wiki '''Biochemical weapons''' are weapons which utilize chemical and/or biological agents. Many nations have either imposed limits on or have outright banned the use of biochemical weapons, especially against civilian targets, due to the suffering they cause. == Categories == === Fire === Incendiary munitions are the oldest and most widely used biochemical weapons due to their many applications, such as clearing fortified positions, deforestation, burning crops, and destroying materiel. Incendiary chemicals can be deployed from explosives and propelled from flamethrowers. Most modern weapons utilize napalm or napalm-like substances which adhere to their victims and burn for as long as possible. This has allowed napalm to remain effective even against targets wearing [[power armor]], as the heat can turn the armor into an oven, slowly cooking the target alive. Fire can melt through armor plating, though it is not as effective as most [[energy weapons]]. [[Energy shields]] are an effective defense, but if the fire is deployed from an explosive device, the shock wave can potentially break the shield, leaving the user defenseless. ==== Variants ==== ===== Incendiary Dust ===== Incendiary dust is a highly combustible airborne compound which resembles black smoke. The dust adheres to most surfaces, and because it is naturally inert, bypasses energy shields. Once ignited, the entire cloud will spontaneously combust at temperatures capable of burning through metal. Air filters are wholly ineffective against incendiary dust as the filter serves only to accumulate dust, clogging the filters and, if ignited, mortally burning the victim. Incendiary dust can be stored in pumps, shells, and specialized weapons. ==== Poisons ==== A myriad of poisonous substances can be found across the galaxy. Many more can be produced in laboratories and in staggering quantities, making poison weapons a cheap and abundant tool for those willing to employ them. The effects and lethality of a poison can be easily manipulated depending on the substance, allowing for a fair degree of versatility; certain poisons are designed to simply incapacitate a target so that they are easier to detain, while others kill their targets within moments of exposure. Poisons can be employed via airborne gas, most [[projectile weapons]], and some bladed [[melee weapons]]. Airborne gasses can be nullified by air filters, though some particularly potent gasses can slowly eat through most filters. ==== Germ ==== Deadly microorganisms, much like poisonous substances, can be found across the galaxy and be produced artificially. Though pathogens can be designed to quickly kill their victims, most germ weapons instead balance lethality with communicability. This leaves germ weapons best suited for prolonged engagements such as sieges and battles of attrition, but less effective for fast-paced maneuver warfare. Germ weapons can also be covertly deployed prior to an invasion so as to weaken the target. Germs can be employed via airborne gas, most [[projectile weapons]], and some [[melee weapons]]. Environmentally-sealed armor and air filters are an effective countermeasure against germ weapons, necessitating that the target's defenses be broken before they can infect the target. ==== Corrosive ==== Corrosive weapons are made up of various compounds designed to severely disfigure or outright melt the armor and flesh of a target upon contact. Such compounds may also produce noxious fumes dangerous to those without proper breathing equipment. These compounds can be stored within [[ballistic weapons]], propelled from acidthrowers, or deployed from explosives, all of which are lined with corrosion-resistant materials. Acid's primary benefit is its ability to bypass [[energy shielding]] as it does not utilize either thermal or kinetic energy, though high-powered acidthrowers can trigger shielding from the force of the stream's impact. This means that even if a bullet or shell is stopped by a shield, the acid will splash unto the target, gradually wearing down their armor before their shield even breaks. Infantry using corrosive ammunition will often utilize weapons with a high rate of fire so as to quickly coat a target. However, while acid is effective against infantry and can be used to clear fortifications in much the same way that [[fire]] can, acid is less effective against armored vehicles unless it is used in very high quantities. Corrosive weapons are sometimes compared to [[plasma]] as both are used predominantly for their effectiveness against armor. Plasma is undeniably stronger than acid and has a much more immediate impact on a target, but acidic munitions can have a longer range and are more effective against shields. Many nations have nevertheless forgone the use of corrosive weapons in favor of other alternatives, while those who do employ corrosive chemicals almost exclusively deploy them as support weapons. ==== Marganite ==== ''Main Page: [[Marganite]]'' Marganite is the toxic crystalline substance used throughout [[Margan]] society that can be made into a wide variety of weapons. ==== Biomatter ==== ''Main Page: [[Biomatter Swarms]]'' Several organizations over the years have attempted to weaponize the Biomatter either by attempting to control them, concocting poisons and pathogens from biomass, or by intentionally seeding planets with spores so as to trigger an infestation. Such practices are almost universally banned the use of Biomatter in any capacity, and anyone caught attempting to utilize the swarms is liable for immediate retaliation, especially following the [[Necraal Schism]]. ==== Cryo ==== Cryo weapons use a concoction of chemicals that instantaneously freeze upon contact with their target, potentially encasing them in ice to the point that movement is rendered impossible. Such chemicals can be deployed either through explosives and propelled out of icethrowers; both devices store the chemicals in a specialized container so as to prevent the weapon itself from freezing. Flash-freezing can cause frostbite, turns some metals brittle, prevents machinery from functioning, and when aimed correctly, can prevent a soldier from breathing, causing asphyxiation. Cryo weapons, much like [[fire]], will trigger energy shielding due to the instantaneous change in temperature and is not any more or less effective against shields than fire. Few armies field cryogenic weapons due to a combination of their low range and the fact that they are considered either redundant or outright inferior to most other options. Cryogenic weapons are instead widely used in the containment of [[marganite]], which requires thermal energy to grow. [[Category:Weapons by Category]][[Category:Public Access Page]][[Category:Page]][[category:BrandingHold]] 4k7eu6pn40lx28f2vjs1blw2d6sdadn Biochemical weapons 0 1456 15546 15545 2021-02-13T03:23:50Z Amaker1450 26550035 Changed redirect target from [[Biochemical Weapons]] to [[Biochemical Weapon]] 15546 wikitext text/x-wiki #REDIRECT [[Biochemical Weapon]] a5ckjrk8h6qs7r3pvwsfkt2t8auz3kc Biomatter 0 712 16086 5767 2021-03-31T22:12:16Z Amaker1450 26550035 Changed redirect target from [[Biomatter Swarms]] to [[Xenocytrid]] 16086 wikitext text/x-wiki #REDIRECT [[Xenocytrid]] 0oc9qr13ofuj3r7ou3hgtatjdigxc44 Biomatter Hordes 0 18 6332 6331 2017-08-01T04:10:53Z Amaker1450 26550035 6332 wikitext text/x-wiki <center> [[Image:BioMatter Openner.png]] [http://www.spore.com/sporepedia#qry=ssc-500170936250 Sporecast]<br> ''For the up to date page, see: [[Biomatter Swarms]]'' </center> ==Summary== <b>Faction:</b> Neutral <br> <b>Philosophy:</b> Devour and Grow <br> <b>Home Planet:</b> Unknown <br> ==Description== The BioMatter hordes are a mysterious species from the far edges of the galaxy. They have no technology, and rely solely on tooth, claw, and biological replicas of conventional weapons. The BioMatter travels through space in BioMatter Spores, collections of hibernating biological material encased within an asteroid. Upon landing on a planet, the crash impact spreads this BioMatter all across the world's surface. If the BioMatter comes in contact with any living thing, it leaves hibernation and consumes nearby organisms like an ameoba. Once it has gained enough mass, the BioMatter mutates into one of three forms, Warrior, Feeder, or Birther. As the BioMatter continues to spread, feeding or mutating all life it encounters, any planetary defenders are swamped by the never-ending hordes, while the dead from both sides are recycled into new BioMatter creatures. After a planet has been totally consumed, its entire surface covered by a network of Birthers and Feeders, new BioMatter Spores are created and released, launched from the planet to infect new worlds. Since the initial outbreak of BioMatter, new varieties and organisms have appeared or taken new roles. For example, the Slicaurs Warrior organism only began to appear after BioMatter had encountered several races who used melee weapons in combat. Seemingly in response to that, the Slicaurs have long, sword-like bones at the end of their arms, rather than hands. This ability to adapt to new enemies after only a few encounters strikes fear into the opponents of BioMatter. The newest forms of BioMatter have shown a truly frightenning capability - intelligence. These new organisms now have tactics and planning capabilities. The new Hive Lord can even communicate with other races, which during the Sentience Encounter resulted in an alliance between the Hordes and the IAE and Necraal. ==History of Encounters== ===First Contacts=== [[Image:Spore 2010-02-13 14-25-13.png|200px|right|thumb|The battle at Research Base 738.]] <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Zander6%7C2270733049%3Asast-500473242334%3Assc-500478879812 Outbreak]<br> A BioMatter Spore crash-landed on Mitacen, the location of Research Base 738 of the Mardle Empire. The scientists took a sample of the BioMatter, only to have it mutate and wipe out the whole research staff. Although the creature was terminated by Security forces, there was no time for the base to prepare itself for the sudden attack of an enormous BioMatter force. The base was unable to enter lockdown, and was quickly overrun, with the nearby city falling a short time later. Data on this attack was recieved from the only survivor of the attack, a notable captain who had beamed down only a few hours prior to the attack.<br> <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Zander6%7C2270733049%3Asast-500487522720%3Assc-500478879812 Gauntlet]<br> A colony on Qualiot had just been established by the Flewrits when a BioMatter Spore crashed down on the planet. Luckily, a captain on a pitstop was tasked with surveying the crash site. When the captain arrived at the impact crater, it had already been filled with BioMatter Birthers, still growing into maturity. The hive immediately began producing BioMatter orgaisms, and the captain barely escaped to inform the colonial governor. The colonists were then evacuated down a narrow canyon that led to the spaceport, fighting constant BioMatter attack as the Hive grew in strength. Data on this attack was recieved from the surviving colonists, who managed to escape on a shuttle just before the planet was toatlly overwhelmed. [[Image:Spore 2010-02-13 14-14-09.png|200px|left|thumb|The Defense line at Ozelion.]] <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Zander6%7C2270733049%3Asast-500495172031%3Assc-500478879812 Assault]<br>The Battle of Ozelion is the largest battle yet in the war against BioMatter. The sparsly populated planet was hit by a BioMatter Spore near the equator, in what was an incredibly lush jungle region. With so much organic material present, an enormous hive quickly developed. The planet was evacuated by a Warbot fleet in the area, which beamed down all its ground troops for a last-ditch effort to save the planet while more rienforcements were called in. After an enormous battle, where the Warbot defense line was pushed back nearly to the command center, air support arrived, enabling the hive to be cordonned off. An orbital strike was then used to annihilate the hive and end Ozelion's infection. Data on this attack was recieved from the Minomit commanders of the Warbot forces. <br> <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Zander6%7C2270733049%3Asast-500509525472%3Assc-500478879812 Laboratory]<br>The world of Phrytaurs was the location of a large Salatran Science Center that specialized in genetic research. They decided to take some sample BioMatter creatures from Qualiot, a previously infected planet. However, there was a security breach and several organisms escaped. The escape creatures were Mutarior, organisms that possess and mutate their enemies. The Salatran scientists were quickly killed and possessed, while the rest of the lab containment systems were destroyed by the escaped creatures. Fortunately, a single captain who had arrived at the lab earlier managed to initiate a lockdown, before escaping through a vent. The planet is now under quarantine, to be left uninhabited until the BioMatter organisms left inside the lab have all died. This is the first recorded sighting of BioMatter's ability to possess and mutate other creatures. Data on this attack was recieved from the science center's security cameras, the few cameras still functioning are now used to monitor the BioMatter organisms that remain in the complex.<br> ===Era of Fallen Worlds=== After the Phrysaurs incident, 13 inhabited worlds have fallen to the BioMatter hordes. On 11 of these planets, there were no survivors. These planet's fates were only discovered when spacecraft from other worlds arrived in-system, only to find a destroyed planet. The following two encounters are the accounts of survivors of the two other planets.<br> [[Image:Spore 2010-02-13 17-05-18.png|200px|right|thumb|The destuction of Rotunin's capital city.]] <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Zander6%7C2270733049%3Asast-500517244783%3Assc-500478879812 Survival] <br>The planet Rotunin was a free port, a privately owned world controlled by a powerful Fadyo trading company CEO. Though the planet had a multitude of planetary defences, these systems were designed to destroy enemy spaceships, not BioMatter spores. The major cities quickly became warzones between the few ground-based military units and the BioMatter forces. However, the city provided cover for the civilian survivors, some of whom were able to evade the BioMatter hordes and make it to the various landing pads in the cities. Data on this attack was recieved from the 23 survivors, who managed to flee to rescue points.<br> <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Zander6%7C2270733049%3Asast-500541151752%3Assc-500478879812 World Eater]<br>The second account of survivors of an infected world is from the planet Dralix, a colony of the Dragonetera. The colony was totally destroyed by a BioMatter assault, and the planet was covered by BioMatter hives and creatures. A survey and salvage team from an orbiting Dragonetera fllet unfortunately flew too low, and was attacked by a set of enormous tendrils, which pierced the ship's exterior and dragged it down to the surface. Though the crew survived, their communicator was damaged in the crash. After successfully repairing the system and sending a distress signal, the Dragonetera crew was able to escape the consumed planet. This was the first record of a planet after its destruction byBioMatter. Data on this attack was recived from the surviving crew members of Dragonetera Survey Ship 17.<br> <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=sast-500552436332%3Assc-500478879812 Bio-Disaster]<br>A Santix Supership aws surveying an icy planet when a party of Santix drones came accross several BioMatter Spores, frozen in the ice. A scientific race with no prior knowledge of BioMatter, the drones delivered samples to their masters on board the ship. Soon, however, the Santix were mutated, and the infection quickly spread. As the drones used by the Santix are biological in nature, nearly the entire drone crew was mutated or killed. With the ship's systems failing, a single drone managed to initiate a self destruct of the ship, destroying the BioMatter aboard and letting the rest of the Santix know of the horror that is BioMatter. <br> === The Task-Force=== Following the Era of Fallen Worlds, a peacekeeper summit decided that immdiate action to oppose BioMatter was necessary. To this end, an Anti-BioMatter Task Force was created, a force that would respond to any and all BioMatter attacks on allied worlds. The force is comprised mainly of Diabloian, Fadyo, and Murderos troops, while other races, such as the Dragonetera, the Salatrans, and the Flytals fund and arm the force. So far, the Task Force has been successful on five of the six attacks it has responded to. The Force is trained and maintained on the Diablos-held world of Telinchov.[[Image:Spore 2010-02-13 18-00-19.png|200px|left|thumb|The Task Force beams down, ready to fight.]] <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=sast-500556926379%3Assc-500478879812 Judgement Day]<br>After the first four victories of the Task Force, peacekeeper spirits were high. But when a BioMatter spore landed deep inside Diabloian territory, the sense of calm was shattered. A nearby Diabloian contingent rushed to the planet, but by then the infection had taken root. With the primary units of the Task Force out on the edges of the peacekeepers empires, the small group of Diabloian bio-troopers were the planet's only hope. Events quickly turned sour when BioMatter tendrils started dragging ships out of the sky, an ability seen in the World Eater encounter that was passed off as a fluke. Luckily, the intervention of Diabloian Specialist Heimdall saved the planet from destruction. Heimdall set off a powerful explosive inside the hive, ending the infection. [[Image:Spore 2010-03-11 21-49-36.png|200px|right|thumb|The IAE meet their new allies - BioMatter.]] <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Zander6%7C2270733049%3Asast-500543952499 Sentience Part1] <br>The Flytal world of Yintil was hit by a BioMatter Spore near its north pole. Realising the danger, the Flytal governor sent a distress signal to the Task Force. The Force arrived in time to stop the colony from being overwhelmed, and began a long, pitched battle against the BioMatter hordes. As the battle raged, a peacekeeper captain who entered the fray made a horrifying discovery. While on a routine mission to rendevous with a Task Force outpost, the captain was captured by IAE and Necraal troops, who had secretly landed on the far side of the planet to assist their new ally.<br> [http://www.spore.com/sporepedia#qry=sast-500558089653 Part 2]<br> When the captain managed to escape captivity with a Fadyo special forces operative, the two discovered that the new ally of the IAE and Necraal was none other than BioMatter, now mutated into new and self-aware forms. After witnessing the three races meeting at the IAE base camp, the captain and operative rushed back to the Task Force, only to find that the IAE and BioMatter assault had already begun. The Task Force was quickly overwhelmed, and a short respite at the Command Bunker ended with a Doomtrooper and Hive Lord attack. Only the Fadyo operative and captain managed to escape, while the Diabloian captain Varth and his subordinates were taken prisoner. [[Image:Spore 2010-04-21 22-52-17.png|200px|left|thumb|A Horde Captain stands before the Sky Hive.]] <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=sast-500579246461 Orbital]<br>The Zaretians had maintained a small military base on the planet Hilshir for several decades. It existed on the very edge of their empire. That made it a perfect target for a BioMatter attack. A new, never-before-seen organism was the center of the attack. The organism was a massive, floating Birther hive, about the same size as a Diabloian cruiser. The vessel, for it operated just like a spaceship, attacked by firing Bio-Spores to destory targets, and then began to launch waves of warrior organisms at the base from its every orifice. With an IAE intel frigate standing by, which totally blocked all Zaretian communications, the planet seemed lost. However, the successful reclamation of a BioMatter-taken power plant allowed the Zaretians to destroy the BioMatter vessel with their planetary laser. Just on the verge of victory, a second, even larger BioMatter spaceship entered the atmosphere directly over the base, along with a fleet of mutated Bio-Spores. Only a single Zaretian drop-ship escaped. <br> === The Spreading Menace === With the task-force in ruins, and the full power of Sentient BioMatter revealed, peacekeepers and warlords alike braced for the worst. It did not take long for a new offensive into peacekeeper territory to begin. As rapid as it was brutal, a series of attacks into the very edges of the peacekeeper empires found worlds unprepared for the Horde's new tactics. BioMatter was attcking from all sides, not only from the land, but the sky; and as its newest victims discovered, from below as well. [[Image:Spore 2011-03-29 16-59-22.png|200px|right|thumb|BioMatter tendrils burst from the ground.]] <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=sast-500625478402%3Assc-500478879812 The Horror]<br>The first planet hit by BioMatter's newest offensive was Taldrin, a small Acropolan colony near the edge of their great empire. Far away from the battles between the Acropolans and their mortal enemies, the Conkirites, the colony was unprepared for the terrifying assault of BioMatter. None of the planet's inhabitants survived. <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=sast-500637048371%3Assc-500478879812 Total War]<br>A Diabloian-held world was next to find itself within BioMatter's crosshairs. Luckily for the civilians on-planet, the Aeveria Confederation had a battlegroup orbiting a nearby star system. The Confederation's troops established a base on the planet, and managed to evacuate a sizeable portion of the civilian population. Sadly, BioMatter had tunneled deep into the planet's crust, and while the Aeveria forces had managed to hold their own against the BioMatter Hiveships and infantry, a swift attack from below their own base crushed all ground-based resistance, leaving only a few remnants of the Aeveria force alive. <b>Encounter Codename:</b> [http://www.spore.com/sporepedia#qry=sast-500714625578%3Assc-500478879812 Hunted]<br>A sizeable Nepharian colony was destroyed from inside by BioMatter, in little over five hours. The BioMatter Hordes tunnelled into the planet and grew in power rapidly, all without the planet's population knowing. Even more terrifying, small BioMatter parasites infected leading officials of the colony, only revealing their true nature after gathering all un-infected Nepharians together. This systematic slaughter is the first, but probably not the last, time BioMatter infiltrates a planet's occupants. ==Variations== ===Basic Warriors=== Warriors come in a multitude of forms, from the lowly Ramorphinds to the powerful Gaularins. They all share a common purpose, kill anything that moves, so that the Feeders can consume it. The general types of BioMatter Warriors are, in order of power: <center> {| border="1" |- |[[Image:Ramorphind.png‎]] |[[Image:Goltair.png]] |[[Image:Slicaurs.png]] |[[Image:Favernok.png]] |[[Image:Executien.png]] |[[Image:Gaularin.png]] |- |Ramorphind||Goltair||Slicaurs||Favernok||Executien||Gualarin |- |} </center> Click on any creature for more information. ===Mutants=== The BioMatter hordes also contain a variety of creatures mutated by the Mutarior organism. These various creatures belong to a variety of Epic War races, yet all share one thing, they serve BioMatter unflinchingly, under control of the Mutarior embedded inside their brains. <center> {| border="1" |- |[[Image:Mutarior.png]] |[[Image:Neph_Mutant.png]] |[[Image:Mutated Diabloian.png]] |[[Image:Delani_Mutant.png]] |[[Image:Mutated Battlesuit.png]] |[[Image:Mutated Santix Drone.png]] |- |Mutarior||Mutant Nepharian||Mutant Diabloian||Mutant Delani||Mutant Battlesuit||Mutant Santix |- |} </center> ===Special Creatures=== Aside from their basic troops, BioMatter forces contain several creatures with more specific roles. There are the shooters, who attack enemies at range from behind the main horde; Feeders, who collect organic matter from behind the frontlines; and Epics, who provide the horde with seige engine capabilities. <center> {| border="1" |- |[[Image:Norintii.png‎]] |[[Image:Blastarin.png]] |[[Image:BioFeeder.png]] |[[Image:Sarchrinon.png]] |[[Image:Gargatual.png]] |[[Image:‎Jentrillon.png‎]] |- |Norintii||Blastarin||Bio-Feeder||Sarchrinon||Gargantual||Jentrillon |- |} </center> ===Sentient Creatures=== After the Sentience encounter, new and even more powerful BioMatter organisms have joined the hordes. They exhibit new living weaponry that closely emulate the conventional weapons of other races. These new creatures primarily are unique, however, in that they are intelligent, and thus capable of tactics and planning. They communicate with other Sentient BioMatter via limited telepathy, while instructing non-sentient BioMatter through a system of shrieks, howls, and roars. Leading these new creatures is the Hive Lord, the only BioMatter subspecies able to communicate with other races. <center> {| border="1" |- |[[Image:Soldin.png‎]] |[[Image:Artil.png]] |[[Image:Hive Lord.png]] |[[Image:Telegon (1).png]] |[[Image:Tangrashir.png]] |[[Image:Horde Captain (3).png]] |- |Soldin||Artil||Hive Lord||Telegon||Tangrashir||Horde Captain |- |} </center> ===Birthers=== The most common sign of an infection, Birthers are like gigantic fungi, stationary mounds of biological material, connect to one another by tendrils. They form enormous collections of interconnected Birthers that choke valleys, dry lakes, and straddle mountains. They recieve organic material from Feeders, which they then use to make new BioMatter Warriors, Feeders, and Birthers, which are released through the large pores dotting their surface. <center> {| border="1" |- |[[Image:BioMatter Hive.png|400px|]] |- |A BioMatter Hive |- |} </center> ===Hiveships=== The BioMatter equivalent of warships and cruisers, BioMatter Hiveships are actually a colony of birthers that, rather than be fixed to a planet's surface, fly through space by spitting debris from engine-like clusters at their ends. The inside of a Hiveship is believed to be a massive living factory, collecting space debris to transform into fuel and organic matter from planets to form massive armies. It is currently unknown how Hiveships manage to remain aloft while within a planet's atmosphere. The vessels' primary weapons seem to be launching the smaller BioMatter organisms it produces at high velocity, in some cases creatures the size of tanks have been spit at enemy targets. ==Abilities== BioMatter organisms have a variety of abilities not seen on other creatures in the galaxy. These abilities give them the edge in any fight. ===Mutation=== All BioMatter organisms are mutants, different varieties of a specific DNA code that varries based on their size. During their initial growth, either in a Birther or after the crash of a Spore, BioMatter creatures mutate into a form that best uses their mass. This allows even a small amount of BioMatter to develop into a strong, cohesive fighting unit. ===Feeding=== The BioFeeders and Birthers are unique in their ability to consume living material, and reconstitue it into a BioMatter organism, often within a few hours. This allows them to clear large areas of plants and animals, and build enormous armies out of their mass, enabling the BioMatter's swarm style of combat. ===Possession=== Some BioMatter organims, the Mutarior, have been seen to be able to possess the corpses of enemies. Although usually enemies are just consumed and used to feed the biological war machine, fallen captains or other creatures with weapons that the BioMatter hordes cannot copy are often possessed to add their arsenal to the BioMatter force. The Mutarior connect to the nervous systme of their victim, and secrete enzymes that repair their quarry's wounds and partially mutate them into a stronger form. ===Space Travel=== Though most races in the galaxy have space travel, BioMatter is the first species to travel through space without even leaving the creature stage of evolution. After a planet has fallen to BioMatter and been consumed, the warrior and feeder organisms are fed back into the Birthers, which blend their organic material with rock from the planet to make BioMatter Spores. The organic material enters a hibernation state before being launched off the planet's surface by special Birthers, to drift until it lands on a suitable planet for infection. Once it has landed, the infection cycle begins again. <center> {| border="1" |- |[[Image:BioMatterSpore.png|200px|]] |- |A BioMatter Spore. |- |} </center> ===Bio-Weapons=== The new Sentient BioMatter organisms are all armed with weapons that at first glance seem like the standrad weapons of other races' soldiers. Upon closer inspection, however, the weapons are in fact totally biological, supported by cartilage, encased by skin, powered by spring-like muscles, and sighted by evil-looking eyes. The users of these weapons are specially bonded to them, allowing the creature weilding the weapon to fire with a thought. ===Telepathy=== The Sentient members of the BioMatter hordes now have a special way of communicating, limited telepathy. Organisms within 20 meters or so can instantaneously share thoughts and emotions. Though the hordes have no language, a mixture of feelings and pictures allow them to easily tranmit attack plans, recon information, and more to each other and the hive in general. ==Allies== [http://epicadventurewar.wikkii.com/wiki/The_IAE The IAE] [http://epicadventurewar.wikkii.com/wiki/Virisus The Virisus] [[Category:Inactive]][[Category:Page]] 6x5cfsb604grlnd50y7fj9wk9nnh4ff Biomatter Swarms 0 629 16085 15672 2021-03-31T22:11:33Z Amaker1450 26550035 Redirected page to [[Xenocytrid]] 16085 wikitext text/x-wiki #REDIRECT [[Xenocytrid]] 0oc9qr13ofuj3r7ou3hgtatjdigxc44 Bladed Weapons 0 1463 15628 15624 2021-02-21T03:58:37Z Amaker1450 26550035 Redirected page to [[Bladed Weapon]] 15628 wikitext text/x-wiki #REDIRECT [[Bladed Weapon]] krkp7an04krogrhpqeq6kaxy7qoh08u Blades 0 1467 15626 2021-02-21T03:57:34Z Amaker1450 26550035 Redirected page to [[Bladed Weapons]] 15626 wikitext text/x-wiki #REDIRECT [[Bladed Weapons]] 0tejngak91fbcue2hkxmcx56onycz00 Blunt Weapons 0 1464 15630 15625 2021-02-21T03:59:25Z Amaker1450 26550035 Redirected page to [[Blunt Weapon]] 15630 wikitext text/x-wiki #REDIRECT [[Blunt Weapon]] kyozk72j0k3xtzueqdndiajotse1mud Body Armor 0 833 17625 17515 2021-12-15T01:45:23Z Amaker1450 26550035 /* Helmet Components */ 17625 wikitext text/x-wiki '''Body armor''' is the protective clothing utilized by soldiers, law enforcement, mercenaries, and other entities throughout the galaxy. Body armor comes into four types: plate armor, powered armor, exoskeletal armor, and battlesuits. == Overview == Body armor is used in some form by every modern military force in the galaxy as well as by countless mercenaries, pirate bands, corporations, and anyone else capable of either producing or procuring armor. This has led to the creation of an endless myriad of armors that, while their exact design specifications vary substantially, do share a few broad traits. Most suits of armor are comprised of a fibrous, weather-resistant undersuit and armor plating, which is typically comprised of one or more layers of metal and/or composite plates. Depending on the design, the plate layer can then have one of many attachments added unto it, such as jump jets or wrist-mounted weapons. === Categories === Body armor can be broadly divided into four categories defined by their construction, intended role, and their inclusion or lack of a central power source: *'''Plate armor''' refers to any armor which lacks a central power source. *'''Powered armor''' is armor with an internal power supply that provides energy to the armor's electrical compone4nts. *'''Exoskeleton armor''' is powered armor that encases the user in an exoskeleton which enhances their strength, reflexes, and/or speed. *'''Battlesuits''' are large suits of exoskeletal armor which are sometimes regarded as one-man tanks. Armor can also be divided into the following sub-categories based on their intended role: * '''Battle Armor''' generally refers to a race's baseline, standard issue armor. * '''Infiltration Armor''' is built for concealment and mobility. * '''Mobility Armor''' is light armor built primarily around speed and ability. * '''EVA Armor''' is designed for the vacuum of apace. * '''Breaching Armor''' is an up-armored suit usually designed for close-quarters engagements. * '''CCRIB Armor''' provides enhanced protection against chemical & biological threats. * '''Utility Armor''' is an umbrella term for armors designed primarily to support allies rather than offering protection in a confrontation. * '''Flight Armor''' is designed for jump-jets and/or extended flight. * '''Aquatic Armor''' is designed for use in aquatic environments. * '''Medical Armor''' features built-in components for treating wounded personnel, and when necessary, cutting through and removing the patient's armor. == Components == Components are devices that add a new function to armor, such as an energy shield, jump jet, or life support. Components are divided into internal and auxiliary components. Internal components are built into the armor as a standard feature. Auxiliary components are optional and are added unto the armor, usually via a port connecting to a suit's power supply. Components are a crucial element of modern armor as they can drastically affect an individual's role, performance, and survivability. === Internal Components === Internal components are components which generally come as built-in features for powered, exoskeletal, and battlesuit armor. Not all suits contain all of these components, and a small few of the components can be found on plate armor. *The '''Power Supply''' is the cornerstone of powered & exoskeletal armor, being the source of the suits' electrical power. * '''Life-Support/Thermal Regulation Systems''' ensures that the user can survive & operate in a variety of otherwise inhospitable environments. *'''Pressure locks''' maintain an airtight seal on the armor, preventing foreign items from getting inside. *The '''Medical Interface''' is responsible for treating minor injuries until the soldier can receive direct medical attention. Most interfaces inject pain-relieving drugs into the bloodstream and slows or stops bleeding by filling the wound with a substance such as a medicinal foam. *'''Shield Generators''' produce a force-field around the user. The shield's strength depends on the generator itself and how much power is dedicated to it. *The '''Power Lock''' locks the armor in place when struck by a shock-wave or other extremely strong kinetic forces, preventing the user from moving and reducing physical trauma. *'''Geiger Counters''' detect nearby radioactive particles. * '''Stealth Generators''' provide temporary invisibility to the user. * '''Adrenal Boosters''' pump adrenaline or combat-enhancing bloods into the user's bloodstream. * The '''Artificial-Intelligence Module (AIM)''': is used to upload A.I constructs directly into the armor. ==== Helmet Components ==== Modern helmets are extremely advanced pieces of armor, providing the user with a host of tactical and sensory information. * The '''Visual Relay''' is used in lieu of a visor in some helmets. Information is transmitted to the user via a network of tiny cameras built into the helmet. * The '''Heads-Up Display (HUD)''' can display real-time information to the user, record their activities, switch between one of more vision forms, and/or sync with the user's weapon, assisting their aim and informing them how much ammo they have left. * '''Sensory Receivers/Dampers''' automatically reduce harsh noises/lights to prevent sensory damage. They can also be used to pick up otherwise imperceptible sounds. * The '''Vox Box''' projects the user's voice, allowing them to be heard over a greater distance whenever they are wearing a fully-enclosed helmet. *The '''rebreather''' filters the air. *The '''Communicator''' is the suit's radio communications device. ==== Auxiliary Components ==== * '''Enhanced Power Supplies''' are larger, more powerful power supply units suited for prolonged deployments. They can be used to supply allies with power in emergency situations. * '''Bubble Shield Generators''' produce a large shield around the user, protecting them and anyone inside while allowing its occupants to fire out of it. * '''Acoustic Locator''' Acoustic locators are a relatively common form of stealth detection which use echolocation to visualize otherwise invisible enemies. * '''Jump Jets''' comprised of one or more rocket jets mounted on the armor's back. * '''Gravity Jets''' are similar to jump jets except that they utilize anti-gravity to move. They are not quite as fast, but are substantially easier to control. * '''Mechanical Limbs''' assist the user in performing various tasks such as treating injuries and repairing machinery. Limbs may also have weapons mounted on them. Mechanical limbs are controlled either remotely, by an A.I, or by a user's thought. * '''Weapon''' attachments can vary from blades, assault rifles, shotguns, and even small missile launchers. They are typically built into the wrist, shoulders, or back. * '''Claw Gauntlets''' are equipped with razor-sharp blades. * '''Wrist Shield''' are solid metal or energy-based shields mounted on the user's arm. They can come in many shapes, sizes, and materials. * '''Drone Dock''' store and charge one or more robotic drones. * '''Floodlights''' common on suits of plate armor that lack night vision equipment. *'''Magnetic Boots''' magnetic boots allow the wearer to attach to any magnetic surface. [[Category:Protection]][[Category:Public Access Page]][[Category:Page]][[category:BrandingHold]] e2qtwwj2g8f7mycce82dnbqxx5h9faa Bumble 0 743 17186 13868 2021-11-17T17:28:27Z Amaker1450 26550035 17186 wikitext text/x-wiki <center> [[image:Bumble.png]] </center> ==Sporecast== [http://www.spore.com/sporepedia#qry=usr-ToastyRob%7C2263861432%3Assc-500465773515 Sporecast] ==Description== The Bumble are a very charismatic and simple people. They are traders, pure and simple. Their fleets are an economic backbone in the sector. Many goods and spice transactions pass through their hands at one point or another. They hold a position of non-involvement in any conflict, in turn no race has outright attacked their trade routes. {| border="0" |+'''' |- | align="center" width="150px" | [[Image:Bumble.png|80px]] | align="center" width="150px" | [[Image:BumbleBot.png|80px]] | align="cneter" width="150px" | [[image:BumbleSecurity.png|80px]] |- |} ==East Arm Trading Alliance== [[Image:Orientation.png|thumb|Bumble Intro Adventure: Orientation]] The East Arm Trading Alliance (EATA) is comprised of many trading camps. Some camps are set up on colony worlds, open to any race wishing to drop in and browse the camp's inventory. Most of a colony camp's inventory is from shipments that were never claimed by a buyer or from shipments where no payment was recieved. This merchandise can often be purchased at discount prices. Many young Bumble begin their careers in the EATA working at one of these camps. Other camps are starship trading camps. These camps are stationed aboard massive trading ships. Each ship is assigned to a partcular sector and handles all shipments and oversees all sales within that sector, any given sector can have multiple Starship Camps assigned to it. ==Buildings== ===Town Hall=== Rotund<br> [[file:Rotund.png]] ===Housing=== Round Tent<br> [[file:Tent.png]] ===Factories=== ===Entertainment=== ==Vehicles== ===Land=== Hover Sale<br> [[file:Hover Sale.png]]<br> Land vehicle used to transport shipments from one location to another. Hover Sales are lightweight and can be towed by Pay Days to and from planet surfaces. The bear no armaments, so as such they are driven in a convoy for safety. ===Sea=== ===Air=== ===Space=== Bumble Trading Ships<br> [[file:Bumble Trading Ship.png]]<br> These massive ships are the back bone of the Bumble run East Arm Trading Alliance. Each ship oversees a trading route/sector. The ships are too large to enter a planet's atmosphere so the crew runs operations from orbit. <p> Pay Day<br> [[file:PayDay.png]]<br> The Pay Day class ship is one of the oldest designs of the Bumble fleet. It dates back to their first journeies into space. Not much has changed from its original design. The ship wasn't intended for long term space travel. The premier designs didnt include an FTL drive, however the ship could traverse the star system in a matter of days. Newer models include a limited FTL drive capable of jumping only to nearby stars. Presently the Pay Day is used as a transport shuttle to carry personel and shipments between ships and to/from planet surfaces where trader ships can't go. ==Bumble of Note== ===C.E.O.=== ===Explorer Dor'Qlo=== [[file:DorQlo.png]] ===Captain Klum'Say=== [[file:KlumSay.png]] [[Category:Legacy Lore]] [[Category:ToastyRob]][[Category:Page]] bs9065rjcq3ggpjkn5qrntsireqqhey Bunker Incident 0 1047 15088 13718 2021-02-04T06:28:25Z Amaker1450 26550035 /* Betel Impact */ 15088 wikitext text/x-wiki {{Conflict |prev= |conc= |next= [[Incident at Fehgrov]] |name= Bunker Incident |image= Cool Commando Action Poses.jpeg |conflict= Sabotage of Diplomatic Talks |date= |partof= Betel-Luminarian Relations |notablebattles= |place= CLASSIFIED |result= Breakdown in Betel - Luminarian Relations, Admission of Betel into the alliance |side1= [[:Category:Luminarians| Luminarian Rebels]], [[Betel Recyclers]] |side2= [[Asanian Syndicate]], Doisu dissidents |side3= |side4= |commanders1= Luminarian & Betel Commanders<br/> * Representative Radosk * CPT Vernas * Cord Officer Cheko Haestark * Commando Squad Leader Larki * Commando Squad Leader Pexor |commanders2= Asanian Commanders <br/> * Unknown? |commanders3= |commanders4= |forces1= * Squad from the 3rd Regimental Guards * Squad from the 31st Battalion * 2 Betel Commando Squads (N6-2) |forces2= * 14 Asanian Agents * HTT T-2 Bandit |forces3= |forces4= |casual1= * All but Representative Gosaval * Most military guards dead * Some military guards injured * 2 of N6-2's Field Commandos |casual2= * 14 Asanian Agents Killed * HTT T-2 Bandit Captured |casual3= |casual4= |other= |notes= }} ==Background== ===Betel Annexation of the Doisu=== After the Doisu War came to an end 39 years earlier, the former city-state fell under Recycler suzerainty. Doisu culture was highly educated after using automation and robots to eliminate lower skilled work, and so the conquered citizens were integrated primarily into research positions. To this day many Doisu, especially the older ones, resent the Betel for the war and their subsequent treatment. Their former allies, the [[Wolnch Authority]], would find themselves threatened by the Betel. ===Zaretian Raid on Betel=== With intelligence suggesting that the Betel would be more likely to side with the Peacekeepers because of strong trade relations with its members, the decision was made to attempt to forcibly puppet the Betel through a surgical strike against the Recycler national government. Failing that, killing the Betel's nascent militarism in the crib would suffice. Otherwise occupied, the operation would need to be small scale. Through carefully orchestrated quiet sabotages, a path to the planet [[Betel]] as created. Despite some hitches, a Zaretian invasion force would arrive and launch a number of ground assaults whilst a small space fleet covered orbit. Failure would ultimately be the result after the Zaretians were repulsed, but the situation continued demanded attention. ===Visas Calls a Vote=== ==Prelude== ===Doisu Leak=== ===Warlords Take Action=== ===Luminarian Dignitaries Arrive=== ==Asanian Attack== ==Special Forces Counterattack== ==Aftermath== ===Luminarian Impact=== ===Betel Impact=== [[Category:Legacy Lore]][[Category:Page]] erwtgtvhmnvs97vptpo5tc8ljqfot3x Catagory: Third-Party Races 0 1113 11297 2019-11-12T07:06:08Z RaptorChu 30471271 Redirected page to [[Category:Third-Party Races]] 11297 wikitext text/x-wiki #REDIRECT [[Category:Third-Party_Races]] 2n21vkdqgmgnfr3wzmu7x8324zj1cd1 Central Intelligence (Telkevan Union) 0 1587 17819 17783 2022-01-17T20:02:06Z Amaker1450 26550035 /* Doctrine & Equipment */ 17819 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Central Intelligence |image = |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = 566BE |label3 = Part of |data3 = [[Telkevan Union]] |label4 = Branch |data4 = Special Operations |label5 = Current high marshal |data5 = Veto Korvack |label6 = Part of |data6 = [[Armed Forces of the Telkevan Union]] |header8 = |label9 = |data9 = |label10 = |data10 = |header13 = Conflicts Involved |label14 = |data14 = |label15 = |data15 = |label16 = |data16 = }} '''Central Intelligence''' is the special operations branch of the [[Telkevan]] [[Armed Forces of the Telkevan Union|Armed Forces]]. Though it is the smallest of the four branches, it is arguably the most influential, being responsible for sabotaging enemy forces, gathering information, and eliminating potential threats before they become a problem. The branch is also home to various classified research programs. Due to the nature of Central Intelligence's work and its intensely secretive nature, including withholding information from the other high marshals, a number of officers remain wary of the branch and its intentions. Central Intelligence has played a prominent role throughout Telkevan history. It helped maintain order in the early days of the empire while they were rebuilding and provided the military with crucial information on the Delusar during the Contact War. Later, Central Intelligence uncovered Emperor Hrivalga Nezekar's plot to overthrow the High Chamber, leading to the emperor's death the day of his attempted coup. It then paved the way to victory in the ensuing civil war known as the Bloodletting. In modern times, Central Intelligence has focused its efforts on the [[Holy Nepharian Empire]] in the contested zone and the Peacekeeper Alliance. Central Intelligence is administered by the High Marshal of Central Intelligence, who holds a seat on the [[Armed Forces of the Telkevan Union#High_Chamber|High Chamber]]. The current High Marshal is Veto Korvack. == History == === Founding === Central Intelligence was established in 566BE when the various special operations branches of the Telkevan military were consolidated into one body for improved coordination between the various branches. Initially, Central Intelligence focused almost exclusively on monitoring and sabotaging the Nolsarians, but its role gradually expanded as more corps were created, such as the Recovery Corps. When the Nolsarians mobilized for what would become the Wars of Unification, Central Intelligence pleaded with officials to take aggressive action, but was largely ignored, Telkevan officials not wanting to risk war while they believed it could be avoided. When the war began, Central Intelligence lost almost all of its leadership with the invasion of Kalkria, though the High Marshal narrowly avoided capture. The High Marshal of Central Intelligence was the first officials to declare her support for Grand Marshal Tagara's coup. When Tagara restructured the military, Central Intelligence went largely unchanged, though its role shifted to maintaining order and monitoring the stars for potential threats. It took on an offensive role beginning with the Delusar Invasion, during which Central Intelligence operatives worked to sabotage the Delusar war effort with great effect. When Emperor Hrivalga Nezekar came to power in 1611, the reigning High Marshal of Central Intelligence had been one of the dissenting votes, believing that Hrivalga was being disingenuous and had ulterior motives. This led to the High Marshal keeping close tabs on the emperor, going as far as to monitor them without informing the rest of the High Chamber. The Marshal was vindicated when he uncovered Hrivalga's plot to overthrow the government and presented it before the rest of the High Chamber. Central Intelligence then successfully ambushed and killed the emperor and his closest conspirators the day that his coup was to take place. In the ensuing civil war known as the Bloodletting, Central Intelligence played a key role in crippling the rebellion by eliminating key officials and sabotaging their logistics. In the aftermath, Central Intelligence was given greater leeway in its operations and developed a close relationship with the Department of Internal Security. === Telkevan-Nepharian Cold War === In 3464, Veto Korvack was appointed High Marshal of Central Intelligence. Though he puts up a persona as a jovial and fatherly man, Veto is in truth cold and cynical, and will go to great lengths to eliminate anyone the High Chamber deems to be a threat. He trusts few outside of the High Chamber, and has shown a great deal of loyalty towards Grand Marshal Tarsovis Visaria, the only official besides Veto himself who is aware of all of Central Intelligence's many secrets. It is because of this secrecy that other members of the High Chamber, most notably Ilivaris Kindasi and Nuoh Gersalv, view Veto with suspicion, though they have been unable to touch Veto due to no evidence of any wrongdoing. With the outbreak of the [[Telkevan-Nepharian Cold War]], Veto has deployed a number of task units to the contested zone to hinder Nepharian efforts, spread Telkevan propaganda, and acquire information on Nepharian technology and plans. === Great War === == Organization == === Branches === Central Intelligence is divided into four primary branches: Army Intelligence, Naval Intelligence, Marine Intelligence, and Central Intelligence. The first three each encompass agents operating in the respective branch, while Central Intelligence operates independently and possesses overall command. These branches are then further divided into numerous corps which perform specialized tasks: * '''Infiltration & Espionage Corps''': IEC acquires intelligence on enemy forces while also performing counterintelligence operations. Though not expected to fight, they receive the same combat training as all other personnel. * '''Saboteur Corps''': Saboteurs undermine the enemy by eliminating key assets such as ammo depots, factories, and communications facilities. * '''Commando Corps''': Commandos are elite shock infantry employed when speed is of the essence. Foregoing stealth and subtly, they instead rely on shock & awe to achieve their objectives. * '''Liquidation Corps''': Liquidation specializes in capturing or eliminating high-priority targets including military officials, politicians, and scientists. * '''Recovery Corps''': The Recovery Corps secures alien artifacts and technology for study. === Officer Ranks === {| class="wikitable" ! Staff ! Abbrv. ! Grouping ! Description |- |High Marshal |HM |Overall command |The High Marshal has overall command of Central Intelligence and holds a seat on the [[Armed Forces of the Telkevan Union#High_Chamber|High Chamber]]. |- |Lord Commander |SCMD |Corps command |Lord commanders oversee the individual branches of Central Intelligence and answer directly to the Marshal. |- |Commander |CICMD |Task Force |Task forces encompass all agents operating within an [[Armada (Telkevan Union)|Armada]]. |- |Captain |CPT |Division |Divisions often encompass agents operating in a specific fleet or battle group. It is exceptionally rare for an entire division to be deployed to any one location. |- |Major |MJR |Battalion |Battalions are typically the largest formations deployed to an objective. |- |Lieutenant |LTN |Platoon |Platoons are comprised of teams, which tend to range between 2 and 8 personnel in strength and are led by NCOs. |- |} === Enlisted Ranks === {| class="wikitable" ! Rank ! Initiate ! Agent ! Major ! Sergeant ! Staff Sergeant ! Petty Officer ! Chief Petty Officer |- | Abbrv. | INT | AGT | MJR | SGT | SSGT | PO | CPO |} == Doctrine & Equipment == ''Main pages: [[Telkevan Battle Doctrine]], [[Arsenal of the Telkevan Union]]'' Each corps of Central Intelligence has its own doctrines tailored to the corp's specific needs; however, these doctrines are not concrete as agents are allowed a great deal of autonomy in how they achieve their goals. Among the leadership of Central Intelligence, success is the only thing that matters, and so long as agents are not identified or captured while completing their objectives, then the operation is a success. As such, Central Intelligence has no qualms with targeting civilians and performing acts of terror in order to achieve its goals. As part of its free-form doctrine, Central Intelligence has access to the entirety of the AFTU's arsenal, though requests for assets such as siege walkers or capitol ships must first be granted by the High Chamber. In general, the corps of Central Intelligence rely on a light and compact arsenal emphasizing speed and concealment, with the exception of the Commando Corps. [[Category:Amaker]][[Category:Telkevan Union]][[Category:Telkevan Organizations]][[Category:Armed Forces of the Telkevan Union]][[Category:Page]] emgd666vwpjtu4agwpvs8k30kjfteqt Chemical Weapon 0 804 15359 7876 2021-02-12T06:27:39Z Amaker1450 26550035 Redirected page to [[Biochemical Weapon]] 15359 wikitext text/x-wiki #REDIRECT [[Biochemical Weapon]] a5ckjrk8h6qs7r3pvwsfkt2t8auz3kc Chemical weapons 0 1130 11664 2019-12-17T04:46:50Z Amaker1450 26550035 Redirected page to [[Chemical Weapon]] 11664 wikitext text/x-wiki #REDIRECT [[Chemical Weapon]] actqanik6gbj89kck8xqh2sqg7hc7m2 Chordata System 0 1365 14015 2020-08-14T11:04:43Z Corv 30641571 Created page with "A relatively isolated system which is home to the [[Strigidae Enclave]]. [[Category:Page]][[Category:Systems]][[Category:Locations]]" 14015 wikitext text/x-wiki A relatively isolated system which is home to the [[Strigidae Enclave]]. [[Category:Page]][[Category:Systems]][[Category:Locations]] 7pfmryxsqucq6cj1wvdbdy7muj3mblf Clacker 0 1445 15696 15477 2021-02-25T00:23:14Z Corv 30641571 15696 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Clacker |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Pistol |header3 = Production history |label4 = Designer |data4 = Unknown |label5 = Designed |data5 = Prior to Great War |label7 = Manufacturer |data7 = Various manufacturers }} According to the internal statistics of various [[Peacekeeper Alliance|Peacekeeper]] law enforcement agencies, the '''Clacker''' is the most popular firearm in Alliance space – with criminals. The proliferation of the model is owed to the unusual nature of its production; no manufacturer officially owns the design and many make and sell them as an economical alternative to military-grade brands. The gun’s specifications are freely available via ‘open source weapons schematics communities’ and years of tweaking and perfecting by countless anonymous online designers has resulted in the most easily-reproduced handgun in known space. The fact that even the cheapest of gunsmiths can produce Clackers has made them ubiquitous in the lawless areas of the sector and the typical armament for petty criminals and guns for hire. Clackers are characterised as disposable sidearms. The term ‘Clacker’ began as a pejorative nickname for such guns, mocking the tendency of copies made with cheap materials or imperfect assembly to make precarious noises or even break apart entirely when used. Common wisdom among buyers is to ask to test a Clacker before purchasing it in case it shatters the first time it is fired. A familiar joke among [[pirate|pirates]] alludes to the Clacker’s fragility and posits that if someone smuggling a Clacker expects to be frisked for illegal weapons, they should simply crush it in their hands and swallow it. The exact specifications of Clackers vary because of the thousands of minutely different versions in circulation. Generally, Clackers are small pistols that can be easily concealed and fired using one hand. They are [[ballistic weapons]] that fire metal slugs and require conventional ammunition. Most Clackers are of a modular design, meaning that they are amenable to the addition of peripheral components to modify their functionality. Some Clackers are made from plastics to allow for smuggling through low-tech security systems like metal detectors. [[Category:Ballistic Weapon]][[Category:Page]][[Category:Public Access Page]][[Category:Handheld Weapon]] aykv2j92gns5a6q3x27ed7rbvru2t24 Cluster One 0 1059 10382 2019-09-11T00:47:56Z RaptorChu 30471271 Redirected page to [[DGRW Cluster One]] 10382 wikitext text/x-wiki #REDIRECT [[DGRW Cluster One]] rqjvgtkjz6u4ltnuxk8ub4gk9qpfvso Collaborative Fiction Rules 0 1385 14152 2020-11-02T05:17:09Z Corv 30641571 Created page with "== The Rules == # When writing your race sheet, please fill out every section and make it detailed; a single sentence to describe the history or culture is insufficient. Add a..." 14152 wikitext text/x-wiki == The Rules == # When writing your race sheet, please fill out every section and make it detailed; a single sentence to describe the history or culture is insufficient. Add any and all details you can think of; the more the merrier. Feel free to take a look at the wiki or talk to users if you're having any trouble, we will gladly help you brainstorm ideas! # Once accepted, please register for the wiki and begin making a page as soon as you are able. A detailed race sheet is good, but it is also just a start. # God-modding is prohibited. A race can be very powerful in some aspects, but cannot be invulnerable. They have to be able to lose; the story is more interesting that way! # This is not a solo project. Interact with the other users, and always ask for permission before using someone's race. # Infighting among the factions is not unheard of, and in appropriate circumstances, is even encouraged. # Please use discretion when applying numbers to your race. While numbers are perfectly acceptable in some contexts, such as measuring the length of a starship or showing how large a race's standard battlegroup is, they create ore problems than they are worth in other situations, such as detailing how large a nation's military is, which will likely come off as either absurd or as god-modding. # No unexplained magic. While certain forms of mysticism and limited psychic powers are permitted, this is ultimately a science-fiction universe first and foremost. If a reasonable scientific explanation can be created for what seems like a magical event, it may be permitted. __NOTOC__[[Category:Page]] mrrud3pq2z63quw02ztoq6wnckdjuaf Collection 0 1393 17744 17051 2022-01-12T22:37:35Z RaptorChu 30471271 /* Enemies */ 17744 wikitext text/x-wiki [[The Collection]] are a series of races that have been augmented to obey the "Overlord", who is located on the planet (REDACTED). The Collection is effectively the successor to the Neo-Synthetic Party. While they align themselves with the (REDACTED) faction, their true goal remains to be a mystery. WIP; mostly using for redirects atm. {{Infobox |bodystyle = border-spacing: 2px 5px; |above = The Collection |caption = '''' |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label3 = Years Active as an Interstellar Race: |data3 = 82 years |label4 = Philosophy |data4 = Obey the Overlord |label6 = Faction: |data6 = (REDACTED) |label7 = Home Planet: |data7 = [[Remusia]] (Destroyed), (REDACTED) (Current) |header11 = Governing Body |label12 = Central Government |data12 = Collective Hivemind |header26 = Diplomacy |label27 = Allies: |data27 = N/A |label29 = Enemies: |data29 = You, probably. }} = Biology = The biological composition of Collection members is very little, as they have been augmented to be mostly synthetic as mandated by the Overlord. Vital organs remain intact, including the brain. Independent thought processes & function is blocked by a small chip inserted into the brain. This chip is specially designed to block independent thought, and facilitates the operating signal of Collection members. = History = Following the events of the Calamity, the members of the Neo-Synthetic Party wandered the stars for an unknown amount of time before landing on a derelict Ecumenopolis. It showed clear signs of war and desertion, but provided a new home for them. After several days of exploration, they located the location of the previous emprie's archives, which detailed several key locations scattered across the planet. Among the points of interest was a supercomputer of immense processing power which was linked to the internals of the planet. Further exploration of the planet revealed a small portion of the race to cryogenically frozen, and Cael hatched an idea. During his time spent drifting amongst the stars, he designed a device, which in theory, when inserted into the nervous system, was capable of overriding independent thought patterns. This chip would then respond to a frequency unique to Cael's biomechanical structure, effectively allowing him to have control over those with the chip. Cael plotted revive these subjects and with the aid of the supercomputer, he would also begin experimenting and rebuilding his cause. The planet wide city would expediate this process due to the already existing production and development structures scattered across the globe. Upon initial investigation, Cael found the computer the be locked behind several encrypted protocols and firewalls. While a singular neural interface was present, it was alien to them, so Cael and his team constructed several more in a similar fashion. After several weeks, the NSP breached the final firewall, but were faced with another issue. The planets machinery came back online, and all members connected the neural network were forcefully ejected, and were met a newly activated defense grid designed to protect the hibernating creatures. They retreated back to their makeshift base, and attempted to communicate or dismantle the system. After significant losses though trial and error, Cael snuck his small team back to their neural interfaces, albeit they were in pieces. As they entered the chamber, the defenses became aware of their presence. With no other choice, Cael wired himself into the alien neural interface he had foregone previously. Cael discovered the planet's defenses were controlled by a lonesome AI left by its creators to watch over them. It is unknown how the AI was ousted from his position, but in this process some of the creatures onboard the planet were jettisoned out into space, along with the AI who escaped with them. With no way to pursue them, the NSP was forced to let them flee. With Cael at the helm of the planet, his plan could be set into motion. Quickly he began the process of converting the Creatures, known as the KreeTah, into subserviently members for Cael to puppet. Access to the KreeTah's technology gave him the resources and knowledge to complete a FTL drive, and construct a new Navy. Before long, Cael rebranded himself as the Overlord, as his army as '''The Collection '''. The Collection conquered its neighbors with relative ease and continued their assimilation process. They encountered the Remusian Republic during the [[Collection Conflict]] in the early months of Year 15 of the Great War. Proving capable foes for the Collection, The Remusians eventually began to dwindle on resources and manpower, and with no support from their few allies, were looking like they were going to be completely wiped out. The rapid mobilization of Collection forces against the Remusians inadvertently attracted the attention of the [[Xenochytrid|Xenochytrids]], who were drawn to the massive amounts of energy generated by the Empire. After infiltrating and assimilating several Collection Relays and Boom worlds, a new spaceborne hive formed, becoming colloquially known as Hive [[ Ognir (Placeholder) ]], became active in the Tomastahl Sector, and a very pressing threat for the Collection. While the original plan was to finish of the Remusians as an Empire, The Overlord had to bring the Synthetic Horde back home in order to deal with the Xenochytrid blight. The Collection has sought the help of other empires, such as the [[Telkevan Union]], in thier conquest of the Remusians, but were met with rejection. While unable to directly attack the Remusians due to the Xenochytrid problem, the Collection has [[Remusian_Republic#Synthetic_Crisis|initiated an infiltration of the Remusian government]], as well as attempts to replicate the infiltration in Kusheen, Sauran and Telkevan societies alike. = Planet Composition = With very little need for actual colonies, Collection occupied planets are converted into one of several planet archetypes that serve a more practical purpose than most empires would use them for. == Boom Hubs == Boom Hubs are economic and manufacturing centers, usually created from an enslaved race that easily fell before the Collection. What remains of the empire before is converted into a labor camp to strip the planet of its resources. Once this is completed, whoever remains is taken to another nearby Boom Hub, or is left on the planet to create a manufacturing-only Booom Hub.. Boom Hubs can also be strictly production worlds that focus on mass-producing equipment and armaments for the Collection. == Relay Worlds == Relay worlds are fortified positions designed with the ability to propagate the Collection operating signal though the Overlord's Mind-Override devices. AS a result, they are extremely well protected, and often building on former capital or military planets to maximize their output. Additionally, the closer a Relay is to a conflict, the Overlord or another Neo-Remusian is able to construct a Vessel and directly participate, either through faster communication to the the greater collection present, or fighting in the battle at hand == Bunker Grounds == The Bunker Grounds serve as hidden, tucked away storage facilities that house anything from synthetics to battleships that are produced from the Boom Hubs. They remain inactive until remotely activated by a Relay World. These facilities are the result of an entire planet being hollowed out and reinforced to become large storage units. These facilities are quite difficult to make due to the unique composition of each planet. Only a handful of them exist, but are capable of storing vast amounts of equipment == Enforcer Worlds == Enforcer worlds are generally created around hypothetical choke points in and around Collection space. To a certain extent, they are large living weapons at the control of the Overlord, teeming with naval fleets and planetary armaments, though he is only able to retain full control over one at a given time. Otherwise, these planets are manually run by Neo Remusians or other Collection members. This design has been applied to small moons and asteroids with a moderate degree of success. = Military = == Augmented Races == Races who have fallen to the Collection are forcibly outfitted with a Neural Override Chip to serve in the Collective Army of the Collection. Smaller empires are negligible in their contributions, but larger powers tend to remain in their ranks for longer. === Neo-Remusians === The Neo-Remusians are Primarily composed of former Neo-Synthetic Party members from Remusia, who have since been augmented with their own personal "vessels" since the formation of the Collection. They are the only group among the Collection who do not possess the Neural-Override Chip embedded in their brain, and thus remain autonomous. They are fiercely loyal to the Overlord, who in return offers houses their consciousness within its supercomputer, to which they can be uploaded to any vessel they choose. Neo-Remusians generally lead most Collection fronts, as their vessels typically transmit the Collection signal to its other members under the influence of the Neural Override Chip. === KreeTah === The Kreetah are the original and first race to submit to the Collection thanks to the failure of their AI, known to them as, "[[Unity]]". The Kreetahs are large humanoids standing about 6-7 feet, with two sets of arms. They are most commonly used for their immense strength and ability to push forward. The Kreetah originated from the Collection's current home base, the Ecumenopolis [REDACTED]. Despite the failure of the Kreetah's former caretaker, a large portion of the cryogenically frozen population was evacuated to the [[Remusian_Republic#Other_Notable_Conflicts_.26_Events|KreeTah Remote Installation]], a secret spaceborne facility built into an asteroid located within the Remusian Outer Rim. It was built by Unity in case of an emergency evacuation of the Kreetah's home planet. A large portion of the remaining Kreetah now reside within this facility. = Political Relations = === Neutral === '''[[Repzork Empire]]''' '''Status: <span style="color: orange">Neutral</span> <br/>''' The Overlord approached [[Armed_Forces_of_the_Repzork_Empire| Central Command]] in an attempt to recruit allies to fight the Remusian Republic, but was unsuccessful in doing so. Both parties have not spoken since, but neither seem keen on doing so. === Neutral === '''[[Telkevon Union]]<br/>''' '''Status: <span style="color: orange"> N E U T R A L; POTENTIAL THREAT DETECTED</span> <br/>''' The Collection has made an attempt to cooperate with the Telkevon, but have been met with little success due to the Collection's consume all life attitudes. While not currently targeted, The Overlord PLans on disrupting thier SSN as part of the Synthetic Infiltration of the Remusina Republic and thier surroiunding neighbors === Enemies === '''[[The Remusian Republic]]''' '''Status: <span style="color: red">W A R</span> ''' After the events of the Collection Conflict, the Collection and the Republic frequently skirmish and fight each other whenever they are in proximity of the other. The Overlord is currently occupied with plotting the Republic downfall '''[[Biomatter_Swarms| Xenochytrids ]]''' '''Status: <span style="color: red">PEST CONTROL</span> ''' The sudden emergence of the Xenocytrids caused ther Collection to redirect its attention to it after losing several relay and boom worlds to them. The Xenocytrids have assimilated collection machinery and synthetic forces which have become an immediate issue for the Collection, as they have no measures in place to protect against such a force. '''[[The Contingency Operatives]]''' '''Status: <span style="color: red">UNIT MALFUNCTION</span> ''' The Contingency are a rough set of Collection victims that have somehow developed their own operating signal which overrides the control of the Overlord and allows the Contingency autonomy, but does not restore their memories of their former selves. IT is known that the Contingency has cooperated with the Remusian Republic on a handful of occasions, but also are the subject of controversy within the Republic. Many, particularly those of the Collection Rehabilitation Incident, would rather restore the memories of the Contingency's former selves to allow them to achieve true autonomy. [[Category:Tertiary Powers]][[Category:Page]][[Category:Factions]][[Category:BrandingHold]] 3711rhbtzarah8bp9ugbd3lmwkmod01 Collection Conflict 0 1570 17025 2021-10-14T06:53:33Z RaptorChu 30471271 Redirected page to [[Collection Conflict(Branding)]] 17025 wikitext text/x-wiki #redirect [[Collection_Conflict(Branding)]] dygpw90slj0q6mah5y9craka4u4axli Collection Conflict(Branding) 0 1568 17046 17023 2021-11-15T01:41:46Z RaptorChu 30471271 17046 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= Collection-Remusian Conflict |image= |conflict= |date= Y15? |partof= [[Remusian Theatre]] |notablebattles= |place= [[Remusian Republic]] |result= Collection Victory |territorychanges= Severe Infrastructure damage to Remusians, Vechtho Templesmith goes missing, assumed captured |side1= [[Remusian Republic]]<br/> |side2= [[Collection|The Collection]]<br/> |side3= |side4= |commanders1= * Arthro Leteb<br/> * Vechtho Templesmith(MIA)<br/> |commanders2= * The Overlord<br/> * Sevroth Hevkin-07<br/> |commanders3= |forces1= * Grand Army of the Republic<br/> |forces2= * The Collection Synthetic Hordes<br/> |forces3= |forces4= |casual1= Heavy |casual2= Heavy |casual3= |casual4= |other= |notes= }} = Overview = The Collection Conflict is an ongoing conflict between the Remusian Republic and its allies, against the machine-hivemind known as the collection. Origins of the conflict can be traced back to [[Remusia]] before the Remusians made the jump into space and colonized their new Homeworld, [[Aisumer]]. == Background == ==First Encounter and the loss of Aviat== Following the end of the [[Remusian_Republic#The_Interstellar_Era|Interstellar Era]], the Republic caught wind that an unknown empire had emerged nearby and could pose a threat to to Republic. Initial reactions were to begin training some new fleets and platoon to prepare some kind of defense After several months, nothing of the sort occurred, so the Republic ignored the rumors completely and halted the training program to focus back on the empires infrastructure. What began initially as rumors among the Republic, quickly began to turn awry. Following the disappearance of the Delta-V Corps unit position on the Outer Rim, a secondary unit was dispatched to investigate. Within hours of their arrival they defeated, with barely enough time to warn the Republic of the incoming threat. With little time to prepare, The Royal Council dispatched the only platoon of active personnel, the Dhat Platoon, to the nearest on the frontier worlds, Aviat. The Dhat platoon began coordinating with other local authorities in the region to set up a blockade. Confident the blockade would hold the invaders back, Aviat was placed on high alert and evacuated, but nearby colonies were simply told to be on standby. Vechtho Templesmith was dispatched to Avait to oversee the conflict. Within several days, the invasion forces moved in. Within hours Vechtho and the Dhat platoon were completely overwelmed and forced to leave the colony. Returning to Aisumer, Vechtho realized they may be completely underprepared for the coming conflict, and enacted what would become the Grand Fleet Initiative. ==Battle on the Frontier== ==The Loss of the Mid-Sector== ==Operation Bellringer and the QED== ==The Final Stand== ==Post-First Conflict== [[Category: Events]][[Category:Page]][[Category:Public Access Page]] 6ysl3yafwnn5zq2e2ztf27lxk5gu82q Combat Proxies of the Telkevan Union 0 1591 17792 17787 2022-01-16T05:03:02Z Amaker1450 26550035 17792 wikitext text/x-wiki The following is an exhaustive list of the drones and combat proxies currently utilized by the [[Armed Forces of the Telkevan Union]]. For the rest of the arsenal, view [[Arsenal of the Telkevan Union|Telkevan Military Arsenal]]. For details on how robots are employed on the battlefield, see [[Telkevan Battle Doctrine]]. == Remote-Controlled Drones == {| class="wikitable" ! Name ! PK Call sign ! Description |- |O10 'Vald' Squad Supply Carrier |Bee |Valds are unarmed quadrupedal drones that carry weapons and supplies. They are capable of carrying several hundred kilos (100s of lbs) of weight and can run up to 80kph (50mph) when unencumbered. |- |O120 Modular Weapon Platform |Wasp |Known colloquially as 'treads', 0120s are remote-controlled drones that can be equipped with up to three weapons systems. Configurations often include machine guns, grenade or rocket launchers, and in boarding operations, shotguns. |- |O2 Spotter |Gallfly |Spotters are flying drones that act as spotters for artillery and other long-range weapon systems. Combined with satellites, weapons can easily pin-point targets once they are within range. |- |O50 Aerial Modular Drone |Yellowjacket |050 are relatively small drones that can be carried by users wearing drone command armor. Depending on their configuration, they can perform acts such as scouting, repairing damaged equipment, and/or hacking into electrical systems. |- |OL90 Mobile Bomb |Hornet |OL90s are mobile bombs frequently employed by saboteurs, guerilla fighters, and regular soldiers against unsuspecting vehicles and structures. |- |OH45 Explosive Ordinance Disposal |Horntail |OH45s are tasked with the dangerous job of disarming bombs, protecting soldiers from having to put themselves in harms way, though specialists are nonetheless trained in disposal for when it proves necessary. |- |} == Combat Proxies == ===Bipedal=== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |CD-I10 Arkava |Jackal |General-purpose |Arkava serve as the current baseline for humanoid combat drones. They are fitted with a rudimentary Yolkavach program which gives them some tactical ability, though they are still expected to defeat most opponents through force of numbers. They can be equipped with a variety of weapons. |- |CD-I19 Chyr |Dhole |Melee |Chyr are fast and agile drones fitted with melee weapons such as saw blades and electrified wrist-blades. |- |CD-I77 Nyrog |Tanuki |Air assault |Nyrog use jump jets and explosive weapons to harass enemy forces. |- |CD-I15 Vera |Wolf |Shock trooper |Vera are equipped with sophisticated Yolkavach giving them behavior akin to an experienced soldier. Operating in squads and frequently equipped with heavy weapons, they are deployed into the thick of fighting to break enemy lines. |- |CD-I50 Hazej |Fox |Field commander |Hazef are heavily armed and armored platforms fitted with Selshezak which coordinate nearby drones. |- |CD-IT80 Sutha |Direwolf |Field commander |Sutha are experimental platforms currently utilized by Telkevan A.I constructs. They are the largest and most powerful of the humanoid combat drones, having been fitted with vehicle-grade armor plating and equipped with battlesuit weapons. |- |} [[category:Page]][[Category:Telkevan Union]][[Category:Armed Forces of the Telkevan Union]][[Category:Amaker]] 4qk209yacfx701yk30i58p2okr4kxu1 Combat Vehicles of the Telkevan Union 0 1592 17793 17788 2022-01-16T05:03:35Z Amaker1450 26550035 17793 wikitext text/x-wiki The following is an exhaustive list of the vehicles currently utilized by the [[Armed Forces of the Telkevan Union]]. For the rest of the arsenal, view [[Arsenal of the Telkevan Union|Telkevan Military Arsenal]]. For details on how vehicles are employed on the battlefield, see [[Telkevan Battle Doctrine]]. ==== Weapons ==== A vehicle's weapons can be divided into three categories depending on their purpose: * '''Primary Weapon''' - The primary weapon system is the vehicle's primary means of attack. Most vehicles have one primary system, though larger vehicles can have two or even three. *'''Secondary Weapon''' - Secondary weapon systems supplement the primary system and allow the vehicle to engage a more diverse range of targets. *'''Tertiary Weapon''' - Tertiary weapon systems protect the vehicle from explosive projectiles. For superheavy vehicles, anti-air and anti-infantry weapons can be considered tertiary systems. ==== Defenses ==== Most vehicles are protected by at least one layer of either standard [[Energy Shield#Shell_Shield|shell energy shielding]] or directional shielding, with the latter being more common on vehicles which utilize anti-gravity propulsion. Superheavy vehicles feature multiple layers of shielding similarly to starships. Armor is made up of at least two layers, one for mitigating [[energy weapon|thermal energy]] and another for dispersing [[projectile Weapon|kinetic energy]], and is comprised of a mix of alloys and composite materials. Various upgrades can be added to the armor to adapt it to specific scenarios, such as reactive armor, slats, and dynamic plating. Active defensive weapons such as anti-missile lasers are also commonplace. == Tanks == Tanks serve as the Army's preeminent offensive vehicle. === Main Battle Tank (MBT) === Main Battle Tanks (MBTs) serve as the mainstay tank, balancing speed, armor, and firepower for use in any situation, though specific models can be geared towards a particular role. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |T-77 Ultrek |Panther |Main battle tank (No longer in production) |The T-77 entered service as the AFRE's main battle tank shortly before the Telkevan-Nepharian Cold War. Rugged and dependable, the tank saw service throughout the early and middle years of the Great War. Though Ultrek production ceased in the 10th year of the war and the tank is slowly being phased out by the T-35 Tagara, remaining Ultrek continue to serve on the battlefield as support units. |- |T-35 Tagara |Leopard | Anti-grav main battle tank |The T-35 Tagara AGMBT was designed for the Diab theatre. It replaces traditional tracks with anti-gravity engines to better navigate the blasted and charred landscape of the Diab foothold and swaps out the standard ballistic cannon for a railcannon for improved armor penetration, though the gun can be swapped out for alternatives as needed. The Tagara also boasts improved shielding and armor. |- |T-45 Izkazar |Bobcat |Infantry support |The Izkazar is designed to travel with and support infantry troops. To complement this, the Izkazar features a front plow for removing obstacles and providing mobile cover to its allies. Older models were armed with two heavy autocannons and a coaxial railgun, but more recent designs replace the autocannons with a ballistic rotary cannon. |- |} === Rapid Assault Tank === Rapid assault tanks (RATs) are fast, lightly-armored tanks designed for hit-and-run attacks. Modern RATs predominantly feature anti-gravity engines and are equipped with a diverse array of weapons. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |T-33 Kiryusa |Jaguar |Rapid assault anti-grav tank |The T-33 Kiryusa RAAGT is lightly armored compared to most Telkevan tanks but makes up for it with speed and firepower. Kiryusa are dedicated raiders equipped with a variety of weapons systems for engaging multiple targets. |- |} === Tank Destroyer === Tank destroyers are designed explicitly for eliminating enemy armor and fortifications. They are typically equipped with a direct-fire artillery gun and engage targets at long range. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |TL-17 Kitrana |Tiger |Tank destroyer |The TL-17 Kitrana Tank Destroyer entered service a few short months before the empire officially entered the war. Possessing heavy armor and a railcannon taken from a grav-artillery piece, the Kitrana can take damage and deal it out in equal measure. It is sometimes utilized as a 'sniper tank', particularly during defensive operations. |- |TL-5 Izahj |Lion |Anti-Gravity Tank destroyer |The Izahj was conceived as a highly mobile bunker-buster. Designed around its anti-gravity propellers, the Izahj, unlike most modern tanks, foregoes the use of a rotating turret in favor of an armored casemate and relies solely on its propellers for rotation. The casemate can be equipped with a variety of siege guns, with the standard armament consisting of a railcannon. |- |} === Line Breaker === Linebreakers are a relatively new tank classification developed in response to heavy Peacekeeper vehicles such as the Diab Monolith. Whereas tank destroyers engage targets from afar, linebreakers operate as heavy battle tanks, featuring superior armor and firepower to standard MBTs. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |THL-05 Saertu |Sabertooth |Anti-Grav Linebreaker |The HTL-35 Saertu AGLB's primary armament consists of railcannons, which can be exchanged for particle or plasma bolt cannons. The Saertu also features missile launchers, a coaxial autocannon, and a remote-operated machine gun mounted at its cupola. |- |} === Siege Tank === Siege tanks are superheavy vehicles built to provide long-range fire support and to breach otherwise impenetrable defenses. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |STV-47 Oltavar |Lynx |Artillery Siege tank |The STV-47 Oltavar is a superheavy tank built to eliminate fortifications and large concentrations of enemy forces. Its primary armament consists of a starship railcannon battery, four sponson anti-tank plasma repeaters, two additional railcannons, and four autocannons for aerial and ground targets. |- |STL-90 Hilfi |Serval |Assault Siege Tank |The STV-90 Hilfi is based on the STV-47 chassis and is designed for front-line combat. The Hilfi's armament consists of a high-powered plasma bolt cannon, four sponson railcannons, two anti-air missile launchers, and four autocannons. |} == Transports == Transports deliver their cargo of infantry, battlesuits, and light vehicles directly into the thick of combat. === Armored Personnel Carrier === Armored personnel carriers (APCs) are dedicated transports. Though boasting strong armor, most APCs are lightly-armed to leave space for more troops. As a result, APC have been largely superseded on the battlefield by other transport classes, though they continue to see widespread use in occupation zones, law enforcement, and by special operations forces. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |KS-35 Ivunki |Cobra |Anti-grav stealth transport |The Ivunki is designed for undetected rapid-insertion and is used heavily by special forces squadrons. It is equipped with a modest arsenal comprised of a ballistic cannon, coaxial machine gun, and a machine gun turret. |- |} === Infantry Fighting Vehicle === Infantry Fighting Vehicles (IFVs) serve as the preeminent troops transport. Though lacking the capacity of an APC, they boast a stronger and more versatile armament which they use to support infantry attacks. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |K-33 Nezerai |Python |Infantry Fighting Vehicle |The Nezerai IFV comfortably carries up to eight soldiers and provides them with reliable fire support with multiple weapon systems. |- |} === Siege Transport === Siege transports are large tracked vehicles capable of carrying dozens of troops and battlesuits. They are designed to charge through defenses like a battering ram so that they can deploy their troops in the midst of the enemy. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |KT-14 Uyar |Anaconda |Siege Transport |The Uyar is a heavily-armed transport used when air transit is unavailable. It can carry up to forty troops and is armed with a railcannon turret and numerous missile pods and autocannons. |- |} ==Self-Propelled Anti-Air Guns (SPAAGs) == Anti-air vehicles protect ground troops from aerial attacks and help secure aerospace superiority. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |D-90 Daelof |Badger |Anti-grav self-propelled anti-air gun |The Daelof's standard arsenal is centered on eliminating gunships and consists of four autocannons and two missile pods, though these can be easily switched out for other weapons as needed, resulting in numerous variants. Daelof on the Diab front often feature energy weapons, particularly plasma repeaters, for better performance against Diab gunships. |- |D-67 Zerxa |Wolverine |Anti-strikecraft |The Zerxa is a predominantly defensive vehicle equipped with either two surface-to-air missile launchers or particle-beam cannons depending on the situation. Though officially tasked with eliminating fighters and bombers, Zerxa can and frequently do engage gunships and transports. |- |D-92 Olivant |Weasel |Anti-grav anti-air |The Olivant is a highly mobile and versatile anti-air platform equipped a rotary cannon, railgun, and missile pods. |- |DO-89 Faea |Sable |Anti-orbital gun |The Faea is equipped with a high-powered particle beam cannon for engaging starships in low-orbit, though it is equally adept at punching through fortifications. Recent models have exchanged the particle cannon for a pyre variant. |} ==Self-Propelled Artillery== Self-Propelled Artillery provides long-range fire support. SPA is distinct from grav-artillery in that grav-artillery travels with the infantry whereas SPA guns operate in batteries situated in the rear-lines. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |VS-15 Taerzagar |Koala |Suppressor artillery |The Taerzagar has an unmatched rate of fire among mobile artillery platforms. Though neither the most accurate nor powerful gun, Taerzagar batteries can saturate an area in artillery fire, suppressing enemy forces and making quick work of those not protected by durable armoring or shields. |- |V-11 Hurth |Kangaroo |Precision artillery |The Hurth is the army's standard self-propelled artillery. It is equipped with a railcannon and is often used in conjunction with Taerzagar, with the latter forcing targets to scatter and seek shelter which the Hurth can then target. |- |V-52 Korzair |Wombat |Mobile support |The Korzair has the shortest range of any self-propelled artillery gun, but its plasma mortar gun more than makes up for it in firepower. Korzair seldom operate in batteries, instead staying near the rear of a formation to provide mobile fire support. |- |VR-70 Xzar |Wallaby |Missile artillery |The Xzar is equipped with two multiple-launch rocket systems which can be loaded with a wide variety of munitions which can be guided or unguided. While each missile can be launched individually, it is not uncommon for the Xzar to unload missiles in a shotgun-like fashion to saturate a wide area. Xzar can also be used to eliminate aircraft. |- |} ==Engineering Vehicles== Engineering vehicles are used almost exclusively by combat engineers and perform a variety of tasks such as construction and vehicle recovery. While some are purpose-built, most engineering vehicles are repurposed tanks and transports. Engineering vehicles are lightly-armed as they are not expected to engage an enemy. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |T-11 Ultrek-E |Ladybug |Engineering |Ultrek-E, as their name implies, are Ultrek tanks modified for use by combat engineers. They feature a crane in place of a turret, dozer blades, and increased space for personnel and equipment. |- |T-12 Ultrek-CH |Scarab |Bridgelayer |Ultrek-CH are equipped solely with a deployable bridge. |- |K-14 Nezerai-E |Beetle |Earth mover |Nezerai-E are equipped for earth moving operations, though they retain some weaponry in the form of machine guns. |- |E-10 Kuckek |Weevil |Bulldozer |Kuckek are armored bulldozers equipped with a single machine gun turret. |- |} ==Mobile Support Vehicles== Mobile Support Vehicles (MSVs) assist troops on the front line. They are not usually expected to fight, but are nevertheless equipped to defend themselves. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |H-19 Lluawit |Armadillo |Mobile shield generator |The Lluawit produces a large bubble shield which protects an advancing ground force while allowing them to retaliate. Lluawit are also equipped with autocannons, a missile pod, and smoke grenades. |- |H-81 Vyras |Sloth |Jammer |The highly specialized Vyras is equipped with a long-range jamming suite to frustrate hostile wireless communications and aiming software. |- |} ==Subterranean Vehicles== Subterranean vehicles, also known as breachers, are designed to operate underground. They universally tracked, feature thick frontal armoring, and are equipped with large drills capable of piercing metal plating. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |NT-54 Nilzeli |Mole |Breacher Tank |The Nilzeli spearheads subterranean assaults. Its chassis is based off of the Nezerai and features a low profile to navigate tunnels with ease. Its armament consists of smoke launchers, four sponson machine guns, and a railcannon turret. |- |NU-67 Helgate |Desman |Breacher Transport |The Helgate can carry up to fifteen soldiers and is armed with two heavy machine guns and a flamethrower to provide covering fire as its cargo disembarks. Attempts to replace the flamethrower with a more powerful plasmathrower have proven unsuccessful due to the weapon's tendency to damage the Helgate's drilling equipment. |- |NA-31 Golgolag Sapper |Shrew |Sapper |The Golgolag is equipped only with a bomb delivery system which it uses to plant explosives directly beneath fortified positions. Anything that survives the detonation is generally buried beneath several tons of dirt and debris. The addition of Marganite bombs have allowed Golgolags to deny large swaths of ground to enemy forces. |- |} ==Amphibious Vehicles== Amphibious vehicles are vehicles equipped with anti-gravity propulsion capable of operating and fighting underwater. Though remarkably versatile, their complexity and costs compared to their strictly-terrestrial counterparts limits their numbers. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |W-51 Wurlr |Capybara |Amphibious infantry transport |The Wurlur is a submersible transport frequently used in amphibious operations. It features an arsenal and storage capacity similar to that of the Nezerai. |- |W-11 Elofira |Beaver |Amphibious vehicle transport |The Elofira can transport several small and medium-sized vehicles, but unlike the smaller Wurlr, cannot provide any substantial fire support. |- |WT-19 Rud |Rat |Amphibious tank |The Rud is a submersible tank similar in many ways to the T-35 Tagara. |- |} ==Mobile Facilities== Mobile facilities are fully-functioning buildings, such as a factory, barracks, and/or command & control center, mounted on a tracked chassis. Mobile facilities are not designed for the battlefield and instead provide support from an army's staging area or rear line. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |VD-33 Vaildag |Arcadia |Mobile Command Center | The VD-33 Vaildag MCC is a mobile forward operating base containing a command & control station, sensor relay, infirmary, barracks, and an engineering bay. It is armed with two rapid-fire artillery cannons, a superheavy railcannon, and numerous point-defense guns. |- |} == Walkers == === Main Battle Walkers === {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |J-33 Dreavarok | Cassowary |Urban combat |The Dreavarok is the AFRE's de-facto main battle walker. A standard arsenal consisting of a railcannon, autocannon, electrified bayonet, and shoulder-mounted missile pods allow it to engage a variety of targets. |- |JT-17 Korvack | Ostrich | Fire support |The Korvack is a walker comprised of an enlarged and heavily modified T-77 turret attached to a bipedal chassis. It is most frequently fielded as a support unit in urban and forested environments. Standard models are equipped with a railgun, coaxial machine gun, two rocket pods, an autocannon, and smoke grenades. |- |} === Infantry Fighting Walkers === {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |JI-2 Ralek |Rhea |Infantry fire support |Inspired by the Korvack, the bipedal Ralek was built to provide platoons with a small, versatile, and mobile weapons platform for use in all environments. Standard Raleks are equipped with two autocannons and two heat-seeking missile launchers. |- |} === Mobile Gun Platform === {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |JNF-11 Visar |Moa |Multi-role gun platform |The hexapodal Visar is a heavily-armored multi-purpose weapons platform designed primarily to provide fire support to armored columns and companies. The visar's default arsenal consists of a turret-mounted railcannon, front-facing missile pods, and two autocannons for use against infantry. Thanks to its modular construction, several variants of the visar have been produced since its inception. |- |} === Artillery Walkers === {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |JV-33 Yukar |Emu |Fire support |The Yukar is a bipedal walker equipped with a plasma mortar akin to the Korzair as well as two railcannons and an autocannon. A variant equipped with missile launchers in place of railcannons is often used as an anti-air platform. |- |} ===Siege Walkers === {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |ODV-3 Vasekar MKI |Everest |Mobile Assault Platform |Unveiled during the [[First Battle of Baltreos]], the MKI Vasekar is a skyscraper-sized siege walker equipped with a hull-mounted plasma bolt cannon, an missile pod which can contain hundreds of warheads, and a dual-railcannon turret mounted at the bottom. The vehicle was deployed as a battering ram to shatter and demoralize deeply-entrenched enemy forces. |- |ODV-5 Vasekar MKII |Olympus |Mobile Assault Platform |Though the MKI proved successful, it had several notable weaknesses that prompted developers to completely overhaul the design, leading to the creation of the even larger MKII. Its arsenal consists of a plasma beam turret mounted on the right side of the hull, a missile turret on the left side, two hull-mounted railcannons and a plasma bolt cannon, autocannons mounted on each leg, four anti-air missile turrets mounted on top of the hull, and the MKI's dual-railcannon turret. The MKII saw immediate success and swiftly replaced the MKI, though remaining MKIs continue to serve a support role. |- |} == Oceanic Vessels == Though naval warfare has become substantially less prominent since the introduction or starships, the Army still maintains a modest ocean fleet. ===Riverboats=== Riverboats are fully-enclosed boats built to traverse lakes and rivers. They can perform a variety of functions depending on their armament ranging from hit-and-run attacks to providing artillery and anti-air support. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |U-17 Raulin |Seal |Patrol |The Raulin is considered the 'battle tank' of the AFRE's river boats and is accordingly equipped with a railcannon, coaxial machine gun, several turrets, and a missile pod. |- |U-11 Walrak |Walrus |Artillery/anti-air |Walrak are often seen providing artillery support to amphibious operations. They are equipped with two or more missile pods as well as plasma repeaters for close-range engagements. |- |} ===Submarines=== Submarines serve as the army's preeminent offensive oceanic vessel. They eliminate enemy vessels, raid their ports, and can provide missile artillery fire. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |US-250 Navaz |Man o' war |Hunter-killer/artillery |Deployed via carrier transports, Navaz are equipped with torpedo launchers, railcannons, and ballistic missile launchers and perform the duties of traditional submarines. |- |} ===Frigates=== Oceanic frigates serve to transport troops, eliminate aircraft & submarines, and to patrol the open seas. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |UF-14 Wazari |Orca |Artillery/anti-air |Wazari are equipped with several multiple-launch rocket systems and a jammer suite. |- |UF-46 Hilde |Shark |Anti-ship |Hilde operate in packs and are equipped to larger vessels and aircraft with autocannons, missiles, railcannons, and two torpedo tubes. |- |} ===Destroyers=== Destroyers are equipped for shore bombardment and for fighting other warships. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |UD-34 Techarg |Squid |General-purpose |The Techarg is an all-rounder equipped to take on a wide variety of threats and features a landing pad for VTOL aircraft. |- |} ===Aircraft Carriers=== Modern aircraft carriers combine elements of a traditional carrier with that of a battleship. The ship's aircraft are stored within and launched from the ship's interior, allowing the vessel to be equipped with a number of gun batteries, missile pods, and point-defense guns. Aircraft carriers are a rare sight during offensive operations as they are troublesome to transport, and instead serve a defensive role within the mainland. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |UAC-13 Zukaliin |Whale |Battle carrier |The Zukaliin combines elements of carriers with that of a battleship, being equipped with an internal hangar bay as well as four gun batteries and several turrets. |- |} [[category:Page]][[Category:Telkevan Union]][[Category:Armed Forces of the Telkevan Union]][[Category:Amaker]] 652x75v7igham3nm4sd7v8re8om975i Communal To-Do List 0 1478 18367 18366 2022-05-18T15:51:40Z Amaker1450 26550035 /* Orphaned Races */ 18367 wikitext text/x-wiki A general, public-access to-do page for Epics of a Shattered Galaxy (ESG). == Wiki To-Do List == *Make new pages to replace outdated articles, which are to be preserved in the archives. **Pages need to be made/updated for: ***Asanian Syndicate ***Barrakru Kaat ***Delani Republic ****Delani Remnants ***Empire of Diablos ***IAE ***Karahotdoum ***Margan Dynasties ***Necraal/Vikkurl ***Nuveria Federation ***[[Peacekeeper Alliance]] ***Rach Cabal ***Sauran Solidarity ***Virisus ***[[Warlord Pact]] ***Zaretian Monarchy *Compartmentalize overtly-large pages into smaller sub-pages for easier reading. **In general, main page should summarize, sub-pages provide greater depth. As a broad outline for what quantifies sub-pages: *** Biology *** Characters *** (Significant) Cultural/ideological beliefs/practices. *** Government/Administration *** Member states/races *** History *** Locations *** Military *** Religion *** Technology **Each sub-page, if too lengthy/broad, should itself be broken up into further sub-pages. *Create individual pages for notable events, locations, battles, characters, etc. == General To-Do List == * '''Construct a 'starter pack' PDF''' ** Summarizes setting, premise, & races ** Explains that it's a universe to write stories and get involved with ideas ** Explains the concepts/writing tools we use *'''[[Kentarus Sector]] (Local/main sector)''' ** History *** Pre-war geopolitical situation of particular importance. ** Notable locations ** Notable factions/organizations (Nova Corp, etc) *'''[[Tomastahl Sector]]''' **History ***Expand on Telkevan-Nephani Cold War & how it is affected by Great War **Notable Locations **Notable factions/organizations *'''Develop the [[Peacekeepers]] & [[Warlords]] as proper factions, establishing their goals & how they operate.''' **Peacekeeper Alliance (Should be done first; more developed) *** Write about [[Peacekeeper_Alliance#United_Empires_Assembly|United_Empires_Assembly]] (maybe) *** Write about [[Peacekeeper_Alliance#United_Empires_Military_Command|United Empires Military Command]] (maybe) *** Write about Declaration of the United Empires *** Expand on the Alliance's internal rift over ideology vs. pragmatism. ===Timeline === * See [[Timeline of the Great War (Branding)]] or [[Great War (Branding)]] for confirmed canon. See [[Timeline of the Great War (ARCHIVE)]], [[Great War (ARCHIVE)]], [[Timeline of the Great War]], [[Great War]], and [[Great War Historia]] for old lore. Preliminary overview of the new timeline is complete. What is needed, when the time comes, is to expand and add new events. More or less everything can probably be expanded upon. == Empire To-Do List == === Orphaned Races === Establish how orphaned races are to be managed. If a race's original owner decides to return to work on them they are free to do so. * Karahotdom Empire - ''Karahotdum'' * Margan Dynasties - (Deliberation, but structured, perhaps individuals on Dynasties?) * Nuveria Federation - (Public access? Being race filled but has roots) * Rach Empire - (Deliberation, but structured) * Transmetallic Confederation ===Fostered Races & Managers === * Dragoneteran Monarchy - Chu - ''New page: [[Doramis_Monarchy]]'' * Necraal - Hang - Vikkurl * Skrey Clans - Voltara - ''New page: [[Öhgyag Kurultai (Branding)]]'' * Tegotian Empire - Chu - ''New page: [[Vechtramil Directorate]]'' * Zaretian Monarchy - (Communal - Chu, Voltara) === Public Access Races === Public Access Races have no set owner and are worked on communally. * Virisus * Xenochytrid [[category:page]][[Category:Proposals]][[category:Public Access Page]][[Category:BrandingHold]] kgycmkzjwc8em5kzbh0kntvjq9pzz4w Conkirite Dictatorship 0 859 15093 15092 2021-02-04T06:36:57Z Amaker1450 26550035 15093 wikitext text/x-wiki The Conkirites long ago were allies once of the Acropolan Empire, and an average empire. For some reason they cut their alliance with them, something had soured their relations, perhaps the Acropolians didnt want to participate in one of their wars. many generations later the Conkirite hit hard times, depression pirate attacks, and other misfortunes caused them to lose grip on their already decreasing empire. A Conkirite dictator took the reigns and decided the only way to build back up was to take over the smaller neighboring empires in order to gain power. They built up huge technology, and a war machine in almost no time at all. The reason for this was a soldier enhancing tech called "Frost Tech". The Acropolians stepped in and began the frost wars, which raged on for many fierce battles, until finally, collaborating with the conkirite rebles they defeated the Conkirites and stopped their plans of domination. (these events take place during the "Acropolan series") Now the Dictatorship fled from this to the help of the Warlord side, while the rebels formed The New Alliance Conkirites" which is under the protection of the Acropolians. The Dictatorship seeks to take back their lost territory and once again pursue domination, with the help of their warlord allies. Although they lost much of their territory and power in the result of the Frost wars, the dictatorships allies helped it back to power. And now they are powerful once again. The Acropolians are the dictatorships enemy, and peace will not last. A message sent to the dictator from the Acropolians says that if they attempt to take over the Alliance Conkirites, then war will be the only choice. Very good technology, powerful allies, and their burning hatred will make this a very intense fight. [[Category:Inactive]][[Category:Page]] 62qyc3f7gaunloo5mtkq4kd93kn904j Cracks in the Mirror 0 736 16601 16600 2021-05-12T23:09:11Z Amaker1450 26550035 /* Sandbox */ 16601 wikitext text/x-wiki ==Prelude== At the time of these events, the Epic War continues to rage on... Upon the front lines of the Repzork-Betel War of Conquest, the fervent [[Repzork Empire|Repzork]] soldiers continue their advance into the junk worlds of Betel. The militaristic Repzork seek to claim the vast resources of the industrial [[Betel Recyclers]]. The rivalry of the [[The Xeverra|Xeverra]] and Betel has seen an escalation with the Betel under siege. Raids upon Recycler worlds grow ever more regular with the Betel unable to maintain proper strategic defense. With common enemies, the Xeverra and Repzork have forged a friendship of sorts against the Betel. ==Part 1== ===Sandbox=== * Repzork/[[Empire of Galdera|Galdera]] conflict arises (amaker can go into detail here), taking heat off of the Betel. :[[Amaker ::* Context: The Galderans had recently uncovered the Repzork's activities in the sector as well as the Great War as a whole. Appalled by their fallen brethren and the Warlords, the Galderans -who have been in a perpetual war with the Repzork already- show up to join the fray and take the fight to the Warlord Pact as a neutral force. ::* The arrival of the Galderans prompts the Repzork to take a defensive position along their holdings, putting a pause on any and all actions on Betel settlements not already under imperial control ::* Some of the initial engagements between Repzork and Galderan forces, which occurred in space, were relatively close to the Betel front, necessitating that some of their vessels be redirected, the main goal being to prevent them from reaching the settlements. The plan ultimately fails, however, and the Galderans break through.]] * Xeverra as unreliable allies, but are needed by the Repzork to save them from the Galdera. * Galdera at some point surprise the Repzork with Orsaron Knights (Kind of like space marines) :[[Amaker ::* Initial ground engagements within Betel settlements and elsewhere see the first-ever mass deployment of Orsaron supersoldiers, who come down in drop-pods and rapid-deployment dropships right on top of strategic locations as general-purpose infantry fight elsewhere. The Repzork, while possessing cybernetics of their own, have not seen something on this scale, nor this numerable, and are caught completely off-guard, turning some engagements into a chaotic rout. :::* Side note: A knight is just one classification of Orsaron, there are others; albeit, a Knight is the most common and 'general purpose' of them all. ::* The Galderans wish to provide assistance to the wary Betel and help them whenever they can, making sure to contact their leadership and notify them of the situation. However, incidents of what some Galderans consider to be friendly fire causes some frustration; while high command is understanding of the Betel's poor communication capabilities, it causes the Galderans to distance their troops from the Betel to try to avoid further incidents.]] * Xeverra set their focus on large, strategic projects... * The Repzork, feeling the brunt of the Galdera, employ a scorched earth policy on Betel worlds :[[Amaker ::* To specify, the Repzork will begin using weapons and tactics that they avoided previously either ue to the risks of significant collateral damage or the fact that it would destroy vast quantities of valuable refuse. In order to prevent the Galderans and/or Peacekeepers from acquiring it, they would use tools such as orbital bombardment, artillery, the mass deployment of plasma and acid-based weapons, and anything else they can some up with to cause as much harm as possible. They would likely also call in the Margan of the Golden Blade dynasty, if possible. Something they would not have considered beforehand due to the Margan's extremely destructive nature. ]] * Scorched Earth displaces many Betel and incites them to form terrorist groups that attack Repzork and Xeverra civilians * The Khassi develop a plan to tick the Repzork off, which succeeds but sees them face retribution. They demand Peacekeeper intervention... ==Part 2== ===Sandbox=== * With Betel civillian terrorism on the rise, member races begin to question where the line must be drawn * Many races have been supporting the Betel, and face scrutiny for their support * Many races care more for the economic benefits of the Betel or the consequences of letting the Xeverra and Repzork continue to take Betel resources unmolested * A crisis begins to emerge where the unity of the Peacekeepers is threatened. A split Peacekeeper alliance would be disastrous for both parties and would likely ultimately see the Warlords emerge victorious if something isn't done to solve this political disaster * The Betel are not so easy to control. Lack of communication infrastructure allows the war crimes to happen beyond the reach of a government already strained under the weight of two wars. The Peacekeepers cannot simply demand change from the Betel, who publicly condemn such activities but whose statements hold little value. [[Category:Legacy_Lore]][[Category:Page]] g9bvjd4s9kdco5ywpjkqrrlrj97cb7c DGRW Cluster One 0 1046 14023 13930 2020-08-14T11:15:05Z Corv 30641571 14023 wikitext text/x-wiki {{ShipInfo | image = I'll put something here eventually.png | name = DGRW Cluster One | role = Science Nexus | built = The [[Science Directive]] | location = [[Planear System]]; Orbiting its Sun, Fontayn | race = [[The Remusian Republic]] | commander = The Central Datanet }} The DGRW Cluster One, a large space born megastructure that serves as a Large research facility off planet and serves as a place to conduct more secretive and private projects of the [[Science Directive]], somewhere away from the prying public eye. The station is a massive citadel like science nexus with many levels that require a designation of A4 or higher to access. The entire station is maintained and run by the Central Datanet, an in-house Artificial intelligence that is also in control of a massive warsat network across Remusian space. == Personnel == Only Directive members are permitted aboard the station, and members who bear a clearance designation of A4 or higher are the only Directive members allowed access. Members bearing A4 designations are often invited or required in some cases to live aboard the station to help maintain secrecy with regards to projects. These members are divided into their respective divisions, depending on where they choose to study before taking the ESA. The Technocratic Council is also housed on the Station, and meet several times on the average week to discuss new applicants, pending projects, and current projects across the various Divisions == Infrastructure & Amenities == The Cluster One houses many each divisions members, and as such the entire main floor of the station is dedicated to housing these members. Each member is designated to their own quarters within their Divisions residences. From the main floor, each additional level is built vertically, and can be accessed through a series of Gravity lifts. The station also caters food brought in daily from Remusia, though it is always carefully inspected to prevent any breach of unwanted stowaways or contamination. ==Defensive Capabilities == Thanks to housing many of the Republics most brilliant minds, the Cluster One is constantly being swapped out for the latest and greatest shielding and weaponry. The station itself generates a forcefield approximately 500 miles around the already massive station. This shield is programmed to let only registered members into the surrounding space. Space borne debris that comes into contact with it is either vaporized or bounced off the field. A variant of warsats orbit the Cluster One, focusing primarily on intercepting approaching spacecraft to allow interface with the Central Datanet. Built into the stations hull is a variety of Point defense, laser and projectile systems that can engage with hostile craft attempting to breach the shield. [[Category:Page]] [[Category:Satellites_and_Space_Stations]] jnmar5gb84fw996lna7ssi1ema0wivq Dalgata 0 32 5127 2549 2016-07-08T06:52:52Z Amaker1450 26550035 5127 wikitext text/x-wiki == Evolution of the Dalgata == At roughly 500 millenia ago, the planet that would become the old homeworld of the Dalgata took form. Orbiting a Class-G Standard Star, the planet was slightly on the cold side of temperate once it had stabilised. Unfortunately this cold stopped most mammaloids from evolving, and they slowly died out again, leaving room for the newly developing invertebrae. It was roughly 250 000 years ago that the first traceable ancestors of the Dalgata developed, being very small, and probably not that different to Earth tarantulas. They developed the ability to shoot web for a few metres to create large webs which would catch food for the entire colony of spiders, and gave them a windbreak during the stormy seasons. That was soon to change however. Unknown to them, a sun had gone supernova lightyears away, and was spewing out all kinds of radiation into space. The planet would be hit in a matter of years, and the Dalgata had no idea... === Key Events in Dalgata History === ==== The First Republic of Ithrixia ==== Now we get to the interesting bit. The Dalgata had been united by a council, so that tradition continued. The council was formed from Dalgata who led the many villages they had constructed over the years on Ithrixia. That’s when things got strange. The council for one thing chose to do all their deliberations during exercise, so it was quite common to see dozens of Dalgata passing papers to each other while running around the course. However, this became a problem when it was swimming season. Soon, all deliberations were made verbally, and signatures were noted down as pending. As soon as swimming was over, they went back to passing Bills and Laws on the track. Pretty soon, mistakes were being made. This led to public outcry, which led to a shutdown of all sporting facilities, and eventually caused the first sitting of the Dalgata Republic Council. At this council, it was decided that they had to balance things out, and they did. That is until the second sitting, a few hundred years later, which is where you come into the story. The Dalgata borders had reached a critical point, in which they could no longer risk expansion with no idea of what lay beyond. A world orbiting the Coriana Star was set as their transmission base. Broadcasting began. == Dalgata to Access== [[File:BasicSoldier.png]] [[File:HeavySoldier.png]] [[File:DalgataCaptain.png]] [[File:Knight.png]] == Biology. == Needless to say the Dalgata do have arachnid features, however time after time they have denied that they still fit into the classification of spiders. Since there have been no DNA samples taken of them, all we can say is what we have been told, and we’ve been told quite a bit. The Dalgata are seemingly a mix of things, from their story it’s a result of the radioactive solar wind that forced them to abandon their long lost home. Let’s start from the outside. They appear to have a rather intricate exoskeleton, which has added strength from the many twists and turns of their shell that keeps it holding strong. At the same time, this shell can dissolve at will, giving them the ability to squeeze through anything thicker than their head. On the subject of the head, it is certainly reptilian at first glance, perhaps amphibian on closer examination. We have been told that this was developed by one of the ancients as he explored the radioactive marshes of their old world. Next to be noticed is those strange looking ridges that come out from the back of their head and the sides of their upright body. Apparently they are hereditary from their original form, solid bone, and seemingly difficult to mould helmets around. Their hands are rather strange, three long fingers that grasp together like a mechanical claw. This is apparently what used to be the first pair of their old arachnid legs, evolving to their new circumstances with their upright body. Finishing on the upper section, Dalgata biologists have told us that the first of their two heart-like structures is located in between the side ridges, alongside the four lungs and digestive tract. It is believed that they have no waste removal system, instead processing the leftover matter into structure minerals or other uses… Onto the lower half is where we find the second heart, which is unusually elliptical in appearance, along with the enlarged liver and kidneys. Located up high near the surface of their back is a totally unknown organ, which Shadows seem to be very protective of. While they keep their anatomy a closely-guarded secret, their own reproductive system is seemingly common knowledge. Apparently there are three Dalgata genders. The majority of Dalgata are male, and thus they compose a majority of the military. The other genders are predominatly female, the first of which can produce the eggs that Dalgata hatch from, the other being a secluded group who take on the role of incubator. This group in particular are held in very high respect. == Military == ==== The Knights ==== Needless to say, the Dalgata Knights make up the majority of their military. Noted for their steadfast honour, the Dalgata will not kill another enemy if he is helpless, even to save his own life. The only exception to this is the life of another, a key factor in the military structre. The Knights were formed in the very early days of the Republic, and as a custom maintained their skills in annual tournaments. In these battles, contenders start with the basic broadsword, and as competitors grow less stun swords are brought in. The only disgrace the Knights refuse to aknowledge is that of the Keltath oath. Keltath was the last Dalgata to bear a single phrased name, and as such is renowned in Dalgata history outside the Knights. So far, we still haven't been given a translation of the oath, but most assume that it had predictions about the Dalgata's current crisis. ==== The Advanced Soldiers ==== These Advanced soldiers are trained solely for battle. Pulse guns and rockets were recently aquired from trade, only under grave circumatances. These forces came into effect only a few years ago, when the Shadows encountered their first alien lifeform. This race was the Grox. They came to Ithrixia in a single ship, as an observation of 'Outer Galactic Life Forms'. As the Dalgata live on the edge of the Spore Galaxy, they were of no interest to the Grox. That is, until a mining operation... A mining operation on Zalrith 12 had unearthed energy crystals identical to the ones found on the Dalgata's long-lost homeworld, and became a instant hype for archaeologists and the ship-builders alike. Unfortunately, the Grox took interest too. It became clear that facing the Grox with swords alone, so while the miners kept the Infestation Pod at bay, an Dalgata captain named Idac'Zitha'Maokl went out into unknown space, to find the help they needed. Thanks to a quick supply from a Nepharian trading colony, Idac brought back the ranged weapons they needed to drive the Grox away from good. From then on, the Advanced Soldiers became the main fighting force, while the Knights continued on as a closed circle. == Non-Political/Military Roles == The Dalgata family is a rather sensetive subject to the Dalgata, mostly because of the fact that we have never seen a female Dalgata or heard any mention about Dalgata children. From what we have been told, we have summarised this information. The Dalgata families all reside on Ithrixia, a world exclusive to Dalgata, and only located by the Grox. And because of it's position on the rim of known space, this greatly worries us. Back onto sociology, the Dalgata male in a family is supported by a close relative who has his own income, usually a brother or cousin. Each Shadow family own a segment of land, and the head of each family group own a large island. On these 'House heads', it seems that Dalgata families employ a monarchial system, with the most experienced Dalgata leading these houses. These houses are designated by how each Dalgata family is related, (Idac'Zitha'Maokl is designated leader of the Corinthial House for instance. Meldath'Xhor'Takth is a high member in the Szoran House.) As far as we know, each house head is a member of the Dalgata Republic Council, with the exception of Idac'Zitha'Maokl, Plar'Nolt'Kirs (Plaar-No-Lot-Cur-S) and Xthi'Fona'Jtin (Zee-Thee-Fona-Ju-Tin), all of which are Captains in their own right. (Xthi'Fona'Jtin is the only female who is commonly known as being in the military, as we suspect she is an incubator.) == Dalgata Adventures == EAW - Fourth One on Ice Part One. [[File:FourthOneIcePart1.png]] == Diplomacy == Coming Soon. == Ithrixia == Ithrixia is the homeworld of the Dalgata, strictly off-limits to all other races, for two known reasons. One is to protect the Houses, which say they are thinking of the interests of their families. The other is that many Dalgata cities are underground, and fear of spies mapping their complexes drives their other very unusual feature. Approximately 275 000 Dalgata vessels orbit Ithrixia at any given time, not leaving their posts apart from their monthly maintenance routine, a rather spectacular wave of diving and rising ships, observed by a few permitted vessels. Apparently, these ships have very powerful energy weapons, and are controlled remotely from the surface. The festival of Ithrixia falls every 3 standard years, for them it is an annual event. At this festival, the Dalgata abandon their strict vegetarian diet for a huge feast of meats and other products as a celebration of their survival. The meat is seemingly obtained from other worlds, and undergoes a very strong purification process, which prevents any form of alien disease from spreading. == Vehicles/Ships/Weaponry/Other == Dalgata Standard Ship. [[File:DalgataVessel.png]] Fixed Artillery Piece. [[File:DalgataArtillery.png]] Plasma Thompson. [[File:DalgataGun1.png]] Coming soon. [[Category:Page]][[Category:Inactive]] imyi41l9iurcovinsjayiv1ta0ofb9z Dead Man's Garden 0 1349 13937 2020-08-09T21:26:19Z Corv 30641571 Redirected page to [[Nova Corporation#Station 67: Mortis Fen Command Centre]] 13937 wikitext text/x-wiki #REDIRECT [[Nova_Corporation#Station_67:_Mortis_Fen_Command_Centre]] 968aytyek4m1by95xkwz1ue8d28frl1 Defense of Quantum Gate Beta 0 1127 17138 13713 2021-11-17T03:44:49Z Amaker1450 26550035 17138 wikitext text/x-wiki {{Conflict |prev= |conc= Battle of Rigni |next= |name= Defense of Quantum Gate Beta |image= Zaretian Ships under strikecraft attack.jpeg |conflict= Naval Engagement |date= |partof= Zaretian Campaign |notablebattles= |place= |result= Zaretian Tactical Victory, Luminarian Strategic Victory |territorychanges= |side1= [[:Category:Luminarians| Luminarian Rebels]] |side2= [[Zaretian Monarchy | Zaretian Monarchy]] |side3= |side4= |commanders1= Luminarian Commanders<br/> * RADM Xentha <br/> * CPT Scharn |commanders2= Zaretian Commanders <br/> * General Peacha<br/> * Admiral Novikarn |commanders3= |commanders4= |forces1= Battlegroup Noxia * Sub-Battlegroup Citera ** 1 Halcyon-Class Cruiser ** 2 Vigilant-Class Frigates ** 10 Strikecraft * Sub-Battlegroup Mendaria ** 2 Concourse-Class Carriers ** 2 Vigilant-Class Frigates ** 153 Strikecraft |forces2= 7th Fleet * Task Force 7238 ** 3 Command-Class Carriers ** 3 Oppressor-Class Cruisers ** 1 Silencer-Class Cruiser ** 5 Onslaught-Class Frigates ** 3 Misery-Class Frigates ** 214 Strikecraft |forces3= |forces4= |casual1= * 1 Carrier sunk * 1 Cruiser sunk * 2 Frigates sunk * 1 Carrier damaged * 1 Frigate damaged * 48 strikecraft destroyed |casual2= * 1 Cruiser sunk * 3 Frigates sunk * 2 Carriers damaged * 1 Cruiser damaged * 2 Frigates damaged * 157 strikecraft destroyed |casual3= |casual4= |other= |notes= }} The Defense of Quantum Gate Beta, fought during Year 11 of the Great War, was a naval battle between the Luminarian Navy and the Zaretian Monarchy Navy, taking place during the Battle of Rigni of the Rigni Campaign. Although considered to be a minor battle by many standards, the Defense of Quantum Gate Beta had far-reaching effects for the Battle of Rigni. In an attempt to wrest the initiative from the combined Aeverian and Luminarian forces in the Rigni system, the Zaretians decided to eliminate and remove the Luminarian Quantum Gates in the Rigni System, preventing the other Battlegroups of the 2nd BattleFleet from regrouping in the Rigni System, eliminate the combat potential of Battlegroup Noxia which accounted for 40% of the Peacekeeper forces in system via killing its logistics train, and allow the Zaretian Navy to retain its numerical superiority. The plan to accomplish this was called Operation Heart Rend and involved the mobilization of several major fleets in the Rigni System. Command of the Operation was given to General Peacha of the 7th Fleet. Both Luminarian and Aeverian forces in the Rigni System were subjected to a massive offensive on the onset of Operation Heart Rend, a majority of targets were decoys, masking the Zaretian Navy's true objective and forcing Peacekeeper assets to be committed away from the quantum gates. Within 1 hour of the Operation, 4 out of 5 quantum gates had been destroyed by Task Force 7122 before Peacekeeper hunter-killer elements had managed to damage TF 7122 and force a retreat. With their goals still not met, General Peacha dispatched Task Force 7238, a carrier battlegroup and her escorts to eliminate the last remaining Quantum Gate. Rear Admiral Xentha of the Luminarian Battlegroup Noxia, still commanding Luminarian forces in the Rigni System, could only spare Sub-Battlegroup Citera, an understrength Sub-Battlegroup to reinforce Quantum Gate Beta's defenders, Sub-Battlegroup Mendaria. The Defense of Quantum Gate Beta would continue for 30 minutes, in which both sides carriers engaged in strikes. In the first 10 minutes, the Zaretians managed to sink a Luminarian Cruiser and damaged a Luminarian Frigate. The Luminarians managed to sink 2 Zaretian Frigates and damage a Zaretian Cruiser. The next 10 minutes saw the sinking of 1 Zaretian Frigate and 1 Luminarian Frigate. The final 10 minutes saw direct action between both Luminarian and Zaretian forces. Zaretian forces had managed to sink 1 Luminarian Carrier, 1 Luminarian Frigate and heavily damaged another Luminarian Carrier and Frigate. Luminarian Forces would sink 1 Zaretian Cruiser and heavily damage 2 Zaretian Carriers and 2 Zaretian Frigates. Although a tactical victory for the Zaretians in terms of ships sunk, the battle would prove to be a strategic victory for the Peacekeepers for several reasons. The Zaretian Carriers, the ZMS ''Beehive'' and ZMS ''Devil's Nest'' were heavily damaged and their air wings nearly wiped out, which included 52% of the Zaretian Bomber Craft within the system. This led to the Peacekeepers achieving numerical superiority in terms of strikecraft and allowed Peacekeeper hunter-killer elements to operate freely within the system without fear of retaliation. Additionally, within 4 days of the Defense, Battlegroup Telethia managed to transit into the Rigni system, giving the Peacekeepers numerical superiority and allowing the Peacekeeper forces to press the initiative, which contributed to the fall of Rigni. ==Background== ===Operation Isomer=== During Year 10 of the Great War, both Luminarian and Aeverian forces launched Operation Isomer, quickly beginning an incursion into the Rigni Sub-Sector. In launching this operation, Peacekeeper leaders sought to open a beachhead into the Nu-Zartar sector as well as attempt to neutralize major Zaretian logistical capabilities. To support these goals, during the first few months of Operation Isomer, Peacekeeper forces attacked and successfully took control of the star systems of Verdaria, Toolago, Bekkaris, and Foorid, inflicting heavy losses on opposing Zaretian naval and ground forces, establishing secure supply lines from the areas conquered during Operation Fissure and preventing a potential Zaretian breakout and threatening supply routes. Although surprised by the speed of the Peacekeeper offensives, Zaretian forces under General Varthos and Peacha mounted a fierce resistance, but were unsuccessful in halting the Peacekeeper advance. Not long after, Peacekeeper forces had entered the Sub-Sector capital, Rigni. The first Peacekeeper forces to enter the Rigni System were comprised of the Aeverian 542nd Fleet and the Luminarian Battlegroup Noxia. Both forces would immediately begin securing routes into the system while waiting for allied fleets to secure other theatre objectives. Within the first month, Peacekeeper forces had managed to occupy the planets Oortas and Calidon and their orbital facilities. ===Operation Heart Rend=== [[File:Rigni System.png|thumb|right|300px|State of the Rigni System as of Operation Heart Rend.]] With the capture of both Oortas and Calidon, Peacekeeper forces would be able to resupply their naval forces in-system, allowing the Peacekeepers to conduct offensive operations at a higher tempo then if they had to utilize carriers and other logistical ships. This posed a huge risk to Zaretian Naval Forces as Zaretian ships were designed with the mindset that they would be on the offensive, and would suffer heavy losses on the defensive despite their numerical superiority. It was decided by General Peacha to wrest control of the initiative from the peacekeepers as soon as possible or risk losing the Battle for Rigni. At the start of Year 11, the Zaretian Navy developed a plan that was titled Operation Heart Rend. The plan called for a major offensive on all Peacekeeper held locations in order to distract Peacekeeper commanders from the true nature of the attack, the destruction of the Luminarian Quantum Gates. Peacha had learned the locations of all 5 Luminarian Quantum Gates, and also knew it would take about 2 weeks for the Luminarians to send in replacements. Operation Heart Rend would quickly move to eliminate logistical resupply for Luminarian Naval Forces in system, giving time for the 7th Fleet to force the Peacekeepers out of the system before reinforcements could arrive. [[File:TF7122.png|thumb|left|300px|Path of TF 7122.]] Task Force 7122 was a carrier-based taskforce handpicked by General Peacha to strike at the gates. Comprising of 6 Command-Class Carriers and their escorts, TF 7122 was commanded by Admiral Filt'ka, who had been given 60% of the total Zaretian Bomber forces in the system. 20 minutes into the offensive, TF 7122 would begin a series of jumps away from Rigni while launching waves of strikecraft at the Luminarian Gates. TF 7122 would be successful at destroying 4 quantum gates over the course of an hour. Meanwhile, Rear Admiral Xentha had taken note of the losses of her Quantum Gates in system. As Gate Eta, the 3rd quantum gate was under attack, she tasked the Hunter-Killer Team Arins to track and destroy the source of the strikecraft attacks. Recon probes, combined with subspace tracking had managed to determine the location of TF 7122 and HKT Arins immediately sortied to engage TF 7122. Although successful at destroying 2 carriers and damaging 3 more, Hunter-Killer Team Arins had failed to interdict TF 7122 in time before a strike could be carried out on Quantum Gate Epsilon. General Peacha had anticipated the loss of TF 7122, and activated Task Force 7232, a reserve force comprising of 3 carriers and their escorts to engage the remaining gate. Furthermore, Peacha had the surviving bombers from TF 7122 transferred over to TF 7232. Command of TF 7232 was given to Admiral Novikarn commanding from the ZMS ''Devil's Nest''. Rear Admiral Xentha now knowing the threat posed, issued orders that sent Sub-Battlegroup Calixa to reinforce Sub-Battlegroup Mendaria at Quantum Gate Beta, but revoked her orders the moment the ZMS ''Pansophical'', Peacha's flagship and her escorts arrived in orbit over Oortas and engaged Xentha's Battleship, the LNBs ''Redoubtable''. The only remaining force that could be sent to assist Sub-Battlegroup Mendaria was Sub-Battlegroup Citera, which only had 3 combat-capable ships left. Overall command of the defenders of Quantum Gate Beta was given to Captain Scharn commanding from the LNCr ''Falchion''. ==Battle== [[File:QuantumGateBetaORBAT.png|thumb|right|300px|All ships involved in the Defense.]] ===Prelude=== TF 7232 departed from Rigni 83 minutes into Operation Heart Rend, emerging from subspace on the outer sector of the Rigni System. Admiral Novikarn knew the location of Quantum Gate Beta, but did not know how many forces were assigned to guard it, and was also not sure if there was a peacekeeper hunter-killer team on standby to engage his forces. Further complicating matters was that the longer he took to assemble his strike, the more time the peacekeepers had to reinforce the defenders. In light of that, he decided on an all-out strike on the gate, utilizing bomber wings from the ZMS ''Devil's Nest'' and ZMS ''Beehive''. To further ensure the success of the strike, Novikarn ordered the deployment of the Silencer-Class Artillery Cruiser, the ZMS ''Defenestrator'' and her escorts, the ZMS ''Mantis'' and ''Wrong Target'' to bolster the initial strike. [[File:ZMS Beehive Preparing a Strike.jpeg|thumb|left|300px|ZMS ''Beehive'' preparing the strike.]] However, with only 3 carriers, Novikarn faced a dilemma. If he wanted to deploy all the bomber wings, it would take 15 minutes to arm and launch all the bombers. Additionally, Zaretian doctrine also required each carrier to launch its own Close Air Patrol, in case of an opposing strike force, which would increase the amount of time it took before he could assemble his strike. Novikarn decided to forgo doctrine and had only the ZMS ''Fist of Rigni'' deploy her CAP. To also further reduce the amount of time needed, Novikarn had elected not to provide the strike with fighter cover, hoping that the speed and amount of bombers would surprise and overwhelm the defenders. Meanwhile, Captain Scharn began deploying an enhanced CAP from the LNCr ''Falchion'' and ''Formidable'', prioritizing the deployment of Spatha-Class Interceptors. Captain Scharn knew that the previous gates were primarily destroyed from Bomber strikes, and following Luminarian Doctrine, he opted to use strikecraft as the primary interception method. Scharn, unlike Novikarn, knew his opposition strength, thanks to ACI providing the peacekeeper forces with the Zaretian Order of Battle, and could extrapolate the number of Zaretian ships that would be deployed against him. However, Scharn was not aware of how and when the Zaretians would strike, adopted a multi-layered interception sphere, with strike craft operating at the outermost layer, followed by the frigates, and finally the carriers and cruisers closest to the gate. Although this would spread his forces out, Scharn was particularly worried about a multi-axis bomber attack and deemed this to be the most reasonable tactic to employ. ===The First Strike=== The first group to enter the battlespace comprised of the ZMS ''Defenestrator'' and her escorts. The ''Defenestrator'' immediately opened fire on the Quantum Gate, while the ''Mantis'' and ''Wrong Target'' begun assuming escort positions. In response, Captain Scharn immediately sortied the LNFg ''Valorous'' to disarm the ''Defenestrator''. The ''Valorous'' engaged the ''Mantis'' and ''Wrong Target'' in close combat and managed to sink the ''Mantis'' via a beam strike into her flak ammunition magazines, causing an uncontrollable fire that destroyed her reactor. The ''Wrong Target'' was also sunk after a beam strike penetrated the bridge and engineering, causing the ''Wrong Target'' to lose all mobility and floated away from the battlespace. [[File:LNFG Vindictive hit.png|thumb|right|300px|The LNFg Vindictive hit by torpedo strikes from Zaretian Bomber Craft.]] 3 minutes since the arrival of the ''Defenestrator'', the second strike group to enter the battlefield comprised 28 Ambassador-Class Bombers, 22 Gemini-Class Bombers and 34 Crusher-Class Bombers from the ZMS ''Beehive'', arriving from subspace at standoff range and begun launching ordnance at the Quantum Gate. The Luminarian CAPs attempted interception, but with the Luminarian CAPs spread over a large distance, only 15 Spatha Interceptors could attempt a feasible intercept. The Zaretian strike managed to hit the LNFg ''Vindictive'' with 7 torpedoes, blowing apart her frontal port side beams and destroying her topside plasma cannons. Additionally, the LNC ''Indefatigable'' maneuvered into the path of incoming Zaretian ordnance, taking 24 torpedo strikes that exposed her entire starboard side to vacuum, but still managed to retain maneuverability. The Quantum Gate itself took only 3 torpedo hits, with the remaining munitions destroyed via Point Defense Fire from the Luminarian Carriers. 19 Zaretian Bombers and 4 Luminarian Spathas were also destroyed in the strike. [[File:ZMS Ambassadors launching strikes.jpeg|thumb|left|300px|Ambassadors from the ''Devil's Nest'' Beginning Torpedo Strikes.]] A third strike group entered the battlespace 5 minutes after the ''Defenestrator'' arrived, comprising of 35 Ambassador-Class Bombers and 39 Crusher-Class Bombers from the ZMS ''Devil's Nest'' arrived via subspace in a different axis from the second strike group, but were immediately in range of 20 Spatha Interceptors alongside the LNCr ''Formidable''. With intense point defense fire from the ''Formidable'', the Zaretian Bombers were forced to break off a direct attack on the Gate. The strike leader instead opted to launch his munitions at the defending Luminarian ships. The LNFg ''Audacious'' took 3 direct torpedo hits, but didn't lose any critical systems. The ''Indefatigable'' took 12 torpedo hits, finally sinking the cruiser. 28 Zaretian Bombers and 7 Luminarian Spathas were shot down. Meanwhile, the ''Valorous'' had managed to destroy the main railguns on the ''Defenestrator'', rendering a mission-kill on her, forcing her to jump out of the battlespace. In light of this, the Zaretian pilots reported to Admiral Novikarn that a second attack on the gate would be necessary. ===Dilemmas=== With the failure to take down the Quantum Gate, Novikarn was now in a quandary. It was imperative that he take down the Quantum Gate before additional peacekeeper forces could be sortied to reinforce the Quantum Gate. This meant that he had to order all his remaining bombers to immediately jump back to the carriers to rearm. However, he also couldn't risk the location of his task force to be exposed via subspace vector tracking and risk a hunter-killer team shock jumping his forces. With that in mind, Novikarn ordered the bombers from the ''Beehive'' to directly return back to the task force, while the bombers from the ''Devil's Nest'' would jump to a random coordinate before returning to the task force. Additionally, since the ''Fist of Rigni'' had finished deploying its CAP of 30 Avengers, he ordered the deployment of ''Fist of Rigni'''s bombers, intending to use the combined strike from both ''Beehive'' and ''Fist of Rigni'' to destroy the Quantum Gate. Captain Scharn, on the other hand, faced a dilemma of his own. Knowing that reinforcements were not available for another 30 minutes, Scharn only had 2 carriers and 3 frigates that were simply not sufficient to defend the Quantum Gate from another strike. Scharn had to launch his own counteroffensive to disrupt and delay the impending strike by hitting the Zaretian Carriers for long enough for reinforcements to be freed up and arrive. This, however, meant that he had to utilize the remaining defending units he had on hand. Furthermore, he had 3 subspace tracks to follow up on, and each one could also not lead back to the Zaretian Carriers, exposing the gate to another attack. With his remaining CAP of 59 strikecraft, he dispatched 25 to follow the bombers from the ''Devil's Nest'', and another 25 to follow the bombers from the ''Beehive'', and 9 to follow and harass the ''Defenestrator''. Scharn also ordered the deployment of all remaining strikecraft from the ''Falchion'' and ''Formidable''. ===Counter Offensive=== ===Final Strike=== ==Aftermath== [[Category:Page]][[Category:Legacy Lore]] d15bl2me85oi8vbmofcd15htnla0mnw Delani (Branding) 0 1547 16764 2021-05-16T04:04:16Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16764 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Delani Remnants 0 33 17171 13867 2021-11-17T17:23:14Z Amaker1450 26550035 17171 wikitext text/x-wiki =History= ==Delani Revolution and Aftermath== The former Delani regime, headed by Dictator Melios Turiani, along with his Council of Generals, was in many ways one of the most militaristic, authoritarian, simply dystopian states in the galaxy- and the best concealed. Following rioting on the planet of Nis Retaiant, word began to get out about the actual conditions within the nation. Before the current regime had taken power, the Delani Republic had been just that- a Republic headed by a President, backed by a Parliament, made of a massive coalition of colonies. However, it in itself was the result of a military coup. While it had been in power for nearly two hundred years, the former, short lived regime had been headed by a King; he had been very popular with the people. His descendants were allowed to live with full rights, and survived to this day. After the second coup, the Dictator only ruled for a short 78 days before it collapsed. It had shown signs of collapse since it's beginning. The Generals that formed the council below the dictator was constantly fighting themselves and only he was there to keep them in line. The people were distraught and unhappy. Life itself hit new lows. The Dictator, in his short reign, made huge changes. All young men were conscripted; fanatical sons of his supporting aristocratic families were made into the Red Guard, a terrifying military police; the people themselves were forced to live in poverty, with the richer families being literally given money. The rioting on Nis Retaiant slowly grew and soon became a full out rebellion. While the rebels were scattered at first, they soon organized under the great, great, great, great, great, great, great, great, grandson of the first King, Crown Prince Novion Selimat, who quickly refurbished the age old Magistrate's Palace on Nis Retaiant and made it his mansion. The Provisional Royal Parliament met there and signed and official document of their rebellion. Soon, rebels from across the Republic joined the new faction in their rebellion and formed the 3rd Delani Republic. They were not universally supported, however. Another group- the Reformists- seeked a Socialist regime. They were undermanned, outgunned, and hardly supported, but went on almost as martyrs within the outer colonies within which they formed. They fought both sides during the revolution and are what led to the stringent relationships between the inner worlds and old colonies and the fringe worlds. The Reformists were quickly crushed and absorbed by the 3rd Republic and soon the homeworld of Demosrakus and several of the inner colonies were the only Dictatorial Republic worlds left. With the now-king's forces moving in, Melios Turiani and his followers made an exodus to several abandoned, icy worlds outside of current Delani space, leaving the majority of the Red Guard to fight to the last. Having nearly utterly lost to the rebels, the Remnants hid out in the worlds, developing new technologies and letting the very small families they had taken with them propagate. Most of the Council of Generals was dead; three of them and the former dictator were left. Their names were Kolos Terranys, Velsa Qulassinat, and Hyros Nyxos. Nyxos would eventually lead the Remnants. One of the generals- their identity was never truly found, although Nyxos was suspected- hired an assassin to kill Turiani. With him dead, a bloody but short civil war occurred between the remnants, with Nyxos emerging triumphant. With his troops outclassing Delani forces in nearly every way, he launches small strikes on the fringe worlds. They cannot hope to defeat the new, thriving Republic, but the time and manpower required for the Republic to crush them would be too much than its currently worth. So the Republic simply censors most of the news about them, claiming Marine forces are near defeating them, while the Remnant forces outclass the Republic in some way every 3 months, their research running wild. [[Category:Legacy Lore]][[Category:Page]][[Category:Factions]][[Category:Delani]] 2ssrpmbi2v7sg4d7tmbrk4vkyafnppj Delani Republic 0 34 17165 6548 2021-11-17T17:21:20Z Amaker1450 26550035 17165 wikitext text/x-wiki == The Delani == ===Timeline=== Shits getting redone ===Modern Day Republic=== The modern day Delani Republic is more akin to a coalition or confederation. Each colony is a small entity in its own right- most have chosen to join the Republic and pick representatives for the homeworld. The Delani Colonial Defence Administration is issued among member colonies to defend them. (More on this in the 'Military' section below.) Those that are not members are left on their own with minimal support. The Colonial League, as it calls itself, consists of thousands of representatives. Most do not travel to the homeworld itself and take part in discussions and other actions of the League via hologram from their own colony. The Colonial League also provides minimal militia support to each other in times of war. They also supply the DCDA with production and human manpower. The Colonial League can be compared to the House of Representatives in the United States. The Inner Worlds around the the Homeworld form the Seat of the Republic. High ranking politicians and governors from the Seat form the Ruling Ministry, which is only secondary to the Prime Minister. All laws and other actions passed or proposed by the League go through the Ruling Ministry, who either send it higher on up to the King or send it back to the League for revision. The Homeworld picks one person to be the King. He passes or cancels all laws passed by the League and Ruling Ministry. He declares a state of war, is the supreme commander of the military and police forces, and approves colony's membership of the Republic among other things. He rules out of Nis Retaiant, the seed of the revolution, rather than on Demosrakus, the historical homeworld. == Military == The Delani Colonial Defence Administration (DCDA) is the overrall military force over the Delani Republic. Member colonies are alotted a force relative to their size and/or importance upon joining the Republic. ===Service Branches=== ====Colonial Marine Corps.==== The Colonial Marines form the heart of the DCDA. They are the assault troops and the defence troops. Training is received over time and new recruits receive relatively little. The longer a Marine survives the more training he receives; in this way, veterans are organized into better and better squads. It acts as a way of singling out the best of the Marines and organzing them into a more efficient group. =====Equipment===== ======C80 Hellstorm Rifle====== The C80 "Hellstorm" has been in service for many years now. It is a reliable, plasma-based weapon that has seen over three decades of usage. It can be equipped with additional equipment such as forward grips, grenade launchers, cryo launchers, bayonets, scopes, etc. as emphasis on versatility has been placed on it. ======Firewraith Flamethrower====== The "Firewraith" is carried by Marine Flamers and is used to clear out bunkers, trenches, basically any kind of emplacement. It is very powerful and the napalm it shoots is nigh impossible to get off. It can melt through most infantry armor and is even used in some cases against light tanks and APCs. It is, however, somewhat volatile; the napalm tanks carried by the user are self sealing but this only protects them to some degree. ======Gemini Heavy Rocket Propelled Munitions Launcher====== The Gemini RPML is basically a rocket launcher. It fires a large rocket propelled bullet at high speeds. The launcher isn't the complex part so much as the shells are. They are made of steel and coated with depleted uranium; three small rockets are attached to it allowing it to travel at high speeds and long distances; the inside of it contains explosives along with plasma. When it impacts the plasma is flushed into the explosives, which goes off, and also causes severe burning to anything unlucky enough to be in the blast radius. ======Juno Sidearm====== The Juno is a trusted and reliable sidearm that has been in service for more than 50 years. First manufactured for security forces among colonists leaving the homeworld, it shoots slugs that have a small charge that cause small damage to an area; this has evolved from the fact it was originally a blunt, non-lethal bullet that exploded in a strong electrical charge meant to paralyze the target. ======Kaleidoscope Railgun====== The Kaleidoscope was not it's intended name; it was actually a codename given to it by the DCDA's weapon development comission. Starting out as a long range, powerful sniper rifle, the project evolved into a DMR (Designated Marksman Rifle) Project. It launches a bullet at very high speeds through the use of magnets. It has a scope that is integrated with the user's HUD, which has to be implemented through a special headset, which allows the user to see through the scope without actually looking through one; hence this not only increases the usability of the weapon for the user but also prevents it's highly precise fire from being utilized by an enemy should it fall into enemy hands. ======XC90 Mauler Assault Rifle====== The new Mauler Class Assault Rifle is set to replace all Hellstorm rifles in the Marine Corps. in twenty years. It fires much heavier shots than the Hellstorm, and features a built in rocket propelled long range grenade launcher. It is also more robust and is better in more inclement climates, and is even more customizable than the old C80. The only thing holding it back from full-scale usage now is the fact most factories are geared towards Hellstorm production and they use almost no similar parts. ====Paratroopers==== The Paratroopers act as shock troops within the DCDA. Technically under the jurisdiction of the Marine Corps., they still retain some degree of autonomy. They are considered the "best" of the DCDA's main forces. They utilize a modified version of the common "Bulldog" Aerial Transport to make air drops. They use the same equipment as the Colonial Marine Corps. with some variations, such as the Hydra Carbine, which is essentially a cut down version of the Hellstorm. ====Militia==== Each member of the Colonial League is expected to raise a planetary militia. They are in no way at all standardized; each Militia Army represents the planet itself, and is armed with whatever local equipment the colony produces. Many aim to imitate the Marines, but some take great pride in their militias and is considered more honorable to be a militiaman than a Marine (In spite of militia conscription, rather than volunteer Marine service; this is still seen as a privilage in being "selected" for service) in some places; in some cases the militias are on par with (or even better than) the main forces. ====Special Forces==== The Special Forces is a broad term for a plethora of different units. One of the most common is the Ripper; a Marine on steroids dressed in armor with blood red highlights, a full face helmet, and a large CQC Claw and sword. ===Notable Military Formations=== ====313th Marine Assault Division "Death's Head"==== The 313th Marine Assault Division was comissioned in the inner worlds, being made mostly of young men and women from rich families there. It was soon smashed during the civil war, being torn from the inside from those that supported the monarchists and those that didn't. It is notable for the monarchist contingent making up a large part of the force that brought down the old President's Building. Later, with the advent of the Asanian-Delani War, it was recomissioned, this time out of many poorer worlds on the fringes of the colonial league. It was stationed on Neros during the beginning of the Delani-Asanian war, and was the first and hardest hit planet. Nonetheless, they 313th managed to evacuate a large amount of civilians before escaping themselves. After the battle lines had evened out, the 313th MAR was chosen to lead the assault on Asanian forces on the jungle-covered of Aumoros. The Asanians, seeing it as a resource rich planet, had landed there to strip mine it; the Colonial Defence Administration, seeing a chance to take the war to them, decided to allocate forces there. ===Marine Ranks=== (All subject to change) ====Under-class Troops==== *Trainee *Recruit Class 1 (RC1) *Recruit Class 2 (RC2) *Recruit Class 3 (RC3) ====Low Officers==== *Officer Class 1 (OFC) *Officer Class 2 (OFC2) *Chief Officer (COF) ====High Officers==== *High Officer, Lowest Order (HOL) *High Officer, High Order (HOH) *Captain (CAPT) *Captain Class 2 (CAPT2) *Officer-Commander (OFCOM) *Commander (COM) *Low General (LGEN) *High General (HGEN) *Rear General of the Stellar Marine Corps. (RGEN) *Grand General of the Stellar Marine Corps. of the Delani Colonial League and Republic (GGEN) === Naval Ranks === ====Enlisted Men==== *Seaman *Specialist (Repair Workers, Firemen, etc.) *Deckman (Spacefighter Carriers Only) ====Naval Aviation==== *Deck Officer (Commands Deckmen, Takes part in plane takeoff clearance duties) *Deck Captain (In charge of commanding planes on and off the deck, hands orders down to Deck Officers) *Aviator *Aviator High Class *Aviator Officer *Squadron Subcommander *Squadron Commander ====Naval Low Officers==== *Seaman Middle Class *Seaman High Class *Ship Officer ====Naval High Officers==== *(Ship type) Sub-captain *(Ship type) Captain I.E., Battleship Sub-captain, PT-Boat Captain, Cruiser Captain, etc. *Task Force Admiral *Vice Admiral *High Admiral *Fleet Admiral ===Armors=== ====Serapis III-Class Composite Armor==== The Serapis III-Class is the most common type of Armor with the Colonial Marines. It is made of solid, tough plate armor in a slightly convex form that is highly effective against projectiles as well as a heat regulating (although this has it's limits; very cold climates still call for arctic gear) anti-plasma skinsuit worn over the body. The helmet is made to fit around the user's head, and the goggles, which contain the HUD, can be flipped up out of the way, but not taken off without some force; it is integrated into the helmet. This makes a formidable combination; the plate armor is not fully connected allowing for the Marine to take advantage of his or her innate speed and agility while also being protected from most different kinds of weaponry, as well as making it easier for him or her to remove the armor plating itself or shed it in the case it becomes so badly damaged it simply gets in the way. ====Peregrine Class Paratrooper Armor==== The Peregrine armor is essentially the same thing as the Serapis III. It is slightly more expensive due to the fact lighter yet just as strong material is used in the plating. The armor is typically painted with light blue accents and often is adorned with feathers, a tradition harkening back to tribal society thousands of years ago. It is also made to support the jump-pack used by paratroopers in the back. It carries enough fuel for them to guide themselves during a combat drop as well some extra for use on the ground, such as aiding in scaling walls, getting up buildings without fighting through the inside, etc. ====Phoenix I-Class Powered Armor==== The I-Class of Phoenix armor is rare at the moment, expensive to make, and unlikely to go much further than being operational in Force Recon fireteams. It is extremely tough and pumps an expensive gelatin, Territe, through the skinsuit. The skinsuit itself is made to build up a large amount of gel where an impact occurs, spread the hit over the skinsuit, and then hold the bullet inside of it. The armored plating is much heavier than the normal Phoenix armor and requires an (At the moment) fragile mechanized support system to move, but testing has shown it to be able to withstand a direct hit by a grenade, laying on top of it, on a flat surface with the wearer still being alive. Nonetheless, while the armor can take a whole hell of a lot of punishment, it is very expensive, hard to keep going, and useless in most frontal combat due to the fact enough hits to the motors that allow the wearer to move make it completely inoperable. == Military Commendations == ===High Honour of Valor=== This is the highest military commendation awarded to any Delanian military troops. Having it's origins in the World War I Kokolian 'High Medal of Service' it is revered by any troops that are given it. Awarded fifteen times in history; only two have lived to earn it. Others were awarded it posthumously. ===Royal Citation of Exceptional Service=== Given to troops, squads, or even units to commend them for exceptional performance in the field of battle. Most recently given to the squad that acted against BioMatter forces during the Returium incident. ===Warrior's Medal=== Given for taking wounds in combat for the better of the Republic. Friendly fire does not count. Troops must continue fighting in combat after tehir wound to be awarded this. If a troop dies whilst taking fire and fighting, at least other three soldiers must have seen it. ===Foreign Service Ribbon=== Given to troops that have spent one full deployment in the war. It is colored with one blue, one red, and one white stripe. The Blue stands for freedom, the red for bloodshed spilled for freedom, and the white for peace and purity gained through it. ===National Defence Ribbon=== Given to any soldier that has spent one full deployment garrisoning a Republic planet. It is marked with a grey shield surrounded by red, standing for defence and sacrifice. ===The Medal of Bravery=== Given to a soldier who has done a great deed in combat, while putting his/her life with disregard for their own life for the better of a fellow troop. ===The Ultimate Sacrifice Medal=== Given to a troop that has died while doing a great deed in combat. == Diplomatic Relations == ===Zaretian Empire=== The Zaretians are, in all honesty, a race of sh*theads. They pose a threat but dont seem to mind us that much. ===Sauran=== The Sauran are a noble race. We should avoid fighting them and attempt to create good relations, however, their recent cooperation with the warlords may hinder this. They are allied with us against the Asanians and should be given great respek knuckles. ===IAE=== We don't know much about the IAE. Their technology seems to surpass ours in many respects, however. ===Diabloians=== The Diabloians. A strong and mighty race of warriors. We are glad to have them on our good side in any case. They are our allies against the Asanians and may be the most valuable ally we have. ===Asanian Syndicate=== We are at total war with these bastards, and see no reason to seek peace. Highly dangerous, consumerist, hyperactive. Hell, they can see our rounds in mid air. They are, however, not stronger than us, unlike most other races; if we can hold a solid defensive line, we can push them back out of our own space. ===Delani Remnants=== Our mislead brothers and sisters that still cling to the old regime. They launch terror attacks against our outer colonies, but it would take too much effort and give too little effect to hunt them all down. == Notable Wars == ===Delani Expedition to Norsus=== The Delani Expedition to the Rach world of Norsus (Known then within military structure as Operation Spearhead) consisted of the largest fleet assembled since the Revolution. They proceeded to Norsus without trouble, but mere days before reaching their target, they got word of the Asanian attack and were ordered to pull back to the homeworld. Going against direct orders, young Fleet Admiral Heimarak instead redirected his fleet to the Fringe Worlds, supposedly evacuating thousands from attacked worlds. It's current status is unknown- many imply he and the fleet have gone rogue due to the implications of what the Admiral had done while others say the fleet was destroyed by the Asanians. ===Asanian-Delani War=== More on this later == Recent Engagements == ===The Returium Incident=== The planet was never named, simply scanned to show deposits of Returium on the surface. Still a huge commodity, four fireteams were sent down. They all went off the map, leaving one to fight it's way out of the BioMatter to get to an extraction point. This was what initiated their involvement in the war. ===The IAE Invasion of Demosrakus=== Ruled no longer canon by gorx. ===Battle of star system PZ98075=== The only known source of an extremely rare and useful mineral was found on a large asteroid in a distant system. Mining team 8872B/Z was sent down to mine it, along with the PT Boat ''Triumphant Centurion''. Shortly afterwards, a Zaretian force arrived that destroyed the ''Triumphant'' and crushed the Marines deployed there. The cruiser ''Jubilant Victory'' soon arrived and deployed members of the 741st Marine Regiment to the surface to aid the trapped troops and miners and recover any samples of the mineral. They succeeded in destroying the Zaretian base set up there while saving the troops stranded their as well. Shortly afterward, the Zaretian warship bombarded the asteroid before warping away in flames. The ''Jubilant Victory'' returned to parades and a bitter victory, with many men saved but a new and potentially groundbreaking resource lost as well. [[Category:Legacy Lore]] [[Category:Groxian3000]][[Category:Page]][[Category:Delani]] 11kxbm09bvtm2jnpa4dq01ro25wkw17 Delani Republic (Branding) 0 1542 16752 2021-05-16T01:43:41Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16752 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Delesa 0 591 17190 6519 2021-11-17T17:31:05Z Amaker1450 26550035 17190 wikitext text/x-wiki ==Overview== Delesa is an ocean world controlled by [[the IAE]] in one of the more obscure and isolated regions of space. It was the subject of an invasion by a task force from the Aeon Consortium. Though the planet itself sustained almost no damage, the IAE's operation was forced to move elsewhere as a result. ===Planetary Data=== [[File:Delesa-1.PNG|360px|thumb|right|The monotonous Delesan surface broken by Sky Gardens.]] 99% of Delesa's surface is covered in clean blue water as a result of no significant development on its surface or submarine areas. Extremely small islands, very rarely exceeding a kilometer in diameter, sparsely dot the surface of the water. They are the result of incredibly tall underwater mountains that once formed peaks above the surface but have since been eroded down into flat islands by wind and regular tides. More islands existed in the past but were slowly eroded until they no longer reached the surface. The same will happen to the remaining islands until the next geologic cycle when more will appear. This has resulted in no known surface life or even amphibious fauna. Delesa's relatively quick geologic activity and tendency to produce little usable land has made it a poor candidate for surface development. Underwater structures would have to be heavily reinforced against intense pressure and yet unknown aquatic creatures of variable ferocity. This along with shifting tectonic ocean plates makes it a poor choice for marine colonization as well. The planet's atmosphere is notably very rich. Even above the cloud cover, air is still present in breathable amounts and belays any need for breathing equipment in most species. Delesa's climate and weather are also very stable. Initial observers noted that with more land, Delesa would've been "easily the most popular location for tropical development in this entire sector". The number of recorded storms on Delesa has still not reached even two dozen. Delesa's marine ecosystem is enormous and impossibly complex. Researchers estimate that there are no fewer than 13 million species of fauna in Delesa's seas in just "shallow" waters alone. This is not counting marine flora and very probable species thriving in the planet's darkest depths that are expensive and impractical to even search for. All observed animal species on Delesa are notably omnivorous. Even in parts where there is no solid ground where one would expect only carnivorous species adapted to the lack of plant life, the choice remains. Titanic and slow-moving creatures act as mobile reefs and host aquatic forests on their backs. These yet to be named behemoths collect floating particles of sediment and waterborne spores over millenia until they mature and act as moving ecosystems. A more common type of accessible flora comes in the form of Floatweeds which are mobile aquatic plants that often fall prey to even the smallest fish. They range in size but all variations pollinate excessively and germinate rapidly ensuring their survival and that of their consumers. ===Sky Gardens=== [[File:SkyGardens-1.png|340px|thumb|left|One a several landing pads garnished with hovering potted plants.]] The IAE discovered the planet Delesa in secret. It's solar system is highly isolated and only accessible through obscure warp corridors and/or stable gravity wells. As such, it was prime for top-secret construction with little need for heavy defenses but also could not sustain a large amount of personnel requiring a steady stream of supplies. Delesa's lack of usable land or stable submarine space was a problem until the proposal of Sky Gardens. Sky Gardens is a research facility in sustained levitation over the planet. Energy efficient and clean hover modules keep the Gardens aloft. The facility itself is nearly impossible to find through even dumb luck. The surface of Delesa has absolutely no discernable landmarks and Sky Gardens is constantly drifting making its location very variable. Further, systems inside the facility monitor the planet and its surroundings so if an enemy force came to inefficiently scour the planet, the personnel inside could contact a nearby fleet for help as well as prepare avoidance maneuvers. All of its activity is masked to further hinder would-be attackers. The facility itself is opulent for a scientific institution. Well cared for plants dot the facility thriving in hovering plant pots (synchronized with the movement of the main body of the station). Elegant symbiotic insects help maintain any flora and add additional pleasantness to the atmosphere of Sky Gardens. The body of the facility is well designed and features some of the most advanced (and easy to look at) components. Delesa's natural beauty only compounds these factors. Scientists that are fortunate enough to know of Sky Gardens beyond rumors take great lengths towards being transferred there. ====Invasion==== [[File:SkyGardens-2.png|340px|thumb|right|A larger picture of Sky Gardens taken after the invasion with damage visible.]] Sky Gardens was invaded by the Aeon Consortium before the events of The Great War. The Consortium was given exact details about its location which enabled it to find the facility quickly where other enemies would've needed days or weeks. As personnel stationed there were just calling for support, the Aeons were already moving to strike. The Aeons utilized a strategy of bombarding the station with boarding pods since surface vehicles were out of the question and most aircraft would have trouble navigating between the platforms. They overestimated the Garden's stability and the pods caused extensive damage to the station's structure. Numerous pods were actually thrown off course and landed in the water where the occupants likely drowned. Nevertheless, Aeon forces were able to wrestle control of the Gardens with ease while the meager security forces retreated with key scientists to isolated areas of the facility. Relief came in the form of a preemptive battalion that deployed before the attack at learning that Sky Garden's location was likely leaked. Through sheer force and striking at the not yet dug-in Aeons, the invaders were quickly routed. In the aftermath, few lives were lost but the secrecy of Delesa was unregainable and the facility was dismantled, its scientists and projects sent elsewhere, and records mostly sealed. The IAE has left little more than a myriad of probes to monitor Delesa and talk of reusing the planet for other purposes has not yielded much. [[Category:IAE]] [[Category:Jat371]] [[Category:Page]][[Category:Legacy Lore]] rek0vc3u2r80oqlblbzuozbbyr0d9jm Detelkek 0 603 1811 1809 2014-07-18T00:59:26Z Amaker1475 3369066 /* Planetary Data */ 1811 wikitext text/x-wiki == Overview == Detelkek is a heavily fortified world located deep within Repork territory that is primarily used for research of dangerous materials and specimens and its potential development into weaponry and equipment. As of the start of the Great War it has been used for research of both the Biomatter and Margan crystals. === Planetary Data === Detelkek is considerably smaller than Earth. It's climate consist of long, cold winters and cool summers. The natural terrain is difficult to traverse due to the largely rugged, mountainous terrain. Land covers about 61% of the planet's surface, with water taking up the rest. Over the past several months, Detelkek's ecosystem has been intentionally broken down and destroyed. This is part of a plan to help keep the Biomatter specimens contained in the event that they escape. Burning forest, killing off entire species and draining waterways have all been done for the sake of containment. == Continents == Detelkek is divided into merely two continents: Helvek and Telkeva. nhi5isauj103nxq9m0xq09x89ezk0se Diab 0 1408 14959 2020-12-29T02:02:27Z Amaker1450 26550035 Redirected page to [[Empire of Diablos]] 14959 wikitext text/x-wiki #REDIRECT [[Empire of Diablos]] h4i882lt5z3qfdsxef7ja2z3vuicmek Diab (Branding) 0 1546 16762 2021-05-16T04:02:17Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16762 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Diab Front 0 1325 15730 15710 2021-02-25T02:04:00Z Amaker1450 26550035 Redirected page to [[Diab Theatre]] 15730 wikitext text/x-wiki #REDIRECT [[Diab Theatre]] n0sm9tz04vd1gkn8fggpr0pj1wc0sym Diab Theatre 0 1077 17195 16368 2021-11-17T17:33:29Z Amaker1450 26550035 17195 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= Year 04-Current |partof= [[Great War]] |notablebattles= |place= [[Empire of Diablos]] |result= Ongoing |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> * [[Margan Empire]]<br/> * [[Repzork Empire]]<br/> * [[Zaretian Monarchy]]<br/> * [[Necraal Sovereignty]]<br/> * [[Gyrr Clans]]<br/> * [[Asanian Syndicate]]<br/> |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]] * [[Empire of Diablos]]<br/> * [[Newveria]] (WIP)<br/> * [[Delani Republic]] (Y4-Y15)<br/> * [[Sauran Solidarity]] * [[Kastalian Survivors]] |side3= |side4= |commanders1=* Margan Commanders</br> **Apulon (Y5)</br> **Iliva (Y15-Present)</br> * Repzork Commanders</br> **Yuluvar Eras (Y5-Y11) </br> **Thalkae Xelnir (Y11-Present) </br> *Zaretian Commanders **Atlas</br> **Gancarda *Necraal Commanders **Var (Y5-Y11)</br> **Tor (Y11-Present)</br> *Gyrr Commanders</br> **Zimtuld</br> |commanders2= *Diab Commanders</br> **Korsair</br> **Valdir</br> **Maeya</br> **Astara</br> **Drikar</br> **Falmae</br> *Sauran Commanders</br> **Enrakhes Ghii</br> **Jhuvin Phonta</br> |commanders3= |commanders4= |forces1= *Fleet of the Morning Star(Y5)</br> * Fleet of Radiant Dawn (Y15-Present)</br> *[[57th Combined Armada]]</br> *7th Combined Fleet</br> *31st Shock Fleet (Y5-Y11)</br> *61st Shock Fleet</br> *20th Khonghan Fleet</br> *8443-7736 PMWH</br> |forces2= * Outer Fleet<br/> ** 10th Fleet<br/> ** 112th Fleet<br/> ** 256th Fleet<br/> ** 399th Fleet<br/> ** 496th Fleet<br/> ** 523rd Fleet<br/> |forces3= |forces4= |casual1= Massive *Zirnak Gilosa |casual2= Massive |casual3= Near-total |casual4= |other= |notes= }} The '''Diab theatre''' is a major theatre of operations between the [[Warlord Pact]] and [[Peacekeeper Alliance]] in the [[Great War]]. Fighting began in the fourth year of the war during [[Operation Stormbreaker]] when Margan forces, covering the withdrawal of their Pact allies, attacked outlying Diab colonies to draw their attention away from the front, ultimately contributing to the failure of Stormbreaker a few months later. Fighting resumed in earnest when the Pact launched a three-pronged invasion of Diab space as part of [[Operation Sledgehammer]] and established a sizeable foothold within Diab territory. Two years later, Pact forces secured both [[Battle of Lichos|Lichos]] and [[Second Battle of Veos|Veos]], the latter of which had successfully resisted invasion during Sledgehammer. A few months later, the Pact then began [[Operation Thaelvak]], another major offensive. Though initially successful, the operation regressed into a stalemate following the [[Battle of Embaelos]], where the command fleet of the Repzork 277th armada suffered heavy casualties. The Diabs launched a [[Operation Iron Gauntlet|counteroffensive]] into the 'Thaelvak Salient' in year 9, but this to bogged down due to persistent Pact counterattacks. But the chaos caused by the [[collapse of the Saracin Empire]], combined with the Pact needing to spread its forces across a growing number of battlefronts, took its toll on Pact defenses. The Diabs breached the salient late into year 10 and encircled millions of Pact forces. After a year of bloody and disorganized fighting, the Pact withdrew from the salient. The Diab pursued and broke into the foothold in an attempt to capture Baltreos, the Pact's command center in the region, but were forced to withdraw as [[Asanian]] forces began attacking Diab territory elsewhere. Staggering losses on both sides caused a relative lull in the fighting, though sporadic skirmishes were commonplace. In response to the disaster, the Repzork replaced the commanding sector marshal, Yuluvar Eras, with Thalkae Xelnir, a Telkevan-class sapient artificial intelligence masquerading as a normal officer. Shortly afterward, the [[Necraal Schism]] broke out, causing Warlord infighting as Pact forces and Necraal rebels unsuccessfully attempted to apprehend Hor'or loyalists. In year 13, the Diabs [[Outer World Assaults|attacked]] Pact colonies supplying the foothold, particularly those of the Repzork. The unexpected attack caused a pause in supply shipments and for a time pulled Pact attention away from the foothold, allowing the Diabs to reclaim a few outlying colonies, though they were once again repelled when the Repzork began [[Operation Counterweight]] and deployed an immense surge of troops into the region in preparation for a new offensive. Before the operation was launched, the Margan returned from the [[Void]] and offered their support to the Pact, which readily accepted their aid despite the resentment of many officials. The Warlords then began a new offensive, during which time the Margan encountered the Asanians and swiftly inducted them into the Pact. The Necraal returned in force soon after following the deissipation of the Ion storms, firmly swinging the theatre back in the Pact's favor. == History == ''See also: [[Great War]]'' === Years 4-6: Operations Stormbreaker & Downfall === ==== Year 4 ==== ''Main page: [[Operation Stormbreaker]]'' By the fourth year of the [[Great War]], the conflict had decidedly turned in the Pact's favor, with the Peacekeepers on the defense on all fronts and the [[Rach]] military near the point of total collapse. It was during this period that the Peacekeepers established contact with the [[Empire of Diablos]], which joined the Alliance with the aim of deterring Pact aggression and fighting what they saw as worthy adversaries. With the Diabs as the vanguard, the Peacekeepers initiated [[Operation Stormbreaker]] with the goal of shattering the Pact's military supremacy. Warlord forces suffered heavy casualties in the opening battles and began withdrawing across all fronts. The [[Margan]] stayed behind to guard the retreat, and in the ensuing engagement, the Verdant Flail Dynasty breached Alliance lines and attacked the Diab mainland, targeting logistics and production facilities. Fighting would rage for two months before the Verdant Flail was repelled, but their efforts contributed to the failure of Stormbreaker later that year. ==== Year 5 ==== ''Main pages: [[Operation Downfall]], [[Vedrthar Front]]'' When Pact officials convened to plan [[Operation Downfall]] following the Peacekeeper retreat, many were eager to exact revenge upon the Diabs. For the first phase of Downfall, [[Operation Sledgehammer]], great emphasis was placed on limiting the Diab's future offensive capabilities so as to prevent a repeat of Stormbreaker. The Pact settled on a plan to establish to permanent foothold within Diab space from which future offensives could be launched directly into the mainland. The [[Vedrthar Sector]], a major hub for Diab military forces, was chosen as the target, with its capitol of [[Baltreos]] as the main objective. Anticipating a prolonged and bloody war of attrition, a vast number of Warlord troops were dedicated to the Diab wing of Downfall. These forces were organized into three battle groups: *1st Battle Group: Margan Fleet of the Morning Star under the command of General Apulon of the Verdant Flail Dynasty and the Gyrr 3rd Tazorag Battle Fleet under War Chief Bhatuzorig. *2nd Battle Group: Zaretian 7th Fleet under Lord General Atlas, Necraal 31st Shock Fleet under Commandant Var, and the Gyrr 12th Tanzag Auxiliary Fleet. *3rd Battle Group: Repzork [[57th Combined Armada]], comprised of the 277th, 14th, and 537th armadas under Sector Marshal Yuluvar Eras and the Gyrr 20th Khonghan Auxiliary Fleet. With the commencement of Operation Downfall, all three battlegroups advanced towards the Vedrthar sector. Fighting began when the 1st Battle Group engaged elements of the Diab 399th fleet around Sevethos but quickly spread across Vedrthar as the Pact expanded their front. Though the Diabs had been anticipating an attack, they were unprepared for the scale of the invasion and quickly began losing ground despite dogged resistance. The Diab Outer Fleet deployed the 496th, 523rd, 112th, and the 10th fleets to reinforce the sector, but despite inflicting heavy casualties on the invaders, they were unable to halt the Warlord's advance. Within the first few months of fighting, several colonies, including Sevethos, Urdos, Alvainos, and Glasos were captured by the Pact. With each victory, the 537th armada, as well as rear elements from the other two battle groups, stayed behind to fortify their new holdings and secure their supply lines. Once they had cleared a path, Pact forced pushed towards the core of the Vedrthar sector, beginning the [[First Battle of Baltreos]]. The 3rd battle group focused its forces on Baltreos and the surrounding colonies as the 1st and 2nd battle groups moved to surround the region and prevent Diab reinforcements from reaching the capitol. The encirclement failed, however, as the Margan were [[First Battle of Falkeos|stalled at Falkeos]], providing Diab forces a relatively secure route into the region. Furious urban combat erupted across Baltreos as the Diabs contested every inch of ground, stalling the Pact's advance. But attrition took its toll on the defenders, whose situation became dire when Pact forces broke the stalemate at Falkeos and conquered the planet, closing the only secure route to Baltreos. Reinforcements attempted to punch through Pact lines but were unsuccessful, sealing Baltreos' fate. The defenders would nevertheless fight to the last man, earning considerable respect from the Repzork, who later constructed a statue of the ancient Diab goddess Haratahavi in honor of those who died defending the planet. With Baltreos secure, the Pact continued its advance into Vedrthar. Much of the sector would fall into Pact hands after more bitter fighting, but the Diabs [[First Battle of Veos|scored a major victory against the 14th armada]] at Veos, where the Diab 112th fleet crippled the Repzork's Ikatan star base, which had to be scuttled to prevent its capture. Nevertheless, though the offensive began to lose momentum, attacks would continue until the destruction of the Rach's stealth generators, signaling the end of Operation Sledgehammer and the beginning of the [[First Battle of Norsus|invasion of Norsus]]. Pact forces subsequently withdrew to the new [[Baltreos Foothold]]. The Diabs would attack the foothold at several points, but were unable to break its defenses. However, the Pact was unable to prevent the Diabs from sending a relief force to Norsus; though the Diabs were unable to save the planet, they bought the Rach just enough time to evacuate into the [[Void]], saving them from total destruction. ==== Year 6 ==== === Years 7-9: Renewed Pact Offensives === ''Main page: [[Lichos Front]], [[Battle of Lichos]], [[Second Battle of Veos]], [[Operation Thaelvak]], [[Battle of Embaelos]] '' ==== Year 7 ==== ==== Year 8 ==== ==== Year 9 ==== === Year 10-12: Operation Iron Gauntlet === ''Main page: [[Operation Iron Gauntlet]], [[Battle of Helia]], [[Second Battle of Baltreos]], [[Asanian Front]]'' ==== Year 10 ==== ==== Year 11 ==== ==== Year 12 ==== === Year 13-15: Outer-World Assaults & Operation Counterweight === ''Main page: [[Outer World Assaults]], [[Operation Counterweight]]'' ==== Year 13 ==== ==== Year 14 ==== ==== Year 15 ==== === Year 16-present: Margan Return === ''Main page: [[Battle of Mardos]]'' ==== Year 16 ==== ==== Year 17 ==== [[Category:Legacy Lore]][[Category:Conflicts]][[Category: Fronts]][[Category:Page]] bnppo1lxknhft3bg4nnsf6z7p3c5edl Diab front 0 1389 14332 2020-11-18T19:10:56Z Amaker1450 26550035 Redirected page to [[Diab Front]] 14332 wikitext text/x-wiki #REDIRECT [[Diab Front]] ldlmz62qv8ql611hy39v4fv49c1dzqk Diabloian 0 701 5756 2016-10-10T05:52:15Z Drag0n0us 3365896 Redirected page to [[Empire of Diablos]] 5756 wikitext text/x-wiki #REDIRECT [[Empire_of_Diablos]] 6bfv1lr9goc7oennshmt3ipqgz573hr Diabloians 0 850 7972 2018-04-30T20:37:55Z Amaker1450 26550035 Redirected page to [[Empire of Diablos]] 7972 wikitext text/x-wiki #Redirect [[Empire of Diablos]] 472dosdea0bqflc9oglcoabv0bw1o9f Diablonian 0 702 5757 2016-10-10T05:52:37Z Drag0n0us 3365896 Redirected page to [[Empire of Diablos]] 5757 wikitext text/x-wiki #REDIRECT [[Empire_of_Diablos]] 6bfv1lr9goc7oennshmt3ipqgz573hr Diablos 0 592 17170 9217 2021-11-17T17:22:46Z Amaker1450 26550035 17170 wikitext text/x-wiki ==Overview== Diablos is a large terrestrial world with blood red oceans and has moderately higher gravity than earth. It is the homeworld of the Diabloian race and center of the [[Empire of Diablos]]. ===Planetary Data=== In many areas of the planet's surface, Diablos looks like a lush paradise, blooming with flora and fauna with great diversity. However to any non-native species, Diablos is almost impossible to survive on without the aid of technology. The gravity alone is enough to render most non-native life immobile. Diablos follows an elliptical orbit moving closer to its parent star during the summer, in which temperatures skyrocket, sometimes exceeding water's boiling point on especially hot days in desert regions of the planet. Winter snow is an almost unseen phenomenon, with only the highest peaks seeing any snowfall. However life has adapted so well to this environment that it thrives, and even keeps the planet in a more hospitable state. The oceans are colored red because of a microscopic algae that fills much of the upper layers of the ocean. It is theorized that early Diablos was burnt to a crisp each summer, with almost the entire ocean boiling away followed by constant rain storms through the other seasons that would refill the oceans. This process made it almost impossible for life to form since any life would be killed in the boiling seas. However as thousands of years passed some life managed to form and was barely able to survive through the boiling. Over the eons more and more of this extremophile life form managed to survive and adapt, developing a secretion that raised the boiling point of the surrounding water. This kept more of the water liquid through the summer which in turn allowed even more life to survive. Eventually over the eons the algae filled the oceans, preventing the oceans from boiling in the summer and paving the way for more advanced life to form in the oceans. Under construction. [[Category:Legacy Lore]][[Category:Page]][[Category:Empire of Diablos]] iezkc1491lraskb4tengwngd5h4jwnr Diabs 0 1168 12060 2020-01-13T22:23:42Z Amaker1450 26550035 Redirected page to [[Empire of Diablos]] 12060 wikitext text/x-wiki #REDIRECT [[Empire of Diablos]] h4i882lt5z3qfdsxef7ja2z3vuicmek Doramis Monarchy 0 1572 18561 17122 2024-01-04T21:21:52Z RaptorChu 30471271 /* Biology */ 18561 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Doramis Monarchy |image = |caption = <small></small>'' |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label4 = Philosophy |data4 = Live With Honour, Die with Glory |label6 = Faction: |data6 = [[:Category:Peacekeepers | Peacekeepers ]]<br /> (Protectorate) |label7 = Home Planet: |data7 = Aserai |label8 = Known for |data8 = Strong Economy, Warrior Culture and the infamous XE Incident |header11 = Governing Body |label12 = Central Government |data12 = Doramis Monarchy |label13 = Current Monarchy |data13 = King Gatoris |label18 = Currency: |data18 = Credits |header26 = Diplomacy |label27 = Allies: |data27 = |label29 = Enemies: |data29 = [[Vechtramil Directorate]] }} == Summery == == Biology == [[File:Doramis Volt Revamp Scaled.png|left|thumb|Average Doramis Male; Circa (???)]] The Doramis are a race of small bipedal saurians who stand roughly between 5'8" and 6'3". Doramis' scales can observed in most colours, but a most commonly seen in green, with a smattering of red across their torso. Most Dorami bear a set of wings, which can span a length of 4-6 feet per wing, as well as a tail. While physically they are incapable of flight, a Doramis' wings are quite tough are can be used as protection in combat, most often used to protect their head or face. The Dorami also share a sense of pride in a larger wingspan, though this is generally specific to youth and immature Dorami. Some smaller Dorami Houses choose to have thier wings docked at birth, usually due to thier specific set of traditions. == History == === Early History === First signs of tribal civilizations found the early Doramis as nomadic warriors tribes, with an emphasis on honour and combat. The strongest warrior of each tribe was often the leader of that tribe, and could be challenged at anytime by another tribal. Regional tribes often fought among each other, but was not often in the form of a raid or to acquire resources. Tribes supported fighting between each other as a means to hone skills and test the strength of other tribes. After several hundred years of this, many of these tribes came together to form houses, and a similar cycle continued. Each house became unique with its integrated tribes, each with their own subcultures and attitudes. Again, infighting was common. Battles and wars between houses began as civilization developed, competing to determine the best and strongest house to lead them all. After little success, the house leaders , represented as the strongest warrior of each houses, met for the first time to form the Arena Council, and decided to create the Octegonas Tournament, an arena based competition that would pit the Houses best warriors against each other to determine a true leader (Monarch if you will), which would be advised by the Arena Council. While designed for the best warriors, anyone was allowed to participate in the tournament. The construction of the Octegonas brought the House Clans together for the for the first time in millennia, and fostered immense growth and economic development during this time. The tournament began just as soon as the construction was complete. Within a years time, a victor emerged from the fray, and the Monarchy began. The Octegonas remained a key cultural component for the Doramis, where regular tournaments were held by the Arena council. Performance could lead to promotions in any aspect of the individual's life. The Arena Council themselves participated in the Octegonas every three years to determine if the current house representative remained or be replaced by a stronger warrior. The Monarch Tournament Occurred once every 15 years, unless the Monarch passed away during this time. === Zaretians and Vechtramil Conflicts === The Monarchy entered the Galactic community with a strong economy and military, with few surrounding foes. An Octegonas-styled arena was constructed on each of their core worlds, and members of each house flocked to a specific planet to call their own. Integration into the greater galactic community was difficult at first, due to their unorthodox methods and intimidating appearances. Once it was realized that they were a rather competent empire, respect seemed to follow, but also caught the idea of some less friendly empires, namely the Zaretian Monarchy. The Zaretian Attack on Aserai left the Monarchy feeling ashamed and dishonored due to the Nuverian Intervention. Rather than march an offensive of their own, the Monarchy fortified its core worlds to prepare for future assaults. Shortly thereafter the Vechtramil Directorate launched an offensive against them after the events with the Bulorians. Even with the sudden death of their Monarch, the Doramis were able to completely dismantled the opposition. After the conflict, a new Monarch was temporarily appointed until the dust had settled from the conflict. While the XE-CH Incident had put the Peacekeepers in a bad light due to their association with the Doramis, they still offered them a chance to become a Combatant state as per peacekeeper recommendation, though left the idea of a protectorate state an option as well. The decision to accept the role of a Protectorate state over a combatant was extremely difficult for the Newly appointed Monarch and the Arena Council. While many were eager to fight on behalf of the Peacekeepers, much of the Monarchy's military powers were spent from the recent conflict, and were in no position to fight for the foreseeable future. Despite the protests from several House leaders, the New Monarch ruled in favor of a protectorate state, at least until the empire was back on its feet. In the mean time, They would support the Peacekeepers logistically and economically. Will elaborate this into more details at a later date === Modern Era === TBD == Epic War Involvement == === Years 1-3 === === Years 4-6 === === Years 7-9 === === Years 10-12 === === Years 13-15 === === Years 16-17 === == Culture and Society == === Glory in the Octegonas and the Areana === The Dorami Houses have guided society since their earliest recorded years, vying for strength and honour, and continue to do so to earn glory in the Octegonas. They are primarily composed of civilian and workers, are are bound to their house by birth. There is the option to challenge your own, or other houses for the right to occupy another house, though this is generally consider dishonourable and thus does not happen very often. Those who challenge must forsake their current house face a set of trials unique to the house they are challenging. These practises are closely guarded secrets among houses. Failure to complete these challenges render the challenger Houseless. === Social Heirarchy === Doramis Leadership is divided into two catagories, Birthright leadership and Earned leadership. Each are technically governed by their own body, The Doramis Royal family and Octegonas Council Respectively. The Octegonas Council is more respected and carries significantly more weight in political/key government decisions '''Octegonas Council''': The Octegonas Council(OC) is comprised of a series of High ranking Officers that were once part of the respective Doramis houses, but are largely detached from them. The OC's primary function is to oversee the Doramis Space Corps, which is composed of Octegonas Challengers who surpass all of their trials during the yearly tournament( More on this at a later date). Retired Field Officers can choose to remain consultants for the OC, reintegrate into thier old houses, or become candidates for an OC position when one becomes vacant. Retired Officers generally hold the same weight as Royalty in the eyes of the average Dorami. '''Doramis Royalty''': The Doramis Royal Family has fluctuated many times across history, and has been subject to several revolts by its citizens in the past. This has not happened for a very, very long time. The current Royal Family has been in power for an undisclosed amount of time ( I am lazy) with little opposition. Royalty is seperate from the OC, and has substantially less weight in political decisions, but they remain the face of the Empire. '''The Royal Family:''' Unobtainable by anyone unless by marriage. Generally attained through birthright. '''Captains and Space Corps Officers''': A very exclusive/desirable position with Doramis Society. Very excruciating and long process to complete. Well respected by all of Doramis society, and viewed as the embodiment of the Doramis way, Strong, Honorable and Loyal. Would be extremely disheartening and shocking to the Doramis people if one of these Officers defected. Space Corps has its own set of hierarchy.. '''House Leaders:''' Represent each of their Houses on The Octegonas Council. While Formally part of the Space Corps, the OC is all retired officers with field knowledge and experience. They remain "objective" in their decisions with respect to their houses, and largely remain apart from them. (Knights of the Round Concept) '''House Nobility:''' Appointed House officials by the OC to deal with the political landscape of intra and interhouse relationships. '''House Ambassadors:''' Essentially diplomats/envoys that are trained to deal with Civilian and House conflict. '''House members:''' All Dorami without any political obligation are considered civilians among thier respective houses. '''The Houseless:''' As the name implies, these Dorami lack a house, either due to failing a House Challenge, or bringing great dishonour to thier house. The Houseless represent the lowest echelon of the Dorami , and struggle to do anything withing the confines of Dorami society. (More on this later) == Technology == === Military Equipment === === Civilian Transport and Equipment === = Diplomacy = WHile in pratice they ally with Peacekeepers, The Doramis Monarchy has agreed to be a Protectorate under the greater span of the alliance. == Peacekeeper Alliance == == Warlord Pact == [[ Vechtramil Directorate ]] '''Status: <span style="color: red">War</span> ''' The events of the Battle of Aserai saw the defeat of the Vechtramil, and made both empires the permanent enemies of each other. == Neutral Powers == [[Category:Peacekeepers]][[Category:Page]] q0418yyv9nyv7zodjd1bqgmz8jauz1g Dragoneteran 0 1108 11057 2019-11-03T16:25:23Z Amaker1450 26550035 Redirected page to [[Dragoneteran Monarchy]] 11057 wikitext text/x-wiki #REDIRECT [[Dragoneteran Monarchy]] 164k5blptc2uxxucd9udvpdx9i8dgy0 Dragoneteran-Tegotian War 0 1089 17144 11984 2021-11-17T03:46:27Z Amaker1450 26550035 17144 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= |notablebattles= Second Battle of Aserai |place= Milky Way Galaxy |result= Pyrrhic Dragoneteran victory <br/> * Dissolution of the Tegotian Empire.<br/> * Establishment of Tegotian Republic.<br/> * Tegotians withdraw from the Great War. |territorychanges= |side1= [[Tegotian Empire]] |side2= [[Dragoneteran Monarchy]] |side3= [[Biomatter Swarms]] |side4= |commanders1= * The Emperor(†)<br/> * Admiral Palanosh (†)<br/> * General valu(†)<br/> |commanders2= * King Dralan<br/> * Delarus |commanders3= Apophis Hive Mind |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= Near-total |casual2= Massive |casual3= Moderate |casual4= |other= |notes= }} == Background == === First Battle of Aserai === === Infestation of Dralix === The Dragoneteran colony of Dralix had ceased communication with the rest of the Monarchy during the assault on Aserai. With all available forces focused on the core worlds, there were no available ships to investigate the blackout, which was believed to have been caused by the Zaretians. Anticipating to find the colony in ruins, a small force was sent to Dralix followiong the retreat of Pact forces. Scans of Dralix's surface revealed that it had not been attacked by the Zaretians, but had instead been infested by Biomatter of Hive Apophis, which had enveloped much of the planet. Search teams were deployed across Dralix's former settlements to search for survivors, but within hours, they all disappeared. A number of ships subsequently attempted to leave, but were shot down after they did not respond to communication requests. One of the search terms eventually reestablished contact with command, explaining that they had flown too close to the ground and were pulled down by tendrils and needed immediate evacuation. A group of special operatives were sent down to retrieve them, and after fighting through several waves of Biomatter, the search team reached them and were extracted. Initially, Dragoneteran high command wanted to bombard the planet so as to purge the infestation. But the king vetoed their decision, deciding instead to establish a permanent garrison around the planet so that the Biomatter could not escape. Samples taken from the surface were to be used for research into how the Biomatter functioned and how it could be eliminated. === Dralan Goes Missing === == Course of the War == === Outbreak of Conflict === [[File:333.jpeg|thumb|right|300px|Dragoneteran troops liberating the Bulorians.]] Several months after the Zaretian assault on Aserai, Dragoneteran captain Delarus went missing while investigating what was reportedly an unidentified vessel adrift in space. After days of inconclusive searches, officials received a distress signal originating from the homeworld of the Bulorians, a young interstellar nation that had only recently established its first colony. A small rescue team was sent to investigate and soon located Delarus, who had been hiding in the outskirts of a largely abandoned Bulorian settlement for the past three weeks. The captain explained that the ship had actually been a trap set by an alien race known as the Tegotians, radical isolationist who attacked the captain because he had accidentally entered their territory. Deloran's vessel crash landed, leaving him the sole survivor. A few days later, a Tegotian invasion force arrived, swiftly defeating and enslaving the Bulorians, though not before the defenders were able to send a distress call. The Dragoneterans went to acquire intelligence on the occupation force but were soon discovered, forcing them to evacuate. Their findings were reported back to the Dragoneteran government, which while still in the process of rebuilding, had a strong desire to free the Bulorians and get revenge against the Tegotians for attacking Delarus. The Monarchy amassed what forces it could and launched an offensive at the Bulorian homeworld. Though the Tegotians correctly assumed that the Dragoneterans would attack, they were defeated and driven off-world, leaving behind the now liberated Bulorians. Enraged by the Monarchy's interference in their affairs, the Tegotians left their self-imposed isolationism, declared themselves allies of the Warlord Pact, and mobilized for war against the Dragoneterans. With major powers on both sides focused elsewhere, the Dragoneterans and Tegotians were left to fight on their own with little outside help. === Enter the Biomatter === [[File:333.jpeg|thumb|left|300px|Tegotian forces fighting their former comrades after the deployment of the Dragoneteran's bio-weapon.]] Lacking the troops to protect all of their colonies, the Dragoneterans focused their defenses on Aserai and the surrounding core worlds. Outer colonies were either evacuated or defended by small units that harassed Tegotian invaders through guerilla tactics. The Tegotians, unaware of the previous attack on Aserai due to their isolation, were puzzled by the lack of resistance, but took the initiative, pressing their attack in the hopes of concluding the conflict before outsiders could intervene. In an attempt to stall them, the Dragoneterans devised an unorthodox plan. A sample of Biomatter was retrieved from Dralix and then synthesized into an airborne virus that was deployed at one of the Tegotian's forward operating bases by Davoran. The virus proved to be far more potent that anticipated; the Tegotians were completely overwhelmed, and the resulting infestation managed to capture a small number of ships that then spread to nearby worlds, a few of which were former Dragoneteran holdings. The Monarchy attempted to cover up its involvement in the incident, but word soon reached the rest of the Peacekeepers, who harshly rebuked the Dragoneterans for what were seen as reckless and dangerous actions. The Aeveria were especially vocal, as they now had to deal with an infestation uncomfortably close to their borders. The Monarchy attempted to defend its actions, stating that it did not have the means to fight the Tegotians conventionally, but this did little to convince its angered allies. Under pressure from the Alliance, the Dragoneterans destroyed all remaining samples of the virus. === Second Battle of Aserai & Collapse of the Tegotian Empire === [[File:333.jpeg|thumb|right|300px|Dragoneteran troops ambushing a Tegotian squad on Aserai.]] The attack was successful in stalling the Tegotians for several weeks, giving the Dragoneterans time to prepare for future attacks. But they were forced to discard their plans when the reigning monarch unexpectedly died. Troops were redirected to Aserai to bulk up security as the king's successor was crowned. Tegotian spies discovered the proceedings, and the Empire deployed what most analyst can only describe as its entire military to Aserai, hoping to cripple the Dragoneteran military and government in one fell swoop. The Dragoneterans responded in kind, recalling all of their troops to the homeworld, resulting in the largest confrontation between minor powers in the war. Though the Tegotians initially held the upper hand, Dragoneteran special forces dealt several decisive blows to the Tegotian chain of command. Unbeknownst to them, many of the officers killed were also political figures back in the mainland. Thus, as the military chain of command fractured, so too did the political body. Dragoneteran reinforcements were later able to encircle the Tegotian fleet, preventing them from maneuvering or escaping. Ultimately, the invading force fractured and fell apart, allowing the defenders to sweep through and capture stragglers. Now without an army and lacking many of its leaders, the Tegotian Empire collapsed into chaos as splinter factions arose to take advantage of the situation. Dragoneteran forces stepped in to help restore order, and with the help of the Aeverians, a Peacekeeper-aligned government, the Tegotian Republic, was established. With their main focus being rebuilding, the Tegotians formally withdrew from the war, though they are still required to pay reparations to the Dragoneterans for the conflict. == Aftermath== Though oftentimes overshadowed, the Dragoneteran-Tegotian war held political and military implications for both sides of the war. It was the first time that a belligerent is known to have weaponized the Biomatter, and serves as a cautionary tale as to why it is far too risky even in the most dire circumstances. Following the victory at Aserai, the Alliance held a meeting to discuss the matter and formally agreed to ban the use of the Biomatter as a weapon, declaring it a war crime. Many wanted to charge the Dragoneterans, but since the rule did not exist at the time, and because the resulting infestation only harmed military personnel, the Monarchy narrowly avoided charges, but as well as destroying their remaining samples, they also had to destroy all research relating to the program. The attack was and still is frequently featured in Warlord propaganda to demonize and paint the Alliance as hypocrites. For the Peacekeepers, it also set a precedent for how defeated Warlords were to be treated. For the Warlords, it showed that they would need to cooperate more closely if they were to win, otherwise they would be picked off one by one. [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] 5plhp79fhgucm9lt062r8zrb7pya7wl Dragoneteran Monarchy 0 1033 17163 17114 2021-11-17T17:17:22Z Amaker1450 26550035 17163 wikitext text/x-wiki ==The Dragonetera/Dragoneteran Monarchy== ===Faction=== Other / Peacekeeper (easy... will explain) Sporecast: http://www.spore.com/sporepedia#qry=usr-Grandmaster|2263030683%3Assc-500122400225 (more will slowly get added) ===Appearance=== The General appearance is claws as hands, horns on the head, claw like feet, large wings on their backs and a long tail, usually with spikes on. The male Dragoneterans are usually a little bigger than the females and they have darker colours, usually they have red stripes, green scales and a white area on their stomach. The females have lighter colours and smaller horns, Pink Stripes light green scales and a dark green area on the stomach. Of course, things can look very different depending on the "person" ===Culture=== The Dragoneteran empire is a proud race. they are friendly and peaceful and expect you to be kind to them, but beware! if you cross their limits by doing stuff they don’t like watch out! they wont be so kind to you next time they'll see you! and they will see you again! they will hunt you down and if surrender they will use force and make you do it! but of course, if you steal a single sporebuck from them they wont come flying and destroy your empire, its more like eye for eye, tooth for tooth. Their Archetype is Knight so they are a kind of warmongers but as said before only if needed they mostly try to keep them to themselves that doesn’t mean they don’t have allies, but they aren't like bards or diplomats or so. They are extremely unreligious. Their beliefs are made up on what their technology and discoveries give them! Story: After some time where the Dragoneteran empire had been expanding, exploring and establishing a great empire throughout their part of the galaxy, and even been where only a few races had been: the middle of the galaxy! But one day things changed. they had been to war before but an unknown empire attacked the Dragoneteran Homeplanet Aseirai without any warnings! The unknown empire were about to conquer the last city: Atrikaris but a Hero showed up: Dralan. The greatest captain of the Dragoneterans with his help the planet would be able to last a few more hours, long enough time for his new allies to come and help: The Peacemakers. with the help from the new allies they would be able to fend of the massive number of attacks from the new enemy: The Warlords (I’m going to make an adventure about this part but i just need some more details, like who exactly the attacker is and so on.) ===Notable Individuals=== =====Dralan===== '''Gender''': Male <br> '''Sporepedia''': http://www.spore.com/sporepedia#qry=sast-500425980923 <br> '''Info''': Dralan is some kind of special. his adventures made him like a king to the dragoneterans. his strategy is being versatile, adapt and overcome. when fighting he mostly depends on his weaponry equipped with claws, lasers, missile launchers and swords. but except for that the dragoneterans are dragons so if he lose his weapons he can use his natural abilities to fight on, but probably without the big chances against other captains in that case it is better to run: "run away today, die another day!" being cool, smart and strong makes his enemies fear him and his friends love him! =====Delarus===== '''Gender''': Male<br> '''Sporepedia''': http://www.spore.com/sporepedia#qry=sast-500483920235 <br> '''Info''': Delarus isn't any one to play around with when he's angry wearing some armor including a shield, having small blasters on the same arm and using a sword that can cleave most of the living things known to him. he isn't seen as much adventuring around as Dralan, as he tends to stay a little for himself but it is know that the two of them was very good friends when they were young and the most would say that they still are! and why shouldn't they? Fighting style is a little like Dralan's, but he usually use small fast attacks and block everything that comes against him. =====Divory===== '''Gender''': Female <br> '''Sporepedia''': http://www.spore.com/sporepedia#qry=sast-500483966844 <br> '''Info''': She is the most famous diplomat of the dragoneteran empire. That’s why she doesn’t fight a lot, but that doesn’t mean she can’t protect herself. She is wearing a light armor and has a small amount of weapons with her, just in case something should happen on a mission. She recently saved a Dragoneteran girl, her name is Dilona, She is still very young but she accompanies Divory wherever she goes because she thinks of her as a sister. =====Donaris===== '''Gender''': Male <br> '''Sporepedia''': http://www.spore.com/sporepedia#qry=sast-500483966913 <br> '''Info''': Donaris is the guardian of the mayor but he is sometimes assigned to be a follower of one of the other captains. except for that he doesn’t leave his home planet much. he focuses on dealing heavy damage and wears an extremely heavy armor. he usually uses a lot of time showing of how strong he is which means he is quite much a smartass! ====Draror==== '''Gender''': Male<br> '''Sporepedia''': http://www.spore.com/sporepedia#qry=usr-Grandmaster%7C2263030683%3Asast-500579196169<br> '''Info''': Draror Is one of the dragoneteran heroes. After the biomatter attack on planet Dralix he was almost killed, but with battlesuit technology he survived. Draror is now serving in the biomatter task force. ====Davoran==== '''Gender''': Male<br> '''Sporepedia''': http://www.spore.com/sporepedia#qry=usr-Grandmaster%7C2263030683%3Asast-500510142041%3Apg-80<br> '''Info''': Apart from other dragoneterans Davoran is grey instead of green. In his young years there was a fear for it being a disease but later it was found out that it was due to the environment of a new colonized planet that changed some of the DNA. Davoran was the one who planted the airborne Biomatter bomb at a Tegotian forward operating base. [[Category:Page]][[Category:Inactive]] cctcviztwkjkxr4nqu80a3sp57w8y04 Dragoneterans 0 1107 11056 2019-11-03T16:24:45Z Amaker1450 26550035 Redirected page to [[Dragoneteran Monarchy]] 11056 wikitext text/x-wiki #REDIRECT [[Dragoneteran Monarchy]] 164k5blptc2uxxucd9udvpdx9i8dgy0 Dragoneterran Monarchy 0 745 9831 6512 2019-07-19T16:03:14Z Amaker1450 26550035 Redirected page to [[Dragoneteran Monarchy]] 9831 wikitext text/x-wiki #REDIRECT [[Dragoneteran Monarchy]] 164k5blptc2uxxucd9udvpdx9i8dgy0 Druidagore 0 13 6409 2556 2017-10-09T01:35:55Z Amaker1450 26550035 /* Druidbot military Communication: */ 6409 wikitext text/x-wiki [[Image:THE DRUIDAGORE EMPIRE.png|center]] {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore_2012-05-27_19-23-4423sml.png|300px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Neutral |label3 = Homeplanet: |data3 = Goreh |label4 = Capital: |data4 = N/A |header5 = Administration |label5 = Government: |data5 = autocracy |label6 = Legislature: |label7 = Upper House: |data7 = N/A |label8 = Lower House: |data8 = N/A |header9 = Biology |label9 = Lifespan: |data9 = 200 years |label10 = Height (In Feet): |data10 = 6-7 |header11 = Economy |label12 = Economic System |data12 = capitalism |label13 = Currency |data13 = Cyber Points or "CP" }} '''Faction:''' Neutral right now but they will probably become warlords. '''Philosophy:''' Self perfection and domination. '''Pronunciations:''' Druidagore (drew-da-gor) Goreh (gor-ae) In short, they seek perfection above all else. The druidagore's nature reflects a yearning for equality. Elements of socialism is always present in government. However it is not taken to the extreme. This has been balanced out by other means. The druidagore use what have been come to be called "druidbots". It is as simple as it sounds, robots used by the druidagore. They are deeply rooted in government and help eliminate the flaws that the druidagore posses. The druidbots use their calculations to plan a course of action. While the druidagore revise it and act on it. This makes decision making both smarter and less impulsive. The druidagore are not very understanding. They immediately dislike other races just because they are different. Racism is still present within their own society and is even more severe for aliens. The druidbots are also programed to dislike the other races at first contact. The druidagore share the same ideals with the druidbots. The only difference is, the druidbots are not plagued with greed or emotion. Staying neutral with another race is first priority. An alliance can be formed depending if the druidbots see the most benefit in it. Otherwise they will invade attempting to lean technology or to steal resources. The druidagore desire resources and research more then anything else in the galactic frontier. Generally, they are scientists and militarists. Religion has no place in the life of a druidagore. Morals ironically come from the druidbots. They have been programed to promote the laws and justice. The population of the druidagore is relatively low. This is made up for by the druidbots. The druidagore seek expansion desperately to continue building druidbots. Depending on the kind of planets they find. They either terraform and settle on it. Or crack the planet open and mine for the metals. Sometimes both. ==Culture:== Religion, as in belief in a god, had been completely quashed out after the late centuries. Marks Leninism is the dominant world view at this time. Morals and laws are programed into the druidbots. The druidagore themselves control the legal system however. The gap of power between the druidagore and the druidbots is very thin. The druidbots far outnumber them but the druidagore still consider themselves the masters. So far, the druidagore have had an unflinching loyalty. Although not always effective, new planets and systems are run by the same protocols. Leaders and druidbots are pointed to run all operations. The rights that the druidagore have greatly depend on how they chose to live. A druidagore citizen can run for elections and take part in politics and government. Another option is to work for military. In this field, they can research weapons or become a commander, general ect. Being a scientist or engineer is popular. In here they can develop cyber research, build a new type of duidbot or weapon. Being a common citizen means being a part of society. Other wise it is government work. The druidbots take a count of everyone's profession and do not allow too many to work for the government or the other way around. This again reflects the ideal of balance. It prevents a local government from becoming too weak or too powerful. Sometimes a druidagore does not get the job he or she wants because of this. Luckily transferring jobs is always available later. Generally, more rights are given for citizens rather then government workers. However entitlements and privileges can vary. For example, working in politics means that you get the right the right to vote (although can be limited). The pay check will also come from the government instead of from a business. Living conditions are often better in citizenry. As well as more freedom to go out to parties and so on. Working for the government is viewed as a commitment until a retirement age. In society, druidbots are used as pets or computers. The can have roles that vary from vacuuming the floor to being home security. All Druidagore get complete access to a planet's local world wide web (internetz) and daily news. The universal government doesn't withhold the truth to the people nor does it lie. The druidagore always know about what wars they are in, whether they may agree with it or not. ===OCD?=== The druidagore have an odd quirk similar to obsessive compulsive disorder. It isn't over excessive however it has affected their history and how the overall culture has evolved. The trait developed during the tribal periods and has been a part of their nature ever since. The druidagore had to constantly balance food sources and population growth. Making sure rations were cut evenly and distributed was necessary for survival. Natural selection or survival of the fittest was not practiced. The druidagore generally like symmetry and for things to be clean, round, tidy or neat. They also have a mild obsession with balance. A balanced economy and equality became popular in government. They later learned that the obsession with balance needed to be balanced! Also because the druidagore are "OCD" they do not like personalty going into a battle. One of the many reasons that the druidagore use robots in the military is so that they do not do the fighting themselves. "Battles are filled with twisted metal, blood and bones. I'm thankful our robots do the dirty work for us." -Common solder ==Biology== [[Image:CRE Druidagore races-0f1a1a3a ful.png|400px|right|left|alt text]] The druidagore are an intelligent race of bipedal omnivores creatures. The majority of druidagore are black, however subspecies of white and an even less common, grey variant exist. The druidagore evolved bio-luminescence from their early ancestors. Probably as a way to find each other or communicate in dark caves during the early tribal period. The glowing parts on a druidigore's body can be found on a strip. One purple strip on each limb, as well as the eyes and crest on the head. When enraged, or in other deep feeling of emotion, the lights behind the eyes glow brighter. Most druidagore have actually outgrown this trait. While maintaining the purple color, they lack the neon like glow. Interestingly enough, the druidagore feature both an outer and inner skeleton. In the areas that do not have an exoskeleton the druidigore have thick isolating skin. The skin is so thick that it cannot be cut with a conventional knife. Sawing the skin is often necessary for a surgical procedure or inflicting injury, especially the exoskeleton. The external bones are both very strong and flexible. This allows the druidagore limbs to take a lot of stress before breaking. The druidagore's exolimbs grow by having sliding plates and also by molting. A healthy druidagore will molt roughly five times in his/her lifetime. Therefor, the number of times molting can signify how old an individual is. Most druidagore have a life expectancy of 200 years and a birth rate of one child. Druidagore reproduce sexually and are an egg laying species. Both male and female druidagore look identical. In addition, have mostly masculine traits. Many enjoy tinkering with robots or working on cars. Also they have a good spacial ability and are not exceedingly social (social as in, cannot stop talking). Earthly jobs that are considered feminine are taken over by druidbots. To ensure good employment the government does not allow too many jobs to be taken over by machines. However, they do help fill the gabs of society. Other then the actual sexuality, it is seemingly impossible to tell the difference between male and female. Unless a druidagore is looking for a relationship, the sex will never be questioned by an individual. Marriage exists but is extremely rare. ==General History / Government== ===Evolution:=== During the tribal periods the druidagore barely got by. The other life forms on the planet were hostile and the weather conditions were bad. Planet Goreh's sun was a dwarf and not close enough for comfort. The equator was nearly the only habitable place on the planet surface. The world however was short of being an ice ball. Goreh is a very volcanic word. The druidagore shared their planet with silicone lifeforms that were resilient to heat and cold. The number of photosynthetic creatures were lacking. However, chemosynthesis utilizing animals helped stable the ecosystem. The planet went through difficult ice ages and violent volcanic eruptions. Most of the creatures on the world camouflaged themselves either in white or black. Depending if it has hiding in the snow or gathering what little sunlight they could with their black skin. The druidagore nearly faced extinction a few times and they were only able to survive by using their minds. The discovery of fire was easy for them, seeing as the world had frequent volcanic activity. They used it to keep warm when needed or cook food. The druidagore themselves were a warmblooded carbon based life form (like us) and so were more susceptible to getting cold. The thick black leathery skin was not always enough for warmth. So the druidagore would dwell underground in the warmest caves they could find. Planet Goreh was like a warmblooded animal itself. If you could get close enough to it, it could keep you warm. Warm like a mother hen embracing her chicks. The druidagore also found warmth in numbers, and so they formed groups. The more bodies in an area the warmer the room could be. The druidagore disliked solitary life for this reason. However, this also resulted in a loss of oxygen. A balance to find the right temperature and number of people in a group was critical for them. This is most likely the origin of the "OCD" trait later expressed by the druidagore. Population was a constant concern for them. If too many druidagore were in a group, some had to leave. Sometimes peacefully and honorably. Other times violently. Forming your own tribe and venturing away was seen as very brave and well respected. They would soon come to be known as pioneers. At some point in later history, the druidagore began advancing in primitive societies. The underground cave networks began to be used as mines. They collected metals and started to build with it. Cities began being built and a new life style started to emerge. At this time, another ice age had ended so the surface world was warm enough to be explored once again. Life underground was starting to become a thing of the past now that the new buildings could keep them warm. Most objects had to be made of metal. Wood, although present was scarce. Even when it was found, it was used to make the fires. Hence the fact that photosynthesis was uncommon. Volcanic eruptions and snow clouds kept the sunlight away. The druidagore got few chances to see the stars and never dreamed about gods found in constellations or venturing into space. The planet was also thought to be flat longer then other sentient species. Floating objects like wood was rare and so boats were never made to explore other continents. It wasn't sure exactly when, but at some point brave souls ventured out into the uncharted waters. One of the kings at the time enlisted a group of brave adventures. He outfitted them a ship and promised them that if they found something that would solve the mystery they would be rewarded. The ship had about 50 men and women aboard. Writers, scribes and artists would recount the tale to the king upon their return. Each of them knew that they could die if they were unable to return. The trip at sea lasted three excruciating months. Then finally they had arrived. Expecting to find "the end of the world". They were surprised to find another enormous continent instead. At first it was thought as the same place. The wildlife they found there proved otherwise. These 50 individuals came to be known as "The Pioneers". They stayed for a few days to re cooperate. A problem then emerged. The crew did not have enough rations to last all of them the return home. A portion of the crew honorably stayed behind to give the others the chance to return. Tragically a storm killed the returning crew and wrecked the ship. The surviving pioneers still on land will never know of this. Meanwhile, back at home the people speculated what had happened to the crew. "They must have gotten too close and fell of the world!" they would think. The pioneers managed to survive in the new land. They found sustainable food sources and made shelter. The pioneers knew that it would take a long time before they could make another ship and return themselves. Years had passed and children were born, and less thought was given about home. They had made their own home. Time went on, and they decided to stay. They made a new empire, a new nation and a new race of druidagore. Centuries past, and two different races of druidagore grew up together in a parallel world. The skin of the pioneers turned a snowy white with time. As they adapted to the new conditions. The druidagore that lived in the original land maintained a dark black color. ==Pre space History== Much of the early history of the druidagore was told though the wars that have been waged. Many battles took place within their own continents before each others. Hundreds of dictators have ruled throughout the early and late centuries. Most governments of the past have held on to a socialist view and a dictator has often risen in it's place. Sometimes by violence, and other times by election. Dictatorships should have been expected, due to the similarity's between socialism and communism. Their obsession with equal rights made capitalism and other forms of economics or governments less common. For whatever reason, the newer white continent sought after other forms of governments more often. Eventually unification was reached in both continents. Therefore, became two nations. It didn't happen at the same time but it didn't matter. The white nation never forgot about their pioneer ancestors decided it was finally time to come into contact with the black nation. Diplomats were sent over and they braced for how their cultures would collide. A language barrier was the first and biggest problem. After learning how to communicate trade and peaceful alliance emerged. Unfortunately it didn't end there. The differences between them was too great. They have lived more then a few centuries without ever seeing people so vastly different. Different governments also made agreements difficult. The black nation was a communist one. The other had a form of capitalism. There wasn't a lot of understanding going on. However, they both wanted what the other had. Different food, materials, drugs and so on. Trade didn't satisfy them and so they went to war. The war was declared by the black nation. They now had a true hate for each other. The black nation took pride in themselves after learning that they were the original species. Therefore they named themselves "The Genuine". While the white nation took pride in their ancestors sacrifice and kept the name "Pioneers". The war went on for more then a few centuries. Because of the sheer numbers of people and seeing that it was nothing but two super powers it went on for a long time. Desperate to end the war and force the other nation to surrender, genocidal means were employed. Nuclear weapons (although used at first) were not used due to the fear of a global nuclear fallout. Poison and chemo weapons were also later omitted because it would also harm the ecosystem. The planet was already seen as a dieing world due to lack of resources. Destruction of habitat was severe in order to sustain the war effort. A powerful weapon that would kill only the druidagore race needed to be made. One that would only target and kill the people but not harm plants or animals. They were wise enough to not doom the species. Thus a pathogen was made. After years of research, a form of virus was intentionally created. Knowingly it would come with unforeseen consequences. The virus was made in such a particular way that it only killed druidagore making it miraculous. Animals and live stock were naturally immune. The virus was manifested by the Genuine. Years of preparation went into effect before it was used. First, enough antibodies were produced in case an outbreak happened within their own nation. The virus was kept as a complete secret from the public. The Pioneers were completely oblivious to the attack. When the Genuine unleashed the attack they braced for the worse. The pathogen was carried by a massive army of small flying robots. Each one with stealth capabilities and a bomb containing the virus. Once dropped, the robots self destructed by collided into buildings dealing further damage. The bombs created a mist after making contact with the ground. Easily spreading the contagious airborne virus. A sinister fog of yellow smoke enveloped the cities. Symptoms of the virus are softening of the skin and thinning of the external bones. Internal bones also became brittle and cracked easily. The virus seemed to target and leach bone marrow. Imagine falling and braking a bone terrified that you could be infected. The virus was nicknamed "The Crippler" after it showed the effects. Other symptoms were similar to the flu. Fever, sore throat coughing spells ect. Death was expected in only a week after the first sign of symptoms. During this time the Genuine established an absolute embargo on all trade that uses aircraft or ships. Even within their own economy. Extreme steps were taken to prevent the virus from arriving on their own shores. The number of deaths at this time was higher then at any other time in history. The Pioneers would never be able to recover and fight back at this point. After the first two weeks radio contact was made. The Genuine promised that they would cure the surviving victims if they surrendered. Surrender is exactly what the Pioneers did next. Finally ending the war. The druidagore have never been in a war since. In the following years the virus lingered but was eventually controlled. Now a single nation, but a dictated one. Even after the war ended there was a new hate for the current ruler. Limiting trade crippled the economy and the people never forgave him for utilizing The Crippler. Already being an old man at this time, his passing was short after. The political leaders and general druidagore wanted to reform the government at this time. It was decided that the next leader should be elected by majority vote. The next elected leader was a former woman of the pioneers. Her name was Dwuela(Da-wel-la)She embraced the dictatorship but held fast the views of free enterprise. Major government reform happened at this time. later She would be seen as the greatest leader in history. Elected in her youth, she had a long term ahead of her.(in Earth years, she got elected at the age of 25 and lived till 198) She rooted her ideals in government so deeply into the ground that it would be almost impossible to alter. ==New current government:== At this time advances in cyber technology became incredibly advanced. The druidbots that could calculate information grew so impressive that they began to be used in government. druidbots acted as advisers and would instruct courses of action. This information was revised by Dwuela and then acted on. She was a great leader, but she had some help. She ensured the druidbots would continue to be used in government. However she took steps to prevent the "Terminator" scenario. It will always be a possible risk for the druidbots to turn on their masters. However they can be manually disabled at any time if needed. In Dwuela's later years she established the final autocracy. More similar to a presidency at this time. Before she died, she limited terms in office to 25 years. The new leaders adopted the same government and continued to evolve it. It became increasingly better over time. The druidagore ventured out to the stars and collected resources. returning home with enough to secure the sole nation's economy. The space program was now the only frontier. ==Relations:== ===Rach Empire:=== The druidagore made their first encounter with the rach and it was not a pleasant one. Diplomats from both sides discussed philosophy and the possibility of an alliance. Both sides knew that this would not come into fruition. Regardless they tried to stay at peace with one another. eventually the druidagore discovered the stealth capabilities of the rach. They feared them and so they began invading planets to gain more ground. An excuse for the war was a means of strengthening the military. The druidagore wanted to get their hands on stealth tech and further perfect the druidbots AI by practicing on real targets. "There is no better laboratory then a battlefield" -druidagore scientist. There were also more mundane reasons such as job creation. More hands could be put to work on either druidbot AI or weapons development. Due to the known information that the druidbot mediators calculated, a war was of the best interest. ===Biomatter Hordes:=== The druidagore were at a unique point in time. They have now claimed dozens planets either by harvesting or by terraform. Both sciences that the druidagore heavily invested in. The military weapons were actually extremely outdated compared to other races when they where at this same period of time. The goal of the military was solely used to ensure that they had control over their own people. Although wars were unheard of after they had unification on their home world. Of course the druidagore are currently at war with the rach. Other then that, the druidagore have never encountered another opposing force. A long time after, and without much progression in the war, the druidagore encounter another threat. The bio matter hordes. After the druidagore lost one of their claimed planets they understood the treat that they now faced. Horrific mutations of the body followed the biomatter attacks. The druidbots lacked adequate programming to combat them. The druidbots are “slow” because they lack the ability to learn. Dumbfounded by these strange creatures the druidbots stood carelessly watching. The defeats that they suffered at their claws was nothing short of embarrassing. Faith was lost in the military for a time and they became panic stricken. The military database was under massive overhaul attempting to reprogram the druidbots. After a new enemy was analyzed they could update and add new targets that druidbots could recognize. After the biomatter was listed the tide began to turn in the druidagore's favor. The druidagore could have actually thanked that rach for this. To best explain it, the battles with the rach toughened them up. During the wars with the rach, they played a mostly defensive role. The druidagore enjoyed exercising their druidbots systems and perfecting the database. They were getting good at installing new soft wares and updating the database with new targets. In newer, faster and more efficient methods. If it had not been for the war with the rach beforehand, the druidagore would have been completely helpless against biomatter. They military was comprised if nothing but robots. Battling the biomatter with a robot army proved incredibly effective. The biomatter, used to mutating or eating their victims put them at an immediate disadvantage. The druidagore were finally able to drive back the hordes and reclaim a few of their planets. It was at this time that the druidagore encounter the zaretians. The zare's were in the middle of a space battle with a massive biomatter ship. They druidagore offered their services in the battle to their new found empire. The Zaretians refused the offer and proceeded to destroy the biomatter fleet. Biomatter, having a disadvantage in space suffered the loss in a short time. After the battle the zaretians had many diplomatic relations with the druidagore. They spoke of the wars that they were in and they had two common enemies, the names of rach and biomatter. Both sides smiled at each other after leaning this and immediately brofisted. A full fledged alliance formed shortly afterwords. ==Military:== The Druidagore use scouts and robotic drones often to gather information on targets or allies. Like a satellite, druidagore use them to spy on planets from a distance. After targeting an empire they will use whatever tactics are necessary for best results. Even if they are deemed as barbaric. Some of them never forgot how effective the pathogen was. Using bio weapons is not frowned upon. Poisoning a planet or reverse terraforming is cruel but also used. Druidagore feel no guilt in killing with their own hands, however they are fond of using robotic drones for most war actions. There are few situations where the druidagore would rather right without druidbots. Enslaving their targets is also not uncommon. ===Druidbots:=== The druidagore battle by using what they call "the druidbot army". Using robots instead of soldiers gives the druids a number of advantages. Robots never disobey orders and have a more effective targeting system then the average soldier. Communication is also easy thanks to a massive data network that the druidbots use to communicate with each other. They are able to transmit encoded messages with each other to instantly discuss battle plans. This ability has been compared to telepathy because they are able to talk without using a verbal language. The druidagore themselves can only talk to their druidbots one-way. The druidagore can give verbal orders that the druidbots hear, or they can transmit it wirelessly. Only special kinds of druidbots have the ability to talk back to their druidagore masters. Most of these robots are not part of the druidbot army and are instead used in society. Robots of course lack emotions and cannot become angry or feel remorse for killing enemies. Thus an advantage, however the other races of course will not remorse either. Disadvantages include a lack of higher intelligence, such as the ability to learn. In order for the druidbots to know about something new the database must be manually updated. Druidagore work around the clock to feed new information into the database. For the most part druidbots are able to combat new threats even if it has no data on it. For example if it sees something new, it will compare and find the closest match in the database and treat it the same. It has been scientifically proven that robots cannot hang. As a result they are unable hang enemies by their necks. Druidbots also have a hard time drying their laundry. ==== Druidbot military Communication: ==== Seeing as that the druidbots heavily rely on radio communication they are vulnerable to interference. Even worse, are vulnerable to the messages being intercepted. It is possible for another race to “listen in” to anything that the druidbots say to each other. To counter this, the druidbots speak a difficult language that only they understand. To describe it, it looks like nothing but data. They basically send encrypted text messages to each other. A druidbot can immediately comprehend it. But it is difficult to translate, even for their druidagore masters. This is done purposeful so that an enemy cannot cannot understand the messages. However, using a specific software (something like Google translate) can immediately decipher it. The druidagore use this when needed. As long as an enemy does not get there hands on it, or find another way to translate. radio broadcasts are safe. Most of the radio signals are used during a battle. Therefore, unless the information is read immediately, it is useless. Time should not be taken to decipher each word one at a time in the middle of a battle. None the less, the druidagore fear an enemy that can read the druidbot language on the fly. A more dangerous concern to them is radio jamming technology. However because the messages are sent as a text there is no fear of radio static or interference disrupting the sound. Because there is no sound. Tremendous steps have been taken to prevent signal jamming. The first is more methods of communication. The druidbots can also talk with infrared, wireless and wifi. And can, if necessary speak to each other by transmitting the messages verbally via radio. Meaning, they can talk just the same as other sentient races. Only without a mouth and so it must listened too with a device. Something as simple as a cellphone. [[Category:Page]][[Category:Inactive]] 8f66u7tcvrzarkgtpv3nz5ute0la8f1 E'lev Operators 0 71 5126 141 2016-07-08T06:52:20Z Amaker1450 26550035 5126 wikitext text/x-wiki ==The E'lev race== '''Creator''': Redman9994 ==Philisophy:== After the discovery of the ruins on a precursor world, the E’lev has ever so been fascinated of their technology. They believe that they are their instruments and have always been reactivating their magnificent technology. The E’lev always want to restore their glorious days. By doing this, they often integrate their technology in theirs. They also distribute the technology to peacekeeper races. The E’lev’s general goal is the same as the precursor’s: Restore peace and balance in the galaxy, demolishing all threats to it. They also have high respect with nature, as the precursors did back then. ==Fraction== Peacekeeper ==Homeworld:== Tyrodius-5, a planet that orbits a star that is slightly smaller than the sun. This causes the plants to grow huge. Even though the star is small, the E’lev still do not tolerate the sunlight, causing them to build their cities underground or in the trees. ==Description:== The E’lev are completely alien to most races however, they have somewhat key similarities to the terrarnium arthropods found on the human capital Earth. They are described as a serphant-like insect. They have 3 pairs of useful limbs; all can be used either as legs or arms. Sometimes, they could climb with their front and back legs while carrying an item in their middle limbs. The average length is 7-8 ft. The E’lev has no central nerve cord (vertebra) in their back, making them extremely flexible. The hands/feet of the E’lev have glands which secrete a sticky substance that was mainly used to climb the colossal trees of Tyrodius-5.Their back is covered with thick armor that helps protect it. Their head is also covered with thick armor. The head has 2 compound eyes that, unlike most eyes, can see back, front, side to side, and up. To avoid confusion, their brain do not see all, instead they can revolve which position they would like to see from. Their antennae sends out an Impulse which bounces on objects, then comes back to the E’lev to determine what the impulse has hit. Their mouths are misleading on what diet they are. The mandibles they have do not chew meat; instead it was made to chew through the bark of the trees on Tyrodius-5. They have horn-like mouth which stabs into the body of prey, then it injects digestive acids into the prey that eat away flesh and tissue, last, the E’lev sucks out all the liquid in the creature. This diet is liquidvore. ===Life Cycle:=== The E’lev has three stages in their life: Larvae, Nymph, and Adult. The first stage, larvae is when the E’lev has just hatched from its egg. Back then, the Larvae would spend all its time eating bacteria on a leave full of water. Now, it spends its time in a hatchery pool. They have external organs which attract the bacteria, once a lot has collected on it, the larvae brings it up to its mouth to digest the bacteria. After much eating, the larva then grows into a Nymph. Nymphs are beetle-like with 4 legs and a set of wings. They often fly around the E’lev colonies while eating small bugs. After the Nymph stage, it turns into a cocoon and slowly grows into the adult stage. ==History:== I could start from there evolutionary path to flesh out things more, but to cut it down to sheet-ratio, I’ll start from the origins of life. ===The origins of Society:=== To begin with, the E’lev builds their nests by hollowing out the holes in the tall trees. Then, some E’lev started to form generosity and accepted other nests into their holes. Next, they this cluster of nests and families formed what we would call villages. They mastered wood architecture and built the villages both in the trees and outside of trees. Society was formed in the villages including leaders and social classes. ===Expansion and Overpopulation:=== Villages grew quickly and there weren’t enough resources to go around with. The E’lev started to dig down where it was sheltered from sunlight but also had unlimited capacity. The first operation digging could help support a cluster of houses. You could access the surface via elevator and onto the side of the trees. Not only did the E’lev expand but they also discovered a large amount of minerals and metals. They upgraded their tools and built their houses with an adobe-like substance. The next operation of building and they could build an entire town underground. ===Exploration of the Surface:=== As the E’lev does not tolerate the sunlight, much of the surface was unexplored. Once a while, the E’lev would stop digging and see what was occurring on the surface, but we then disband quickly to avoid the sunlight.Genius E’lev inventors created an umbrella-like device that blocked the sunlight. Later on, they developed vehicles that not only blocked the sunlight and travel great distances, but insulated cool temperatures with reinforced alloys. Trade and traveling was much faster now with this new invention. ===The Trade War=== Weapons like blades attached to their limbs and spears were made long before then. They were mainly used for law enforcement or for defending themselves from other animals. There was a nation called Cerisoid which its economy focused on marketing weapons. After a while, the customers learned how to make their own weapons and the shipment of weapons from Cerisoid decreased. Soon, the nation’s economy crashed. A revolution was born and soon followed by a Coup d’état that overthrew the Cerisoid government. The new leader swore to lead the nation to wealth and prosperity by controlling all underground trade routes and mines. The nation invaded neighboring nations and had control of their mines. Other Nations grew worried. Soon, they formed an alliance and attacked the Cerisoid, and burning down their home forest, ending the Trade war. ===Management of Minerals and Resources=== After the Trade war, the victorious nations formed an Organization called the “Management of Minerals and Resources,” or MMR. This helped prevent the events of a Global Economical crisis. It would raise or lower payment to governments, invest in projects, and as the organization’s name says, manage the usage of resources. ===Post- Society Age=== Prior to the Industrial age, the E’lev began to stop expanding and making advancements for everyday lives. They started by upgrading their houses to bricks. They added roads that helped accommodate the vehicles that traversed the underground cities. They built simple plumbing and sewer systems that brought water and took away waste. Clothing that is made out of the same fabric that are used today are made. They made advancements in medince. A complete language of the E’lev that is used today is also written. ===Industrial age=== E’lev society evolved into the industrial age. Electric power was harnessed. Underground rivers and boats were built which provided quicker transportation. The continent was entirely mapped. Early surgery operations were preformed an antibiotics were developed. Structures were made out of alloys and had become more durable and lasted longer. Street lamps and light bulbs are invented. There have also been advancements in military. They used Gun powder and with it made ranged weapons. They also built artillery like cannons and primative grenades. ===Birth of Empires=== The industrial age had [[Category:Inactive]] [[Category:Page]] 21mev03ijp787mfagkt7zv97k4r2kzb Ebyssian 0 593 6522 1663 2017-10-14T18:09:50Z Amaker1450 26550035 /* Molgon and Tilgon */ 6522 wikitext text/x-wiki ==Ebyssian== Ebyssian is the homeworld of [[the Sanctar Hegemony]]. Situated far from the galactic core, it receives little attention from the galactic community. Ebyssian is the first planet from a brown dwarf called Vadai. The intense heat on one side of the planet and the extreme cold on the other make for violent storm cells wherever the sun is rising or setting. The indigenous Sanctar use large towers that catch lightning strikes and store their energy in capacitors. == Other Planets in the Vadai System == ===Rindorr=== Rindorr is Ebyssian's only moon. It is shrouded by a high-pressure atmosphere composed of carbon dioxide and sulphuric acids. The surface is composed of geologically young plains of volcanic basalts and rhyolites, with high concentrations of carbon and radioactives. Rindorr is highly volcanic; a dozen "supervolcanoes" 50-120 kilometers wide constantly erupt across the planet. Rindorr's carbon content and constant volcanism make natural diamonds plentiful, if extremely costly and dangerous to recover. It orbits Ebyssian exceptionally slowly and takes over 100 hours to complete a full circle. While eclipsed by Ebyssian, Rindorr's atmosphere is cool enough to make it temporarily hospitable. Once day breaks, the atmosphere heats up immensely. Mining operations must relocate multiple times within the day to prevent being caught in the sunlight. ===Molgon and Tilgon=== Molgon and Tilgon are Rothe Worlds; They are a pair of small and unusually dense terrestrial worlds that orbit each other so closely that they effectively share a single atmosphere. Although one cannot fly from one to the other both have identical atmospheres and substances from one often can be found on the other. Both worlds share an atmosphere of nitrogen and ethane. The surface is warm, and mainly composed of silica dust and dark basaltic rocks, with extensive deposits of heavy metals and radioactive materials. The tidal effects from the opposite planets result in constant high winds on both planets. [[Category:Inactive]] [[Category:Brickinator]] [[Category:Page]] 0xz1whkor8ugvox7zoi8hoszevn5c4c Ebyssian News Network 0 598 1675 1674 2014-05-12T16:25:55Z Brickinator 3361623 i swear i am a total retard sometimes 1675 wikitext text/x-wiki Welcome to the Ebyssian News Feed. Thank you for connecting, [ERR:UNIDENTIFIEDADDRESS]. The most important news from across the Sanctar Hegemony territory is transmitted daily on secure channels. Please read regularly for live updates from the homeworld. ==May== ===Week 1=== <br> <b>May 12 - Widespread Power Outages on Ebyssian</b><br> - ''Petitions for additional energy sources for major cities on Ebyssian have begun in the Delgaron Senate today. Experts have advised the senate to invest in new forms of energy for the public power grid after a lack of storm cells in recent weeks has caused blackouts across the planet. Energy is usually harvested via capacitors which gather electrical energy from lightning but the calm weather may force authorities to install additional systems.'' <br> [[Category:Brickinator]] [[Category:Page]] itexqn0tuee9ydk3mm6wg4ug48t8oql Electricity 0 1183 12279 2020-01-27T05:06:51Z Amaker1450 26550035 Redirected page to [[Lightning Weapon]] 12279 wikitext text/x-wiki #REDIRECT [[Lightning Weapon]] 0ffytm04xtxlfmzuj4x2m6stgsly109 Empire of Diablos 0 35 17166 8622 2021-11-17T17:21:36Z Amaker1450 26550035 /* Trivia */ 17166 wikitext text/x-wiki <center> [[File:Diablos Siggy.jpg]] </center> {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Diab_info_box.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Peacekeeper |label3 = Homeplanet: |data3 = Diablos |header5 = Administration |label5 = Government: |data5 = A Form of Polycracy |label7 = Elder Council: |data7 = The Five Grand Elders (lead by Elder of Diablos) |header9 = Biology |label9 = Lifespan: |data9 = Average: 300 Years |label10 = Height (In Feet): |data10 = Average: 9 (can be as tall as 11 in some cases) |header11 = Economy |label12 = Economic System |data12 = Mixed Economy |label13 = Currency |data13 = Standard Galactic Credits and Barter system }} == The Empire of Diablos == [[File:Diabloian_Soldier_(2).png]] [[File:Diabloian_Shock_Trooper.png]] [[File:Diabloian_Launcher.png]] [[File:Diabloian_Valkyrie_(4).png]] [[File:Stryfe_Drasckilkov.png]] [[File:Admiral_Korsair_(6).png]] The Empire of Diablos sporecast http://www.spore.com/sporepedia#qry=ssc-500479937938 == The Diabloians == Faction: Peacekeepers The Empire of Diablos, despite being a member of the Peacekeeper faction, is much more similar to the Warlords in many ways. Though their thirst for violence and war is unquenchable, they follow a very strict code of honor and discipline. === Origins === The planet Diablos, home planet of the Diabs (aka Diabloians), is a large terrestrial world that is distinguished by its blood red seas. The planet's gravity is about 1.5 times that of Earth. It is a harsh world that demands strength in order to survive. === Description/Biology === The Diabloians are among the tallest of the Peacekeepers, with males standing 9 feet tall on average. They are physically strong (due largely to the high gravity of planet Diablos) their muscles have evolved to be very dense and are able to lift many times that of other races. Their bones are unusual in that they are light and porous yet manage to be remarkably strong. The Diabloians take on a devilish form. They retain the bat like wings of their ancestors which allow them to glide for short distances. They have long serpentine tails with three blade like horns at the tip. Males are equipped with horns on their heads that form a crown like shape. Females are lighter in build and lack the horned crown of males. They have mammary glands and provide milk for their young suggesting that they evolved similarly to the mammals of Earth. Their young are born live but with a somewhat gruesome twist. Two eggs are always fertilized at conception and are paired with the same gender (always two boys or two girls, never 1 boy 1 girl). When the unborn offspring are fully developed an instinct kicks in. The two potential newborns fight each other to the death with only the winner being born. It is believed that this is a survival mechanism developed due to the harshness of the environment and scarcity of resources, it ensures that only the strongest of the two will survive and thus be more of an asset to the group and help the species survive. It is a grim reality that they live with to this day. This is the same survival mechanism that causes "The Frenzy" in adults.(see The Frenzy) ==== Diet/Health ==== Diabloians are able to eat things that are highly toxic to most other species. This is due to the harsh nature of their home planet where food was scarce and often poisonous. The Diabloian's legendary "iron gut" allows them to enjoy the many foods of other races. Foreign food is one of the biggest sources of trade within the empire. Exchanging food is a powerful sign of trust to Diabloians due once again to the scarcity of their home world. However when they achieved space travel they found that their own food was often toxic to their allies.<<Caution>> it is strongly recommended that all races avoid or use caution when eating Diabloian cuisine, as it could at best cause hallucinations, and at worst send you to the hospital. As mentioned earlier, evolving on the relatively high gravity planet of Diablos has made even average Diabloians exceptionally strong. They have large compartmentalized hearts adapted to cope with the gravity. On planets with more moderate gravity Diabloians are capable of impressive feats. However on lower gravity worlds it is important for them to maintain a strict exercise regimen to avoid muscle degeneration. It is also a common practice to visit the Gravity Chambers once a day to maintain good health. These are special rooms that create artificial gravity similar to that of Diablos, and keeps their bodies, organs, and bones from atrophying. Those who can afford it can also buy personal Gravity Pod beds which allows them to sleep in Diablos like gravity.<<Travel Advisory>> Tourists are encouraged to use caution when visiting Diablos. The gravity may be uncomfortable but is not lethal to most species. It is wise to go through a training program prior to your visit and those with health conditions should consult their physicians before planning a trip to Diablos. === Culture === One of the core values of the Diabloians is glory on the battlefield, and death on the battlefield is considered honorable. When their stress levels reach their maximum (such as in prolonged battle)and they revert to an animalistic state of mind,known as "The Frenzy", and go berserk. Males are most susceptible to this but it can occur in females as well. Because of this a value that they hold in high esteem is restraint. An ancient prophet of the Diabloians preached, "To be able to overcome your urge to kill, to not let yourself be overtaken by the ecstasy of war. This is the truest mark of strength, not the size of muscle nor sharpness of blade. To be able to defeat your enemy is easy, but to defeat the beast within is the greatest challenge of all." It is this belief in honor and discipline that guides them today. The Diabloians are a culturally diverse people with many religions and philosophies. In one such religion, known as Repentism, followers spend their lives repenting for their original sin, in this case the "original sin" refers to the fact that they had to murder their twin siblings in the womb. The Empire has complete religious freedom to this day, allowing citizens to practice any religion they wish. Some citizens of the empire have adopted the religions of other races including Spodeism, the Shamanistic religion of the Feathercrown, and even Zen Buddhism from Earth, though these are considered a minority. Along with religious equality, the Diabloians are far more gender equal than many other races. In the past females were excluded from serving in the armed forces. Lacking some of the horns and strength of males they were thought to be inferior warriors. However this inspired females in the earliest generations to overcome this handicap by inventing the first stone weapons. A vast majority of great innovations throughout their history were invented by females, including the Faster Than Light engine they use today. It is widely believed that the Diabloians would still be fighting each other with their horns, teeth, and claws if it weren't for the innovations of their female population. ==== Various customs, social norms, and traditions ==== While they are a philosophically diverse people, there are many customs and traditions that are common to all Diabloians in the empire. When the planet was unified (end of civ stage) the many cultures mingled together and eventually adopted common customs. A long held tradition of the Diabloians, since first colonizing new worlds, is that every Diabloian must at one point in their lives make a pilgrimage to the home planet of Diablos. This is a custom that is about returning to the planet that mothered their civilization, some would say that you are not a true Diablioian if you have never set foot on the home world. Many believe that it allows their bodies to experience the conditions that their species evolved in. The air is filled with organic particles that are symbiotic with Diabloian physiology, and high gravity that they would only be able to feel in gravity chambers (or colonies of similar mass to Diablos). It is considered an ill omen to die without ever setting foot on the home world. Because of this, the Diabloian armed forces will pay all travel expenses to any who enlist, who wish to visit Diablos before going into active duty. (more to be added over time) === History === ====The Age of Blood==== The Diab civilization began many thousands of years ago. Early Diabs were part of very scattered clans each with their own unique culture. But one thing that was shared between the clans was war. Early Diablos was a constant battlefield as the clans fought tooth and claw for every inch of livable land. Over thousands upon thousands of years clans grew and were crushed, assimilated into other clans or were wiped out altogether. At the time the Diabs were not the only sentient species on the planet. Several other species existed who also fought for territory and food. The Diabs however were the most successful and it was not long before they completely wiped out the other races. It is theorized that some if not all Diabs at the time actually devoured these other species. Eventually after eons of warfare with each other the clans had assimilated into large countries. These wars continued up until the invention of faster than light space travel, finally the Diabs had enough space for all of them and they were united under a single empire. Space travel was not an easy challenge to meet, the higher gravity of Diablos (about twice that of earth) made rocket based space ships incredibly expensive and impractical. It was not until experiments with anti-gravity technology that practical and efficient space travel was possible. Because of this the Diabs were "planet-bound" much longer than most other civilizations of similar age. The invention of affordable and practical faster than light travel opened the door to massive expansion as the riches of the galaxy became open to those with the courage and the drive to seek them. ====The Age of Expansion, and First Contact==== The "opening of the the stars" as it was called at the time lead to massive land rush's as the Diabs raced out into the new frontier to claim land and wealth for themselves. They discovered many worlds rich with valuable ores and teaming with new exotic life forms. The Diab population exploded in these often far less hostile conditions, helped by the discovery of new medicines from alien plants and spores (similar to the invention of penicillin on earth). As they frantically colonized the surrounding space it was not long before they made first contact with another sentient alien species. This race however was not peaceful and attacked the far less advanced Diab ships, plundering them. As they destroyed more and more ships they became bold and openly attacked a Diab colony, assuming the Diabs to be too weak to oppose them. This was a grave error, the raiders were quickly disposed of by the local militia and their ships captured by Diab boarding parties. Using these ships the Diabs unlocked many secrets of more advanced ship and weapon designs. Reverse engineering the captured ships the Diabs quickly produced a massive armada in an industrial boom fueled by the many metal and resource rich planets that the Diabs had settled, Diablos itself being overly abundant with valuable heavy metals. ====The Age of Steel==== With their new found technology the Diabs counter attacked against the alien species. While the alien's economy and industry were in decline, resorting to raiding other neighboring species, the Diabs were in a veritable industrial renaissance. Though the alien ships were still superior to the newly built Diab warships the diabs could outproduce them ten times over, overwhelming their armada with superior numbers and tactics gained from eons of war. Over a hundred or so years of war followed as the Diabs systematically destroyed enemy ships and raided their colonies. Even more deadly on the ground the Diab soldiers easily overtook the physically inferior aliens with a brutality that would not be seen since. In the end they were crushed, their worlds plundered and their empire in ruins. They were eventually driven to extinction. This would be the last species to be wiped out by the now interstellar Empire of Diablos, but it would not be the last to fall victim to the new Empire's drive to expand and conquer. ====The Age of Strife==== As the Empire's domain expanded through the stars it became increasingly difficult to govern the ever growing population. The Empire was (and is to this day) made up of several remaining large clans from the Age of Blood. The Diab's true nature is that of warriors, and the peace they had shared with each other would only last for so long. As tensions mounted old clan grudges reemerged. Civil war rocked the Empire for hundreds of years as whole star clusters separated from the Empire under their old clan banners. Some of the large clans even split up into smaller clans, re-adopting the clan names of those that had been assimilated. Today the united clans of the Empire of Diablos only make up about 45% of the entire Diabloian population. The remaining population and star systems belong to various clan names and maintain independence from the Empire. A tenuous peace exists between the clans and the Empire and open hostilities have since ceased. Differing ideologies and old clan rivalries still exist and keep them from unity. However pacts exist between the clans that agree on one thing, if the Empire of diablos ever attacked one of the clans in an act of imperialism, all the other clans would unite their armies in mutual self defense. Many agree that if the independent clans ever joined the Empire there would be little that could oppose them. === Warfare and Tactics === The Empire of Diablos has two main fleets, the Inner Fleet and Outer Fleet. The Inner Fleet is based near the galactic core and is in constant warfare with various hostile races (not the grox anymore hah, will have to think of something better). The Outer Fleet is based in the outer reaches of the galaxy and battles against the Warlord Faction races. The Diabloians favor lightning warfare, overwhelming their enemies in fire power and man power. Their ferocity in battle has become infamous, especially when "the frenzy" takes hold of them. There are few things more terrifying than a frenzied Diabloian. When the battle needs more firepower than the standard land war can provide, the Diabloians bring out the big guns of their Heavy Warships. Frigates, Destroyers, Cruisers, and Dreadnoughts are the most massive ships in the Diabloian Armada. All have a somewhat rare capability among massive space vessels in that they are capable of operating within atmosphere. This is partly due to the way they are designed and supported but most of all because of massive and complex anti-gravity generators. These generators make it as if the massive vessel were in the zero-g environment of space, preventing the hull from buckling under it's own weight. Because of this Diabloian Warships often get in close for supporting ground forces and bombardment. === The Frenzy === [[File:Frenzied_Diabloian_(2).png]] This soldier's will has failed him. He is now a slave to his own instincts! Adrenaline surging through his body has tripled his strength and quadrupled his brutality! It will take up to 30 hours (the length of a Diablos day) before he returns to normal but how many will he kill before then? A frenzied Diabloian is extremely dangerous only the most potent tranquilizers can hope to calm him. Most restraints are useless and easily shredded. They direct all of their fury at whoever induced the frenzy (usually the enemy) so they can be somewhat helpful in warfare. However there is no guarantee that they will not attack friendlies, members of their own race, or even their friends or lovers, so caution must be used around them at all times. They are also un-phased by pain, and will continue to attack even when suffering debilitating injuries. Thankfully most Diabloians are able to keep this primal instinct in check, and are trained to do so at an early age. During a raid on a Zaretian war factory, there were reports of a frenzied Diabloian soldier found with a Zaretian Brute's severed arm in his mouth. The frenzy is an exhausting state, and after it has subsided most Diabloians will be too tired to stand. The muscles are strained and need to rest and repair. Frenzying can have a deteriorating effect on the individual's health if it happens too often, as the damage to the muscles accumulates without a chance to heal. === The Peacekeepers === However as fierce and bloodthirsty as the Diabloians can be, they ally themselves with the Peacekeepers. They do not view weakness as something to be purged, but to be pitied. They feel that waging war against an opponent who is weak is not worth the effort. Instead they ally with weaker empires and trade technology, arts, and knowledge which they believe in the end makes both empires stronger. One of the main reasons the Diabloians have joined the Peacekeepers is because their code states that only strong opponents will bring honor in victory. They not only believe that the Warlords would be a suitable challenge but condemn the acts of the Warlords against "weakling" races as dishonorable in the highest sense. However some Peacekeepers were initially distrustful of the Diabloians, concerned that the Empire of Diablos was far too aggressive and war like. In diplomatic talks with the Peacekeepers one Rach diplomat stated "The Empire of Diablos only aids us because of our strong enemies, but what will happen if we defeat the Warlords? Will they then turn on us when they have no more Warlords to kill?" Admiral Korsair of the Outer Fleet responded, pounding his metallic hand on the conference table, "Do you think us rabid beasts!? An alliance is a sacred bond between Empires that must not be broken! Even if the Warlords are defeated there will always be new enemies. And when they emerge, Diablos will be there." Despite this the alliance remains strong and many of the Peacekeepers are "just glad they are on our side." == Notable Diabloians == === Admiral Vlad Korsair === [[File:Admiral_Korsair_(6).png]] The Empire of Diablos has two main fleets, the Inner Fleet and Outer Fleet. The Inner Fleet is based near the galactic core and is in constant warfare with various hostile alien races (was the grox but the canon is being questioned). The Outer Fleet is based in the outer reaches of the galaxy and battles against the Warlord Faction races. Vlad Korsair is the Admiral of the Outer fleet. Originally the Admiral of the Inner Fleet, he was transferred to the Outer Fleet. During a fierce engagement with an enemy fleet, his command ship was disabled and going into core meltdown. He bravely stayed behind, helping his wounded men escape from the doomed ship. He went back in for one last look for survivors but was caught in an explosion that tore off his right arm and wing and half of his tail, blinded his right eye, and broke both of his legs. The then young sergeant Stryfe Drasckilkov risked his life to pull the Admiral to safety. It was uncertain if Korsair would even survive the night. Unable to move, let alone command his fleet, Korsair's position as commander of the Inner Fleet was relinquished to Eva Vastiir. Korsair survived and his missing body parts were replaced. Rather than subject him to the dishonor of forced retirement, the council instated him as admiral of the Outer Fleet, which protects the Empire from threats outside of the core. With few threats outside of the core, the Outer Fleet saw relatively little action. Korsair became depressed, longing for his glory days on the front lines. Then, word of several militant factions banding together, calling themselves "The Warlords" reached the Admiral. With a wicked grin he rallied his soldiers. "Brothers and Sisters, we have a reason to live again!" There were some who questioned Korsair's motives when he initially brought Diablos into the galactic war, believing him to be putting personal glory before the good of the Empire. However it became clear that the Warlord's needed to be reigned in after the first battle of Norsus. Here, a massive Zaretian and Margan invasion forced the founders of the Peacekeepers, the Rach, to flee into the warp (followed closely by their Margan pursuers) abandoning their homeworld. Many years after the war began Korsair still leads the Outer Fleet. Initially after the Diabs entered the war many called for Korsair to lead the peacekeepers in place of the then General Gorach (now emperor). He refused stating that he preferred to remain commander of the Diabloian warfront where he would not be "tied down by bureaucratic lunacy" He instead recommended that the Aeveria Confederation be responsible for organizing the alliance, pointing out how they were rather familiar with dealing with multiple species alliances. === Admiral Eva Vastiir === [[File:Admiral_Vastiir_(1).png]] Eva Vastiir is Admiral of the Inner fleet of Diablos. She is cunning, ruthless, and her cold glare makes even the fiercest Diabloian warriors cower in fear. She replaced Admiral Korsair as commander of the Inner Fleet after his injuries left him unfit to command. === Skarrd Heldav === [[File:Skarrd_Heldav.png‎]] "Nothing personal, just business." A Diabloian mercenary, he sells his services to the highest bidder Peacekeeper and Warlord alike. If you need something killed or destroyed he's your man, provided you've got the money. He wields a modified version of what was originally a vehicle mounted rail gun. He's a free agent and can be hired by both Peacekeepers and Warlords. He has no qualms about killing fellow Peacekeepers (including other Diabloians) so long as he gets his payment. He's not exactly evil, he's just not exactly good either. He does have some principles though. He sticks with his contracts after he has accepted them, so he can't say... be hired to protect a cargo freighter and then be called by a Warlord and offered double to blow it up. "I'm already under contract, if you want to blow this thing up you'll have to do it yourself. Of course you'll have to get through me first." If you double-cross him (fail to make payment, sell him out, and otherwise break the terms of the contract) he will kill you, and that's the end of the discussion. He doesn't come cheap either, but he'll give you a discount depending on how much fun he had during the fight. ==History and relations with other races== ===The Rach and The Zaretians=== The Zaretians had begun the final phase of their plan to eradicate the Rach and their assault of the Rach homeworld Norsus commenced. Diablos forged an alliance with the Rach after learning of the escalating galactic war. Though none of the warlords directly threatened Diablos at the time Diablos decided to enter the war on the Peacekeeper side, the only reasoning being to even the odds against the warlords and their own personal glory in battle. The Rach needed an army, and Diablos wanted a war. While General Gorach activated the Rach elite units to combat the Zaretians on the planet's surface, Diablos began an attack on the Zaretian blockade surrounding the planet catching them by surprise. Unable to fend off both simultaneous attacks the blockade fell apart and what remained of the Zaretian fleet was forced into retreat. From that moment on the Zaretians became one of the primary enemies of the Diabloians in the war. With their homeworld and military in ruins the Rach began an exodus, abandoning Norsus to find a new place to call their own. With their sophisticated stealth technology they disappeared into the black, hiding away from the war that had already cost them so much. With the Rach gone the Diabloians stepped forward to become the dominant military force of the Peacekeepers. Having helped the Rach escape the Diabs left Norsus to continue their fight against all other Warlord powers, eventually the empty planet was taken by the Zaretians. It was not know what had actually happened to the Rach until ten years later when they reemerged from the warp and began their bloody fruitless campaign to retake Norsus. ===The IAE=== The Empire's relationship with the IAE has never been very good. After a failed first strike by a bumbling Diabloian commander the IAE had the excuse they needed to justify entering the war against the Peacekeepers. "It's almost as if they made the whole thing up just so they could have the moral high ground..." responded a disgruntled Admiral Korsair to questions on the topic. The IAE remains one of the Diab's most tenacious enemies. What their troops lack in fighting ability they make up for with advanced technology, especially when it comes to vehicles. Relations with the IAE are as low as they've ever been after the decimation of the civilian planet of Eumara, even fomenting "witch hunts" for Diabloians in nearby star systems by the outraged IAE civilian population. Admiral Korsair has stated that the one responsible for the tragedy, Vice-Admiral Kaldev, is currently being hunted by "elite Diabloian forces" and urges and equally outraged Diabloian people that the traitor will be brought to justice for his crimes. Korsair has admitted to feeling personally responsible for the tragedy, having himself appointed Kaldev to a vice-admiral. "I am shocked and appalled, the Kaldev that I appointed was never the sort who would do such a thing, he was a man of great pride and honor and followed the code almost religiously. Whatever possessed him to do this is beyond me, however it cannot be denied that he must be stopped and made to answer for what he's done. They may be our enemies but as Diabloians we must take responsibility for our failures, just as I must take responsibility for my subordinates and my poor judgment." (to be continued) ==Military Units== ===Diablos Marine Corps=== [[Image:Spore 2012-03-27 12-02-30.png|400px|left|thumb|A Soldier clashing with a Doomtrooper.]] The main fighting force of the Empire; the marine corps is all volunteer and fully integrated with both men and women serving on the front lines. While formidable in all fields of war, infantry is the Diabloian's specialty. The high gravity and harsh nature of their home planet has given the Diabloians amazing physical prowess. This coupled with an intense training program makes the Diabloian Marine a dangerous foe. Traditionally, Diabloian soldiers would fight to the death, dying with honor being preferable to capture, and taking no prisoners. It was considered respectful to kill a defeated soldier rather than capture them. However, when the Diabloians entered the space stage, they have had to "unlearn" this tradition as most other empires they go to war with would rather live to fight another day. ====Armor==== [[Image:CRE Diabloian Armor-0d9f7f8a ful.png|300px|right|thumb|A full set of Diabloian Heavy Plate armor.]] Soldiers wear an advanced set of armor. The first layer is a skin tight jumpsuit, weaved of microfibers. It is flexible and light, and allows for unhindered movement. When it is struck with a projectile it becomes as hard as steel and absorbs the blow, minimizing the damage to the body. The second layer is made up of thick armored plates that protect vital organs. The signature mask of the Diabloian marine is customized to fit the wearer. Males have holes drilled in their masks that fit to their horns. The mask provides protection to the head and face and electronically integrates the soldier to their suits. The mask provides a heads up display, showing life signs, suit integrity and various other functions. The mask also monitors brain activity and stress levels. If a soldier's stress levels are too high they become "frenzied." When the mask detects that stress levels are reaching dangerous levels it signals the suit to administer a sedative, keeping the soldier from frenzying. While it is not possible to completely stop the frenzy, the suit can manage it and soldiers can go for much longer times without frenzying. ===The Valkyries: Diablos special forces=== [[File:Diabloian_Valkyrie_(4).png]] The Valkyries are a highly trained special forces unit, skilled in stealth and sabotage. The Valkyries are an all female unit, a tradition dating back to the age of warring clans. They were tasked with retrieving the captured corpses of fallen warriors from enemy clans, and bringing them back to receive a proper burial. A largely ceremonial role, much like the Valkyries of Norse lore, they were seen as gathering the fallen to bring them to the "Eternal Battlefield." This is a very dangerous role; sending a young woman into a camp of ravenous soldiers (who likely haven't seen a woman in months) can lead to a very unpleasant fate. They were trained in stealth, learning to blend in and move silently, and skilled Valkyries could steal a body and return home before the enemy even realized it was missing. However there are also practical reasons for using females for stealth roles. Biologically, female Diabloians are much less susceptible to the effects of "the frenzy" and tend to be more calm under pressure. This makes them much better suited to roles that require more finesse and composure. Today, the Valkyries are tasked with high priority missions ranging from espionage, to sabotage, to assassinations. They are lightly armored to allow better movement. They wear microfiber jumpsuits like the marines, and light plates. However they are equipped with an advanced kinetic barrier generator. Kinetic barriers surround the wearer with a force field of sorts, detecting high velocity projectiles and absorbing damage. They also are equipped with a stealth generator, allowing them to be "cloaked" for a short time. ===The Anti-BioMatter Task Force=== [[File:Diabloian_Bio_Trooper.png‎]][[File:Diabloian_Specialist_(1).png‎]][[File:Diabloian_ABE.png‎]] The BioMatter is a threat to every life form in the galaxy, the task force is a specially trained military branch with the goal of preventing and removing a BioMatter infestation. The Diabloians first learned of the BioMatter threat after receiving a distress call from a lost Diabloian scouting party. They tracked the signal to the Salatran owned world of Phrytaurs, where they found that the survivors of the crash had gone Frenzy and were taken to the nearby Salatran Laboratory to wait out the effects. When the search party reached the Laboratory they found a lone space captain who informed them that the Laboratory had been overrun by an organism called the BioMatter, and had to be locked down to contain the threat. The captain reported that there were no survivors and that the Diabloian scouts had been mutated by the BioMatter. Upon learning this, the Diabloians launched an investigation into the BioMatter, and learned of multiple incidents in which the BioMatter had completely engulfed entire planets and stripped them of all life. It was deemed necessary to form a specialized force to combat this threat, and an allied force of races was formed and named The Anti-BioMatter Task Force. The Diabloians took the lead of this force and are the most adamant about the total destruction of the BioMatter. They believe that the BioMatter fights without honor or creed, mindlessly slaughtering only to feed its own unquenchable apatite, they also take serious offense to the BioMatter's tactic of possessing and mutating the corpses of fallen soldiers to use for it's own ranks. This is the greatest insult as it denies the soldier his "honorable death" and forces his former comrades to fight him. The Diabloian units in the Force are highly trained individuals who are specially equipped to fight against BioMatter. Their suits are designed to withstand acid attacks and they wear breather masks for infiltrating deep into infected areas where the air is thick with a green miasma created by the BioMatter. Their weapons fire charged particles that burn holes through BioMatter flesh and cauterize the wound preventing regeneration, as well as standard explosive rounds that deal heavy damage. Each Bio-Trooper also carries a destabilizer blade (often mounted as a bayonet) which as the name suggests uses a special electric field that destabilizes the molecules of BioMatter flesh, preventing it from holding its form and regenerating. The most powerful Bio-Trooper units are known as Specialists, who are made up of only the most physically and genetically outstanding individuals of the Diabloian race. They are cybernetically enhanced and go through hellish training. They also must go through a dangerous surgical procedure in which a chip is installed into their brain which inhibits their ability to "Frenzy". This ensures that they keep a level head even under the most grueling circumstances. They lead attacks into the heart of BioMatter hives, equipped with the massive and powerful "Lancer" beam cannon which fires an enormous charged particle pulse capable of eradicating even massive birthers, as well as a more powerful destabilizer blade. These members of the force are highly classified and the exact number of these individuals is unknown but estimated to be fewer than 100. ===The Paragons=== [[Image:Spore_2012-03-27_11-58-12.png|400px|right|thumb|Paragons in action.]] The absolute finest of Diablos' warriors, the Paragons are the ideal that all diabloian's strive for. Paragons are soldiers who have proven themselves to be the best of the best with heroic accomplishments and sometimes centuries of service. Wearing the warpaint of their ancestors they inspire confidence and boldness in all soldiers who look upon them and lead them to victory. Depending on what weapons they arm themselves with they can also be known as Hammer Master's and Hail Gunners. The Paragons are few in number, with only a handful taking part in any large campaign. However their presence is so feared by the enemy and such a moral boost for the diab forces that they can often turn the tide of battle. Paragons are also sometimes tasked with bringing in dangerous diabloian criminals, specifically traitors, such as former Vice-admiral Kaldev and the mercenary Skarrd Heldav. While their combat skills make them suitable for dealing with such dangerous individuals, it is also considered symbolic because of what Paragons represent. Seeing a Paragon reminds the traitor of the ideals that they have forsaken and, in essence, they die at the hands of Diablos itself for their transgression. ==Technology== Diabloians are fairly slow to embrace new ideas (especially males), preferring to rely on time tested techniques and strategies. While Diablos lags behind somewhat in military technology(relying heavily on troops rather than equipment and vehicles) compared to more tech savvy races such as the IAE, the technology they do use is fairly impressive. ===Gravity and Anti-Gravity technology=== Evolving on a planet with intense gravity forced their technology to move differently from how ours developed. Launching rockets into space with conventional fuels proved far more costly than even our own space shuttles, since it takes vastly more fuel to escape Diablos' gravitational pull. Diabloians were forced to develop Anti-Gravity technology much sooner than most other races, and thus have extensively incorporated gravitational technology into their way of life. Most notably is their use of massive warships, the Cruisers and Dreadnoughts. These massive ships are somewhat unique in the war as they are of few ships of that size that can safely enter the atmospheres of planets. Many massive interplanetary ships of other races are built in space and are thus only designed to work in a weightless environment. The Cruisers and Dreadnoughts of Diablos are crucial in landing invading troops onto planets and providing fire support, and are probably the most advanced weapons in the Diabloian war machine. It is possible for them to enter atmosphere because of their massive Anti-Gravity envelope, and because of their over all structure and design specifications. Anti-gravity is also extensively incorporated into the infrastructure of Diablos and other high gravity colonies. Large bridges and skyscrapers often use anti-gravity technology to aid in weight baring. They also require gravity technology for their off world populations, including their soldiers and colonists from planets of lower gravity. This is for use in their gravity pods or chambers that simulate a Diablos like gravity to keep their bodies healthy. Their gravity technology is also used in other ways, like the forging the Diabloians remarkably strong metal alloys. When forging the metal used in their armor and weapons for vehicles and soldiers, the Diabs use a precise gravity machine that pulls all of the atoms of the red hot metal into a near perfect structure for durability as well as compressing the metal into an incredibly dense and strong alloy. The draw back to this is that Diabloian metal is much heavier than those of other races though much more durable, however the strength of Diabloians is enough to move relatively unhindered by the hundreds of pounds of armor that they wear, much like how a horse barely even notices a heavy rider on their back. ===Vehicles=== The Empire makes use of several ground vehicles. Though their military relies mostly on infantry, their armored vehicles are still necessary. Most Diabloian vehicles are heavily armored and utilize "Pyre" weaponry similar to the standard assault rifle and other small arms, only on a much larger scale. A vast majority of Diab vehicles do not use wheels or tread but rather anti-gravity hover tech. ====Rapid Armored Transport (RAT)==== The Diab Rapid armored transport also known as the RAT is one of the only war vehicles in the Diabloian arsenal that uses wheels and tires. As it's name suggests it is primarily a transport vehicle for infantry, functioning much in the same way as a modern Humvee does. It carries up to five infantry; a driver, passenger, back seats and a place in the ball turret. It's leg like suspension system makes it well suited to bumpy and obstructed terrain. It is equipped with two heavy pyre machine guns with armor piercing capabilities, effective against infantry and light vehicles. A group of RAT's firing on a single target are also capable of destroying larger more heavily armored vehicles. They are also equipped with two rocket pods for more heavily armored targets and buildings. RAT's are fairly armored for a vehicle of it's class and many have compared it to the capabilities of a light tank, despite being a transport. ==Trivia== * Diabloians believe it is dishonorable to attack civilians in war for ANY reason. This is because they believe that war is only a place for warriors and that victory achieved through such underhanded tactics is no victory at all. * While female Diabloians are free to serve in the military, only a small percentage become infantry, the majority of infantry are male. Most females become pilots or operators and mechanics aboard cruisers. A majority of snipers are female as well, not to mention the all female special forces division, the "Valkyries". * Conversely, few males become pilots, snipers, or special operatives as they are viewed as ill suited for jobs that require multitasking, patience, or finesse. Ironically there are some organized movements of males looking to dispel this negative stereotype. * One of the most controversial debates for the Diabloian race is the argument over "natural" and "protected" births. Technology now exists for Diabloians to remove one or both unborn babies from their mother's womb, preventing them from causing harm to each other and thus allowing both infants to live. The "Protectors" believe that the "first trial" (the moment when both unborn's are triggered into a frenzy like state, forcing one to kill the other before birth) is a leftover relic from their evolution, necessary at one point to ensure the strongest survived, but no longer wanted in this era of technology. The "Naturalists" however believe that this evolutionary trait is what has kept their race as strong as it is, and that tampering with that may lead to a "weakening" of the Diabloian race. The debate has been raging for many years and shows no sign of resolution. * The Admirals of the fleets, presently Admirals Korsair and Vastiir, have absolute power over all military units in their region of space, Korsair representing all of space involved in Epic War. The fleet is broken up into several divisions each under the command of Vice-Admirals who answer only to the Admirals. The title of Admiral is the highest honor that any soldier can rise to, only those who are considered "paragons" can ever hope to become Admirals or Vice-Admirals. Admirals and Vice-Admirals abusing their power is almost unheard of in Diabloian history. Vice-Admiral Kaldev is one of the very few in Diabloian history to be stripped of his title after the atrocities he committed at the IAE colony of Eumara. He is currently being hunted down for his crimes and is likely to face execution if captured. * When Diabloians disagree over something strongly, or have had their honor insulted, it is considered respectable and honorable for them to settle these disputes in single unarmed combat, or duels. These duels are generally not to the death and the loser must accept defeat with respect as it is considered dishonorable to dispute it. * If a Diabloian loses a limb it is often replaced by a mechanical prosthetic. While technology exists to simply grow a new limb or organ using their cells it is considered impure to do so. The reasoning behind this is that "once you lose a part of you, trying to replicate it is to insult the purity of the body" While a mechanical limb helps them to continue to function in life, it also serves to remind them of what they have lost. In duels, it is required that prosthetics be removed before beginning as they are not considered part of the body and could be classified as weapons. * The commands of superior officers are absolute in the Diabloian military. However if a soldier feels that the officer (of any rank) is abusing his power they have the right to invoke an honor duel called "Vahlrak" which loosely translates to 'defiance' or 'mutiny'. If the challenger can over power the superior officer then they essentially replace them, becoming the new commanding officer. However this is fairly rare as only those who have proven themselves exceptionally strong in both body and mind become officers and few cases of abuse have been recorded. Even more rare is for an officer to actually be beaten in this way. If a challenger fails then they cannot challenge again and they are not punished for insubordination. This however has a severe draw back in the case of Vice-Admiral Kaldev, as his absolute control over his fleet division means he has a dangerous force at his disposal. After the incident at Eumara he cut off all communications between his fleet division and the rest of the Outer Fleet. His subordinates are his prisoners, even if a soldier invokes Vahlrak it is almost impossible that they would be able to best him as he was reported to be in a strange state similar to Frenzy. * Admiral Korsair was challenged to Vahlrak by one of his officers after the incident at Eumara. Korsair ordered that secret supply drops be delivered to pockets of surviving colonists as they awaited rescue from IAE forces. The officer disagreed with Korsair's order, he believed that helping their enemies while Kaldev escaped was wrong, while Korsair argued that as a matter of honor Diabloians must take responsibility for their actions. After a heated argument the officer invoked Vahlrak, stunning the rest of the crew. Korsair accepted and as the rules required he removed his arm, wing, eye, and (to the shock of the crew and challenger alike) his life support vest. His lungs were damaged in the explosion from early in his career, requiring him to wear a life support vest to keep them functioning. However he quickly rendered his challenger unconscious and that was the end of the matter. *All Diabloian held worlds end with the suffix "os" Examples being Diablos, the colony Larvos (attacked by a Reaper experimental Weapon) and Kronovos (over which they are battling with IAE forces.) This is because "os" in the Diabloian language is roughly equivalent to "land" or "world" For example, Diablos roughly translates to "Land of Purification." *Diabloians have an average lifespan of 300 years. Unlike humans however, they do not gradually age as they get older but stay roughly the same. It is only in the last few decades of their lives (roughly around 250) that they rapidly begin to age, becoming more frail, wrinkly and any other common signs of age. *Diabloians can grow hair just like humans. However only females grow heads of hair, while only males can grow beards. This is because males have very different scalps to females, thicker and rougher because their distant ancestors banged their heads together for dominance. It is customary for males to shave their beards until they reach about 200 years old, and are considered an elder. Elder's are very respected in Diabloian culture for their wisdom and experience. Though there is no law saying that one must grow a beard when they turn 200, their is social stigma against those who let it grow before they have reached the appropriate age. more to be added as I think of them* [[Category:Legacy Lore]][[Category:Page]][[Category:Empire of Diablos]] fe0s3nts3biip9taxi1xgix7kex446a Empire of Diablos (Branding) 0 1540 16750 2021-05-16T01:34:54Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16750 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Empire of Galdera 0 666 11930 9841 2020-01-10T21:47:41Z Amaker1450 26550035 /* Mechanized Battlesuit Weaponry */ 11930 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Repzork Flag2.png|400px|]] |caption = ''"Embrace the light of our eternal Monarch, and together we shall bring harmony to a shattered galaxy."'' |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label2 = Creator |data2 = Amaker |label3 = Active: |data3 = 0AU (After Unification) - present (5,857 years) |label4 = Founding Document |data4 = Imperial Covenant; Galderan Pact |label5 = State Religion |data5 = Deltausyleris (Children of Syleris) |label6 = Allegiance |data6 = Neutral |label7 = Capital |data7 = Galderis Fortress, planet [[Kovas]] |label8 = Member Races |data8 = [[Arkevon|Arkevon Empire (Founder)]] <br />[[Nevelin|Empire of Ilsur]]<br />[[Zenura|Zenuran Union]]<br />[[Jaset|Jaset Confederation]]<br />[[Yin'vair|Yin'vair Dominion]]<br /> [[Renesat]]<br />[[Taervand]] <br /> [[Valdar|Valdar (Zhagavian Republic)]] |label9 = Ligua franca |data9 = Kyrgalon |label10 = Sporecast |data10 = [http://www.spore.com/sporepedia#qry=ssc-500789429823] |header11 = Administration |label12 = Central Government |data12 = Constitutional Monarchy with an elected Senate |label13 = Current Ruler |data13 = Empress Kazadair III of the Hieruset Dynasty |label14 = Heir to the Throne |data14 = N/A |label15 = Senate Leaders |data15 = Aktaz Salar (Arkevon) <br /> Zhanseif Bovol (Nevelin)<br /> Alamati Okat Kalguri Xarsat (Zenura)<br /> Haljasa (Jaset)<br /> Ketsarta Oldurasati (Yin'vair) <br />Ilvyaden Nolaklak (Renesat) <br /> Ikthia'hazeth'kesai (Taervand) <br /> Adras'nzania (Zhagavian Republic) <br /> |header16 = Economy |label17 = Economic Model |data17 = Post-Scarcity Socialist/Capitalist hybrid. |label18 = Currency |data18 = Alro |label19 = Primary Economic Hub |data19 = |header20 = Armed Forces |label21 = [[Empire of Galdera#Commissioned Officer Ranks|Current Xelva:]] |data21 = [[Empire of Galdera#Ahkavas_Teldiv|Ahkavas Teldiv]] |label22 = [[Empire of Galdera#Commissioned Officer Ranks|Current Valxelva:]] |data22 = [[Empire of Galdera#Kelevien_Valrus|Kelevien Valrus]] |label23 = [[Empire of Galdera#Commissioned Officer Ranks|Current Noxelva:]] |data23 = Joldm Nassadis Basur (Nevelin)<br /> Indilim (Jaset)<br />Nazatek Sadim Nokture Malad (Zenura)<br />Hok'ten Zhaseif (Yin'vair) |label24 = Headquarters |data24 = Guardaros ('Citadel') |label25 = Service Branches |data25 = [[Empire of Galdera#Imperial Army|Imperial Army]]<br />[[Empire of Galdera#Navy|Navy]]<br />[[Empire of Galdera#Her Majesty's Special Forces|Her Majesty's Special Forces]]<br />[[Empire of Galdera#Ascendant's Guard|Ascendant's Guard]] |label26 = Recruitment |data26 = Two years of mandatory service after graduation. |label27 = Current Engagements |data27 = |header28 = Diplomacy |label29 = Allies |data29 = N/A |label30 = Neutral |data30 = [[Empire of Diablos]] <br /> [[Aeveria Confederation]] <br /> [[Betel Recyclers]] <br /> [[Confederation of Derahs]] <br /> [[Karahotdoum Empire]] <br /> [[The Rach|Rach Empire]] <br /> [[Luminarians]] <br /> [[Sauran Solidarity]] <br /> [[WBI|Warbot Industries]] <br /> [[Delani Republic|Delani Remnants]] <br /> [[Kastalian Survivors]] <br /> [[Holy Nepharian Empire]] <br /> [[Khasii Consulate]] <br /> [[Transmetallic Confederation]] <br /> [[The Gronian Imperium]] <br /> [[The Wingle Union]] <br /> [[IAE]] |label31 = Enemies |data31 = [[Repzork Empire]] <br />[[Zaretian Monarchy]] <br /> [[Margan Empire]] <br /> [[Necraal|Necraal Kingdom]] <br /> [[The Xeverra]] <br /> [[Skrey Nation]] <br /> [[Asanian Syndicate]] <br /> [[Conkirite Dictatorship]] <br /> [[Teruzar]] <br /> [[Valdar]] <br /> [[Biomatter Swarms]] <br /> [[Nalstros Space Pirates]] <br /> }} The Empire of Galdera (Pronounced [Gal-dare-ah]) is an interstellar nation comprised of several alien races. Initially founded over five millennia ago by Emperor Kazadair I of the Arkevon following the Wars of Unification, the empire has grown into a major power that encompasses eight member states as well as a powerful and technologically sophisticated military. The current ruler is Empress Kazadair III of the Hieruset Dynasty, which has ruled the empire since its founding. The Galderans are a very religious people; the majority of the population, including the royal family, follow the teachings of Syleris, the goddess in the center of the empire's state-sponsored religion, Deltausyleris. The primary goal of the empire is to spread Syleris' teachings across the galaxy and eventually unite all races under the goddess' rule -whether it be through diplomacy or war- as part of her 'divine will', her supposed plan to cleanse the galaxy of its corruption and usher in a new golden age for all life in the galaxy. The Galderans became aware of the [[Great War Historia|Great War]] shortly after their first encounter with the [[Repzork Empire]], an Arkevan nation founded by refugees who had fled during the Wars of Unification. The two have since been locked in [[Galderan-Repzork War|conflict]] as the Galderans attempt to bring them under imperial compliance and put an end to their bloodthirsty ways. In fighting the Repzork, the Galderans became aware of the Warlord Pact. Concluding that defeating the pact would be for the good of the galaxy, the Galderans have intervened in the Great War as a neutral power and have launched attacks against several Warlord targets. == History == The Galderans have a proud and extensive oral tradition, and one of the most common ways that they express this is through 'Vulgas', which roughly translates into, 'Sagas.' While their history is written down, the Galderans much prefer to tell their stories through song and poetry when possible. For the Empire's history, each Vulga encompasses a different time period, and is named based on the general 'theme' of that time period. Each era can last as short as a few years or encompass several centuries. Most of the information on these Vulgas come from traveling 'Skalds' who travel across the stars and recite stores from Galderan religion and history. Such skalds are common sights when the Empire is forming an alliance with another species and is trying to assimilate them, though there are many groups who claim no affiliations and simply travel as they wish. === Pre-Modern History - Vulga of the First Convert === The Arkevan species is believed to have originated in the eastern reaches of the continent of Nolsaria. From here, they expanded outward to the Varo, Hasrid, and Knalkrik Islands and into Chelksrin; Kalkrik is believed to have been ignored due to its inhospitably cold climate. As Arkevan tribes migrated into Chelksrin, they encountered the Karusar, reptilian beings similar in appearance to terran frilled lizards. The two soon competed for resources and land, speaking a millennia-long feud that would take on religious significance. As tribes developed into nations, the Karusar effectively cut off Nolsaria from the rest of the world, and would sporadically invade the mainland to take captives, food, and resources. The Arkevon likewise would invade Chelksrin, but neither side ever managed to seriously threaten the other, partly because they still fought among themselves. It was during this period when the now legendary king, Xarvok I Hieruset, rose to power in the Kingdom of Nolsara, a powerful nation located along the southeastern coasts of Nolsaria. The king was driven to eliminate the Karusar, and knew that uniting the Arkevon to his cause was the key to victory. He is also the first recorded follower of Syleris, and played a major role in spreading his beliefs across Nolsaria. Xarvok and his followers claim that Syleris spoke to the king in a dream, promising him a vast empire and the elimination of the Karusar in exchange for his service, though there is no proof to confirm this truly happened. Nevertheless, Xarvok traveled across Nolsaria, brokering deals and forming alliances with the various nations in preparation for his invasion of Chelksrin. By the end of his mission, most of Nolsaria was ready to fight by his side. Using the Knalkrik Islands as a forward position, the full might of Nolsaria caught the unprepared Karusar completely by surprise. The kingdoms of Chelksrin quickly succumbed to the onslaught, and the Karusar were spread far and wide as they attempted to escape, but the Arkevon continued to kill them wherever they found them. References to Karusar holdouts would sporadically appear in the historical record over the next few centuries before stopping; with no sightings in centuries, researchers have concluded that the Karusar were completely wiped out. Keeping to his word, Chelksrin was divided among the victors. With the continent now free of resistance, travelers and migrants were able to travel across Kovas, eventually meeting up with those who had managed to get past the Karusar generations prior. Xarvok I now controlled the largest nation on Kovas at the time. But the peace was short lived as tensions flared up with the northern kingdoms, followers of the god, Oltavar. They were resistant to Xarvok's efforts to spread the word of Syleris, going as far as to attack traveling priests. They were also not subtle about some of their more gruesome practices, having sacrificed countless Karusar to Oltavar during the invasion of Chelksrin. These differences soon led to a long war between the two. But thanks in part to the Nolsarian's Kavrass cavalry, Xarvok gained the upper hand, and the sons of Oltavar were pushed back to the northern reaches of Kovas. Hoping to avoid capture, they assembled a fleet and sailed north, taking refuge on Kalkrik. Believing they would die, Xarvok did not pursue, focusing instead on his kingdom. === Founding - Vulga of Strife === The Nolsarian Kingdom persisted for several centuries in various forms before eventually reforming into the Nolsarian Empire. The empire maintained religious and political influence throughout Nolsaria, having made Syleris the dominant deity and the Hieruset dynasty being exceptionally wealthy and powerful. The empire formed an immediate rivalry with the Kalrians, the descendants of the northern kingdoms that had fled to Kalkrik, when Kalrian forces invaded northern Nolsaria in an attempt to reclaim their former homeland. The invasion was repelled; nevertheless, the Kalrians and Nolsarians would wage countless wars over control of both Nolsaria and Hasrid island. While the Kalrians were never able to establish a permanent foothold on Nolsaria, Hasrid would change hands numerous times, and would become contested more frequently as metal and oil deposits were discovered. By the beginning of the modern era, the Nolsarians had become one of a few global superpowers. Over the span of a few centuries, they had control over all of Nolsaria, the Varo, Hasrid, and Knalkrik islands, had a foothold on the northeastern-most regions of Chelksrin. As their power expanded, so too did their desire to unify Kovas, believing that it was the first step in Sylris' grand plan to usher in a new golden age for all life in the galaxy. The Nolsarians had long used peaceful means to rally people behind their cause, but while they converted many, the other world powers, including the Kalrians, were ambivalent or even outright hostile, seeing Syleris as little more than a tool to control the populace. This and other ideological differences, as well as mounting territorial disputes and increasingly limited resources caused tensions to gradually rise across Kovas, leading to a worldwide cold war. The Nolsarians were at the forefront of technological developments throughout this era. They were the first to send an Arkevon into space, and later, were also the first to develop [[Space Travel|Faster-Than-Light]] travel, which sparked a colonization race among the world powers that saw the Nolsarians establish a sizeable interstellar empire comprised of six worlds and several asteroid bases. The first military starships and strikecraft were also developed during the colonization race. During the colonization race, Emperor Kazadair I came into power. Kazadair, a somewhat fanatic follower of Syleris, had grown tired of his empire's attempts at diplomacy when it had become clear that it was not going to work in achieving Syleris' goals. He ordered a massive buildup of the military in preparation for an attempt to unite the Arkevon through force. Seventy-Six years before the founding of the Galderan Empire, he launched an invasion of the Kalrian Empire, sparking the Wars of Unification, one of the bloodiest and most destructive wars in Arkevan history. Though it began between the Nolsarians and Kalrians, the conflict quickly escalated into a free-for-all between the global powers as each sought to achieve various objectives while eliminating their rivals. The Nolsarians fought on a number of fronts, with some of the bloodiest battles being fought between them and the Kalrians. After successfully capturing the Kalrian capitol in one swift offensive, but failing to capture the royal family or their top generals, the Nolsarians initiated a brutal 'planet hopping' campaign that saw the two nations clash in the predominantly subterranean Kalrian settlements. The resulting carnage from these battles was catastrophic for both sides, but while the Nolsarians suffered grievous casualties, the Kalrians were on the brink of defeat. In a desperate maneuver, the Kalrians, refusing to surrender, assembled a fleet of ships in their outermost colonies. Much of the surviving Kalrian government, as well as millions of soldiers and civilians, were loaded into these ships while what remained of the Kalrian military stayed behind to distract the Nolsarians. In what became an infamous act of incompetence, the Nolsarian officers in charge of the offensive received reports of the Kalrian's plans, but failed to act upon it, convinced that the Kalrians were instead preparing a last stand. It was only after the fleet had fled that the officers had realized their mistake. Nevertheless, the remaining Kalrians were eventually defeated and subdued. Several attempts would be made to locate the fleet in the months that followed, but none of them were successful, and the Nolsarians abandoned their efforts. By the closing days of the war, most of the global powers had collapsed and were absorbed into the Nolsarian Empire. The only opposition left were the Lekonians of Lekeron. Lekeron, while it had not directly fought Nolsaria for much of the war, had been severely weakened due to being invaded on multiple fronts. They knew they had no chance of victory, but being a people who held themselves to a code of honor, refused to surrender and would instead die fighting. But while the Nolsarians were preparing to strike, Queen Erulel Hisanth, the ruler of Lekeron, stepped forward and challenged Kazadair to a duel to the death. If Erulel won, the Lekonians would fight to the last man. But if Kazadair won, the Lekonians would surrender without another shot. A ceasefire ensued as Kazadair locked himself in his inner sanctum to pray on the matter. When the emperor emerged, he accepted the duel. The two agreed to fight on a large courtyard located on Dasius, one of Lekeron's remaining colonies. Generals, guards, and family members alike came to watch the duel while billions more viewed through televised broadcast. Both opponents had to use a melee weapon; they could not bring any form of ranged weaponry, though they could bring their power armor. Kazadair brought with him the mighty two-handed war hammer, ''Xarvok's Fury'', while Erulel brought both a dagger and a mace, which many considered to be a somewhat unusual choice. With a shot from the referee's pistol, the duel began. The two monarchs fought fiercely for several minutes, inflicting many wounds upon each other before Kazadair was finally able to deal the finishing blow by impaling Erulel's head with the spike of his war hammer, piercing Erulel's skull and killing her instantly. Honoring their queen's promise, the Lekonians surrendered unconditionally to the victorious Kazadair, bringing an end to the Wars of Unification. To honor Erulel's memory, her equipment is kept on display within [[Galdaris Fortress]], and her body received the traditional Lekonian burial. Kazadair, while victorious, would walk with a limp for the remainder of his life due to the injuries he sustained during the fight. He refused any treatment to fix the limp even up to his death. After the Wars of Unification began the Vulga of Mending. During this period, the Arkevon focused on rebuilding and mending their ideological and cultural differences so as to direct themselves towards a common cause. Both the military and the church played a substantial role during this time, with both providing relief to war torn areas and the military acting as a peacekeeping force. The church instilled hope into any willing to listen, leading many to convert to Syleris. Most surviving military elements from the former superpowers were inducted into the empire, as were their technology and equipment. Those units that were not inducted were instead disbanded, or in some cases, put on trial for war crimes. This was also the time in which some royal families, such as the Lekonian dynasty, married into and eventually were entirely assimilated into the Hieruset dynasty. === Vulga of Wonder === With the Arkevon now unified, the Nolsarians were prepared to dedicate their empire to Syleris' cause. They renamed themselves into the 'Empire of Galdera', in reference to their submission to Syleris' authority, symbolized by her fortress, Galdera, and announced a celebration dedicated to the unity of the Arkevan people and their new purpose. The Army of Nolsara was renamed into the Galderan Armed Forces ('''GAF'''). This triumphant celebration marked the beginning of the 'Vulga of Wonder', a period of intense optimism, wonder, and faith in Syleris. Many who had previously doubted the goddess would eventually come to be converted to her cause. A continuation of this celebration is held annually as the 'Day of Unification'. Following the end of the festivities, the Galderans began to expand their empire, but after several decades, they came to a worrying realization: they were seemingly alone in the galaxy. Though military expeditionary fleets catalogued numerous worlds and countless animal and floral species, no signs of intelligent life were found. This isolation led to a period of nationwide depression known as the 'Era of Doubt', in which many began to despair about whether or not Syleris' divine will was true; if they were truly alone, then it meant that they had either severely misunderstood their own sacred texts, or that they were fraudulent. Both posed a threat to the very foundation of the fledgling empire. A frantic search for sapient life began, and Syleris' devotees called upon her for an answer or a sign in order to ease their fears. An answer finally came in the form of a commander named Nalkia Treledash, who was among the many who were scouring the stars for life. Nalkia had spent many fruitless weeks scanning for sapient life in pursuit of his goal. Just as he was ready to give up and return to the empire to rest, he came upon a new planet and his vessel's sensors detected unnatural formations on the surface. Aerial reconnaissance revealed several seemingly abandoned alien structures. Intrigued, Nalkia and his men immediately made their way down to investigate. The long-abandoned structures were a part of a larger complex that extended deep underground. The complex had been sealed shut, but Nalkia and his men were able to break their way inside. The interior had not been untouched for centuries, and some of it was still in workable condition. Various relics were recovered, ranging from artwork to firearms. Word was sent back to the empire, which erupted in celebration; while no living life had been found, the installation served as indisputable proof that it existed and that it simply had to be found. The Era of Doubt thus began to come to an end, and Nalkia was hailed as a hero throughout the empire. The planet he discovered was named in his honor. Nalkia's discovery also sparked interest in the brand new scientific field of xenoarchaeology. It was soon made an official policy to secure and uncover similar artifact sites whenever possible, as sometimes they would contain new technology and other artifacts. The military established the Xeno-Artifact Recovery Division, or '''XARD''', a division of the navy tasked with recovering and studying extraterrestrial artifacts. Exploratory fleets were sent out to uncharted space to locate relics for study. Those that were found to have a use were carefully reverse-engineered and repurposed, leading to a host of technological advancements in various fields such as cybernetics, space travel, and terraforming. Relics that were of no use were instead given to historical societies for study and preservation. === Vulga of Unity === Three years after Nalkia's discovery, the Galderans were contacted by emissaries from the [[Nevelin|Empire of Ilsur]], another fledgling interstellar nation. Taking an interest in the Galderans and their culture, the Nevelin sought to establish friendly relations with the empire, believing that cooperation would be beneficial to both parties. Though much of high command was wary of the extraterrestrials, the empire agreed to talks, and after a short period of negotiations, the two signed a Non-aggression pact and began trading basic resources. As the Galderans warmed to the aliens, the two established a formal alliance. The following years saw rapid technological advancements, such as the development of the first [[energy weapons]], improved FTL engines, new generations of [[power armor]], and the first [[Gravity Manipulation|gravity generators]], the predecessors to modern gravity manipulation engines. As the Galderans continued to expand, it began to encounter other aliens. While some were hospitable, others were hostile, and saw the Galderans and their beliefs as a threat to their way of life. The Galderans and Nevelin, having pledged to protect one another, fought against these threats together. Commanders during this time quickly noted that Galderan and Nevelin tactics could synchronize extremely well; the Galderans could act as the vanguard of an offensive while the Nevelin made strategic strikes at weak points and harassed the enemy's back lines. Combined with superior numbers and firepower, the two allies quickly defeated those who stood in their way, and in the process developed a deep respect for one another. Eventually, the Galderans proposed that they and the Nevelin united into one nation. This was met with considerable support from both sides, both from within their respective governments and in the civilian population. Over the next two months, the leaders of both nations assembled and drafted the Galderan Pact, an updated version of the ancient Imperial Covenant that served as the basis for the Nolsarian Empire. The document established how the new government would function, how aliens were to be treated and inducted, the immutable rights of the nation's citizens, and provided the foundation for the modern Galderan military. === Great Vulga of Conversion === The 'Great Vulga of Conversion' encompasses the majority of Galderan history, chronicling their rise into a major force within the galaxy as well as the induction of many new races into the empire. Many aliens who came in the way of the empire also met their end during this period. Due to its considerable length, this period is often broken down into smaller tales which cover specific events. ==== Galderan-Zenuran War ==== At the beginning of what would become known as the Great Vulga of Conversion, a small exploration fleet accidentally crossed over into the territory of the [[Zenura|Zenuran Union]], a highly aggressive isolationist state that regarded all intelligent life as a potential threat. Without warning, the Zenura attacked and destroyed the fleet, but not before it was able to send a distress call. The Zenura sent a message of their own, declaring that if the Galderans were to intrude again, it would lead to war. Unfazed by the Zenura's threats, an outraged Galdera declared war against the Union in what would become the first test for the new Galderan Armed Forces. Initially, it appeared to the Galderans that the conflict would be short lived; their combined fleet of Arkevan and Nevelin vessels made short of the Zenura's orbital defenses. However, once they made it to the ground, the tide quickly turned as it was realized that the entirety of the Union's army was comprised of heavily armored battlesuits supported by walker units and excessive anti-air/orbital guns that made it dangerous for most ships to move into firing range. The Galderans had considered battlesuits and walkers in the past, but had long regarded them as impractical and abandoned the concept; thus, they had no strategy for engaging them. Forced to fight the Zenura with minimal air support, the Galderans were defeated and forced to retreat. Zenuran reinforcements then arrived from the mainland and repelled the Galderan fleet before launching a counterattack into Nevelin space. The Galderans were forced to rethink their strategy for dealing with what was an unprecedented threat. With head-on assaults proving largely futile, the empire relied heavily on Nevelin doctrine, which subsequently allowed the Galderans to pick off some of the Zenura's anti-air defenses, gradually allowing the Galderans to reattain air superiority as the comparatively weak Zenuran air force was unable to fight back without ground support. Troops were equipped with significantly more anti-tank weapons, including the first anti-battlesuit rifles, while research & development studied Zenuran mechanized units and produced the first generations of Battlesuits and mechanized combat walkers, or MCWs. The first MCW was the Ilindov, while while tall, stiff, and unsuited for direct front-line combat, still proved to be a reliable heavy support unit. Gradually, the Zenuran offensive was ground to a halt; having predominantly fought more primitive societies, the Union was slow to respond to the Galderan's rapid change in tactics. Additionally, Zenuran losses were harder to replace due to the time it took to train new pilots and the resources needed for each suit. After having razed several colonies, the Zenura were forced to withdraw, and the Galderans launched a second offensive into Zenuran space. From then on, the empire held the initiative. Though the empire suffered considerable losses as the Zenura fought at every given opportunity, they slowly advanced forward, with colonies either surrendering or fighting to the last. Towards the end of the war, the Union was defeated at Haladras, their military headquarters, completely crippling their fighting capabilities. With the Galderans nearing the homeworld and its forces now unable to effectively fight, Zenuran high command requested that the government unconditionally surrendered to the Galderans, knowing that the empire would grant them mercy. The government refused, forcing high command to overthrow the government and issue the surrender itself. Most Zenura stood down, with the rest quickly succumbing to Galderan forces as they moved in to instill order. Zenuran space would be occupied for the next several years as the Union was assimilated into the empire. Though the induction process was slow, largely because the Galderans had to work through the Zenura's intense xenophobia, the Zenura have since become a loyal and instrumental member of the empire. Most Zenura retain a deep respect towards the Arkevon and Nevelin both for their fighting prowess and having shown the Zenura mercy despite their xenocidal aspirations. The union has contributed heavily to the empire's industry and military, playing a major role in the development of MCWs, battlesuits, starships, and other armored units and heavy weapons. Sometime later, the Galderans came across Morlda, a Zenuran-named world that housed a large trove of ancient artifacts. XARD forces were promptly deployed to recover anything they could find. Archaeologist quickly concluded that the world likely served as a military colony for a still-unknown civilization. Though many of the artifacts were too deteriorated to be of much use, there were still a number of sealed underground vaults in relatively good condition. Inside were several surviving relics, including a small cache of [[hard light weapons]] and what would become known as 'shells', robotic bodies that could house a brain. ==== Induction of the Jaset ==== At around the mid-way point of the Great Vulga of Conversion, a colonization fleet discovered [[Nathazk]], the homeworld of the [[Jaset]]. Scans revealed that much of the world had been devastated by nuclear weapons and that portions of the surface were still irradiated. Believing that the inhabitants were likely dead, the fleet prepared to establish a settlement on the world and begin restoring the biosphere. However, they then discovered that the inhabitants had in fact survived, and were just starting to return to the surface. The military then stepped in, directing the colonization fleet elsewhere while a perimeter was established around Nathazk. Small drones were sent to surface to gather intelligence while high command deliberated on its course of action. The drones discovered that some Jaset were still fighting each other deep within their underground shelters with whatever weapons they could scrape together. Though some, especially the Zenura, who saw the Jaset as unreliable and incompetent for having destroyed their own homeworld, wanted to leave the Jaset alone, the emperor, Xelva, and others took pity on them. It was decided to send aid to the Jaset and, if possible, induct them into the empire. A relief fleet comprised of peacekeepers and aid workers was assembled and sent down to the surface. The Jaset, fearing an invasion, panicked, and retreated underground, though a small few immediately attacked, though their primitive and degraded weapons were ineffectual. The Jaset calmed, but remained wary, once they realized the empire's intentions. Nevertheless, some Jaset refused to listen, and had to be eliminated as marines swept across the planet to secure settlements and gather the Jaset's remaining leaders. When Jaset leaders had been assembled, the Galderans gave them three options: join the empire as a member state, in which they would help the Jaset restore their homeworld and introduct them to the galactic community; to decline membership, in which the Galderans would help them rebuild to a certain point and then leave; or to decline membership and have the Galderans leave immediately. After deliberating among themselves for several hours, the Jaset put aside their differences and agreed to join the empire. They were subsequently united into one nation, and the Galderans spent several long years helping the Jaset to rebuild their cities, restore Nathazk, establish colonies of their own, and teaching them how to utilize Galderan technology. The Jaset entered a golden age the likes of which had never been seen before in their history. Unfortunately, even this did not end the old feuds they had between one another. As the years went on, old tensions flared once more, threatening to destroy what the Jaset had built once again. As a result, the military was once more called in to take control of the situation. In order to end the bickering, the emperor ordered the Jaset nation to be split into states and for their homeworld to become a neutral planet, leading to the creation of the modern Jaset Confederation. Though many Jaset were initially unhappy with the decision, it helped to finally bring an end to any potentially significant infighting. ==== Induction of the Taervand ==== Near the end of the Vulga, the Galderans came across the [[Taervand]], a species of arachnid-like creatures originating from the moon, Taurvis. The Taervand hold a deep respect for nature, many to the point of worshiping various nature gods, and are skilled in genetic engineering, which they use both for civilian and military purposes. The Taervand initially puzzled the empire, as while they possessed advanced Faster-Than-Light technology, they possessed only a handful of colonies, and expressed little interest in territorial expansion. The Taervand explained that they did not wish to 'disturb' other worlds unless they needed to. The empire assumed that the Taervand would resist induction; but instead, they willingly became a member of the empire without firing a shot in what has since become one of the most peaceful inductions in the empire's history. Some believe that the Taervand's leadership was intimidated behind the scenes, though there is no information to support this theory. === Galderan-Naelkvan War === Sixty-seven years prior to the modern era, the Galderans detected a moderately-sized fleet at the edge of their border. Upon noticing the intrusion, they were contacted by representatives of the [[Naelkva|Naelkvan Empire]]. The Naelkva, who had discovered the Galderans after a small scouting party had infiltrated their borders, accused the expansionist empire of having infringed upon their sphere of influence. A long conversation between the two parties followed, during which the current Galderan empress, Kazadair III, became directly involved. Though the Galderans sought a peaceful solution to the issue, they were also unwilling to cease their expansion, feeling obligated by their faith to continue. The Naelkva rejected their offers, ultimately threatening to conquer and subjugate the Galderans if they did not turn back and abandon several of their colonies. Realizing that fighting was now inevitable, Kazadair ordered imperial forces to open fire on the Naelkvan fleet, which after a brief fight, was destroyed, marking the beginning of the Galderan-Naelkvan War, also known as the Vulga of the Great Battle. Initially, the Naelkva thought little of the Galderans, believing that the conflict would be little different from their ongoing border war with the neighboring [[Teruzar]]. A moderate amount of troops were deployed into Galderan space, with Naelkvan command believing that their superior technology and firepower would prove sufficient. But while they managed to deal a considerable amount of damage to outlying Galderan colonies, the Naelkva had severely underestimated the scale and perseverance of the Galderans, and the invaders soon found themselves outgunned as the empire became fully mobilized. The Naelkva retreated, prompting the Galderans to launch their own invasion. The Naelkva, now understanding the stakes, deployed a second, larger force that pushed the Galderans back into their own territory. For the next sixteen years, fighting was centered in Galderan space as the Naelkva conquered or razed any colonies in their way, capturing and forcefully inducting prisoners into their [[Augmentation|augmentation program]] as they went. The Naelkva's forces were commanded by an elusive general who was known only by their code name: Sharugar, the name for a hydra-like creature supposedly originated ancient Naelkvan mythology. Sharugar was a masterful tactician, on many occasions defeating considerably larger armies through deception and careful maneuvering, which set him apart from a number of his subordinates, who instead tried relying solely on the Naelkva's technological superiority, a gap that was slowly closing as the war progressed. The Naelkvan invasion eventually stretched into Taervand territory, culminating in the invasion of Taurvis. Though the Taervand themselves were ill-prepared for the attack, imperial reinforcements from across the empire put up fierce resistance. The battle was initially in the Naelkva's favor; but as the battle dragged on, the advantage swayed towards the Galderans as attrition took its toll. The Naelkva's supply lines were stretched and vulnerable to raiding, and no matter how many blows they dealt to the Galderans, the empire kept sending more troops. This put considerable strain on the Naelkva, allowing the Teruzar to end the stalemate and begin marching into Naelkvan space and causing unrest in the ancient race's various vassal states. The final blow was struck when the Galderans shot down Sharugar's flagship, which was stationed in orbit above Taurvis. Sharugar and many of his cohorts managed to escape on lifeboats, but were all hunted down and killed in the days that followed. Sharugar met his end at the hands of Noltara Vaseevia, a Nevelin Halrog who claimed his equipment as a trophy for her family, who were leading aristocrats in the Nevelin mainland. With Sharugar's death, Naelkvan forces lost the initiative, and were repelled from the Taervand mainland. With the Naelkvan front having collapsed, Galderan high command initiated Operation God's Wrath, a counter-invasion of Naelkvan space and the largest offensive thus far in the empire's history. Utilizing all available troops and resources, the Galderans swiftly reclaimed their lost territory and plunged into Naelkvan space, burning or capturing any colonies in their wake. As they advanced, they came across the [[Renesat]], one of the Naelkva's vassals. The Renesat had risen up in revolt and were already engaged in battle by the time imperial forces arrived. Seeking revenge against their former masters, the Renesat pledged to fight alongside the Galderans for the rest of the war. As the Naelkva continued to incur heavy losses on both fronts, they enacted several policies to try and make up for the loss in manpower. This in turn resulted in increased unrest in the remaining vassal states, which could see that their masters were in a weakened state. As a result, the vassals began to rise up in rebellion. The Naelkva attempted to retain control, even going as far as to commit various atrocities to scare the populace into submission, but even this failed to stop the revolts, ultimately forcing the Naelkva to pull back so they could focus on the Galderans and Teruzar. Before the Naelkva had fully retreated, the Galderans reached the vassal colonies of the [[Yin'vair]] and liberated them. The Naelkva managed to keep fighting for thirty-one years, but while they scored a number of victories in that time, they could not halt the Galderan's advance. By the closing weeks of the war, the Naelkvan's military was almost entirely exhausted, and most of their territory had been conquered. In a desperate last maneuver, they evacuated most of their remaining colonies, bringing the refugees to the inner colonies, which were protected by a border blockade. With the blockade acting as their final line of defense, the surviving Naelkva began to relocate into large 'exodus ships' with the intent of fleeing and finding a new location to settle. This effort proved extremely slow-going due to various logistical complications and the panic within the populace itself. Intent on ending the Naelkva's threat for good, the Galderans launched an all-out assault on the border blockade. After an extended period of intense fighting, the Galderans broke through, and the bulk of their forces made way for the Naelkvan homeworld, where they successfully encircled and destroyed and Naelkva's flagship, killing what remained of the Naelkva's leadership and effectively destroying their government. No longer considering the Naelkva to be a real threat, the Galderans shifted their efforts on securing the largely unscathed core worlds. The remaining Naelkva either fled, were captured, or in a small few cases, died fighting. By the war's end, the Galderans had conquered the entire eastern half of the Naelkvan empire, with the western half being split between the Teruzar and several former vassal states. This included the Naelkva's core worlds, which while pilfered and in a few cases deliberately sabotaged, were otherwise completely untouched by the war, leaving a trove of valuable historical and technological information behind for the Galderans to look through. Parts of the core worlds were also opened up to civilian habitation, with these areas being retrofitted to be usable by imperial citizens. Many Naelkvan colonies outside the core, however, were not so fortunate; many colonies had been razed to the ground or were severely damaged, with the most extreme cases being worlds that suffered significant environmental damage that left them neigh uninhabitable. These factors, combined with the Galderan army being stretched relatively thin so as to maintain a presence throughout the newly acquired territory, left the colonies open to scavengers and pirates. The Galderans temporarily ceased all expansion in the region so that they could focus on rebuilding and restoring their newly-acquired colonies. While many Naelkvan escaped the Galderans, hundreds of millions more instead found themselves inside the empire. Most of them were soldiers and civilians that had been left behind by their brethren, especially during the Naelkvan's chaotic evacuation. Instead of enslaving or exterminating them, these Naelkva were forcefully inducted into the empire, though not considered a true member state, thus having no representation within the senate. In order to reduce the likelihood of a revolt, the military divided the Naelkva into several smaller groups and placed them in isolated communities across the empire. The empire has spent a great deal of time and resources in efforts to 'reeducate' the Naelkvan so they could better integrate into imperial society. In the years since, many Naelkva have come to begrudgingly accept the Galderan's dominance or have fully embraced the empire's culture and beliefs, though some still try to fight against it. A smaller group of Naelkva had in fact defected to the Galderans, having grown disillusioned with the Naelkva's hostility and treatment of alien life. These Naelkva were not placed into isolated communities, and were instead given free reign to explore the empire. Military personnel were inducted into various auxiliary units. Both the Renesat and the Yin'vair were inducted into the empire as the fifth and sixth member state, respectively. The Yin'vair, adhering to their code of honor, pledged their loyalty to the Galderans for having liberated them, and had taken a liking to many of the Galderan's attributes. The Renesat had joined begrudgingly, they initially intended to remain independent once the Naelkva were defeated; however, they found themselves completely enveloped within the empire's new territory. Faced with either relocation or the awkward political situation of being an enclave, the Renesat opted to join the empire, though a small few refused, forming various guerilla factions that to this day fight against the Galderans. Both member states had been badly mauled in their fight against the Naelkva, and the Galderans would supply both of them with a significant amount of monetary and material aid. While victorious, the Galderans themselves paid a heavy price for victory; the war was the bloodiest in imperial history, with billions of soldiers and civilians being wounded or killed. So great was the need for manpower that soldiers had been taken from other fronts to fight the Naelkva, and many factories had been retrofitted to meet the demand for weapons. The Taervand in particular suffered greatly, and are still in the process of recuperating their losses to this day. But while the Galderans mourned for the dead, they also celebrated; the defeat of Sol is thus far the nation's greatest achievement, and is by many believed to be the ultimate proof that Syleris is on their side. The Naelkva's defeat is now celebrated annually as a national holiday, and a vast complex located on one of the worlds that once comprised the Naelkva's border blockade commemorates those who died, including the Naelkva who had defected. For the military, while its losses were staggering, the aftermath of the war served as an opportunity to rebuild itself from the ground up with new and improved equipment. Over the decades that followed, a far-reaching modernization initiative took place that saw nearly every aspect of the empire's arsenal updated and various new research and development programs initiated. Some of the significant developments of this time included the latest model of Gatranus [[power armor]], the MKIV; lance cannons, extremely powerful [[particle]] weapons that serve as siege and heavy support weapons; the creation of the first Dreadnought-class vessels; the development of the first superheavy walker units, most notably the Gaulderog Armored Assault Fortress (AAF); and Project Orsaron. Later on, designers would also begin creating what would become the first Assault-class starships. === Cold War & Valdar Crisis === While the Naelkva had been eliminated, troubles for the region they inhabited did not end. The Naelkva's destruction left behind a massive power vacuum in the sector. Most of the former vassals were in a state of chaos; fighting against their former rulers left much of their infrastructure badly damaged, and many of the vassal's leaders, who had all been put in place by the Naelkva, were overthrown. Homelessness, hunger, and disease all ran rampant. The damage was also psychological in nature; over two centuries of Naelkva propaganda and indoctrination left many still loyal to the old regime and unaware of the outside world. The forceful relocation of millions left the displaced feeling alienated by those around them. These factors and more led to severe political and economic instability that quickly spawned fighting among the former vassals. Tensions also flared over leftover Naelkvan technology and yet-unclaimed territory. Both the Galderans and the Teruzar sought to fill the power vacuum and aid the vassals, but they had vastly different end-goals in mind. The Galderans aimed to induct the vassals and introduce them to Galderan culture while the Teruzar wanted them to remain independent. As the two learned more about the other's ideologies, their hostility towards one another grew, and continued to do so as various vassal factions chose one side or the other. But neither nation wanted to engage in another war, so they attempted to use diplomacy to settle the dispute. This proved futile, and soon, a cold war fell upon the sector, with the former vassals becoming battlegrounds for proxy conflicts as the Teruzar and Galderans pumped resources and aid into those who had sided with them. Though seldom engaged in direct conflicts during the cold war, the military still played an instrumental role, particularly Her Majesty's Special Forces. Army forces acted as peacekeeping forces in several areas, preventing fighting between feuding former vassals as the empire acted as a mediator for peace. Numerous special forces units were dispatched to acquire Naelkvan technology, dispose of certain individuals, gather intelligence, and various other tasks. The navy supplied the bulk of the aid to willing vassals. Internally, the modernization initiative continued; as Project Orsaron was finalized, the military began secretly amassing Orsaron armies and was preparing to employ them as the empire's new vanguard. Trapped in the middle of the conflict were the [[Valdar]], the previous dominant power in the sector prior to the arrival of the Naelkva. The Valdar held unto a vast trove of technology left behind by the [[Ulkathi]], a long-dead ancient race that seemingly treated the Valdar as their 'inheritors'. Though Ulkathi text remains untranslated, they left behind a large collection of paintings known as the Ulkathi Murals, which appear to represent Ulkathi history, religion, ideals, and more. The murals and technology have played a central role throughout the Valdar's history. Many felt that they should spread the Ulkathi's teachings across the stars so as to 'enlighten' others and bring about order. The current government, however, felt otherwise, believing that the Valdar should keep the Ulkathi's secrets to themselves and that other aliens could not be trusted with them. The nation had been becoming increasingly isolationist prior to the Naelkva's arrival; in fact, instead of fighting against the Naelkva when they invaded the vassals, they did nothing. The Naelkva had used this to their advantage, establishing a treaty that ensured the Naelkva would not invade so long as they had access to the Ulkathi's technology. The government, despite their beliefs, signed unto the treaty, considering the avoidance of war to be more important. The Valdar's apathy played a big role in the Naelkva's successful conquest of the region, and left most bitter towards them. This did however cause a great deal of outrage in the Valdar mainland, with many considering the government to be spineless cowards. Since the Naelkva's collapse, many Valdar were becoming more eager to end isolationism, reform the one-party government, and in many cases, side with either the Teruzar or the Galderans. These groups were met with increasingly harsh opposition as the government began to see them as credible threats to their authority as the threat of a Naelkvan invasion was no more. Initially, the Valdar remained neutral in the ongoing cold war, and both sides, though resentful, respected that neutrality. But towards the end of the cold war, as tensions were intensifying and conflict seemed increasingly likely, Empress Kazadair III made the unprecedented move of arriving to Valdar space and requesting an audience with the ruling council. The council narrowly voted to let her in, leading to several days of deliberations, during which Kazadair won the support of several Councillors, including Adras'nzania, one of the oldest members of the council. But just as the council was preparing a vote on whether or not to form an alliance, Levani'desatha, another Councillor, initiated a long-planned coup of the government and declared herself dictator, swearing that she would protect the Valdar from the 'intruders' from the outside. This in turn sparked a massive civil war within Valdar space as several factions sprung up in opposition of both Levani and each other. A few hours into the civil war, two secessionist states formed: the Ulrasni Enclaves, which backed the Teruzar; and the Zhagavian Republic, which supported the Galderans. They were led by General Ulrasnia'Iltomoya and 'Adras'Nzania respectively. Having declared their allegiances, both quickly found support from their respective allies, who deployed troops to fight off the now-retreating loyalist and secure their new allies' territory. After only a few days, Levani and her loyalist, not wanting to be trapped in a two-front war, joined with the Ulrasni Enclaves. What followed was the 'False Peace', a weeks-long period of heightened tensions as all sides mobilized their forces and prepared for war; the Valdar were intent on uniting their nation back together one way or another, and both the Galderans and Teruzar had come to terms with the fact that was was inevitable. In order to send the Zhagavians into disarray, the Teruzar and Ulrasnians formulated a plot to assassinate Adras'nzania. Several spies were sent in to figure out the best way to go about it; however, one of the spies was actually a double agent working for the Galderans. They revealed the plot to Kazadair, who responded by having several Arnan guards stationed around Adras. When the assassins arrived, they were swiftly captured or killed by the royal guards. Now with a casus belli, the Galderans declared war against the Teruzar, and have launched offensives into both Ulrasnian and Teruzan territory. The Galderans currently maintain a strong advantage in the conflict, but progress is slow-going and their enemies have refused to back down. === Second Vulga of Strife and the Great War === ''Main page: [[Galderan-Repzork War]], [[Great War]]'' ==== Prelude ==== Several months after the empire's declaration of war against the Teruzar, an exploratory fleet at the outermost edges of imperial space received a distress call from an unidentified race claiming that they were being invaded and required immediate assistance. The transmission was sent to high command, who in turn deployed a response fleet to the signal's origin. They arrived a few hours later, only to be immediately set upon by unidentified ships which refused any attempt to communicate. Rather than retreating, the response fleet stood its ground and awaited reinforcements from the mainland. When they arrived, they pushed back against the attackers and forced them to pull back, allowing the Galderans to deploy troops to the planet below. Once on the ground, the Galderans discovered that they were fighting fellow Arkevon, sparking mass confusion on both sides. Nevertheless, the two continued to fight for several hours before the Galderans finally repelled the invaders. Several prisoners, including a small handful of officers, had been taken prisoner in the process. After the battle, the Galderans gathered the planet's inhabitants and the prisoners to sort out what had transpired. The Galderans quickly discovered that the unidentified Arkevon were from the [[Repzork Empire]], which originated from the Kalrian exodus fleet that had escaped during the Wars of Unification five millennia prior. DNA tests were conducted to confirm their genetic heritage; though the Repzork-born Kalrians had were genetically 'purer' than the more mixed Galderan-born Kalrians, there was an undeniable link between the two. The planet's inhabitants went at great lengths to describe the various atrocities that the Repzork had committed, including ritual sacrifice of prisoners, genocide, and the consumption of sapient beings. The Galderans were initially skeptical, believing that the inhabitants were exaggerating their claims, but a thorough search located a number of sites that the Repzork had used for their rituals. After discovering the sites, doctors took several corpses and dissected them to see what they had consumed and confirmed the defender's claims. These findings were relayed back to high command and the senate before being unveiled to the general public. The nation was shocked and horrified. The Kalrian exodus fleet had, for most people, faded into memory; it was widely believed that the fleet was lost and that what had become of it would never be uncovered. Few believed that they not only had survived, but also thrived, in that time. Galderan-born Kalrians were particularly outraged, as their wayward brothers and sisters were still practicing the same "barbaric" practices that they had long put behind them. The church saw the Repzork as being in defiance of Syleris command to have all Arkevon united under her banner. These factors led to the senate voting and Kazadair voting unanimously to declare war on the Repzork and bring them under Galderan compliance. Vier Varo Arvintis, a veteran of the Galderan-Naelkvan War and the highest ranking officer to volunteer for the Orsaron Program, was transferred from the Teruzan front and put in charge of engaging the Repzork. Since the empire still had little knowledge on the Repzork beyond what was attained during their initial engagement, Varo deployed numerous spies into Repzork territory to gather intelligence. Meanwhile, the rest of his troops established defensive positions at the edge of Galderan space, waiting for an attack that never came; the Repzork, with the bulk of their forces invested in Operation Thunder Charge, had also established defensive positions, not possessing the manpower for a large-scale assault. While in Repzork space, the spies discovered the Repzork's involvement in the [[:Category:Warlords | Warlord Pact]] and of the ongoing [[Great War]]. With this discovery, the spies switched their objective to uncovering more information on the war. In doing so, they uncovered the various atrocities committed by Warlord forces, including the invasion of [[Norsus]], the Repzork's invasion of the [[Betel]], the [[Zaretian Monarchy|Zaretian's]] slave empire, and the [[Margan|Margan's]] hatred for all life. Once more, Kazadair and the Senate voted unanimously voted to declare war, concluding that the Warlords posed an existential threat to the galactic community and had to be eliminated at any and all costs. While the Galderans agreed that the Warlords had to be stopped, they were more divided in regards to the [[:Category:Peacekeepers | Peacekeeper Alliance]]. Some in the Senate wanted to join the Peacekeepers, believing that being a part of the alliance would be mutually beneficial. Others, including Kazadair III, were wary. Though they supported the Peacekeeper's cause and saw some of them as being morally upstanding, others were seen with sometimes intense distrust, such as the [[Confederation of Derahs]], [[Karahotdoum Empire]], and in some cases, the [[Empire of Diablos]]. Others cited that they needed more information before coming to a final decision. Ultimately, it was decided that the Galderans would not join, at least not in the near future, but they would still provide the Peacekeepers support when the situation called for it. Given the increased scale of the Galderan's objectives, the empire substantially bolstered and reorganized its forces. While Arvintis was still in charge of pacifying the Repzork, Kelevien Valrus, the second-in-command of the Galderan Armed Forces, was given overall command of all forces assigned to the Warlord front. Several more commanding officers, including Viers Fortsa Lonvai and Helgva Vasan, were also put under Kelevien's command. Almost all available personnel were also put under the general's command. Kelevien and her generals then assembled together and planned out what would become Operation Dark Angel, the empire's first strike against the Warlord Pact. By now, the Repzork had spies of their own operating in Galderan space. However, while they knew the empire was mustering its forces, they did not know the true scale of the Galderan's armies nor of its intent. It was still assumed that the Galderans were mustering for an invasion of the Repzork mainland and were not going to attack the other Warlords, at least not soon. As a result, while the Repzork informed the other Warlords of what was transpiring, they also stated that they had little to worry about, leading to a false sense of security among some officials. Before any invasion could be mounted, the Galderans had to establish a reliable route to the sectors most affected by the Great War. This was accomplished with the Warpgate technology introduced by the Valdar. Over the course of several months, small fleets of ships were sent to a largely unexplored region of space closer to the front and established fortresses in a small cluster of systems. These heavily-fortified installations were fitted with numerous large warpgates that would allow even large capital ships to move to and fro the mainland and the conflict zone. As this was going on, Arvintis launched several moderately-sized attacks against outlying Repzork colonies in order to tests their defenses. The Repzork, though haven taken a considerable toll from Thunder Charge, nevertheless proved to be both resilient and resourceful combatants, and successfully held most of Arvintis' attacks at bay. ==== Operation Dark Angel ==== A few weeks after the First Battle of Norsus and the [[The Rach|Rach]] and [[Margan Empire|Margan's]] disappearance into the [[Warp]], the fortresses and their warpgates were completed. Kelevien and the vast armada under her command went through to meet the Warlords. As Galderan forces poured into the region and made their way towards the front lines, Kazadair III sent out an open transmission proclaiming the empire's cause to any and all in the sector. Arvintis, leading from his flagship, the then one-of-a-kind Goddess-class Assault Dreadnought ''Her Majesty's Regards'', and with several armies of Orsaron supersoldiers acting as his vanguard, sent his men against the Repzork. Helgva Vasan was deployed against the Zaretians while Fortsa Lonvai was assigned to the [[Necraal]]. Troops were also sent to support the beleaguered Peacekeepers, especially those who had been hardest hit by Operation Thunder Charge. == Member Races == === Arkevon Empire === [[file:ArkevonSoldierHelmetless.png|160px|right|]] ''Main Page:[[Arkevon]]'' The founders and 'face' of the Galderan Empire, the Arkevon are a saurian-like species originating from the tropical jungles of Kovas. They are by far the most powerful and influential race within the empire, controlling both the government and the military through the royal family and the Xelva, respectively. The Arkevon are a spiritual people; the vast majority adhere to a religion, with most, including the royal family, placing their faith in Deltausyleris and its various sects. The Arkevan devotees are especially zealous, believing that Syleris specifically chose them to spearhead her efforts in reclaiming and purifying the galaxy. As well as zeal, Arkevon also have a reputation for being fierce warriors who will seldom back down from a fight. Besides administration, the Arkevon are also responsible for producing the majority of the empire's military equipment, though they leave member races to develop their own specialized equipment to suit their particular needs. === Empire of Ilsur === ''Main Page:[[Nevelin]]'' The [[Nevelin]] are a hairless, mammal-like species originating from the world of Ilsur. They have played an important role throughout the Empire's long history. They were the first alien species encountered by the Galderans, an event which removed lingering worries from the Era of Doubt and helped revitalize faith in Syleris; they also became the first species to ally with and eventually join the Empire, co-authoring the Galderan Pact which now serves as a model for integrating other species. The Nevelin hold a reputation for being both charismatic and diplomatic problem-solvers; this makes them well-liked across the Empire, though no bond is as strong as the one between them and the Arkevon, who hold the Nevelin as their most trusted allies. The Nevelin are the only species besides the Arkevon to regularly partake in diplomatic meetings between the Galderans and another species; besides trust, this is partly due to their vocal range and ability to better express emotions than the Arkevon. The Empire of Ilsur is also responsible for designing many of the starships and energy-based weapons that the Galderans utilize. === Zenuran Union === [[file:ZenuranMemberRaceImg.png|320px|right|]] ''Main Page:[[Zenura]]'' Prideful, militaristic, and highly intelligent, squid-like Zenura hail from the cold, damp world of Foldom. They are a physically unimpressive species; very short and very weak, the Zenura would be hopeless on their own in even ideal battlefield conditions; in fact, much of the time on their homeworld was spent fighting off the dangerous predators which constantly hunted them for easy pickings. However, they overcame their weaknesses through technology; the modern Zenura are highly skilled engineers and are infamous for coming up with creative and oftentimes violent solutions to problems. They make heavy use of robotics and machinery in their day-to-day lives, especially in the military; all Zenuran infantry wear highly durable Battlesuits on the field, which has led to many initially mistaking them for giant monsters or autonomous robots, a tendency which is known to frustrate many Zenura. Though they once fiercely fought against the Empire, the Zenuran are now a loyal member and have contributed a great deal to its technology. However, they retain a fierce independence streak and work hard to preserve their own culture and ideals; a small but notable example is that very few Zenura use the term 'Galderan' unless they are referring to the empire as a whole. === Jaset Confederation === [[file:JasetSoldiers.png|250px|right|]] ''Main Page:[[Jaset]]'' Hailing from their homeworld of Nathazk, the Jaset Confederation is a collection of states all inhabited by the reptilian Jaset. While they are known for frequently getting into disputes among themselves, the Jaset show seemingly limitless loyalty to the greater Empire for having uplifted them from the ashes of nuclear war, which almost wiped out their entire race. Deltausyleris has a large following within Jaset society due largely to extensive cultural assimilation. The Jaset are an extreme example of sexual dimorphism, with females being significantly larger, stronger, and sometimes more intelligent than their male counterparts. As a result, Jaset society was almost exclusively matriarchal for most of their history, with women taking up all important roles. In older days, male Jaset often had less rights and privileges than their female counterparts and were sometimes victims of blatant discrimination. In the modern era, pressure from the Galderan Empire has diminished the matriarchy's influence and has brought equality between the two sexes, though the so-called 'old ways' have yet to entirely vanish. The Confederation has a reputation for being better soldiers than either scientist or diplomats; most of their technology is derivative rather than innovative, and they tend to be temperamental and scrappy towards outsiders. Jaset commanders, meanwhile, have shown themselves to be clever tacticians, while their soldiers can be very bold and sometimes unorthodox. === Yin'vair Dominion === ''Main Page:[[Yin'vair]]'' The raptor-like Yin'vair come from the arid world of Nordak. The Yin'vair were forcibly inducted into the Naelkvan Empire just as they were establishing interstellar colonies; for the next two hundred years, they would be under the Naelkva's thumb, which had a major impact on their culture and outlook on life, especially since the Naelkvan were very interested in their impressive speed and strength, leading to many Yin'vair being forced into the Naelkva's military as brainwashed slave soldiers. During the war, the Yin'vair committed themselves to an all-or-nothing revolt; either the Naelkvan left, or they all died. The Yin'vair very nearly wiped out the Yin'vair and were only stopped because the resources required to finish the job was committed elsewhere. The Galderans arrived shortly afterward and began providing aid and protection. Showing immense gratitude, the Yin'vair pledged their loyalty to the Empire and became the next member state. The Galderans have kept their word, and the Yin'vair are now in an era of prosperity never seen before in their history. Though still small and young, they have developed a positive reputation within the Empire for their bravery, perseverance, and sense of honor. [[file:Renesatinflightwiki.png|200px|right|]] === Renesat Republic === ''Main Page:[[Renesat]]'' The Renesat are a race of flying insectoid beings from the world of Reneska. They were once a vassal of the Naelkvan Empire, but were freed from their masters when the Galderans liberated them in the early years of the Galderan-Naelkvan war; the Renesat repaid the debt by fighting alongside the imperials (albeit to a limited capacity) for the remainder of the war. Though they wanted to remain free, they found themselves completely enveloped within Galderan space, and so they begrudgingly accepted becoming an official member state, though a small group of rebels fights against the Galderans in the hope of one day attaining 'true' freedom. The Galderans have done much to support the Renesat, who have become increasingly more trusting of their new partners. Despite these events, the Renesat have managed to maintain an optimistic outlook on life; they are well known for being a welcoming and cheery people. [[file:FreakySpiderMens.png|150px|right|]] === Taervand Union === ''Main Page:[[Taervand]]'' Originating on the dark world of Taurvis, a moon of the gas giant, Naela, the Taervand are four-legged, arachnid-like, nocturnal, creatures that possess two small 'arms' between their legs which can inject a paralyzing venom into prey. A reclusive race, the Taervand are seldom seen by outsiders, as they seldom leave their small handful of colonies unless it is a necessity, such as military service. As a result, the Taervand are poorly understood by the general populace. It is known that they are experts in genetic modification, which they use to develop weapons, augment themselves, and attain a better understanding of nature, which they hold in very high regard. Their regard for nature plays a large role in their seclusiveness; most Taervand wish to avoid the more materialistic and urbanized cultures of the other member states and thus retain what they view as a 'pure faith'. Numerous conspiracy theories surround the Taervand's genetics program, though none have been confirmed. === Zhagavian Republic === ''Main Page:[[Valdar]]'' [[file:ValdarSeparatist.png|100px|right|]] The Zhagavian Republic, known within the Valdar mainland as the Separatist Enclaves, are a collection of colonies which split away from the Valdar government and swore loyalty to the Empire of Galdera following Levani's takeover. They believe that Loyalist's longstanding policy of isolationism is not only morally wrong, but that it is endangering their people and making them vulnerable to outside threats. The Zhagavians also support reforming the government, which they believe has become corrupt and inflexible. The Zhagavians received support from individuals of all walks of life, to average citizens to high ranking military officials and Councillors. Prior to the schism, the Zhagavians only wanted to ally with the Galderans, believing that it would be mutually beneficial; but since the coup, they have placed their full support in becoming an official member state. The Zhagavians have proven to be a valuable asset to the Galderans, with whom they have shared technology, weapons, tactics, and other important information that aids their fight against Levani's loyalist. Most Valdar are preoccupied fighting their wayward brethren. However, a small number of them are fighting in the Great War against the Repzork and other Warlord empires. == Territory == The territory of the Galderan Empire is somewhat unique; while most nations can be neatly divided into three segmented 'rims' of development: Inner, Middle, and Outer, imperial space cannot due to being comprised of several member states which each possess their own territory. This is especially true in the outer reaches of the empire in sectors that are inhabited by recently-inducted nations. Instead, each individual member state can be divided into their own set of rims, though in the case of older member states such as the Nevelin and Zenura, both of whose territory has been entirely enveloped by the greater empire, their colonies can be divided into only two distinct rims. === Rims === * '''Aelovi''': Roughly translating into 'heart', Aelovi refers to the Inner colonies of a member state. This region features the member race's homeworld as well as their oldest and most well-developed colonies. The former core worlds of the Naelkvan Empire also qualify as an Inner rim region due to their relatively pristine condition. Due to the importance of these colonies, they are oftentimes heavily defended and fortified. The Arkevan Inner Rim is protected by the 'Iron Shield', a vast border blockade comprised of fortress worlds, star bases, and naval vessels that constantly patrol the region and prevent unauthorized access. * '''Middle Rim''': Outside of the Aelovi are the Middle Rim colonies. The worlds of the Middle Rim can vary greatly in development; planets closer to the Aelovi or regions of rapid economic development tend to possess urban centers or vast factories whereas colonies further out tend to be more rural. The region has also been referred to as the empire's 'breadbasket' due to much of the nation's food being produced here. * '''Outer Rim''': The Outer Rim is the penultimate territorial rim and the last one with a significant civilian population. The worlds here are young, having only been recently colonized or conquered. Some planets were handed to the civilian government by the military; such colonies have a 'head start' in their development and already have established infrastructure for the populace to use. Outer Colonies get aid from other, more established planets in order to assist in their development. This rim has a reputation for containing many groups that do not fit within the norms of Galderan society, including many 'undesirables' and criminals. The Galderan government works hard to retain a strong influence in the region so that it can weed out criminal and occult organizations, but this is difficult due to the region's remote nature. * '''Front Line''': Known also as the Frontier, the Front Line is the final rim of Imperial Territory. There is only one Frontier, and it encompasses the entire outermost edge of the empire. It is here where the Galderan Armed Forces fights many of its wars and colonies are surveyed for potential colonization. It is not a firmly established region; worlds will often change hands a number of times before the GAF can finally establish complete control of a sector. Civilians are not permitted to inhabit the Frontier. When parts of the Front Line stabilize and become 'established,' then the process of preparing the worlds for colonization can begin and that sector will become a part of the Outer Rim. === Notable Colonies === *'''[[Kovas System|Kovas]]''': Kovas is the political capitol of the Empire of Galdera and the planet of origin for the Arkevon. It is here where the royal family and their 'home', Galdaris Fortress, resides, as well as the headquarters of the Church of Deltausyleris, Trelshakul. Much of the architecture is surprisingly modern; this is because much of it was destroyed following the Wars of Unification. While this dealt a serious blow to historical preservation efforts, it did clear the way for improved urban infrastructure. *'''Guardaros''': Code-named as 'Citadel', Guardaros is the main headquarters of the Galderan Armed Forces. It is a heavily fortified fortress world deep in the core worlds where imperial high command resides. Training, research, and production also take place here. * '''[[Zykorus System|Zykorus]]''': Zykorus is a fortress world which serves as the Galderan's primary command center for their activity in the Great War. While it is operational, it is still being actively developed with new additions frequently being added to it. *'''Ilsur:''' Ilsur is the homeworld of the Nevelin. The world is best known for being one of the most popular hubs for philosophical discourse in imperial space. *'''Foldom''': Foldom is the homeworld of the Zenura. Prior to Zenuran industrialization, the world was inhabited by various forms of megafauna, many of which preyed on the Zenura. As the Zenura decided to fight back, most if not all megafauna were gradually wiped out. The Zenura have since had to scale-back their industrialization as they risked rendering the world uninhabitable. *'''Nathazk''': Nathazk is the homeworld of the Jaset. Having had much of its infastructure wiped clean by nuclear fire, the Galderans have poured a great deal of resources into restoring the plater to its former glory. The world is considered to be 'neutral', no one Jaset nation controls it. Instead, the Arkevon oversee it. *'''Taurvis''': Taurvis is the homeworld of the Taervand. The planet is notable for having two night-time periods; one in which one side of the planet faces away from the sun, and the other in which the planet is enveloped in the gas giant's immense shadow. *'''Reneska''': Rekeska is the homeworld of the Renesat. It is best known for the titanic trees that reside in the land where the Renesat first originated. Dead and hollowed-out trees served as homes to ancient peoples and are still sometimes used today. *'''Nordak''': Nordak is the homeworld of the Yin'vair. It is from the arid plains of this world that the Yin'vair species originated. It has been under heavy modernization and reconstruction efforts following the Yin'vair's liberation from Sol. *'''Setralkyus''': Setralkyus was once the homeworld of the Naelkvan Empire. When the Naelkva fled, they left most of the infrastructure in the core worlds intact. As a result, the cities in Setralkyus were still in usable condition, albeit they required minor repairs and retrofitting. In modern times, the majority of the infrastructure built by the Naelkva still stands today, and the Galderans seek to actively preserve it both as a symbol of their triumph and for its historical significance. Researchers continue to study Setralkyus and other core planets. *'''Varhos''': Formerly known as Nalrauldos, Varhos was a factory world within the inner rim built by the Naelkva to produce military equipment. During the evacuation, Naelkva had deliberately sabotaged some of the factories, though they did not have time to completely destroy the facilities. The Galderans have since repaired what they could of the facilities and have put them back to use. *'''Zhagavia''': Zhagavia is the current capitol of the Zhagavian Republic, the Valdar separatist state which split from the main empire and declared its allegiance to the Galderan Empire. It is best known for its industry; a great deal of both civilian and military products are produced here, the factories fed by a number of mines located in nearby systems. == Government == The Empire of Galdera is a theocratic constitutional monarchy with three 'spheres' of government with varying levels of influence: National, Intraspecies, and Colonial; these three spheres of government are then split off into their own individual branches. Under the various branches lay the myriad of organizations and divisions which ensure that the Empire remains healthy, organized, and stable. Outsiders who have not taken time to study Galderan politics can oftentimes become confused by its vast structure and functions; the most confusion stemming from the fact that that two spheres of power - National and Intraspecies - both function under sometimes drastically different forms of government. === National Government === The National Government is responsible for managing the Empire as a whole. Its founding document is the Galderan Covenant, which in itself is based off the far older 'Imperial Covenant' that originated far back in the Arkevon's pre-unification history. As well as establishing the government, this document contains a list of immutable rights possessed by all citizens, including freedom of speech, the freedom to practice one's religion, and the right to protest and possess firearms, to name a few notable examples. Amendments and changes can be proposed, but require both the senate and the royal family in order to pass. The Covenant also sets in place several checks and balances to ensure balance between the various levels of government. The National Government is split into four branches: Royal, Senatorial, Judicial, and the Church. ==== Royal ==== The Royal Branch is the chief executive power of the Galderan Empire. It is comprised of the emperor (or empress) and their spouse, as well as the rest of the royal family, though other family members do not possess any authority unless it is granted to them by the current sovereign. As the chief executive, the monarch possesses numerous responsibilities. All legislation passed through the senate must be sent to the emperor, who can either sign it into law, send it back for revisions, or veto the bill. The emperor is also the empire's chief-diplomat, and they can ratify treaties with foreign powers. They are also the commander-in-chief of the [[Galderan Armed Forces]], though the task of commanding troops and updating policy has traditionally been delegated to the Xelva, as the empire's internal and diplomatic affairs takes up most of the monarch's attention. Finally, the Emperor has the authority to appoint federal officials; the most important example being their ability to propose members to the High Court, the most powerful federal court within the Empire's judiciary branch. Though it is difficult, it is possible to impeach the incumbent emperor for various acts, such as treason. Over the empire's history, a small handful of rulers have been disposed in this manner. Another member of the royal family, typically a sibling, will rule the empire in their stead until the next heir claims the throne. Alternatively, the Emperor can call for the removal of senators, up to an including the entire assembly. This will begin a nation-wide referendum in which the populace votes whether or not to remove the senator; if removed, a new election will begin to replace the official. Since the empire's founding, the royal branch has been controlled members of the Hieruset dynasty, which also ruled the Nolsarian Empire for much of its history; the royal family grew considerably in size following the Wars of Unification, when members of the family married members of other royal families, such as the Hisanth dynasty which ruled the Lekonian Monarchy. The Hieruset family is very devoted to the worship of Syleris, and has used both the [[Nolkaveka]] and supposedly, direct and indirect communication with the goddess as their guiding light for several millennia. The current reigning monarch is Empress Kazadair II, also known as the 'Slayer of Naelkva,' who is said to have been specifically chosen by Syleris to rule over the empire before she was born, and has been on the throne since the age of 24; she is currently 112 years of age. In older periods of Arkevan history, the heir to the throne was chosen by the emperor selecting them from among his offspring. The concept of the firstborn inheriting the throne never developed within Arkevan society due to the fact that they never developed the concept of a firstborn to begin with; as an egg-laying species, Arkevon produce multiple children at once, and they tend to hatch at around the same time. However, in the modern era, the selection of an heir has been made into a more complex and thorough procedure. For most of their life until the time for selection comes, potential heirs spend their time learning a wide variety of subjects from the best teachers the empire can offer. They are also taught by their parents and family members, and are occasionally brought along for work so that they can witness it first-hand. Additionally, these heirs are not exempt from military service; like all able-bodied citizens, they must serve two years in the military; this is the most dangerous part of the aspiring heir's life, and it is not unheard of for some of the heirs to be wounded or even die while on the battlefield, though it is very rare. All of the information acquired during this time -grades, general temperament, military achievements, etc - is collected and is then used for the selection of the heir. When the time to choose an heir comes -typically once all of the children reach adulthood- the candidates, including all of the information acquired about them, are presented before the Senate. Each candidate must explain themselves and what they would do as ruler. The Senate must then vote who will be the next heir; a long, drawn out process that, even with all of the information presented, frequently takes several months or even years of deliberation. Once the Senate has made its decision, the vote is then passed along to the emperor for approval. The emperor can technically decide to veto it, but this is a very rare occurrence, and can be overruled by a majority vote. Once someone has been chosen as the heir, they need only to wait for their time to ascend to the throne. Experience has made senators very careful about who they pick as the next emperor; many senators have lost their seats over people who were dissatisfied with the chosen heir. Due to their religious devotion and expansive military, many outsiders are under the impression that the royals rule their subjects through fear and brutality; for some, such fears would not seem unfounded. However, save for a few short-lived examples, the royal family has historically been very popular with the empire at large. In Kazadair's case, the people see her as putting the interest of the people and Syleris first. Even those who doubt the goddess' existence tend to view Kazadair to be a just and fair ruler; additionally, the monarch has shown little aversion to working with nonbelievers in order to advance the empire and her goals. ==== Senatorial ==== The Senate is the unicameral legislative branch of the national government. Its primary task is to draft, vote on, and pass legislation, which is then moved up to the royal branch for review and approval. Though legislation can be vetoed, the senate can overrule a veto with an overwhelming majority vote. The senate also has the final say in approving treaties with foreign powers, declaring war, and approving the monarch's federal appointees. Meanwhile, the monarch has the authority to dismiss one or more senators, up to and including the entire assembly. This begins a referendum in which each senator would be put up for election; the people can then vote to replace or to keep the senator. If the senator is removed, an election to elect a replacement begins immediately. The senate is comprised of representatives from all of the empire's states, allowing all species, with the exception of the Naelkva, to have a say in their government. However, territories, occupied lands, military colonies, and corporate worlds do not have representation. Each planet has one senator who can serve two terms, both of which are six years in length. How exactly the senator is elected varies depending on the member state; many are democratically elected, but in a few cases they are instead delegated to the position by high ranking officials or are chosen by other means. After each election, each member race elects a 'leader.' The role of this leader is entirely ceremonial; they act as a spokesperson and are often the ones to propose legislation on their nation's behalf, but beyond that, they have no extra powers. Some political parties have picked up on this tradition and have created leaders of their own. The Senate leaders can be removed and replaced at any time, though this act alone will not remove them from their Senate seat. The Senate leaders are as listed: * '''Aktaz Salar''' - representative of the Arkevon. </br> * '''Zhanseif Bovol''' - representative of the Nevelin. </br> * '''Alamati Okat Kalguri Xarsat''' - representative of the Zenura. </br> * '''Haljasa''' - representative of the Jaset. </br> * '''Ikthia'hazeth'kesai''' - representative of the Taervand. <br> * ''' Ilvyaden Nolaklak''' - representative of the Renesat. <br> * '''Ketsarta Oldurasati''' - representative of the Yin'vair. <br> * '''Adras'nzania''' - representative of the Valdar. <br> ===== Overseer ===== Appointed by the empress, Overseers act as watchdogs and are tasked with monitoring the activities of a member race's government to ensure that they remain compliant with Imperial law. Each member state has a team of Overseers, with the Jaset possessing multiple teams due to their unique political situation. Overseers compile monthly reports of a state's activities (which is submitted separately from that state's own report) and is reviewed in secret by the Senate and Empress. If any wrongdoing is found, appropriate action will be taken immediately. The position of Overseer relies greatly on trust; abuse of the position for personal gain has occurred before, especially to races that have entered the Empire recently. To help reduce this, States are allowed to make claims against their Overseer which will be investigated by the royal branch. If found guilty, they are removed from office and imprisoned. Becoming an Overseer to begin with is difficult, as one must have a clean record and must have served within the government for several years, often decades. ==== Judicial ==== The Judicial Branch is tasked with interpreting and applying Galderan law to dispense justice and resolve legal disputes. There are two distinct parts of the Judicial Branch; the Lower Courts and the Higher Courts. Lower Courts are comprised of elected officials who hold authority in designated districts. The Higher Courts are federal courts controlled by appointed officials. The most powerful Court is the 'High Court,' which presides over the most significant cases and is run by people elected by the current monarch. The High Court also reviews legislation to ensure it is in accordance with the Galderan Covenant. Judges on the High Court serve until either removal, retirement, or death. ==== Church of Syleris ==== The Church of Syleris (typically referred to only as the 'Church' in informal conversation) is the official church of Deltausyleris. It is the Empire's oldest institution, predating even the Nolsarian Empire. The church is operated by the high priest/ess and a council of lesser priests. Though it is an official branch of the government and is led by the Empress, the organization itself does not hold any actual legislative or judicial authority. The church is officially nondenominational, though many different sects are represented within its ranks. Some denominations in the past have been declared to be heretical and have been barred from entry, a serious allegation that has been known to lead to that groups dissolution. The Church acts as Syleris' voice to the people; many thousands of priest and priestesses work across the empire and beyond to relay the queen's message of salvation to all willing to hear in the hope that they may join the Empire's cause. Additionally, the Church helps meet the spiritual and physical needs of others, regardless of their beliefs. It has funded and constructed many temples and public structures such as hospitals and shelters. The Church also works to improve communities by caring for the poor, homeless, and sick. Orphanages and schools for the disadvantaged are also commonplace. On a larger scale, the Church is responsible for organizing numerous festivals and ceremonies of religious significance. Finally, the Church has a close relationship with the military; the primary aspect of this relationship is the appointing and training of chaplains who act as faith leaders to the troops. At times, generals or other high-ranking officials may also have a priest or priestess appointed to them. The Church maintains a private security force known as the Temple Guardians. Separate from the military, the Temple Guardians are ex-military personnel of good standing who have been tasked with protecting individuals and locations considered important by the Church. Guardians utilize specialized armor and equipment which sets them apart from standard military forces. Rank is signified by color. The Temple Guardians, like the Church, does not hold actual sway like the military does, and does not normally take part in campaigns save for special missions or protecting a ranking member of the Church. === Intraspecies === Below the National Government are the Intraspecies governments. These are responsible for handling the affairs of a specific member species. Intraspecies governments can be structured in a variety of different ways, from a dictatorship to a democracy, so no two governments will look or operate the same. Unlike the National Government, Intraspecies governments only hold authority within their own borders; once they leave those borders, their laws are considered null, and they are subject to national law instead. Likewise, the National Government reserves the right to intervene and overrule the decisions of an intraspecies government. But as long as they do not infringe on the Galderan Covenant and also grant their citizens the rights listed in the document, they are otherwise free to do as they wish. Each of these governments maintain their own military forces to act as deterrents during invasion, but they hold no authority over troops outside of their borders; these soldiers are considered a part of the Galderan Armed Forces. A description for each of the Intraspecies Governments is provided below: * '''Empire of Ilsur''': The Nevelin are ruled by an aristocratic council that acts as both a legislative and judicial body. This council is led by a smaller council of four leaders who are voted from among the aristocrats and act as the Empire's leadership. * '''Zenuran Union''': Parliamentary democracy. * '''Jaset Confederation''': The Jaset have no single government; each state is operated by a different system of government. * '''Taervand''': Information is sparse, but it is implied that the Taervand are split into a number of tribes whose leaders form a large 'tribal council' that is influenced by Taervand religious leaders. * '''Renesat''': Presidential democracy. * '''Yin'vair Dominion''': Closely follows the model of the Galderan national government, the main difference being that the position of executive is replaced by a trio of some of the eldest individuals in the senate, as they are seen as the most experienced. * '''Zhagavian Republic''': Democratic republic. === Colonial === Colonial governments are responsible for administrating individual colonies. Like Intraspecies governments, the specifics of a colonial government depends on which member race holds authority on the world. This is not the case for federal colonies such as military planets, which all operate the same way regardless of their location. There are four types of Colonies: Territories, States, Occupied, and Military. ==== Territories ==== Prevalent within the the outer rim, territories are colonies that have very recently been established and are not yet considered self-sufficient. They have minimal infrastructure, small populations, and generally rely entirely on basic industries such as mining and farming. As mentioned previously, territories receive aid from more developed colonies to help get themselves off the ground and defend themselves until a proper garrison can be established. Once territories are considered self-sufficient, they become states and receive senatorial representation. ==== States ==== States are colonies capable of sustaining themselves with little to no outside help. This means that they have a large and healthy workforce, a strong economy, and the ability to defend themselves from invasion, at least until reinforcements can arrive. While they must abide by the Galderan Covenant, individual states do have some leeway in how they administrate themselves and have the power to pass regulations and legislation specific to their own planet. They can freely trade with other states, but cannot interact with alien powers in any way without supervision from the national government. All states pay tribute to the empire via monetary and resources taxes. They must also raise up a local military garrison, part of which will stay behind to guard the planet while the rest will be shipped off to fight in the empire's wars. Often, States within close proximity to each other -especially within the same star system- will form informal councils to discuss economic and political matters. Such Councils hold little official power, but they can be very influential on the administration of the member planets, including, in some cases, the State's senators. ==== Occupied Territories ==== Occupied Territories are planets which have been captured by the Galderan military either through the complete extermination of all resistance or the enemy surrendering. These worlds are controlled directly by the Galderan Armed Forces. Their fate depends on the outcome of the battle; if the defenders fled or were mostly exterminated, then the few survivors will be captured and relocated, and the planet will gradually be restored and either become a Territory or a Military Colony. Civilians on these worlds will be given the option of either joining the Galderans or returning to their home nation. In the more likely case of the population surrendering, the planet will be absorbed into the empire and will be controlled by the military until a proper government is established. This will begin the process of cultural assimilation, beginning with the laws being changed to reflect the values of the Galderan Covenant. ==== Military Colonies ==== Military colonies, as their name implies, are settled and governed directly by the Galderan Armed Forces. These Colonies vary greatly, and do not always have to serve a directly militaristic purpose. For every fortress world or outpost there are factories which keep them supplied, and for the factories there are mining worlds which provide the necessary raw materials. Research facilities produce new weapons and equipment while government farms provide sustenance for the troops. Military colonies are scattered all around the Empire. These worlds are administered by officials appointed to the position by Imperial High Command. === Civil Defense Force (CDF)=== The Civil Defense Force is the law enforcement agency of the Empire. Though not a part of the military, all of its personnel have been through conscription on top of the already thorough training necessary to become an officer. The CDF has a large presence within the Empire and can be found practically anywhere including very recent settlements. The CDF is divided into several branches; it is further split into 'Secions.' A Section is a portion of the CDF relegated to a particular member state of the Empire. Each Section is largely comprised of individuals from the respective nation, but foreigners crossing Sections is not unheard of. Sections generally operate independently but share information and cooperate when it comes to cross-nation criminals and large crime organizations. During a crises such as an invasion, the CDF will assist the defending military garrison and help evacuate civilians. When it comes to equipment, the CDF is by and large equipped with modified military surplus gear. Officers wear color-coded uniforms which covers the vital areas of the body with armor plating. 'Heavy infantry,' utilized during crisis such as riots, are equipped with modified Gatranus power armor. In such cases, the Zenura will operate small robotic exosuits, as the Union's standard-issue armor, the [[Power Armor#Empire of Galdera|8-foot tall Tetheos battlesuit]], is considered too extreme for the majority of police actions. Melee weaponry consist of stun sticks or shock maces, and firearms consist of pistols, shotguns, and sub-machine guns. All weapons are loaded with non-lethal ammunition, but lethal ammunition is provided when the situation calls for it. == Culture & Society == On a planet-to-planet basis, Galderan culture is extremely complex and varied; what can be considered a social norm on one planet may be seen as a strange and alien concept on another a mere few systems away. The assimilation of numerous cultures, millennia of exploration across countless worlds, and the empire's eventful history have all played a role in forming many sub-cultures across the empire's vast holdings, each with their own nuanced ideals and beliefs. But despite this, there are still common threads which unify the population in its collective identity and its vision for the Empire. These threads are patriotism, faith, militarism, and collectivism. The Galderans take great pride in their empire, believing that it is as close as any nation ever will get to becoming a true utopia in an imperfect universe. It is seen as part of the empire's destiny to eventually unite the galaxy under Syleris' banner, and the Galderans believe that only through their faith in their goddess can such a goal be achieved, as not even the ancient powers were capable of such a feat. In fact, they see their actions as being good for the galaxy as a whole, even if it is a 'necessary evil' such as war. These beliefs extend well beyond the religious; even many secular loyalist have proven themselves willing to lay down their lives for the state. Displays of patriotism are commonplace on many colonies, and perhaps the most blatant example of their nationalism resides in their own name, which forms the nation's national identity; all citizens, regardless of their species or origins, are considered to be a Galderan. Despite this pride, most individuals display little to no xenophobia, and often show respect to outsiders and their cultures. At the same time, the Empire is well known for its tendency to assimilate other cultures, and it does have limits to its tolerance. It has at times deliberately forced changes in another member race's culture, usually in the case that the trait goes against the Empire's ideals and code of law. Notable examples include reducing the influence of the Jaset's matriarchy and the gradual elimination of the Zenura's xenocidal tendencies. Religion plays a central role in the lives of many Galderans; citizens are allowed the freedom to choose their faith, and the majority of the population believes in a deity or in some form of spirituality. By far the largest religion is the state-sponsored religion of Deltausyleris and its numerous denominations. Faith has brought together many otherwise different groups, and many look to Deltausyleris for guidance in their everyday life, from average citizens to high ranking politicians and military officials. Other religions include Lekosa, which followed the teachings of two beings named Gaura and Galandil, and Gaela, a Nevelin religion that worships a large pantheon. Religious freedom does however have its limits; certain faiths have been blacklisted by the Empire for being dangerous to the government and/or the population. Many forms of so-called 'magic' are also officially banned, with the punishment being imprisonment and the destruction of their paraphernalia. Despite a stereotype that paints the Galderans as bloodthirsty warlords, the Empire does not actively seek out conflict and will in fact try to find a diplomatic solution to disputes before resorting to violence. Nevertheless, the Galderans do maintain a very large military which is seen as the lifeblood of the nation; without it, they would not have become a superpower and would have collapsed eons ago. It is considered an honor to serve within its ranks, and to flee the draft or be dishonorably discharged is considered an act of cowardice or even treachery. Because of mandatory conscription, most everyone is a veteran and knows fellow veterans and active-duty service members. This has had an undeniable effect on the population, helping to further cement a sense of national unity while also instilling many ideals into the general population including discipline, loyalty, and comradery. Topics such as glory in war and 'honorable' combat remain largely a matter of opinion; some do not believe in such ideals and consider them foolish and self-serving whereas others live by them to their dying breath. The final uniting thread of Galderan culture lies in its collectivist ideals. Individuals are seen as being an aspect of a larger whole, and this greater whole holds greater priority than any one member. Each member is expected to -but often not forced- to put others above themselves and to work to the benefit of the group at all costs; this includes making personal sacrifices, even if it leads to personal injury or even death. Other threads of Imperial culture, such as devotion to Syleris and the Empire's militarism, help to perpetuate this mindset. Individuality is in itself not frowned upon, but collectivism has helped enforce political and societal conservatism as outlying ideas tend to be singled out. This does sometimes have its downsides as certain groups may become 'stuck in their ways'; but like other aspects of Imperial culture, the specifics can vary planet to planet. Families tend to be quite large, sometimes far larger than the typical nuclear family observed in other societies. Both culture and biology play a role in this phenomenon. Biologically, almost all major races within the Empire are egg-laying species and have multiple children at once, the exceptions being the Nevelin and Yin'vair. They are also naturally inclined towards forming large social groups and will thus have many family members living in close proximity to each other, if not within the same home. Having children remains a personal choice, but some see it as a duty to ensure the Empire maintains a healthy army and work force. Some planets are valued primarily for their immense population and birthrate, particularly by the military. ===Deltausyleris=== Deltausyleris (translated as 'Children of Syleris') is the official state religion of the Empire of Galdera. It is a monotheistic religion that follows the teachings of Syleris, the goddess who is believed to have created the universe and to have played a major role in the formation and continued prosperity of the Galderan nation. Over half of the Empire's population is said to follow Deltausyleris and its numerous sects, and the religion has played an unequaled role in steering the culture and ideals of the Galderan people. Adherents believe that Syleris has forged the Galderans into a 'divinely led' empire in an effort to rid the universe of the 'darkness' that has enveloped it. The theology of Deltausyleris is contained within the Nolkaveka, also known as the 'Text,' and as the 'Scriptures.' The Nolkaveka is comprised of numerous books, each pertaining to a different theme and/or subject. Of these scriptures, the most well known are 'Beginnings' and the 'Book of Hymns.' Beginnings recounts the story of creation, the mortal realm's fall from grace, and the role the Arkevon are said to play in Syleris' plans for the future. The Book of Hymns is comprised of numerous songs and poems centered around worship, wisdom, and ethics. Many look to the book for guidance, and many prayers have been derived from its text. The Book of Hymns is frequently printed as its own book separate from the others and can be found on many people, especially active-duty military personnel who will often recite songs before, after, and sometimes during battle. The most important aspect of Deltausyleris is that of Syleris' 'Divine Will.' According to Deltausyleris, the galaxy was once a perfect home for the mortal races, pure and free of blemish. For many eons, the races of the galaxy lived under Syleris' light and enjoyed unmatched prosperity. However, in time, their arrogance grew; they began to feel that they did not need Syleris, and that they should take destiny into their own hands. This was initially instigated by a largely unknown, seemingly incorporeal entity referred to only as 'corruption' and 'anarchy', which 'spoke' to those willing to listen and eventually convinced them that their arrogant beliefs were in fact correct. In the end, the pride and foolishness of the mortal races led to their own destruction and corrupted the mortal realm, bringing it to its current state of immorality, suffering, and needless bloodshed. Syleris seeks to cleanse the galaxy of this filth and bring creation back to its former glory. The conversion of the Arkevon, the formation of the Galderan Empire, and the goal of conquering the galaxy are all part of this long-term grand plan. While the Galderans intend to convert as many people as possible, they are far from unwilling to let loose Syleris' judgment when the situation calls for it, such as the destruction of the Empire of Sol. Arrogance and complacency are both seen as some of the worst flaws of creation. While being prideful of one's work is not in itself evil, placing yourself and your achievements above others is seen as a doorway to many other evils and eventual self-destruction. Complacency is seen as negligent and careless, especially in regards to one's spiritual life; Syleris has a plan for all of her creations, and all must strive towards that destiny. This extends into one's day-to-day life; rather than sitting idly by, one must put themselves in a state of continual growth and improvement. The artisan must always work to improve their craftsmanship, the scientist must keep moving forward with their project, and the soldier must hone their skills and do all that they can to be the best soldier they can be. Complacency should not be confused with being content, which is actively encouraged among the followers of Syleris as they believe that so long as they follow the monarch's commandments and teachings that they will be fine; being content does not inevitably lead to complacency unless it is taken too far. Adherents of Deltausyleris believe that all intelligent life possesses a soul, and it is through this that they can interact with the spiritual realm around them and have a connection to Syleris; this sets them apart from so-called artificial life such as Artificial Intelligence Constructs, which do not and cannot possess a soul. This would mean that an A.I cannot interact with the spiritual realm in any meaningful manner, but the spiritual realm can interact with and influence it without its direct knowledge. Meanwhile, clones, despite being physical copies of another being, are believed to be wholly unique beings with their own unique soul. The so-called 'health' of the soul is of crucial importance in Deltausyleris; only through Syleris can a soul be redeemed and cleansed of sin, and only through Syleris can one be protected from the corruption of the universe. Those who do not follow Syleris are 'deafened' to the spiritual realm and are essentially dead; they will not be saved from judgment. War is seen as being necessity in order to accomplish the goal of uniting the galaxy and curing it of its corruption; though many do seek glory in battle, to seek out and instigate so-called 'needless' bloodshed is considered a major sin that will lead to serious repercussions. The empire considers most if not all of its wars to be a part of its greater conflict against the darkness of the universe. This 'war' is both spiritual and physical. Spiritual in that both Syleris and corruption fight for the hearts and souls of the galaxy and physical in that the corruption uses both unwitting and loyal pawns to attempt to slow down and defeat the Galderans, with its ultimate goal being to destroy Syleris' followers. This is in fact the primary reason that the Empire places so much emphasis on its armed forces and in Deltausyleris. Free will is ultimately still a factor, and individuals can choose whether or not they wish to believe, but to not believe is seen as a risky endeavor in a galaxy-sized battlefield. === Language === For a civilization as diverse as the Galderan Empire, effective communication is an absolutely necessity for effectiveness and cohesion. Countless languages exist in the Empire, some of which are limited to only a few planets; additionally, most of the Empire's members are unable to speak one another's languages due to biological differences. The Arkevon, for example, cannot replicate the complex clicks and chirps of the Zenura and Taervand and vice versa. Differences in body language and its interpretation only serve to further complicate matters. The government plays a major role in ensuring that communication runs smoothly in the Empire. All citizens are provided with nearly-invisible translators that are either worn in helmets or placed directly on the ear. Special glasses and contact lenses that automatically translate writing are also provided freely. The Linguistics Department of the National Government was formed specifically to translate languages and add them to the translator's databases. This database is far larger than most others, and contains a large number of foreign languages, including the languages of the Repzork. Regardless of active translation, the Empire does still possess a lingua franca: Kyrgalon, the most frequently-spoken language of the Arkevon. This language is utilized within the National Government and very frequently in the military. As a result, the vast majority of Imperial citizens are at the very least bilingual, knowing their native tongue as well as being able to write and understand Kyrgalon even if they cannot properly speak it. Being willing to learn and speak new languages without the need of a translator is still seen as a necessary skill in certain professions, particularly in the field of diplomacy, where it is viewed as a gesture of respect to learn another culture's language. Certain species are better at understanding each other than others, and thus diplomats from all nations are highly desired. For example, Arkevon linguist primarily communicate with other reptilians whereas Nevelin typically speak to mammalian species. === Architecture === Galderan civilian architecture tends to not follow any one specific style and instead incorporates ideas from all of the empire's various cultures. Military designs are much more standardized and tend to make heavy use of geometric shapes, sloped plating, and religious symbolism, particularly in its use of the triangle, a common symbol used to represent Deltausyleris as a whole. Common colors include shades of red, silver, gray, and black, but infantry armor can be a wide array of colors as it is often used to signify a soldier's rank and/or role. Some slight exceptions to standard military design do exist, particularly for equipment constructed for a specific species' anatomy, such as the Zenura, who tend to utilize more rounded designs. Firearms can range from big and bulky to small and rounded. === Economy === The currency of choice for the Galderans is the Alro, which exist in both a physical and digital format. Physical bills are made of a special type of plastic and have many intricate patterns and colors built into to them, making them difficult for the average counterfeiter to fake. The bills often include religious and historical icons on them, such as Syleris, mythological and historical heroes, and various landmarks. Alro bills are minted based on an octal number system, thus the values are 1, 4, 10(equivalent to 8 in base 10 systems), 20, 40, and 80(100). Coins are minted in 10, 24, 40, and 100. One cent coins have never been minted. == Technology == While some examples of Galderan technology may appear to be simplistic or even crude on the surface, as a whole, the empire actually possesses very sophisticated technology. This is the result of centuries of cooperation between the empire's members and its allies, conflict with other nations, and the reverse-engineering of alien artifacts. The empire has shown a fierce determination in acquiring technology, such as their efforts to capture the Ulkathi installations in Valdar territory. A surge of technological progress occurred during and following the Galderan-Naelkvan War and is currently underway following the integration of the Zhagavian Republic, albeit to a lesser extent. Though it is by no means common, the empire does impose certain limits on particular technological fields that prevent them from being more actively pursued. Most notably, clones of sapient beings are outright banned; creating a clone specifically for laborious or military-related task is seen as being enslavement, and the government would much rather see children be adopted into willing families rather than have 'their spot' claimed by a clone. The empire, despite its own extensive use of Augmentation technology, has also shown some reservations regarding the philosophies surrounding bionics. Whereas many outsiders see augments as the end goal to reaching the 'peak' of their evolution and achieving immortality, the Galderans tend to see Bionics as a tool, a means to an end so that one may be able to better serve their community and Syleris. They are not seen as a necessity besides in medical emergencies. Some have expressed concerns that bionic idealist may be seeing augments as their own sort of god rather than putting their true creator first. ==== Gravity Manipulation Engines (GMEs) ==== Gravity Manipulation Engine ('''GME''') is an umbrella term for a family of devices first built around in 503 AF. Before the development of GMEs, the Galderans had the ability to produce artificial gravity fields, but they lacked the means to to disable or manipulate gravity in any way. As well, such devices were quite large and could only be installed in bases and space-faring vessels. GMEs resolved all of these issues. They are smaller and more efficient than their predecessors. They can also modify the gravity around them, making it heavier, lighter, or outright negating it, which jump-started the development of anti-gravity technology, particularly hover engines. Certain GMEs can also 'shield' objects from the affects of gravity entirely, greatly reducing their weight and making them considerably easier to move. In modern times, GMEs can be found everywhere in both the public sphere and in the military. The Galderans have also made strides towards weaponizing gravity. Referring to them as Gravity Manipulation Weapons, or '''GMWs''', these research programs seek to fulfill various battlefield roles. Existing GMWs include melee weapons which utilize gravity to exponentially increase their striking power, making them capable of effortlessly shattering bones or flinging opponents across a room. Plans also exist for gravity bombs which crush all nearby objects without an explosion as well as a beam weapon which can forcible move or immobilize objects ranging from individuals to starships, but these are still in development. === Transportation === ==== Space Travel ==== Space travel is achieved via the Sheldva-Kusori Jump Drive, an advanced form of Faster-Than-Light travel that bends space between the vessel its destination, dramatically reducing the travel time compared to older models, which simply accelerated a vessel to FTL speeds. Kusori drives allow a vessel to jump system-to-system in rapid secession, though they do need a very short period of time to recharge and cool down between each jump. With the help of the Zhagavian Republic, the Galderans have also begun to utilize Warpgates, portals which allow the user to travel between two locations. These gates can be connected to a network where each gate has a distinct set of coordinates, allowing a warpgate to connect to any other warpgate so long as it has the proper coordinates. For example, a warpgate on Kovas that connected to a gate on the the planet's moon could instead be redirected to the Citadel. Multiple warpgates can be connected to a single gate, but that one gate can only lead to one destination. Warpgate travel, while significantly faster than standard FTL engines, is not instantaneous. The further away two gates are, the more time it takes for the user to reach their destination. Transit between cities on a planet takes only a few seconds, but it can take a few minutes to move between planets within a system, for example. But, this delay is only visible to those outside of the gate; to the one in transit, travel seems instantaneous even though it is not. The fact that Warpgates have travel time also produces a very unfortunate defect in that if one of the two gates is disabled, whatever was in transit is effectively 'deleted' from existence and is never seen again. This has led to some very extreme safety regulations so as to prevent gates from malfunctioning. Public and business transportation between colonies is handled by the System Rail Network, or SRN. The SRN is a series of 'hubs' built in each star system where starships can come and go from one system to another. These hubs are generally located within a planet's orbit, and can be reached via one or more space elevators. Depending on how developed the colony is, hubs are usually either quite small or very large; the bigger they are, they more ships the hub can handle at once. Ships utilizing the SRN travel along predetermined, invisible 'star lanes' that connect one colony to another. These 'lanes' are determined by a few factors, such as distance, fuel consumption, and potential hazards. There are two different 'levels' of the System Rail Network; the first of these is the Public Network, which is utilized to move citizens and their belongings. The second layer is the Commerce Network, which is used exclusively for hauling raw materials, products, and other trade goods. Movement outside of the determined lanes of the SRN is strictly prohibited, and offenders can face fines, or if offenses continue, jail time and the revoking of their license. The military is not bound by the SRN, and possesses much more freedom in where it can go. The System Rail Network is heavily defended. Fully-armed military personnel regularly patrol the hubs and transit vessels alongside disguised officers and remote-controlled drones. Combat vessels and fighters also stand guard in the event of an attack, and the hubs themselves are fitted with various hidden traps, turret emplacements, and armories for security forces. ==== Terrestrial Travel ==== [[File:IlindovMCW.png|350px|thumb|right|An archived image of the Ilindov Mechanized Combat Walker, the very first armored walker.]] Public transit within developed cities is handled almost exclusively by privately-owned mass transportation companies. Cities possess well-developed subway networks that connect to other nearby cities, airlines, buses, and other forms of mass transit. Armed guards are present in every form of transit in order to protect passengers and cargo. These guards originate either from the C.D.F or may be private security forces that have been hired by the business and approved by the local government. Personal transportation such as cars, bicycles, and motor-bikes are also readily available, though they are far more common in less-developed settlements. Cars and other motor vehicles are normally fitted with wheels, though models which utilize either treads or hover technology can also be purchased, albeit hover vehicles require specialized courses in driving and maintenance and are considerably more expensive. Civilians can also acquire personal spacecraft, but they are both expensive and require a significant amount of training. Most citizens would much rather utilize the SRN and consider personal craft to be an unnecessary expenditure. The majority of terrestrial military vehicles utilize either hover technology or legs; with a small list of exceptions, treads and wheels have been almost entirely phased out. This trend began with the development of the Gravity Manipulation Engine and was accelerated by the induction of the Zenura, whose engineering made walkers and battlesuits a staple of the military. The few cases where treads are still utilized include when a vehicle's armor is too heavy and/or a weapon produces too much recoil for a would-be suitable GME to handle and treads prove to be more pragmatic than legs. A notable example of this is the Helkarak Self-Propelled Artillery. Aircraft are similarly fitted with hover engines capable of traveling at the same speeds as a typical jet engine and are designed to operate both in an atmosphere as well as in space. Starships, up to and including capital ships, have been fitted with several large anti-gravity engines that allow them to enter a planet's atmosphere without immediately crashing into the ground. === Artificial Intelligence === Artificial Intelligence constructs were made possible through the Intelligence Processor (IP), an evolution of microprocessors. Available in hundreds of formats, Intelligence-Processors are purpose-built to fulfill a very wide variety of task. A.I is split into two categories: Simple (or mono) A.Is, and complex A.Is. Simple A.Is are built to fulfill one or more specific tasks. These can include charting a path for space exploration, controlling a city's maintenance drones, diagnosing illnesses, and performing the myriad of tasks which keep power armor and battlesuits functional. Mono A.Is possess only as much intelligence, though capacity, and adaptability as is required for their task. A Simple A.I designed to diagnose a disease would be incapable of comprehending other tasks. Complex A.Is are capable of performing a wide array of tasks and can think, behave, and learn like a living organism, with the potential for possessing free will. While Simple A.Is are common and widely accepted, Complex A.Is are relatively uncommon, and remain a controversial subject. Some view them as a waste of resources whereas others fear that a Complex A.I may go rogue and attempt to overthrow its creators. In an effort to prevent this possibility, the Senate has enforced regulations that require various fail-safe protocols be installed into every Complex A.I. Supporters point out that a Complex A.I can perform tasks that a Mono A.I cannot, such as acting as a therapist and providing soldiers with company by inhabiting their armor (as well as performing better than a standard armor A.I). Though this tends to lead to the debate of how 'alive' a Complex A.I is; this debate is particularly prevalent among the religious, as Complex A.Is cannot, by definition, possess a soul, which they believe is the key to life. === Robotics === Robots have become a cornerstone of Galderan society; without them, the empire would not be able to function like it does now. This is due largely to the so-called 'Autonomous Revolution', which is widely considered to be one of the most significant technological developments in the empire's history. During this period, developments in robotics and A.I allowed autonomous machines to either partly or completely take over a large number of occupations which were once held by individuals. Examples include mining and construction. Initially, this had a negative impact on the economy as many were forced out of work. But in time, the economy adapted and rebounded, and it became stronger than it was before. With many physically-intensive and menial jobs now taken care of by machines, many were able to look for other, potentially more fulfilling and beneficial occupations. Others either managed to find a new position in their current job, such as that of a drone operator or a robotics maintenance worker, or they retained their position as robots were simply not capable of replacing them either due to the cost or the nature of the job. But while a great deal of labor has been automated, robots (and by extension, A.I constructs in general) are not allowed to work on their own. There is always someone nearby who can manually take over if a machine fails. Perhaps no institution has benefited more from the Autonomous Revolution than the armed forces. Both on and off the field of battle, the effects of the revolution can be seen almost everywhere. Not only is modern automated construction considerably less labor-intensive, it is significantly faster than methods utilized before. In a single day, trillions of small arms are produced in the numerous factories and industrial words scattered across the empire that help to keep the war machine running smoothly. Robots fulfill a number of battlefield roles, such as bomb disposal, construction, reconnaissance, infantry support, and as mobile bombs. Such robots are often remote-controlled, but are occasionally semi-autonomous, with user interaction only occurring when necessary. Such machines have not, however, replaced the role served by soldiers or other personnel. This is due to a distrust of robots being allowed to fulfill such important roles as well as robots simply being considered to be inferior to organic beings. Most combat robots are built to be cheap and expendable. === Cybernetic Augmentations === Bionics and cybernetics have become a staple in the empire. With modern technology, a mechanical replacement for an organ or limb can easily be built and fitted onto an individual, rendering many once-crippling injuries and conditions a non-issue. These augments are oftentimes superior to their organic counterparts, boasting a longer lifespan and being less likely to break or fail. Certain augmentations can extend one's lifespan by up to several decades, a trend that has only increased as augments continue to improve. Bionics are available to the public for a relatively low price, and in the event of a medical emergency, are provided for free. The military uses their own augments that are more expensive but are built for the rigors of combat. Cybernetics have had a notable impact on the empire's cultural. In some areas, bionics have essentially phased out the use of organic replacement parts. Some workers augment themselves so that they can work harder for longer periods of time without tiring. Soldiers will usually opt for mechanical replacements rather than organic parts for the sake of time and efficiency; others wear augments as a badge of honor to show what they have 'sacrificed; for the empire and/or to show solidarity with the bionics community as a whole. Many individuals have become increasingly interested in the idea of achieving immortality with the use of bionics, though currently this is not possible. The latest developments in bionics have been spurred by [[Galderan Armed Forces#Orsaron Program|Project Orsaron]], a military program to create neigh-immortal supersoldiers by transferring a person's brain into a robotic body referred to as 'shells'. Shells come in various shapes and sizes; baseline models are general-purpose and tend to mimic the form of the empire's member races whereas other models will take on more specialized roles and unique design. Regardless of their role, Orsaron soldiers are faster, stronger, and more durable than their organic counterparts. Typically, these units are visually indistinguishable from actual robots, though a few Orsaron have covered their augments with synthetic skin. Orsaron has resulted in many advancements in augmentation technology, some of which have already made their way into the rest of the military and the general public. Since Orsaron's reveal, the program has also spurred a small but growing movement of individuals who will spend large sums of money to replace as much of their organic body with augmentations as possible. Augmentations are not without their own history of opposition from certain groups and organizations both of secular and religious origins. Some fear augmented people, fearing that they may one day see themselves as superior beings and attempt to destroy, enslave, or forcefully assimilate their organic brethren. Others see them as an affront to god and/or to one's purity; to remove a part of oneself and replace it with what is referred to as 'false flesh' is believed to corrupt their spirit. Even within the military, some units are fiercely opposed to augmentations outside of absolute necessity. These views are particularly common among the Taervand, though most do tolerate those who possess augments. Some, such as certain Zenura, oppose augments due to pride, despite the irony of the whole of Zenuran civilization being possible due to their mastery of engineering. To them, the Zenura were able to rise above the hardships of their world despite their physical inferiority; as such, while they may utilize the machines they create, they continue to wear their flesh-and-blood bodies. Opposition to augmentation often tomes in the form of peaceful protest around locations well-known for researching them or offering them to the public. Senators from certain planets have also tried to either slow down the trend or even make them outright illegal within their colonies; such attempts have never been successful, and have often been met with strong rebuke from the rest of the Senate and the rest of the empire. A few extremist groups take it a step further and attack those with augments as well as bombing the locations which offer them. As a result, facilities relating to augments are well-protected with armed guards and drones. == Galderan Armed Forces == The Galderan Armed Forces (GAF) is the military arm of the Galderan government. It is comprised of countless individuals from across the empire's many member states. Its headquarters is at an undisclosed location referred to only as the 'Citadel.' The Xelva, or supreme commander, is the official leader of the GAF and is the ultimate authority in both policy-making decisions and commanding troops; only the empress can override them. Alongside the Xelva is the Valxelva, who acts as a lieutenant and will replace the Xelva once they retire or die. Each member race is administered by a Noxelva with the exception of the Arkevon, who are managed directly by the Xelva. The GAF is split into four service branches: the Army, Navy, Her Majesty's Special Forces, and the Arnan Guard, a small, elite branch that protects the royal family and enacts their will. Each branch is divided into corps, which are further split into divisions. Each branch is directed by an Aldalta, whose primary goal is managing the organization and logistics of their respective branch. Corps and division leaders are known a Kuldalta and Yildalta, respectively. Together with the Xelva, Valxelva, and Noxelva, these individuals form the basis of Imperial High Command. Service in the GAF is mandatory for all able-bodied men and women once they graduate from compulsory education. They must serve for a minimum of two years unless they are grievously wounded, in which case they can be honorably discharged. The conscription period can be lengthened in the event of a national emergency. Once the mandatory period has ended, a soldier has the right to either continue serving or return home. The government can conscript them once again at any time. While the GAF has national standards on equipment and training that all colonies must follow, planets are allowed some leeway that has led to some worlds specialized their troops towards certain types of combat and the use of particular weapons. With this also comes unique viewpoints and traditions among various armies. This often does not cause problems, but it has occasionally sparked tensions between drastically different army units. === Organization === ==== Service Branches ==== The Imperial military is divided into a multitude of divisions that differ in training, strategy, purpose, and coloration. Each division works together on the battlefield to ensure victory for the Empire. Due to the specialization, some of the divisions largely incapable of working alone unless under perfect circumstances. If, for example, there was no space division, it would be neigh impossible to achieve orbital superiority and any ground force would be instantly wiped out. The service branches are: the Imperial Army, the Navy, Her Majesty's Special Forces, and the Ascendant's Guard. ===== Imperial Army ===== '''Alternative Name:''' Crimson Hammer '''Current Aldalta:''' Avala Uroso Often referred to as the 'sledgehammer' of the Imperial military, the Crimson Hammer encompasses the bulk of the empire's planetary combat forces and is by far the largest division to currently exist. Comprised of trillions of soldiers from the various member races and billions of armored units such as walkers and tanks, the Hammer's epitomizes the Empire's offensive doctrines of overwhelming firepower, heavy armor, and attrition to crush the enemy. Due to the wide array of opponents and environments that the members of the Hammer face, most of the equipment that the division utilizes comes to them standard-issue, and is only modified either by individual regiments or when a specific situation calls for it. The Crimson Hammer was among the first three divisions created shortly after the unification of the Arkevan species, the other two being Zenith and Steel Bulwark. They inherited most of the Empire's planetary combat forces at the time, and continue to do so in the present era. In the five hundred years since, their role on the battlefield has gone unchanged, as has their ferocity and perseverance. Time and time again the Hammer has shown its willingness to go against horrible odds to secure victory for the Empire. This is due in part to the influences of the various warrior cultures that permeate through the Empire as well as a zealous dedication to the Goddess that many uphold. Their combat effectiveness and staunch attachment to traditions have made the Crimson Hammer a symbol for the military and Galderan society as a whole. The current Aldalta of the Crimson Hammer is a woman named Avala Uroso. Like many before her, she has worked hard to maintain the status quo the division has had over the centuries; on the other hand, she has been more welcoming to new technology than a number of her predecessors. Many assume this is because of her life-sustaining robotic augmentations. She is bold and blunt, and has been known to get into heated debates with her fellow Aldalta. Despite this, she remains in good terms with most of them, save for Naroveg, the Aldalta of Vahlsrod's Maw, whom she views as a group of 'cowards hiding behind walls waiting for someone to do the work for them.' The Crimson Hammer works well with most of the other divisions. Many admire the efforts of both Zenith and the Steel Bulwark, rightfully claiming that the Hammer wouldn't survive without them. A strong, though often peaceful, rivalry exist between the Hammer and Vahlsrod's Maw, the division dedicated to biological warfare and sieges. Both are often at odds at who performs better on the battlefield, with some Maw members claiming superiority whereas members of the Hammer claim the Maw have no true honor nor do any hard work. ====== Marines ====== ====== Home Guard ====== '''Alternative Name:''' Steel Bulwark '''Current Aldalta:''' Uolith Zavek If the Crimson Hammer is the sledgehammer of the Empire, then the soldiers of Steel Bulwark are no doubt its shield. While the Hammer focuses on attacking and invading, Steel Bulwark emphasizes defending and providing support to allied forces. The Bulwark's main goal has remained the same since it's creation: to defend the mainland against alien attack. The Bulwark is responsible for building the vast majority of garrisons and bases across the empire, earning them the reputation as the military's architects; likewise, they play a major role in the design of civilian cities as they help to make them more defensible. Much of the division remains stationed within the empire's territory, constantly on watch against invasion. As mentioned before, the Bulwark also provide an immense level of support to allied forces during offensives. While the main attack force faces the enemy head-on, the Bulwark stays behind and builds fortifications to provide a safe landing zone and relentlessly bombards the enemy with artillery. Their infantry, -some of the most well-armored in the military- act as armored bulwarks armed with powerful weapons meant to suppress infantry and eliminate armored units. Once a planet has been conquered, a contingency of Bulwark troops will be left behind so as to fortify the planet and secure Imperial dominance. When it was initially created, Steel Bulwark was an exclusively defensive division. It played next to no role during an active conflict aside from defending territory and securing already-captured land. The shift away from a purely-defensive role was a gradual process, initially beginning with the division's heavily armored infantry being deployed alongside Hammer forces. The construction of fortifications to secure a back line was initially a task that belonged to the Crimson Hammer, but the Bulwark began taking over the role when they proved more effective, faster, and less draining on the Hammer's resources. The Bulwark proved its mettle during the war with the Naelkva, where their fortifications would play a role in slowing the Naelkva's offensive and, even if the Naelkva did manage to break through, make the attackers suffer severe casualties in doing so. The Bulwark was also involved in the ensuing counteroffensive, and helped to chase the Naelkva back into their own territory. The Aldalta of Steel Bulwark is Uolith Zavek, an aged commander who hails from a well-respected Lekon family. He has worked to strike a balance between the division's offensive prowess while still having enough troops to protect the mainland, a task he has thus far been successful at. Among the Aldalta, he often acts as a mediator, helping to calm down any contentions, especially between Vahlsrod's Maw and the Crimson Hammer. He is known for being rather rough towards Zenith over matters of defense. Among the rank-and-file, Bulwark troops get along fairly well with the other divisions, especially the Crimson Hammer. Due to all divisions relying on them in some way, their is a unspoken rule against complaining about them when members of the Bulwark are around. More often than not, the contentions of the Bulwark are internal rather than external; its 'culture' has been shaken a number of times. The first major change was the combining of the Bulwark with the now-defunct naval division, another was the separation of Bulwark and what would become Vahlsrod's Maw. ====== Bio/Chemical Warfare Unit ====== '''Alternative Name:''' Vahlsrod's Maw '''Current Aldalta:''' Naroveg Seret Known also as "The Maw," Vahlsrod's Maw is a specialist planetary combat division dedicated to biological and chemical warfare. Currently, it is the youngest of the divisions, being formed in 390 AU. The Maw often sees action in fronts where traditional tactics have failed or the enemy is too entrenched. Their fighting style is much like that of a siege, they use their troops and toxic gasses to back the enemy into a corner and then relentless besiege them with artillery strikes and biological attacks until the enemy surrenders or is too weak to effectively fight. By the end of a battle with the Maw, the land has often been rendered into an inhospitable, toxic wasteland that can take years to repair. Out of all divisions, the Maw has the most equipment that is made specifically for themselves. This extreme specialization makes it largely useless outside of the division, but makes their own assaults all the more devastating. To outsiders fighting the Maw, it would often seem as if many troops within Vahlsrod's Maw do not speak at all while fighting, earning them such nicknames as the "silent death." There is some truth to this; due to how some helmets work, soldiers cannot speak without exposing themselves to toxic chemicals, necessitating that they do not open their mouth. As a result, Maw helmets are almost always pressure-sealed, making it more difficult to speak loudly due as the helmet becoming akin to a muzzle. Maw soldiers are capable of speaking and communicating, but due to the helmet being sealed, it is quiet and muffled. To help compensate, the Maw has developed a complex systems of sigh language to assist in communication. The same holds true for the forces of Zenith, but in their case they only pressure-seal their helmets when in zero-atmosphere environments, and keep their helmets unsealed anywhere else. When it initially formed, Vahlsrod's Maw wasn't a division; it began as a large regiment within Steel Bulwark. It's commander, Halkis Nelro, created it as an 'experiment' to gauge the effectiveness of a purely-offensive regiment of Steel Bulwark troops. In time, the regiment grew to be highly successful and quite large, but also had difficulties working with its own division, let alone the others, due to the specialized nature of their work. 47 years after the regiment first formed, the Xelva and Emperor at the time decided in the drastic action of reforming the regiment into its own military division. Most were shocked by the decision, unsure if it would be successful or able to find its place among the already-existing divisions. After a number of years spent organizing and building up its numbers, Vahlsrod's Maw was deployed to the battlefield. Those who doubted whether it would work were quickly silenced as the division quickly proved its worth by crushing any resistance it came across. They would soon see action against the Naelkva, who were unprepared for the sudden change in tactics and equipment employed by the division. The Naelkva, though they dealt a harsh blow against the new organization, would suffer horrendous casualties anytime they fought them. Since then, the division has grown exponentially, and is just as respected as the others. Naroveg Sevet is the second Aldalta in the division's young history. Raised by parents who were high-ranking officers within the Neivelin Inquisition, Naroveg is known for being zealous and suspicious of his fellow Aldalta. He often harasses Qralsek over her atheism and questions the faith of those he works with. He also has a feud with Avala, though this is over philosophical differences regarding how war should be fought. Regardless, he is still a competent commander, and works hard to improve and grow the Maw. The Maw gets along best with Steel Bulwark, from whom the Maw gets most of their members. The Maw also has good relations with the Eyes of the Goddess, who often assist their operations on the battlefield to great effect. Similarly, they view Zenith the same way. As mentioned earlier, the Maw and the Crimson Hammer do not see eye-to-eye. Some members of the Maw see themselves as superior to the Hammers and believe that the Maw will eventually take the Hammer's place. ===== Navy ===== '''Alternative Name:''' Zenith '''Current Aldalta:''' Qralsek Daloto The Zenith Division is made up of the modern naval and aerial forces of the military; save for a few small exceptions, they encompass the whole of the empire's military fleets. Many consider Zenith to be one of, if not the, most important division in the military in the current age. The division is responsible for transporting the armies of planetary combat divisions such as Crimson Hammer and the Steel Bulwark to and fro the battlefield and within the empire, as well as keeping them supplied. On the offensive, they wrest control of orbit from the enemy, supporting their allies with bombardments. Finally, they share a role with the Steel Bulwark in defending the mainland against attack. Therefore, many believe that without Zenith, the military would rapidly collapse upon itself. Compared to the other two divisions, Zenith had a slow start when it was founded. It was the smallest of the divisions and at first had to produce many of its ships on a planet, limiting the size in which they could be made and making them more difficult to build. It would be several years before large starports specifically for the construction of combat vessels would be built. Once this was accomplished, Zenith accelerated in size due to more vessels and needing more troops to man them. In modern times, Zenith is the third largest division, just behind Steel Bulwark. Qralsek Daloto is the current commander of Zenith. A somewhat controversial figure due to being one of the few atheistic Aldaltas in history, a fact that has earned her the ire of particularly zealous individuals, Qralsek has worked hard to maintain her position and refuses the let her beliefs get in the way of her work. She is considered to be one of the more cooperative and cool-headed of the Aldalta, and is known friends with Uolith of the Bulwark. Zenith view the Steel Bulwark as equals to them. They both rely on each other to some extent; Steel Bulwark helps construct shipyards and orbital stations while Zenith keeps the skies clean. They also like Crimson Hammer since the two also work together quite often. The work of the Eyes of the Goddess are appreciated, but like with Crimson Hammer, can end up overlooked by lower ranking infantry. ====== Armada ====== ====== Infantry ====== ====== Xeno-Artifact Recovery ====== ===== Her Majesty's Special Forces ===== '''Alternative Name:''' Eyes of the Goddess '''Current Aldalta:''' Nesaty Veral The Eyes of the Goddess, simply referred to as the Eyes, are the special-operations forces of the military. They deal with all operations that cannot be solved by traditional military means, such as assassinations and intelligence gathering. They are also called in to alleviate highly dangerous or delicate situations. Aside from Vahlsrod's Maw, the Eyes have the most variety when it comes to equipment and task. Infantry within the division are segregated into specific roles and task. For example, the Ilvera handle situations involving stealth while the far less subtle Halrog Commandos operate with situations requiring more firepower. The Eyes are not just used against alien civilizations, they are also used within the Empire as a secret police force, ratting out dissenters and getting rid of them before they become problems. The Eyes of the Goddess was created about four years after the three divisions were formed. Beforehand, each of the three divisions had their own regiments dedicated to special operations. However, this resulted in numerous problems. Firstly, loyalty issues arose, with some squads having difficulties cooperating due to division rivalries. Secondly, distribution of agents and their numbers became problematic; Crimson Hammer had more operatives than the others put together, resulting in most operatives operating outside of the empire, leaving few to monitor the interior to root out dissent. Three different spec-ops corps also resulted in communication problems between them, which became especially evident when rivalries arose. To resolve the issue before it got out of hand, the Xelva at the time dissolved all spec-ops forces and reformed them under one division, the Eyes of the Goddess. The move was highly successful, as the issues that previously existed either vanished with time or were diminished enough so as to not be a major issue. The Aldalta of the Eyes of the Goddess, Nesaty Veral, is a quiet, reclusive individual. Records indicate that she worked as an Ilvera in the past before moving up to her current position, though her accomplishments have been kept hidden from the public eye. Many believe that Nesaty may not be her actual name, and may instead be a pseudonym. She doesn't talk about her personal life around others, instead focusing solely on her work. The other Aldalta are weary of her, unsure of her motivations and paranoid about being spied on. The Eyes don't openly have any unified view or rivalry towards the other Divisions, but they do tend to view them with suspicion. The Eyes are well known for planting disguised members into the other divisions to root out dissent, or using an insider as an undercover agent. The frequency and success rate of such operations have never been disclosed, but enough individuals have disappeared to make many paranoid. Those who alert the division to possible acts of treason are well-rewarded if their leads lead somewhere, with some whistle blowers being offered a position within the division. ===== Ascendant's Guard ===== '''Current Aldalta:''' 'Kavras' By far the smallest division, the Ascendant's Guard is tasked with ensuring the continued safety and protection of the royal family. The headquarters of the division, as well as the location of all of its forces, is in one spot; Galderis Fortress, the royal palace located in the capital city on Kovas. The guard is split into two separate groups: the low guard, who have no other official name, and the high guard, also known as the Arnan. The first sub-group, which visually resemble yellow-colored Elsekt with extra armor plating, protect the exterior of the fortress and the area surrounding it. These 'lesser guards' are often those who made it to training to become Arnan but ultimately failed. These individuals do not enter the fortress nor directly protect the royals. The task of defending the fortress and acting as the family's personal guard falls on the Arnan, or high guards. Very little is known about the history of the Arnan Guard. It is known that the contemporary form of the Guard first appeared shortly before space colonization began and around the time the old guard vanished, which implies that the old guard was either phased out, replaced, or was reformed by the emperor of the time. Likewise, how it came to be a military division is a mystery to the public, and what led up to it has been a closely guarded secret. This has led some to form conspiracy theories, but most believe that the act was done simply to keep it in line with the military, and that the move was kept under the rug due the the organization being secretive in general. Much like the organization itself, its members are just as elusive. Any attempt to find records on guard members proves futile as the records have been purged from the public eye. The Aldalta of the Ascendant's Guard is a mysterious figure who goes only by the code name 'Kavras.' The personal bodyguard of the Emperor, they rarely visit the other Aldalta, and are only sent to act as a representative. Besides that, nothing is known about them. Any records regarding the individual have either been stored away or destroyed, making it impossible to trace them. Their presence in meetings with the other Aldaltas frequently results in an uncomfortable silence to fall in the room as everyone else is too unnerved to say anything unless they are directly addressed. The Arnan view everyone the same way: lesser individuals who are not to be trusted until the emperor says otherwise. They trust no one, and will not hesitate to use deadly force if it is deemed necessary. Their emperor-given authority cannot be challenged by anyone once someone is within their jurisdiction, even the Xelva must follow their directions. The only ones except from these rules are the royal family and anyone the emperor deems trustworthy. The colors of the Arnan are the same used by the royal family. This is to show their position and to make their authority as the Emperor's chosen guards clear. ==== Command Hierarchy ==== ===== Imperial Army Enlisted and Non-Commissioned Officer Ranks ===== The Imperial Army Ranking System ('''IARS''') is the ranking system utilized by all planetary combat forces; this includes all soldiers within the Army of the Imperium, the Home Guard, and Bio/Chemical Marines. The speed in which someone is promoted in the IARS is dependent on a number of factors, including their combat effectiveness, intelligence, leadership skills, and time served. <center> {| border="1" |- |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |- |Nakvor||Nokor||Qror||Aldn||Yinvn||Vexn||Soldoro||Noldoro||Olsoro||Valralta |- |} </center> * '''Nakvor''' Nakvor is the lowest rank in the Imperial Army and is acquired as soon as an individual completes Basic Combat Training. Nakvor are often armed with the basic weapons of the Imperial arsenal, such as rifles and shotguns; they also have clearance for driving smaller vehicles, but not larger ones such as tanks and walkers. * '''Nokor''' The Nokor is the next step up from the Nakvor and is generally reached after an individual has served on a few tours. They are in many ways similar to the Nakvor, though unlike their lower-ranking brethren, the Nokor have clearance to use some of the Empire's stronger weaponry, such as LMGs and rocket launchers. As a result, many Nokor have more specialized roles within a squad. * '''Qror''' The rank of Qror is reserved either for soldiers who have served for at least two years or have shown higher-than-average competence with equipment and weaponry during training. Individuals at this rank have unrestricted access to all but the most exotic and experimental weapons of the military's arsenal and can serve in more technical positions, such as vehicle crewman and logistics officers. They are also allowed to utilize battlesuits. Though they are not considered NCOs, Qrors are sometimes assigned a small team of two or three lower ranking personnel. * '''Aldn''' The Aldrn is the starting level for non-commissioned officers in the Imperial Army. To achieve this rank, soldiers must serve for at least three years, pass through advanced training, and express competent leadership skills. On the field, Aldn command sub-groups of a squad, with either a few personnel or up to half of the squad under their command depending on the scenario. They also have the clearance and training to drive heavy units such as tanks. Off the field, they assist their squad leader in running the squad by assisting in training and helping them to maintain their equipment. Aldn equipment is no different from their lesser counterparts. * '''Yinvn''' The Yinvn are arguably one of the most important positions among the non-commissioned officers; this is because the Yinvn command squads, which form the foundation for all unit formations that follow it. Depending on the situation and race they originate from, Yinvn can manage anywhere from four to fourteen soldiers, as well as their assigned vehicles. To make them readily recognizable, Yinvn armor is the color of a service branch's chosen elite color; some regiments also grant them altered armor designs as well. Many Yinvn, particularly those originating from the more nationalistic regiments, possess banners mounted on their back to inspire troop and raise their morale. While these almost always displays the Empire's official emblem, a few examples of more specific banners, such as the Nevelin flag, also exist. * '''Vexn''' NCOs with around fifteen years of experience will usually be promoted to the rank of Vexn. Vexn often have two or more squads under their command and act as tactical and logistics advisors to platoon commanders (who are Commissioned Officers rather than NCOs). In terms of equipment, Vexn are very similar to their Yinvrn counterparts, with the exception that most Vexn (as well as the ranks above it) do not wear banners on their back. * '''Soldoro''' Soldoro are the primary NCOs at the company level. They perform many of the same duties as the Vexn, but simply have a larger sphere of influence at least five to ten years more experience. * '''Nolvoro''' Nolvoro are the chief NCOs at the battalion level. Though again performing similar duties to Vexn, the Nolvoro is considered particularly important (like the Yinvn) due to the fact that a battalion is the smallest army unit that can perform independent operations. As such, Nolvoro have ten to fifteen years more experience than their lesser. Much of their time is spent personally inspecting the companies, platoons, and squads to make sure they are up to army standards. Nolvoro are often the superior officers at outpost and small bases when a CO is not present. * '''Olsoro''' Olsoro are the highest ranking Imperial Army NCOs that serve on the battlefield. They also perform similar duties to the Nolvoro and Soldoro, but again have a larger sphere of influence and more responsibilities. They act as senior advisors to the battalion commanders and often have Nolvoro report to them to receive a status on their forces. Olsoro can also be given command of large military installations; likewise, they may also be in command of extremely large ground vehicles such as superheavy walkers. Olsoro armor is a darker shade of a branch's elite color than those below him, usually the same color as his or her superior officer. * '''Valralta''' The rank of Valralta is the most senior NCO position one can obtain in the Imperial Army. Valralta act as advisors and assistants to a service branch's Aldalta, relaying matters and concerns that relate to the general infantry of the Imperial Military to help in the policy-making process. They are also sent to act as an Aldalta's stand-in and are used to both inspect troops and relay orders from the higher tiers of command. As they do not participate in combat, Valraltan equipment is often more ceremonial than it is practical, with head-dresses, robes, and other embellishments being fairly common. In the past, there used to only be three Valralta at any one time; one for each service branch. The vast size of the Empire, as well as the addition of member races, has necessitated the need for more. As such, there are numerous Valralta currently serving, with one working in every majorly-populated sector of Imperial space. ===== Navy Enlisted and Non-Commissioned Officer Ranks ===== The Imperial Navy Ranking System ('''INRS''') is very similar to the IARS, with the exception of it applying to all forces within the Imperial Armada rather than planetary combat forces. <center> {| border="1" |- |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |- |Halkr||Drenr||Valnr||Hinsi||Zinvi||Linvi||Orovov||Zharsov||Charsov||Valralta |- |} </center> * '''Halkr''' The Halkr are at the bottom of the latter in the Imperial Armada. Unlike the Nakvor of the Imperial Army, the Halkr do not participate in direct combat very often. More often than not, the Halkr act as guards for the vessels they reside in. They seldom take part in boarding operations and do not have the training or clearance for piloting vessels. * '''Drenr''' Drenr are the next step up from Halkr. They form the bulk of the Imperial Armada's offensive infantry force, being deployed on ship-boarding operations and assaulting other space-bound installations. Other Drenr, more attuned towards engineering than for combat, act as technicians and engineers on their vessels; however, they often lack the specialized knowledge necessary to operate the more advanced systems of the vessel and are relegated to simpler task until they are deemed ready to begin advanced training. Though technicians seldom take place in boarding operations, they are still fully capable of fighting and often help defend the vessel during an attack. The majority of pilots also begin at the rank of Drenr, and can be seen piloting fighters, bombers, dropships, and other small aircraft. * '''Valnr''' The Valnr are the Armada's equivalent of the Qror. Many Valnr go through an advanced engineering class to further their education of how to operate and maintain starships; as a result, many Valnr can be seen working on the more advanced and technical portions of the vessel. On the field, they can utilize many weapons and can lead a small team of individuals. Similarly, Valnr pilots can command up to two other vessels. * '''Hinsi''' Hinsi, like Yinvi, command sub-portions of an infantry squad or a portion of an aerial 'wing' (a squad of air vehicles, which is generally made up of 4-8 vessels). As the third highest-rank of technicians, Hinsi act as assistants to sector overseers. * '''Zinvi''' Zinvi are the equivalent to Vexn and carry many of the same responsibilities. When operating as technicians, Zinvi are often referred to as 'Sector Overseers,' as they are responsible for making sure a certain portion of the star ship remains functional. * '''Livni''' In regards to both infantry and air forces, Linvi are platoon commanders. There is no technician equivalent of the Linvi. * '''Ovorov''' The Ovorov is the armada's company commanders. * '''Zharsov''' There are three 'types' of Zharsov, though they all function similarly, their sphere of influence varies greatly. Standard Zharsov oversee all personnel in a section of a vessel, making sure that engineers and personnel are both doing their tasks. Other Zharsov are offensive in nature, and are the highest ranking soldiers typically involved in boarding operations. The final variant oversees the pilots on the vessel, making sure that pilots and engineers are doing properly taking care of their assigned ships. * '''Charsov''' Charsov are high ranking individuals that are tasked with personally overseeing all personnel on a vessel, making sure that they are following regulations, are healthy, and are prepared for operations. Depending on the size of a vessel, there may be multiple Charsov on a vessel to divide the work. They can also act as advisors to the vessel's captain. When in combat, Charsov serve as advisors to battalion commanders. * '''Valralta''' Imperial Armada Valralta function in the same manner as their army equivalents. ===== Special-Operations Enlisted and Non-Commissioned Officer Ranks ===== Separate from both the army and the navy, Her Majesty's Special Forces possess their own ranking system. It functions in many ways like the previous two systems, and still falls under the jurisdiction of the Commissioned Officer corps. Differing ranks can be difficult to distinguish, the only official way being the amount of colored stripes an individual has on their armor; the more stripes, the higher the rank of the individual. Special forces have notably less ranks than the others, but it takes a significantly longer time to climb the latter, and requires considerably more training to even qualify for recruitment. <center> {| border="1" |- |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |- |Halkar||Ulkar||Xolkar||Kavta|| |- |} </center> * '''Halkar''' An equivalent to a Qror in the Imperial Army, the rank of Halkar is the starting position within the special operation's branch. Individuals entering Special Forces training endure much more grueling and intense training than their counterparts; on the other hand, with their enhanced training, Halkar have greater access to the Empire's arsenal than their equivalents. Halkar cannot command other forces within their own branch, but can technically take a position of authority over lower-ranking soldiers of the other ranking systems. Halkar do not have stripes on their armor. * '''Ulkar''' Ulkar command cells, which are small squads consisting of two to five individuals. Cells are the most commonly unit organization for the service branch, and are frequently sent in small-scale operations or for infiltration. Ulkar visually look similarly to Halkar, with the exception of a colored stripe on their shoulder and chest. * '''Xolkar''' Xolkar are the squad leaders of the service branch, leading groups of around six to twelve individuals depending on the scale of the operation. As well as having two stripes, their armor may also be a different color from the rest of the squad, but this is not always the case. Due to their experience, Xolkar are sometimes sent alone for some missions. * '''Kavta''' The Kavta is currently the highest rank within the Eyes of the Goddess. They are operation commanders; they oversee all squads, cells, and individual units dedicated towards a specific mission. They operate on the field, and often with many decades of experience on their side, can be incredibly dangerous fighters and strategists. Due to the Eyes of the Goddess acting as the 'arms' of High Command, Kavta often possess much more authority and control than typical NCOs. Unless stated otherwise, Kavta are free to overrule orders given to them by low-ranking officers. However, they do not have the authority to command non-Special Operations forces unless it directly pertains to their mission. This has helped to make the Kavta, as well as the rest of the branch, looked at with suspicion and distrust. ===== Commissioned Officer Ranks ===== The Commissioned Officers are the true commanders of the Imperial Military; they are the ones charged with planning and devising strategies. Officers, which share ranks and positions within both the navy and the army, are trained at special academies generally located on Haldron Fortress Worlds or within the core of the Empire or a respective member race. Candidates have either served for over a decade or showed grades in leadership and strategic planning that were much higher than average. Up until the rank of Nier, CO's armor colors match that of a branch's elite colorization. Once one reaches Nier, this armor is replaced by black, gray, and purple; the colors of High Command. Many COs, especially those in the lower rungs who tend to serve directly on the battlefield, possess advanced, high-quality armor designed for both protection and intimidation. The armor is made up of durable armor plating that can take much more damage than a lowly soldier; they also possess powerful shield generators. Appearance-wise, their armor is oftentimes very different from that of an average soldier or NCO. Symbols and etchings are common on CO armor; their helmets are molded into the shape of fierce animals, mythical beats, or historical images; and the suit is built in a way to make the officer seem larger than they may actually be. Battlesuits are another common sight among COs, though these rarely have more customization and are base-model suits. <center> {| border="1" |- |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |[[Image:]] |- |Tarnas||Varnas||Zorvas||Ailvo||Halvo||Nolvo||Nier||Aier||Vier||Aldalta||Valxelva||Noxelva||Xelva |- |} </center> * '''Tarnas''' [[File:AnonymousFieldCommander-29932.png|thumb|right|175px|An example of a Tarnas.]] The rank of Tarnas is the bottom tier of Commissioned Officer ranks and is granted as soon as one graduates from an academy. Most Tarnas are former Vexn and Yinvn (or their naval equivalents), though a few examples of higher-ranking NCOs signing up for the academy do exist. Tarnas in the army serve as platoon commanders while their naval equivalents command small air detachments comprised of fighters, bombers, or gunships. * '''Varnas''' The Varnas of the Imperial Army exercises control over a company-sized unit; its equivalent within the navy has command over numerous air detachments. * '''Zorvas''' Zorvas in the army command a battalion sized unit, their naval equivalent of the Zorvo exercises command over the smaller vessels of the navy, such as corvettes and frigates. * '''Ailvo''' In the army, the Ailvo are individuals granted authority in specific regions of a planet, be it a city of a forest. Due to having to control such a vast area, Ailvo are seldom seen in combat, and this becomes increasingly prevalent as one climbs the rungs of leadership. At most, Ailvo in ground operations may partake in combat operations within their own general vicinity. In the navy, the Ailvo are captains of many of the medium-sized vessels of the armada, such as destroyers and support carriers. Again, these individuals rarely partake in combat, but are expected to do so if an enemy boarding operations poses a serious threat to their vessel. Beginning at this rung and stopping at Vier, it is becomes extremely common for at least two officers of the same rank to be operating in the same area. This is mostly to ensure that there will be a back-up in the event one dies; this also helps distribute the administrative load, which becomes important in the higher rungs of Imperial command. * '''Halvo''' The Halvo of the army are granted authority over a region such as a continent; in the navy, Halvo are commanding officers in some of the largest vessels, such as dreadnoughts and troop carriers. * '''Nolvo''' An individual with the rank of Nolvo in the army is expected to command troops on a planet; it is the final rank in which officers frequently participate directly in ground operations. In the navy, these officers command fleets and task-forces. * '''Nier''' Imperial Army Niers are charged with all forces in a specific solar system; in the navy, Nier are in command of large fleets. * '''Aier''' Aier are officers charged with all forces in a specific region of space, this region usually defined by the general of the specific theater they are operating in. Within the army and the navy they operate the same. Aier are also present within the Empire and act as rapid-response commanders in the event of an attack; this has a reputation as sometimes being an extremely boring job, as commanders within the deepest portions of the Empire are left with little to do besides managing his forces. * '''Vier''' The Vier are high ranking officers charged with the task of commanding all forces being deployed to a specific theatre; it is the highest position most officers will be able to reach in their lifetime. Depending on the conflict they are deployed to, a Vier can be in command of armies ranging from several hundred thousand troops and several fleets to armies of billions and fleets composed of hundreds or thousands of vessels. Oftentimes, a single Vier will be deployed against a race, and he will use the Aier and Nier under him to manage specific regions; rarely, a second Vier will be deployed alongside heavy reinforcements. Even more rarely, three Vier will be deployed to a region, though this has happened only a handful of times. * '''Aldalta''' The Aldalta are the chief commanding officers over a specific branch of the Imperial Military. Along with the Vier, Noxelva, Xelva, and Chief Military Advisor to the Emperor, the six Aldalta make up one of the major parts of Imperial High Command. As well as forming strategies and commanding forces within their branch, it is the Aldalta's duty to ensure that the forces under their jurisdiction are receiving proper training, equipment, and care. To help them in their task, the Aldalta utilize the numerous Valraltas as their eyes and ears, and will convene with them for advice. The Aldalta also work closely with research and development; they review recent technological and weapon developments and plan how it will be utilized within their branch. * '''Valxelva''' The Valxelva is the second-in-command of the Imperial Military and is the lieutenant to the Xelva, the supreme commander of the military. They are heirs to the rank of Xelva, and will take over once they are gone. They can hold much of the same authority as their superiors, but they have to be granted it. Depending on the Xelva, a Valxelva can either have a large degree of power or will have essentially no power at all and only acts as an observer. They are students, tasked with following the example and teachings of the Xelva so that they can be fully prepared to take the reigns when the time comes. The selection process for the Valxelva is lengthy and extensive: candidates (who must be Korvar) are chosen from officers who have decades upon decades of experience and have shown complete and unshaken loyalty to the Empire and the throne. Candidates must go through hours upon hours of tests that will gauge their ability to think strategically. Numerous individuals put in their input during the process, including the six Aldalta, the Senate, and those under the candidate's command. Ultimately, the decision falls upon the Emperor and the Xelva. * '''Xelva & Noxelva ''' A rank exclusive to the Korvar, the rank of Xelva is the highest rank in the Imperial Military; answering only to the Emperor and his or her military advisor, the Xelva has complete and otherwise unchallenged control over the entire military. Only one Xelva exist at any point in time, and these individuals are officers who have decades upon decades of experience and unrivaled zeal towards the Empire's goals. Xelva very rarely command from the front, instead commanding the military on a mass scale from the Haldron Fortress of Guardaros. In the occasions a Xelva brought themselves to the front, it is usually in times of crises for the Empire where a monumental amount of forces will be deployed to end a grave threat. In normal cases, the Xelva will send their lieutenant, the Valxelva, to conflicts in place of himself. The reason is two-fold: the Valxelva will gain important experience, and the Xelva will be able to concentrate on the military as a whole instead of a specific region. The rank of Xelva is a life-long position; they serve until they die or leave from their position either through retirement or removal by the Emperor. When this happens, the Valxelva, will take command. The rank of Noxelva works much the same as the Xelva, only it is exclusive to member races. Like their counterparts, they exercise complete control over their race's armed forces. Regardless of that, they are ultimately subordinate to the Xelva, even within their race's own borders; granted, the actions of race's within their own borders are typically inored unless it defies Imperial law or otherwise affects those outside. The many Noxelva and the Xelva often convene togather to discuss strategies and joint-operations between their forces, as well as policies regarding interactions between the races. As the ranks are essentially considered the same, many informally refer to a Noxelva simply as a Xelva, including some actual Xelva, resulting in some mild confusion to the general populace in regards to how the ranks operate. ==== Members ==== ===== Imperial Armed Forces ===== '''Leader:''' Xelva Ahkavas Teldiv ''' Headquarters:''' Guardaros The Imperial Armed Forces ('''IAF''') is the fighting force of the Arkevon Empire and is the primary segment of the greater Imperial Military. A functioning institution for over two-thousand years, the IAF has gone from a force of conscripts and armored knights fighting to expand a fledgling kingdom to a major military power that has spread an Empire across a vast swath of space. The IAF rests at the very top of the Imperial Military hierarchy; while individual member races have a large degree of authority over their troops within their own borders, they are subject to IAF High Command and the Emperor outside of their own borders, and are not permitted to act independently towards aliens, making the IAF the main organizational and logistical force behind the overall Imperial Military. The Command Center for the IAF is the Haldron Fortress World of Guardaros. Guardaros was the first of its kind in the Empire, built shortly after the unification of the Korvar species. What once was a world similar to Kovas in size and climate was turned into a planet-wide military installation sustained with advanced life support systems and carefully maintained gardens. In its infancy, it was used to both protect the newly formed Empire and to direct the military. As the Empire has expanded the the objective of protecting what is now the 'core worlds' region became less pressing, Guardaros has faded somewhat into the background; regardless, the installation still serves as the IAF's command center and is the location where core world recruits are sent for training and deployment. Many of the Empire's elite troops are also sent to here and the surrounding worlds for advanced training. The IAF is monolithic in scale, both in terms of its sheer size and the scale of its operations. It dwarfs the other member race's armies in size; with trillions of soldiers deployed all throughout the Empire. Thanks largely in part to the Arkevon's naturally high birthrate, a large, constant stream of recruits flows in from the hundreds of colonies under the Empire's control. Thousands of factories and dozens of vast, industrialized worlds work around the clock to produce all of the armor, equipment, and ammunition that the IAF needs to keep functioning; likewise, immense orbital shipyards help to maintain the Imperial Armada and build new vessels for its ever growing fleets. Some of the IAF's industrial capabilities are utilized to produce equipment for the other member races, helping to keep them well-supplied. With garrisons and command post built all throughout the Empire's territory, as well as various patrol vessels to keep watch for threats, the IAF can rapidly respond to threats and mobilize its units; meanwhile, billions of troops can be readily deployed to fight in the Empire's conflicts, such as the Great War, where the Korvar have pulled IAF troops from all across the nation to combat the Peacekeeper Alliance. The IAF has traditionally had an emphasis on offensive strategies and overwhelming firepower, and it shows in both their equipment and strategic doctrine; the IAF is infamous for its massive offensives and large-scale frontal assaults designed to utterly obliterate an opposing force through brutal, non-stop attrition warfare that tends to leave few to no survivors on the opposing side. They also frequently lay siege to well-defended positions; surrounding them, cutting them off from any supplies, and chipping away at their defenses with relentless artillery and bomber strikes until a breach is made. This style of warfare often leads to a great deal of collateral damage in the form of massive civilian casualties, significantly damaged or completely destroyed infrastructure, or even severe environmental damage. To much of the IAF, this matters little; civilians are largely considered to be little more than unarmed combatants, and damage to the biosphere can simply be repaired after the conflict. Many commanders will even deliberately attack civilians in order to spite the enemy and bait them into making rash decisions. Almost all combat personnel within the IAF, from regular grunts to field commanders, wear a variant of the highly modular [[Galderan Armed Forces#MKIV "Gatranus" Power Armor|MKIV Gatranus Armor]], offering at least modest protection against small-arms fire and explosives; higher ranking and generally more seasoned soldiers tend to receive higher quality, more expensive armor as they climb the ranks. Most of the IAF's infantry weaponry is comprised of ballistic weapons such as the famous N-SA12 standard-issue assault rifle, as well as some electronically-powered rail weapons. Energy-based weapons have slowly begun to rise in prominence, though they are still held back by technological limitations; [[Galderan Armed Forces#Melee|Melee weaponry]] has also made a resurgence within IAF regiments, though currently they remain relatively uncommon and are used only in niche rolls, and many suffer similar limitations to energy weapons. IAF squads typically operate with a fairly large number of troops, with the smallest squads being around five soldiers and the largest being up to fourteen soldiers. Equipment originating from the various member races, particularly the Nevelin and the Zenura, have been adopted within IAF ranks, sometimes resulting in new or modified infantry roles. In the realm of armor, the IAF has traditionally leaned towards heavy armor and firepower over mobility and stealth. IAF armor is easily recognized by its sharp, angular designs and geometric shape, as well as the use of large, sloped armor plates; rounded and smooth designs are practically unheard of for IAF armor. Thanks to developments in armor designs, some engineers have incorporated more ceremonial shapes into their vehicles, the most common being the triangle. The most obvious examples are tanks such as the [[Galderan Armed Forces#Korvaros Siege Tank|Korvaros Siege Tank]] and [[Galderan Armed Forces#Gantrivost AA Tank|Gantrivost]]; this has become a common way to distinguish more recent designs from older ones. Most IAF vehicles currently utilize ballistic-based weapons and railguns. Plasma-based weapons have been incorporated into more recent designs, usually on either very large vehicles that utilize them as their main gun or as point-defenses and turrets, but these are currently much more expensive than ballistic equivalents. The most common form of mobility for IAF vehicles is currently treads; but over the past century-and-a-half, both hover pads and walker legs have become more common; particularly legs, as the technology has resulted in an entirely new class of vehicle development in the form of various walkers. Over the past one hundred years, with large-scale conflicts such as the war against the Naelkva, the Northern Siege, and most recently, the [[Great War Historia|Great War]] becoming more commonplace, the IAF, as well as the greater Imperial Military, has been pushing for rapid modernization and technological advancement to bring the Empire up to par with the older, larger empires of the galaxy. Scientist, engineers, and corporations are constantly at work developing new equipment to help the war effort, much of which has found its way in the public realm in some form or another. The military itself will often try its best to salvage and steal equipment and technology from the Empire's enemies, hoping to reverse-engineer and replicate them; some troops in the IAF are dedicated solely to the cause of stealing technology. However, the IAF does not only steal from its enemies; it has occasionally stolen technology from its allies. The most recent example being the Margan, when the Arkevon secretly took many of their bionic-enhanced corpses and their weapons in for research. The current Xelva of the Imperial Armed Forces is Xelva Ahkavas Teldiv. A member of the military since being drafted in 428 AU, Ahkavas is a veteran with decades of experience both as a soldier and a commander. Ahkavas has been one of the major driving forces for the continued advancement of the IAF, as he believes that only through constant technological and strategic advancement will the Empire survive; it cannot simply rely on its vast population and resource reserves. He has encouraged many of his subordinates, and even many in the private sector, to follow his lead, a push he has only made stronger with the onset of the Great War and the emergence of the Peacekeeper Alliance as a threat. Though constant war has dulled his personality, he is considered to be somewhat of a kind, fatherly-figure by his subordinates; he shows great care for those under him and is known for being slow to anger. His current lieutenant, and the heir to his position, is Valxelva Kelevien Valrus, who is currently leading troops against the Peacekeeper Alliance. ===== Grand Army of Ilsur ===== '''Leader:''' Noxelva Joldm Nassadis Basur ''' Headquarters:''' Avelis The Grand Army of Ilsur ('''GAI''') is the military of the Empire of Ilsur, the nation of the Nevelin. As the Nevelin were the first species to become a member state, the GAI was the first military force integrated into the Imperial military; this integration process would be used as a template for the future integration of other alien races. The GAI and IAF have a long history together, beginning when the GAI helped the Empire defeat the Quolvrian Republic and bring total unification to the Arkevan species. The two continues to work closely together; doing training exercises together, trading technology, and assisting one another in conflicts, all long before unification took place. The two developed a close bond, that, centuries later in the modern era, remains strong and unbroken. The headquarters for the GAI is Avelis, the moon orbiting Ilsur. Terraformed into a habitable world centuries ago, the lush, oxygen-rich world is covered in many grassy plains and rolling hills. Few mountains exist on the world, and the ones that do are not very large. The world has three continents and two vast, blue oceans. Avelis is used by the GAI both as a primary command center and as a defensive installation with which to protect Ilsur. A number of long-range orbital cannons dot the surface, as well numerous stations and starship docks in the planet's orbit. An academy for training officers is also located here. The Nevelin once tried to build a gargantuan shield generator on the moon, one that could have theoretically protect Ilsur from orbital fire until it was destroyed; however, the plan fell through. Instead, the Nevelin have sought to build a system of stealth generators to conceal Ilsur and Avelis, much like what the Rach once did with Norsus; the program is currently underway, but it will likely be years before it sees completion. The union between the GAI and the IAF proved to be a massive boon to both parties. The IAF, still a new interstellar military, gained a wealth of technology from their newfound allies. This in turn started what would be considered the 'third' industrial revolution which would continue with the Empire's first few wars with other alien powers. The Nevelin and their tactical doctrine also helped to fill a large gap that the early IAF had in the field of mobility. Whereas the Arkevon often utilize brute force and prolonged engagements to defeat enemies, the GAI often used precision strikes, meticulous maneuvering, harassment, and speed to quickly bring down their foes. The GAI kept this doctrine when it was integrated into the Empire, and still utilizes it to this day; Nevelin troops are often sent to attack the enemy's vulnerable positions and to flank them while the Arkevon and other member races keep the enemy focused on the larger conflicts. Some of these tactics, which were developed over two centuries worth of interstellar conflict prior to the GAI meeting the Arkevon, saw adoption into IAF combat doctrine; albeit in modified forms. Recently, the Nevelin have been integrating their squads with [[Galderan Armed Forces#Yin'vair Self-Defense Forces|Yin'vair troops]] thanks to overlaps in strategies. Centuries of cultural exchange between the Nevelin and the Empire have resulted in a stark cultural divide that is evident within Nevelin ranks. 'Traditionalist,' which are comprised of the more conservative Nevelin which typically originate from the Nevelin's mainland territories, almost exclusively use Nevelin-made equipment and have a strong tendency to operate in Nevelin-only squadrons. Utilizing the Nevelin-crafted [[Galderan Armed Forces#MKVI 'Ladok' Combat Vest|Ladok Combat Vest]], these mobile infantry practice traditional strategic doctrine and use their unrestricted movement to their full-advantage; many are well known for constantly ducking, dodging, and sprinting across the field, making them notoriously difficult to land a good hit on. The 'Reformist' as some refer to them as, are Nevelin who originate from various small communities spread throughout the Empire and from the fringes of the Nevelin mainland. These soldiers are much more open to utilizing equipment crafted by other races, and have adapted a somewhat more IAF-centric fighting style. Though some of these troops still utilize the Ladok, many others can be seen using Arkevan power armor. These soldiers also frequently operate in multi-species squads, and some even follow some of the Arkevon's cultural practices, with many of them proclaiming faith in the Arkevon's Goddess, Syleris. While most welcome Reformist soldiers, their rise has caused an increasingly intense controversy with the more extreme conservative groups within the Empire of Ilsur, some of which were not entirely on board with unification to begin with. They claim that the 'Reformist' have forgotten their cultural heritage and pose a threat to traditional Nevelin culture. Others, meanwhile, state that the cultural exchange has brought welcome strategic diversity to the GAI's infantry, and that the supposed 'corruption' of Nevelin culture is a non-issue. In fact, they state that the blending of cultures should be welcomed, as so far the cooperation between the Arkevon and Nevelin has brought nothing but prosperity between the two. Most presume that these conservative groups will soon die out, and that the controversy will thus disappear. While the modern GAI possess many Arkevon vehicles in their arsenal (and vice versa), the GAI still maintains a large arsenal of Nevelin-built vehicles that it uses very frequently. These vehicles are set apart from the IAF by their their more animalistic and ornate designs; many examples of Nevelin armor are in some way inspired by wildlife from Ilsur, and the Nevelin are well known for embellishing their vehicles with decor that usually serves little purpose other than for appearance's sake. Over the past few decades, the Nevelin have begun a massive and expensive push to radically overhaul their armor, placing an emphasis on mobility and high-powered precision weaponry. All modernized designs now feature hover engines, with built-in emergency wheels or treads in the event hover stops working. they have also begun to move away from projectile-based weapons at a faster rate than anyone in the empire, focusing instead on high-powered lasers and, as of recently, plasma-based weapons. Due to the costs, R&D, and the sheer number of vehicles that would need replacement or updating, the Nevelin are still in the process of this modernization, resulting in what is currently a hybrid force of new and old designs on the battlefield. Some of these ideas have begun to expand to the other races of the Empire, such as the [[Galderan Armed Forces#Korvaros Siege Tank|Korvaros Siege Tank]] and [[Galderan Armed Forces#Kaldrak Infantry Fighting Vehicle|Kaldrak IFV]] both utilizing hover technology. The Noxelva of the Grand Army of Ilsur is Noxelva Joldm Nassadis Basur. At 103 years of age, Joldm is currently the oldest of the Noxelva. He is a close associate and friend of Ahkavas Teldiv, the two having known each other decades before they reached their respective ranks. As a result, the two share many similar ideas, though they have been known to get in occasional debates, particularly regarding philosophical and religious matters. One well known example was around the time the Empire entered the Great War; Basur had many reservations about joining the Warlord Pact; distrusting many of its members more than even Ahkavas did. Basur detests most of the Warlord races for various reasons, but has come to realize that the Empire really had no choice in the matter; it was join them or die to the Peacekeepers. Basur has since stated that he would cooperate with the Warlord races, but would have nothing to do with them on a cultural or diplomatic level. ===== Armed Forces of the Zenuran Unity ===== '''Chief Commander:''' Noxelva Nazatek Sadim Nokture Malad ''' Headquarters:''' Fort Sanek, Zenur The Armed Forces of the Zenuran Unity ('''AFZU''') is the military branch of the Zenuran Confederation. Besides the Korvar themselves, the AFZU has the most combat experience out of the various member races; their nation had been in a constant state of war in an effort to expand its reaches and become a dominant power in its sector. They possessed no allies, and are currently the only race to have fought the Korvar in battle before being taken in as a member race (after the government that initiated the war was overthrown by the military). Among the Korvar and those they have fought, the AFZU has earned a reputation as a surprisingly dangerous opponent, capable of taking on larger powers and winning despite their smaller numbers; they also have a reputation as being skilled infiltration units. [[File:ZenuranBattlesuit112029.png|thumb|left|275px|One of many Zenuran battlesuit designs.]] The headquarters of the AFZU is Fort Sanek on the Zenuran homeworld of Zenur. Sanek is a large facility, stretching five miles (8.04672 kilometers) in each direction. As well as being where the AFZU's high command resides, it is here where many of the new officers and commanders receive their training, as well as draftees from around Zenur for basic training. Sanek is located on Foldom, the continent where the Zenura are believed to have originated as a species. It was built specifically around the more isolated region of the continent, where the cool, damp forests still dominate the land. Sanek is well defended by a garrison comprised of several thousand soldiers, numerous anti-orbital cannons, and various other point-defense weaponry. The base is also protected by a massive shield generator that can repel orbital strikes. The underground portion of the facility has numerous virtual reality chambers to help train recruits in various environments. The Zenura are a rather frail species; they are diminutive, they lack any skeletal structure, and also lack the strength for hand-to-hand combat. They are no match for most races across the galaxy. As a result, Zenuran soldiers do not exist in the 'usual' sense; most of their personnel operate as pilots. Flesh and blood Zenura are very seldom seen by most soldiers. Their reputation as pilots leads many to believe that the Zenura have no soldiers, instead leaving that role to the other member races. The reality, however, is that the Zenuran's general infantry forces is composed entirely of battlesuits, which has earned them the nickname as the, "Army of Giants" among many in the Imperial military. These battlesuits, which can range in size from eight to twenty feet (2.4384-6.096 meters) in height, come in a wide variety of designs that serve various roles on the battlefield, from direct assault units to back-line mobile light artillery units. AFZU battlesuits are frequently used to support large infantry detachments, using their heavy weaponry to take down vehicles and swaths of infantry; in other cases, they are deployed in squads of varying sizes, with many of these squads being dropped from orbit directly on enemy forces to wreck havoc and soften them before reinforcements arrive. The battlesuits greatly enhance the user's strength, making them the most physically powerful infantry available to the Empire, as well as unrivaled durability when compared to most infantry. All battlesuits have a built-in translator and voice transmitter, allowing the Zenura to speak in an alien's language without the need of a translator on part of the alien, which has led to some units using the Zenura to communicate with other aliens. The transmitter's somewhat robotic voice, combined with the fact that all Zenuran soldiers are in suits, leads many ill-informed individuals to initially conclude that the battlesuits are in fact advanced A.I controlled robots. This is a great insult to the Zenura, ans has been known to frustrate and anger them on many occasions. Due in part to the training necessary to pilot the battlesuits, the AFZU's infantry army is the smallest in the Galderan Empire besides the Yin'vair. Great care is taken to ensure that their suits are kept in a functional state, and will often salvage what they can from the battlefield so that they can be repaired or recycled into new models in the future. Due to their unique physiology, the Zenura are unable to pilot most vehicles that were designed by the various member races of the Empire; all of the vehicles the Zenura possess have been built specifically to accommodate their anatomy and are used by them exclusively. AFZU vehicles can often be differentiated from others by their smooth, rounded, or even bulbous designs; as well, they are occasionally significantly larger than an average equivalent. Zenuran armor can be segregated into two categories based on their size and crew; the first category, dubbed the 'standard vehicles,' are relatively average sized vehicles piloted by an unarmored Zenura wearing little more than a jumpsuit. These are the more common of the two categories, and are generally designed to provide general support and transport capabilities to allied forces. They have a sphere-shaped compartment which contains the pilot somewhere within the vehicle. The next category, known as the 'battlesuit tanks,' are incredibly large vehicles piloted by Zenura wearing 8-foot (2.4384 meter) tall battlesuits. These seldom-seen rarities, armed with numerous weapons and possessing feet-thick armor and heavy shielding, are usually built around the purpose of absolutely smashing through enemy lines and transporting battlesuit squads to the battlefield. Due to their large storage capacity, they are sometimes used to transport smaller vehicles and multiple squads of infantry. Both vehicle classifications tend to use treads for mobility, though the Zenura have begun an effort to integrate hover technology into their designs. The AFZU has a fairly large presence within the Eyes of the Goddess, the special operations branch of the Imperial Military. The features that make the Zenura unfit for direct combat, such as their small stature and lack of bones, becomes instrumental during infiltration missions. A Zenura can squeeze themselves into places no one else in the Empire is capable of, making them excellent at hiding and breaking into facilities. These operatives are often armed with at least one (typically poisonous) melee weapon, a side-arm, and grenades; though, like their vehicles, these are designed around their anatomy and are exclusive to them. Like the Nevelin before them, the AFZU has been instrumental in advancing the Empire on a technological level, especially in regards to battlesuits and walkers. Since their induction, the Zenura have had a hand in designing many of the mechanized walker units of the various member races, most notably, the [[Korvar Military#MKII "Xekelyin" Infantry Battlesuit|Xekelyin Battlesuit]] and the immense [[Korvar Military#Gaulderog Armored Assault Fortress (AAF)|Gaulderog AAF]], which was a joint-effort between the Korvar, Nevelin, and Zenura utilizing reverse-engineered Naelkvan technology, Zenuran Battlesuit Tank components, and Korvar starship designs. They have also helped to design many of the weapons currently utilized by battlesuits; and improved the efficiency of Korvar energy shielding. The current commander of the AFZU is Noxelva Nazatek Sadim Nokture Malad, a fairly young Zenura born to the Sadim family in the settlement of Nokture on planet Malad. A military man his whole life, Nazatek rose through the ranks quickly through his merit and became the Zenura's Noxelva in record time, partly because of the previous Noxelva's untimely death. He is famous throughout the Zenuran Federation for his very enthusiastic, confident, and energetic attitude, which resonates with much the Zenuran population. He is also famous for his sometimes outlandish speeches, many of which have been recorded and archived, and are listened to by the Zenura and even other member races for inspiration before battle. While on duty or communicating with aliens, Nazatek is wearing his personalized battlesuit, one built more for ceremony and relating to aliens than it is for combat. ===== Army of the States ===== '''Chief Commander:''' Noxelva Indilim ''' Headquarters:''' Ilna The Army of the States ('''AotS''') is the military of the Jaset Confederation. Compared to the other armed forces of the Empire, the AotS functions quite differently; it is comprised of two different layers of administration. The first layer consist of each state's separate military forces. These forces are often little more than defensive units tasked with guarding Jaset territory and nearby Imperial Territory, and receive most of their funding internally. The next layer is the official Army of the States, which is made up of forces from all of the Jaset States and takes part in the Empire's wars. Jaset from the varying states are often segregated due to differing tactics and to avoid conflict between the differing ideologies. While the individual states' armies receive funding only from their respective states, the AotS receives funding and equipment from both the Jaset and the rest of the Empire. For as long as it has existed, the Korvar have played a significant role in keeping the AotS functioning by providing it with officers, extra training, and up-do-date equipment. The headquarters for the AotS is Ilna I, the largest planet in the Ilna system. Ilna is located in the 'Neutral Zone,' a region of Jaset territory that doesn't belong to any of the individual states and is administered directly by the Korvar government alongside Jaset advisors. This region also includes the homeworld, Jasur, and a number of other worlds. Ilna I is in many ways similar to Jasur; it is large and dry, comprised of vast deserts, savannas, plains and the occasional jungle near the oceans. Different parts of the planet are dedicated to training and holding Jaset forces from the various states. Ilna has for many years become increasingly polluted due to the Jaset's attempts at rapid industrialization and modernization, as well as their own general disregard for the environment. The Korvar and other member races have recently intervened in to fix before it spiraled out of control. Just as gender has played a significant role in the Jaset's culture and politics, it has also had a major impact on the military. There are far more female Jaset in leadership positions than there are men; while most cases are out of merit, others are due simply to the culture of the state they originate from. Females on the battlefield often take have heavy weapon's roles due to their greater size and strength, and often receive higher-quality equipment than their more numerous male counterparts. The level of inequality also depends on the state from which the soldiers originate; more conservative states like Aldor and Inok are the most notorious examples of inequality between the two genders. Some of the more progressive states, such as Nalsok, have slowly been bringing the two genders closer to equality, as well as various Jaset communities that exist throughout the empire. The other members of the Empire tend to ignore the matter, but the Korvar do play a major role in selecting the Jaset's higher ranking officers, such as their generals and their Noxelva. [[File:StatesoftheJaset.png|thumb|left|275px|The various Jaset states listed according to their military's size:<br />1. Aldor<br />2. Inok<br />3. Iktis<br />4. Nalsok<br /> 5. Ilta<br /> 6. Lintok<br />7. Haltset]] Compared to its contemporaries, the Army of the States lags behind in terms of its armored units and starships. Much of their architecture, technology, and equipment, -most of which was already outdated pre-space technology- was lost in the Jaset's nuclear war. Due to having to rebuild nearly their entire civilization, the early Jaset did not have the industry necessary to supply their soldiers, let alone their population. This has been alleviated by a massive effort of the various Jaset states, the Korvar, and the Nevelin to rebuild and industrialize the Jasur and establish their newfound colonies. As a result, most of the Jaset's equipment is either burrowed from others or is partially based on allied technology; as a result, the Jaset are skilled at reverse-engineering and replicating technology, but have very little innovation. Very few examples of purely Jaset-made creations exist, and many of them are of somewhat poor quality compared to contemporaries. The easiest way to identify Jaset armor is their very old, seemingly outdated appearance; Jaset vehicles are never smooth or rounded; they are very boxy, with very simple shapes and either treads or tires, with tires being somewhat more common. While industrialization has helped the Jaset to catch up in regards to their military, they still lag behind in their arsenal of vehicles, especially starships. Jaset starships are few and far between, and are generally kept within a state's territory; the Army of the States preferring to hitch a ride on the more advanced and better designed vessels of other races. What they lack in vehicles, however, they make up for in manpower; the Jaset have a surprisingly massive infantry army for the size of their combined territory. In the three hundred or so years they have been in space, their population has exploded due to a surplus of food, new colonies, and a massive decline in infighting. With the Jaset states gradually becoming more modernized and slowly expanding their territory, it is expected that the AotS may one day outnumber the GAI, at least in terms of total infantry. The Jaset tend to treat their infantry as being expendable; so long as the objective is fulfilled, every death would have been worth it. This is especially for true for males in the more conservative states, who are expected to readily give their lives for their government and wives. The smaller, more progressive states tend to treat their soldier's better and use more advanced tactics. Regardless, the majority of the AotS' infantry are shock troops trained to fight directly on the front. Most wear a variant of the [[Korvar Military#MKV 'Falxion'|MKV Falxion]] for protection and wield ballistic weapons produced within Jaset territory. More advanced infantry and special operations forces do exist, but they are notably uncommon compared to most armies. The Army of the States also has a fairly large presence within Vahlsrod's Maw, the biological/chemical warfare service branch. Prior to unification, some of the Jaset nations had a stockpile of chemical and biological WMDs that had survived the nuclear war and began using them on their enemies. Years of brutal fighting with these weapons had led to the Jaset becoming rather skilled in utilizing them. Up until the creation of Vahlsrod's Maw, this was largely ignored as the Empire did not use biological weapons very often. Once the Maw was created, a large number of Jaset forces saw integration into the service branch's ranks, and they are currently the most numerous member race within the branch. With newfound help from the service branch, the Jaset have rapidly become potent builders of chemical and biological weaponry. The current supreme commander of the Army of the States is Noxelva Indilim, a female Jaset who was born on Jasur. Officially born to members of the somewhat progressive state of Lintok, Indilim renounced citizenship to any of the states shortly after joining the military, resulting in the loss of her middle and last name, Lintok Nila. At seventy-three years of age, Indilim is a fairly old Jaset, and she plans to extend her age through cybernetics and medical technology. Indilum has played a major role in helping to further build up and improve the Jaset military, following the model of Xelva Ahkavas Teldiv of the Korvar. Indilim has attempted to use her position to try and influence social reforms in some of the more conservative members of the Jaset, though this has been met with little to mixed success; some of these states now view her quite negatively, and support her only because the Korvar do so. In terms of commanding, she has been incredibly successful. Though she uses many of the more controversial tactics of her race, she has mastered them well, and has been introducing new doctrines and strategies from the rest of the Empire into the Jaset's doctrine. ===== Taurvan Guard ===== ===== Yin'vair Self-Defense Forces ===== '''Chief Commander:''' Noxelva Hok'ten Zhaseif ''' Headquarters:''' Ketsarthenae, Nek'tes The Yin'vair Self-Defense Force ('''YSDF''') is the military of the fledgling Yin'vair Dominion and is the latest to be taken into the Empire. Long repressed by the oppressive and paranoid Naelkva and devastated during the Yin'vair's revolution, the YSDF is the smallest and weakest military force in the empire. They are also one of the least experienced; their only experience with combat prior to the revolt was the initial Naelkvan invasion as well as occasional raids which the Naelkva were primarily responsible for taking care of. Now rebuilt from the devastation of war, and now trying to make a name of themselves, the Yin'vair are doing all that they can to support their allies and expand their military while protecting their still infantile nation and population. The command center for the YSDF is the Ketsarthenae installation on the world of Nek'tes, in the Thasok system. Nek'tes is more or less a sacred location to the Yin'vair people, as it was the first planet to break out in open revolt to Naelkvan rule. During this time, it was a bustling urban center with a populations of billions; it was the third most populated world of the Yin'vair. The Naelkva, struggling against the Korvar and various other revolts at the time, first sent what troops they could spare and began to slaughter the population. When this failed, they resorted to orbital bombardment; much of the planet's urban infrastructure was destroyed, and the population was reduced from several billion to just over one billion people. Relief only came when Korvar forces managed to reach the world and managed to wipe out all of the Naelkvan's forces in the region. Since then, much of the world has been rebuilt and the population has been on a steady increase. Ketsarthenae Installation was built after the war ended, and acts as both a command center for the Yin'vair military and a memorial to those who fought in the revolution. The main feature of the installation is a massive statue of a Yin'vair clad in traditional plate armor and wielding a spear. Unlike Fort Sanek of the AFZU, Ketsarthenae is not used for training, and acts in a purely administrative manner. Though Yin'vair infantry are few and far between compared to the other races, their infantry have already begun to have an impact on the battlefield. Despite their size, the speed and agility of the Yin'vair is unmatched; not even a Nevelin soldier is able to keep up with them. They are also experts at guerilla warfare, which was used extensively against the superior Naelkva. As a result, most of these soldiers wield modified GAI weaponry due to them being small and lightweight. Many commanders frequently use Yin'vair troops for reconnaissance and enemy harassment. These soldiers are moderately protected with a shield generator and armor plating over the vital regions, though some parts are kept clear so as to retain their agility. On the opposite end of the spectrum are the Tethshonet, or Juggernauts. These soldiers have gone in the direction of the Korvar and Zenura and opted for having more armor and shielding for fighting on the open battlefield; as well, they also tend to wield IAF weapons. These soldiers wield full-body plate armor that burrows many components from [[Korvar Military#MKIV "Gatranus" Power Armor|Gatranus power armor]]. Though the Tethshonet lose a large degree of their flexibility, they can still run and veer surprisingly quickly. The Tethshonet often work alongside Nevelin infantry. Like the Zenura, the Yin'vair are incapable of piloting many vehicles due to their anatomy; as a result, the Yin'vair possess their own vehicles tailor-made for their body type. Most of their designs have elements burrowed from the Nevelin and reverse-engineered Naelkvan technology. Compared to other vehicles in the Empire, the Yin'vair's are long and wide but usually not very tall (the exception being troops transports and some air vehicles). This is because the pilot lies down flat inside the vehicle rather than standing or sitting. Yin'vair vehicles are much like their infantry, being fast and maneuverable. Their ground units tend to utilize wheels or hover technology while all of their air units utilize jet engines and can hover in place. Though they're not very common on the battlefield currently, more and more commanders have been adopting them into their ranks, especially those engaging other high-mobility races where other armored units would be unable to keep up. To make up for their smaller numbers, the Yin'vair have also been working on a large number of remote-controlled and A.I controlled drone units to supplement their forces. The Yin'vair have a long and positive relationship with Steel Bulwark that began when the Korvar liberated the Yin'vair. The Steel Bulwark kept a large contingent of troops in Yin'vair territory in order to protect civilians from raiders, provide the injured with medical assistance, as well as helping the Yin'vair to rebuild their settlements. The Steel Bulwark fortified their settlements and build a large number of military installations, such as Ketsarthenae, which was a joint-effort between the two. The Bulwark still maintains garrisons in the region due to the Yin'vair still being a new and relatively weak power. The Yin'vair have shown immense gratitude towards the Bulwark over the years and have attempted to follow in their footsteps; many Yin'vair have joined the branch's ranks or work in recently conquered enclaves to do what the Bulwark did for them. The current commander of the YSDF is Nek'tes Zhaseif, the granddaughter of Tsarfov Zhaseif, a major leader of the Yin'vair's rebel forces during the revolt.Thus far in her career, she has been rather conservative in her actions, following in the steps of her predecessor to ensure that the Yin'vair military continues on the route is has been going. When she isn't busy, she often goes to personally meet and speak to her troops. Herself a veteran who served in Steel Bulwark, she has been exceptionally cooperative with the branch, and often looks for more ways in which the two can operate alongside each other and helping Enclave races assimilate into the Empire. ===== Army of Zhagavia ===== ==== Regiments ==== ===== Notable Regiments ===== ====== Flaming Lance ====== '''Founded:''' 212 AU '''Home System:''' Kalanos '''Service Branch:''' Army of the Imperium '''Leader:''' Ilsarohs Anansias '''Specialty:''' Close-quarters-combat [[File:Spore_2015-09-06_15-25-33.png|thumb|left|500px|Anansias and numerous Lance soldiers shortly after the Empire reclaimed the planet captured by the Margan.]] [[File:FlamingLanceElsekt.png|thumb|right|250px|Flaming Lance armor design.]] Formed in 212 AU under the command of Qeveg Dosa, the Flaming Lance is a rather famous regiment known for its somewhat out-of-the-box and unorthodox tactics that have sometimes gone on to become popular ideas in other regiments. Their name is derived from the flaming spear utilized by Vahnris, the Neivelin god associated with battle, masculinity, bravery, and artisan work. The Lance is also famous for the many battles it has played a role in, such as the civil-wars of the Era of Discord, the war against the Nealkva, the Zorock blitz, and as of recently, the Great War, where they have scrapped with the Empire of Diablos. The home system of the Flaming Lance is the Kalanos system, a system located within the inner-rim colonies and fairly close to the Core. The system is comprised of three inhabited worlds; Kalanos, which serves as the system's capitol; Shorga, and Getis. Kalanos was a largely warm and dry planet covered in a great deal of mountains, savannas, and deserts that are separated by occasional jungles, forests, and tundra towards the poles. This made the planet popular with Lyvrn and Lekon, who both settled the planet in large numbers. Of the two, Lekon culture became predominant over the others, influencing the planet to become a major hob for philosophy, progressive ideals, and general debating about morals, religion, and honor. This lived on in the soldiers that would be organized into the Flaming Lance. Such examples of Lekon thinking within the Lance would be the use of the Lekon code of honor and their affinity for plays and stage performances as a means of off-duty entertainment. The specialty of the Flaming Lance is in close-quarters combat, particularly in urban environments. They are often summoned by commanders to attack heavily urbanized planets and military installations. The best example of this was during the Siege of Taltyos at the very end of the war against the Naelkva. Here, after several years of fighting, a large detachment of Lancers managed to breach and clear a heavily fortified Naelkva base, allowing allies to swarm in and use it as a gateway to similar forts, allowing the Empire to eventually bring an end to the stalemate. Lance equipment is tailored to this particular battlefield environment, with their armor featuring extra plating to defend against sudden ambushes and traps. The armor is given to all soldiers as soon as they are made a part of the regiment, regardless of their status. In terms of weaponry, they utilize a great deal of close range weapons like shotguns, flamethrowers, and heavy assault rifles. A notable aspect of the Lance's arsenal is the use of melee weaponry. The Lance was one of the first regiments to utilize the then-new plasma-based melee weapons when they were first distributed, and were successful enough that other regiments began to copy them. The Flaming Lance have been involved in the Great War from the beginning of Galderan intervention. They helped defend Zykorus against Margan attack and then went on to recapture the colony lost to the invaders. The Lance despises the Margan and considers them to be little more than pests. Since then, they have been sent against the Empire of Diablos as part of the Hammer Offensive and much of the regiment's forces remain stationed in the Warlord-controlled regions. ====== Iron Scales ====== [[File:IronShieldTrooper.png|thumb|right|250px|Iron Scale armor design.]] '''Founded:''' 335 AU '''Home System:''' Tresda '''Service Branch:''' Home Guard '''Leader:''' Ilsarohs Relindes '''Specialty:''' Siege, anti-Zorock operations. The Iron Scales are a regiment of Steel Bulwark that was founded in 335 AU in the Tresda system. Among Steel Bulwark regiments, they are among the ones focused more on offensive actions. They frequently travel alongside Crimson Hammer and Zenith to assist in conquering planets and then fortifying them before leaving to re-join the invasion fleet and leave the duties of occupation to defensive regiments. The name of the regiment is a play on the name of the division it serves as well as its definition; whereas Steel Bulwark is a reference to the division as a whole, Iron Scales was intended to emphasize the strength of individual soldiers, which coincidentally would prove itself true during the Zorock blitz. The Tresda system is the home system of the Iron Scales and is comprised of one inhabited planet; Tresda. Tresda is an earth-like planet that is about the same size as Kovas. The planet's most notable feature lies in its flora, where a valuable extract that is used in many antibiotics was discovered. The planet also features two inhabited moons; Nalor and Ralor, which serve as defensive stations for the planet in modern times. The Tresda system is located within the northern reaches of the inner colonies in land once controlled by the Qualdran Republic before the Empire defeated the Republic and unified the Arkevon. The two main ethnic groups of the planet are the Kalks and Quolvrians, with small communities of Sycera and Avrin scattered around. In its early history, the planet earned a reputation for being rather rebellious against the Empire, who responded by attempting to appease some of their lesser demands while maintaining control. This went up until the era of discord, where Tresda was one of the systems that defected. The planet was almost immediately besieged by loyalist forces, but kept fighting despite an elongated siege that cut off outside help. The planet was eventually re-captured after several months of fighting. During the ensuing occupation, the Empire did its best to look benevolent by helping the injured, reconstructing damaged property, and allowing the planet's remaining garrison to remain so long as they didn't take offensive action. The tactic worked, and in modern times, Tresda is a loyal, if somewhat independent and secularist, planet that has done its best to improve its image to the rest of the empire. In 335 AU, about twenty years after Tresda's rebellion, the system organized and formed the Iron Scales. Like many former defectors, the planet and its military was met with skepticism about the loyalty of the unit and its ability to work cohesively with other elements of the military. This made much of the regiment determined to prove itself; they worked hard to improve their image by doing such acts of assisting beleaguered allies and fighting alongside their allies on the field. As time passed, they would come to become a trusted regiment with a reputation for defending its allies. This reputation would be solidified during the Zorock's blitz into Imperial space. During the invasion, the Iron Scales would attempt to assist in repelling the invaders, but were pushed back. Rather than retreating, the regiment's main fleet landed on the colony of Dresva, a moderately developed outer rim colony that was soon to be attacked by the Zorock. The regiment extensively fortified the colony and prepared to defend it until reinforcements arrived. For three weeks the colony held out against relentless attacks from the Zorock, who had taken over many nearby colonies. The Zorock bled a great deal of troops and resources into taking the planet as they believed that something of value was on the surface due to the heavy fortifications when, in reality, the planet held little strategic value. Eventually, reinforcements from the mainland started their major counteroffensive and eventually reached Dresva, which was the one colony in the area that was not captured. Dresva would then be used as a staging area to launcher further assaults that would eventually force the Zorock out. For their actions, the Iron Scales were hailed as heroes. In the eyes of many, they represented how the formerly-rogue colonies had redeemed themselves and had proven themselves to be a worthy part of the Empire. All personnel in the regiment was awarded for their efforts with metals and accolades from high command. However, the regiment also payed dearly for their work; most of the regiment died over the three week period, along with many of its officers and commanders. Had the counteroffensive taken any longer to arrive, it is likely the defensive force would have been completely destroyed. Shortly afterward, the regiment was taken off the battlefield and relocated to Tresda to rebuilt its numbers and chain of command. After several years, the Iron Scales built itself back up and was deployed back out into the battlefield. They served on the Zorock frontier up until the time it stagnated into a stalemate. Since then, the regiment has been fighting in the Great Northern Siege to great success. They have yet to be deployed to the Great War. The Iron Scales specialized in siege combat and, due to their history, fighting the Zorock. Their customized armor, which is gifted to recruits as soon as they join, is a slightly trimmed down variant of typical Steel Bulwark armor designed to reduce weight and make them slightly more mobile to fit with their more offensive doctrine. Their weaponry involves explosives and other heavy weapons, and many soldiers bring a great deal of grenades with them. An uncommon modification to the armor are its two wrist-mounted flamethrowers. While they have a fairly small ammunition tank, they are extremely effective in close quarters combat. ====== Skull Eaters ====== ''"Crush their skulls! Crack their spines! Stain the land with their own blood!"'' - A common term used by the Skull Eaters before battle. '''Founded:''' 203 AU '''Home System:''' Salaheth '''Service Branch:''' Army of the Imperium '''Leader:''' Ilsarohs Halteus '''Specialty:''' Arctic warfare [[File:SkulleaterMarine.png|thumb|left|250px|Skull Eater armor design.]] The fittingly named 277th 'Skull Eaters' regiment was formed in 203 AU under the command of Ilsarus Karsas "Skull Eater" Helsed, the namesake of the regiment. The name comes from a duel Karsas had only a few years before the formation of the regiment. During a conflict with a now-destroyed alien empire, Karsas challenged a failing enemy commander to 1-on-1 combat. The enemy commander accepted, but mere moments into the duel, Karsas ruthlessly bit down on the commander's head, tore it off, and ate it, earning him his gruesome nickname. This and many other grisly acts of the regiment's first commander left a strong impression on the already grim regiment, molding them into the seemingly psychopathic regiment that they are today. The Skull Eater's home system is the Salaheth system, a moderately wealthy colony located within the Empire's middle rim. The system contains two habitable planets, Salaheth I and Salaheth II, as well as a few colonized moons. Salaheth I and II are unusual in that they both possess predominantly cold climates, with II being colder than the other. Most people avoided colonizing the system for this reason, save for those who wanted to live a more isolated life, were willing to put up with the climate to make a living, or wanted to live independently and test themselves by surviving out in the harsh climate. Not many religious individuals went to the system, leaving it in a largely secular environment that often sought to prove the Arkevon's superiority as a species. As a result, proving one's strength and perseverance is a big part of the world's culture, with many children proving their manhood by taking a rite of passage that involves spending two weeks alone in the wilderness before being conscripted. It should come as no surprise that the Skull Eater's specialty on the field of battle is in arctic combat, which is a trait not often found among regiments. Whereas most regiments shun the cold and only have the amount of training required of them, the Skull Eater's embrace the ice and snow and possess an intimate knowledge of how to live and operate in it. These rare traits make the Skull Eaters desired by many commanders who are fighting races like the Zorock, who thrive in such environments naturally. Many Skull Eater troops are also known for being skilled at tunnel warfare due to a number of underground settlements that exist in the Salaheth system. The Skull Eaters are known for their sometimes disturbing ferocity on the battlefield, which has even made some other Arkevon put off by them. Following the example of their first commander, they are dirty, brutal fighters, willing to do anything in order to win and viewing any sense of honor as a setback. The majority of the regiment does not follow the teachings of the Goddess, so all of the usual ceremonies that many do before and after battle are absent, replaced with the regiment's own traditions. One notable difference is the way in which they consume dead bodies. Whereas the more religious regiments often wait until after the battle and do the ceremonies before feasting, the Skull Eaters ignore this and consume them at any point in time. The Skull Eaters are very proud of their heritage and history, and they often mock those who complain about the cold weather or can't prove themselves worthy of the regiment's standards. The Skull Eater's arsenal is general-purpose like most Crimson Hammer regiments, the only difference being that their gear is modified to better function in sub-zero environments. Their armor features swapped out armor plates on the shoulders and hips, extra-plated gauntlets, a lighter chest piece for improved mobility and a helmet made in the visage of the Xelvek, a fierce predator from Salaheth I. Besides the helmet, the most notable modifications include the cosmetic robes that hang off their armor. Recruits entering the division have to first serve alongside the regiment in battle before they receive the armor. In recent history, much of the regiment's forces were deployed against the Zorock to great effect; they played an important role in invading the Zorock's own territory in the early days of the war. Their involvement dimmed as the battle turned into a stalemate and their forces were deployed elsewhere. A number of detachments have been deployed to aid in the Great War, where they have so far been deployed against the Empire of Diablos as part of the [[Operation: Xarvok's Hammer|Hammer Offensive]] '''Notable Battles''' '''Era of Discord 217AU-230AU ''' Over the course of the Era of Discord, the Skull Eaters remained fiercely loyal to the empire. As their colony stayed loyalist, the Skull Eaters were a part of the forces sent to bring rebellious colonies back under compliance. Compared to most other regiments, the Skull Eaters showed little restraint in their assaults against non-compliant colonies and military forces alike and frequently used terror tactics and rapid assaults to quickly bring colonies under control at the cost of collateral damage. As a result, some rebel forces simply surrendered when it became known that the Skull Eaters had been deployed against them, especially when it became obvious that they were losing the greater conflict. Though the regiment was immensely successful, they had earned themselves a violent reputation and came to be disliked and feared by many. '''Invasion of Nalovi 527AU-530AU ''' While the Skull Eaters saw limited action during the Zorock blitz, they were on the forefront of the counter-offensive that followed. Nearly the entire regiment was deployed to take part in the invasion of Nalovi, one of the major states of the Zorock republic. They carved a bloody and burned path through Zorock settlements, razing settlements to the ground and slaughtering everything they came across. It is claimed by survivors that, "The snow and rivers ran red with blood," and that they, "hung the corpses on poles and along buildings so as to mock us and show off their trophies." The Skull Eaters were present at the invasion of Nalovi's homeworld of Jasius and played a major role in conquering the world. Among the individual regiments involved in the invasion, the Skull Eaters had amassed the most kills, with most of them being civilians. ====== Death's Reach ====== '''Founded:''' 390 AU '''Home System:''' Altov '''Service Branch:''' Bio/Chemical Marines '''Leader:''' Ilsarohs Neluvi '''Specialty:''' Biological/Chemical warfare [[File:CRE Death's Reach Trooper-15aadf36 ful.png|thumb|right|250px|Death's Reach armor design.]] The regiment that would come to be known as Death's Reach has a somewhat unique beginning; they predate the existence of the Bio/Chemical Marines, being the very first Steel Bulwark regiment formed for the purpose of biological warfare several years before Vahlsrod's Maw came into being. It was formed under the command of Halkris Nelro, who would go on to become the Maw's first Aldalta; it was then placed under the command of Nelro's lieutenant, Halakis Vala, a man known for his religious zeal and his determination to cleanse the galaxy of all unworthy sentient life. Death's Reach is the most veteran regiment of Vahlsrod's Maw, having participated in a great deal of battles and having a large number of experienced soldiers within its ranks. As a result, they often see combat in some of the most fierce conflicts, where their experience and zeal is paramount to turning the tide of battle. The home system of Death's Reach is the Altov system, a system near the edge of the middle rim of Imperial territory. Altov currently has three inhabited planets: Altov I and II, and Ghasaret; though of these, Altov II is the most prominent and possess the regiment's headquarters. Altov II is a warm planet, featuring many jungles, forest, and marshes and often has rough and rugged terrain. The established colonies and the surrounding regions are safe to explore and inhabit, but outside of these zones, exploration becomes much more dangerous. The wild jungles are full of poisonous plants and hostile, venomous wildlife; the swamps and marshes frequently belch out toxic gas that kills anyone not wearing safety equipment. However, these 'Toxic Wilds,' as the locals have referred to them as, also feature benefits; many of the toxins have been used in the production of chemical weapons, and new medicines and antivenoms have been produced from samples gathered from here. As a result, expeditions to these dangerous locations have become rather frequent, and the region has been declared off-limits to settlers. The population of the system is somewhat of a mix between the Nolsarians, Altans, Lyvrn, and Quolvrans primarily. Early on in the world's history, a very religious group of Arkevon had moved into the system and became a heavy influence in the sector's developing culture. Death's Reach was heavily influenced by the religious development of the sector and that of its two commanders; most of its members are fiercely zealous towards Syleris, though it is a quiet and subdued manner. To them, they know what they do is 'right' and that those they fight have no chance of a good afterlife, and thus they have no need to loudly proclaim their faith aside from prayer. Death's Reach is viewed as the golden standard of Vahlsrod's Maw; their tactics and doctrine have defined the division's strategy since it has been created and continues to do so to this day. They revolutionized biological and chemical warfare, and know how to utilize it in a wide variety of ways in many environments. From open battlefields to underground settlements, Death's Reach can adapt to almost any battlefield situation. Typical of Maw regiments, the equipment utilized by Death's Reach is heavily specialized to fit their users, with such examples as toxin rounds, corrosive grenades, and specialized artillery shells and bombs. Their deadly capacity is furthered due to the fact that they are often reached out to test new and experimental designs, and are often the first to receive them once they begin mass production. Death's Reach was among the many that were brought to combat the Peacekeepers once involvement in the Great War began. They were initially going to be first utilized against the Aeverian Confederation during the border blockade, but were instead put under Varo Arvintis' command in order to fight the Diabloians. Here, they quickly became infamous after the massacre of Alvainos; where, after weeks of inconclusive fighting between the Empire and Diabloian defenders, Death's Reach was brought in to bring the stalemate to an end. To this end, they flooded as much of the facilities as they could with a colorless, odorless toxic gas. Though many were safe due to being in undamaged portions of the bases or they were wearing the proper safety equipment, many others, including civilians, were caught unaware and died. The regiment, after some waiting, then flooded the facility with all of their troops at once and managed to clear out the survivors, claiming Alvainos for the Empire. They have since become a target for revenge by many. ====== Gate Crashers ====== '''Founded:''' 540 AU '''Home System:''' Kiloth '''Service Branch:''' Army of the Imperium '''Leader:''' Ilsarohs Trosera Anosh '''Specialty:''' Mechanized warfare A very new and unorthodox regiment, the 109th 'Gate Crashers' were founded in 540 AU by its current commander, Ilsarohs Trosera Anosh. It is unique in that none of its personnel are standard infantry; all of its members are either vehicle pilots, particularly walkers, or pilot battlesuits. Trosera came up with the idea after witnessing the Zorock's heavy usage of walkers and battlesuit units on the battlefield. Since then, Trosera desired to test the possibility of entirely-mechanized regiments rather than the typical hybrid regiments. In the thirty-seven years of its existence, the Gate Crashers have rapidly become more notorious for their deadly efficiency on the battlefield, and other commanders have begun to look into the idea of mechanized regiments working alongside more traditional formations. The command center for the Gate Crashers is in the Kiloth system, a system within the Middle Rim of Imperial territory. Particularly, Kiloth I. Kiloth was chosen as it was already being used for the production and research of mechanized units and had a fairly large population of engineers, researchers, and pilots as a result. As well, it had varied geography, from cool, rolling plains to frigid cold mountains; new and veteran pilots alike can learn or sharpen their skills on the world. Kiloth is a wealthy system funded by its strong research, valuable flora, and the mining of rare materials; as a result, many of the colonist here are wealthy, and have become somewhat aristocratic compared to most; lineage and family reputation are held in high regard, and it isn't uncommon to have someone passing down their equipment to an appointed 'heir.' The population is primarily composed of Nolsarian, Lekon, Lyvrn, and Sycerians. Many Nevelin also reside in the system alongside populations of Zenura that reside in the colder regions. As a result, the Gate Crashers have a great deal of diversity within their ranks, though its culture is very traditionalist and religious in nature. Many of the walkers and squadrons within the regiment are named after great heroes or religious figures, and there are a fair number of Chaplains operating among its forces. The Gate Crashers are undisputed masters of mechanized warfare of various forms. Constant training and thirty years of fighting has sharpened their skills and allowed them a variety of opportunities to experiment with new tactics and strategies, many of which are starting to see adoption in greater military doctrine. The Gate Crashers can just as readily fight the enemy on an open field as they can in a crowded urban metropolis and be just as effective. The Gate Crashers are often sent ahead of a main attack force and have been utilized in a variety of maneuvers, from slamming into the enemy force like a sledgehammer and overwhelming them to flanking them from behind and even to orbital drop straight into the enemy, often resulting in many troops simply being crushed by the drop pods. Compared to other regiments, they rarely work entirely independently, mainly because they're not a very large regiment on their own as their equipment costs a significant amount of money and resources to produce and maintain. The Gate Crashers possess a wide array of mechanized units, ranging from the lightly armored Gavros ISW to the six-legged Kavras. The most common sight up until very recently was the Dreavarok Battle Walker, which was essentially the regiment's Main Battle Tank. Shortly before the beginning of the [[Operation: Xarvok's Hammer|Hammer Offensive]], the regiment was given a large number of number of recently-built Olvorak Assault Walkers for a field test. So successful was the test that many pilots had their Dreavaroks replaced with the Olvorak, leaving their old units to either be placed in Kiloth's storage bays or given directly to the military to be permanently decommissioned. Alongside their walkers are their equally-important Battlesuits, which form the regiment's base infantry unit. These battlesuits are comprised almost entirely of [[Galderan Armed Forces#MKII "Xekelyin" Infantry Battlesuit|Xekelyin Battlesuits]] and their variants, with Zenuran troops using armor suited for their anatomy. With much of the personnel being somewhat wealthy and affluent, many have personalized their equipment to some degree, be it with family emblems, colors, or even attachments; so long as they don't defy regulations, they have free reign to do as they wish with their gear. Until the Great War, the Gate Chargers had been deployed to the sectors affected by the Great Northern Siege; while they were inspired by the Zorock's tactics, they actually did not get to fight them on many occasions. They remained in this position until the Hammer Offensive, where they were brought in to combat the Empire of Diablos. Since then, the regiment's forces have been split between combating the Diabloians and other Peacekeeper powers, particularly the Aeverians. ====== Flame of Syleris (Anti-Biomatter Task Force) ====== '''Founded:''' 577 AU '''Home System:''' Nydair '''Service Branch:''' Bio/Chemical Marines '''Leader:''' Vier Elseron Nethali '''Specialty:''' Anti-Biomatter operations The Flame of Syleris is the task-force that has been put together by high command in order to push back against the Biomatter Swarms and purge their species. Though it is officially a temporary task-force, the force operates in many ways like a regiment, down to having its own 'home system.' Unlike other regiments however, it does not accept forces from only one system; the Flame takes in forces from across the empire, regardless of their previous division. The soldiers within the task-force are often veterans, soldiers who have served longer than the required fifteen-years and possess a strong loyalty to either the Goddess or to the Empire as a whole. The Flame of Syleris has rapidly grown in size within a few months as it continues to scour the stars for signs of infestation in what is likely to become an eternal crusade against the Biomatter menace. The home system of the Flame of Syleris is the Nydair system, a system in close proximity to the Haldron Fortress World, Zykorus. A planet within the Zykorus system, Nindis, was also considered, but was deemed possibly hazardous due to its close proximity. Nydair was chosen due to it being untouched by the public and largely left alone by the military. Nydair I, the location of the Flame's home base, is a dead planet, devoid of any biomass and possessing little atmosphere. As such, the task-force's bases are built within large dome constructs and underground facilities that have built-in life support. It is in these facilities that strategies are planned, soldiers spar and train, and new equipment is tested. The facility continues to grow larger as the need of the regiment expands. A number of stardocks are also in orbit to allow for large craft to be built, repaired, or stockpiled for operations. The Flame of Syleris is single-minded in its goal in exterminating the Biomatter, and it shows in their equipment and policy; unless they are fired upon, the task-force is not allowed to open fire on Peacekeeper forces if they are combating the Biomatter, and they are prohibited from being used in campaigns against anything beside the Biomatter. Their equipment is tailored for countering the Biomatter, utilizing incendiary weapons, acidic weaponry, explosive rounds, and a variety of energy weaponry so as to cauterize injuries. It has proven to be a constant arms-race against the Biomatter as both sides are constantly trying to adapt to the other. Attempts are currently underway to try and create an adaptable pathogen that targets the Biomatter, though the project is in the earliest stages of research. The Flame of Syleris has engaged the Biomatter multiple times over the many months; most engagements have taken place in the frontiers and uncolonized regions of space as the Galderans continue their search for the Biomatter's point of origin. Large colonies have so far been spared an attack by the Biomatter, though contingerncy plans are currently being drafted in the event of one. === Combat Doctrine === While specific tactics still depend on fleet composition and their opponent, Galderan naval combat makes frequent use of the so-called 'hammer and anvil doctrine'. This doctrine makes use of two main battle lines: the anvil, also known as the front line, and the hammer, also known as the artillery line. The front line, which is comprised of the bulk of the fleet, closes in on the enemy and engages them in medium-to-close quarters with the intent to box the enemy in. The artillery line is comprised of the armada's strongest assets, and focuses its firepower against weakened vessels and the opponent's most powerful warships. The armada possesses a wide array of kinetic and enegy-based weapons that are each used for specific task. A mix of precision lasers, flak, and autocannons are used to ward off missiles, strikecraft, and boarding pods while torpedos, missiles, and railguns are used to dispatch smaller vessels while softening capital-class ships. Spine-mounted railguns, heavy energy weapons, or an overwhelming barrage of missiles/torpedos are then used to finish off vessels. The Armada's most powerful assets are their 'Lance Cannons', exceptionally powerful energy weapons capable of shearing apart most capital craft in only a few hits. Lance weapons are, however, very energy intensive, and take a relatively long time to cool and recharge. The hammer and anvil doctrine has thus far proven itself on the battlefield, but it does have its own share of weaknesses. Most notably, highly mobile forces may be able to get around the anvil and strike at the artillery line. Though the artillery line has the firepower to hold its own, it often does not have the mobility to be able to respond quickly. To help circumvent this, the artillery line is protected with an entourage that helps to buy it time. ==== [[Repzork Empire]] ==== ==== [[Zaretian Monarchy]] ==== ==== [[Necraal Sovereignty]] ==== ==== [[Asanian Syndicate]] ==== ==== [[Skrey Clans]] ==== ==== [[Saracin Empire]] ==== ==== [[Biomatter Swarms]] ==== === Weaponry and Equipment === The Galderan Armed Forces boasts an impressive arsenal of weapons. They are best known for their various ballistic weapons which range from simple pistols and assault rifles to handheld railguns and micro-missile shotguns. They also produce a wide array of energy weapons and more exotic firearms such as the X-ND, a powerful flamethrower-like weapon which utilizes corrosive acid; the G-GD5 Impaler, a coil-gun that fires metal spikes to impale foes; and the T-GD27, nicknamed 'Teknar's Wrath,' which utilizes lightning bolts and electricity. Their Battlesuit arsenal is just as diverse, with enlarged versions of infantry weapons as well as their own unique firearms. Some of these weapons, particularly their standard-issue ballistic weapons, are incredibly commonplace; having been produced in the literal trillions, it is inevitable that these weapons have found themselves in various markets outside of the empire. As a result, various wealthy third-party organizations can be found utilizing Galderan weaponry. Imperial infantry also make use of a wide array of melee weapons, such as war hammers, daggers, polearms, swords, and flails, to name a few. These weapons typically utilize blades made out of plasma, razor-sharp saw blades that can effortlessly slice through lightly-armored infantry, or blades which vibrate at an extremely high frequency. Blunt weapons, such as the war hammer, instead rely on either pure brute force, one-time use explosive charges, or are fitted with aforementioned gravity manipulation technology. But for the most part, these weapons are uncommon, and the smaller ones tend to be used only as backups rather than as primary weapons. Some of the more powerful and advanced melee weapons are rewarded to soldier's for performing great deeds and for exemplary service; many [[Champion|Champions]] use personalized melee weapons which were gifted to them when they were promoted. The design philosophies of Galderan weaponry varies somewhat depending on the race which built them. Arkevon and Zenuran weapons tend to be designed with their power armor in mind. These armors possess artificial muscles that enhance their strength. As a result, their weapons tend to hit hard and are sometimes too heavy, unwieldy, and/or produce too much recoil for most unarmored individuals to properly use. Nevelin and Yin'vair weapons are smaller, lightweight, and boast a sometimes significantly faster fire-rate to compensate for being not as powerful. Renesat weapons focus on precision and range, as many Renesat soldiers work as scouts and rangers rather than as front-line infantry. Jaset weapons are few and far between as they much more frequently use weapons designed by other races. There is a notable divide in the types used that is based on gender; females, being the stronger of the two genders, tend to utilize Arkevan weapons, whereas males will arm themselves with Nevelin firearms. ==== Combat Armor ==== ''See also: [[Body Armor]]'' All active-duty military personnel are equipped with either a suit of power armor or a larger and more powerful battlesuit. The empire possesses a wide and varied array of armors, the majority of which are produced by rival companies working under contracts, though a small few are designed directly by government agencies. Such suits generally make use of rare and exotic technology that has not yet been put into mass-production. Regardless of their designers, the majority of suits share many characteristics, with exceptions only accounting for a specific species' anatomical needs or the armor's purpose. Galderan armors can be split into two layers: the fibrous layer, and the armor layer. The fibrous layer consist of a skintight jumpsuit that primarily acts as an interface between the user and the armor. It also insulates the user and hardens on impact with a high-speed projectile, providing some defense against kinetic impacts. The armor layer is split into the systems and plating layers. The systems layer is an exoskeleton that frames the armor and is where the armor's internal components are stored. The plating layer is the suit's armor plating, which is usually made up of layers of metal alloys. It is also where auxiliary components are installed. Armors designs can vary significantly; for example, some armors built for speed may not have an exoskeleton and will thus lack certain internal components that are commonplace in more typical suits. Power armor is not exclusive to the military; due in part to the royal family's use of armor, power armor has become a status symbol among the wealthy, who will purchase tailored suits for exuberant prices. These armors are usually more ornamental than they are practical, and would not be suited for the battlefield. Additionally, they may have certain features stripped so as to 'demilitarize' them. ===== Models ===== ====== MKIV Gatranus Power Armor ====== [[File:RepzorkPowerArmorStandardMarineArmor.png|thumb|right|349px|<br>(Clockwise from top left)</br> The standard Gatranus model of the Arkevon, Nevelin, Renesat, and Jaset. The Renesat model is one of the more unique variants, as it is technically a mobility/utility armor; the Renesat's natural flight capability was seen as too valuable to bog down with heavy armor plating, thus resulting in the lighter model.]] The MKIV is the latest iteration of the Gatranus series of protection/utility armor developed by Halseus Engineering, a leader of power armor development within the Galderan Empire. The Gatranus is seen as the 'gold standard' for front line combat armor and is the most prolific armor suit in the military, being used by units from all member races with the exception of the Zenuran Union. The standard-issue model encases nearly the entire user's body, including horns, wings, and tails, with thick armor plating which thins around the joints to allow for mobility. It comes with all available internal components, as well as a full set of artificial muscles to enhance the user's strength and carrying capacity. The Gatranus is designed to be extremely modular, allowing for individual armor pieces and components to be easily removed and replaced, allowing for near-limitless versatility. As a result, alongside the many official variants, many unofficial modifications exist among specific armies in order to reflect their traditions and strategic doctrines. Regardless, they do still need to follow standard color-coding identification rules, whether it be via stripes on the shoulders or the armor plating as a whole. Outside of the armed forces, the C.D.F (Civil Defense Force) utilizes the Gatranus for their 'heavy' infantry which are deployed during riots and other events requiring the use of heavy equipment such as invasions. Some private security forces have purchased suits for their own use, though an artificially high price prevents them from being purchased in bulk. Wealthy and powerful individuals within Galderan society may purchase ceremonial versions of the Gatranus which, while not suited for the battlefield, serve as a symbol of their social status. Allied nations are also frequently given tailored Gatranus armors as a gift. ====== MKVI Ladok Combat Vest ====== [[File:NevelusLadokArmor.png|thumb|left|175px|A Nevelin wearing Crimson Hammer-model Ladok armor.]] Produced by Lindev Forges, one of the oldest Nevelin arms companies, the Ladok series is a set of mobility/protection armors that have become become a popular alternative to the Gatranus. Many Ladok designs are heavily inspired by the armors used in ancient times. The standard model is comprised of an armored vest that encompasses the torso, a helmet, greaves, gauntlets, shin and wrist guards, and flexible armored plates that protect the shoulders and thighs. Ladok suits are substantially lighter and more agile than a Gatranus, making them an excellent fit for the Nevelin's style of warfare. However, Ladoks lack a full internal exoskeleton, artificial muscles, or power lock. Instead, the armor relies on an enhanced fibrous jumpsuit that can harden to enhance one's punches and kicks and lock the body in place. Though still not as efficient as a power lock or artificial muscles, these features allow the Ladok to remain competitive against more durable armors. Ladok helmets are often heavily customized, primarily among Nevelin users. Masks have played a role in Nevelin society for centuries, as they were used to both mark one's position in society as well as to provide anonymity so that one may be able to express their feelings without fear of retaliation. As a result, many have adorned their helmets with unique markings and/or etchings. The 'eyes', while not being necessary, possess tiny cameras inside, and are capable of glowing, though this feature is generally used only during special occasions or for intimidation. The tusks prevalent on many helmets are entirely ornamental, being based upon powerful tusked creatures from their homeworld, and cannot be utilized as weapons. The Larok is primarily used by the Nevelin, but it has also become popular with the Yin'vair and Renesat. Specialized squads of Arkevon and Jaset have also made use of the armor. The armor is seldom used by space-bound infantry due to its inferior temperature controls and life support. As it is less expensive than the Gatranus, some private companies own a number of suits, but the producer is very strict on who can possess what they consider to be an 'icon' of Nevelin culture. ====== Drekonis Infiltration Suit ====== The Drekonis is a mobility suit used exclusively by Her Majesty's Special Forces. Specifics of the design depend on the infantry utilizing it, but in general, the armor possesses a built in-stealth generator and only protects the vital areas and joints with armor plating. Instead of a full helmet, the standard model utilizes a mask-like headpiece, still providing all sensory information but lacking any air filters; the mask can readily be switched out with a Gatranus helmet or a dedicated gas mask when necessary. ====== MKXV Sentinel Armor ====== [[image:ZhagavianValdar.png|thumb|151px|right|A Zhagavian Lancer wearing Sentinel armor. The armor's default brown coloration has been stripped away and replaced with silver painting.]] Developed by the Valdar, the MKXV is the 'standard template' for all of the Valdar's general-purpose infantry armor. Like the Ladok, the Sentinel does not fully cover the limbs in armor, instead protecting it with individual plates. The armor itself is decent, able to provide adequate protection against small arms fire and shrapnel, though heavier weapons can pierce through it relatively easily. Many variants of the suit have been created: Heavy Gunner, Blade Dancer, Sharpshot, Siegeman, Shock Trooper, Nightshot, Moondancer, and the Astral Knight. ====== MKX Squire Armor ====== The MKX Squire Armor encases the user in a full-body suit of armor, providing both improved protection and the benefit of an internal skeleton and artificial muscles to the wearer at the cost of some of the Sentinel's ability. Until recently, the suit was a rather uncommon sight; no conflicts had justified large deployments of troops wielding the armor, thus relegating it to a few select groups. With the onset of the [[Valdar Crisis]] however, Squire Armor has made a massive resurgence, and has gone into full production for wide use across the loyalist Valdar's remaining troops. Originally, Squire Armor was built to be utilized by Astral Knights and Shock Troopers, though more variants are expected to be pressed into service soon. ====== MKXVII Support Armor ====== Somewhat similar in appearance to the Squire, the MKXVII 'Support' is the Valdar's dedicated utility oower armor. It possesses a stronger internal power supply than Standard sentinel armor and possesses more ports. The armor itself is less durable than Sentinel armor so as to make way for the ports and components, necessitating that users be protected by their allies. The most well known user of utility Armor is the Guardian, which utilizes a bunker shield generator. Another example is the Illusionist, which can create convincing holograms to distract enemy forces and draw their fire. ======MKV Mirage Armor ====== The MKV Mirage is the Valdar's template for infiltration armor. It features an enhanced Stealth Generator and Power Supply to allow for extended periods of invisibility; this power can be diverted to the armor's Shield Generator to boost its strength when necessary. The Mirage is comprised primarily of an armored vest that protects the torso, boots, and a helmet. Armor to protect the upper and lower limbs are common, but also optional. The Mirage is very fragile, but it also succeeds in being very lightweight and quiet. Mirage suits are used only by a few dedicated special-operations forces, most notably the Star Watch. [[File:MONGOLBANANA.png|thumb|left|250px|Standard version of the Hilgne Armor.]] ====== MKII Hilgne Combat Armor ====== The MKII Hilgne is a product of Halseus Engineering designed for those who cannot afford power armor, particularly mercenaries and private security forces. The armor is comprised of numerous thick, somewhat bulky armor plates which protects the vital areas of the body; the armor just barely falls into the definition of powered armor, as while it retains a helmet, power supply, and fibrous jumpsuit, it lacks any and all other features, including ports for auxiliary components. This does make the user somewhat more mobile, but the armor is still vastly inferior to any military-grade suit, and as a result, is not used within the armed forces. ===== Battlesuits ===== Galderan battlesuits are essentially bigger and more powerful power armor suits; they share all of the same features, including the defensive, mobility, and utility classification. Some suits require the user to be stripped down to their fiber jumpsuit before they can enter it, though a few can be worn while the user is still wearing their armor, essentially making the battlesuit a 'third skin' and further enhancing the user's durability. They are distinguished from larger walkers in that walkers require a designated driver compartment and steering components whereas battlesuits do not. Thanks to the significantly enhanced strength found in some battlesuits, the armors have their own class of weaponry. These weapons are far too large and heavy to be used by standard infantry, and are oftentimes much stronger than their small-arms equivalents. ====== MKV Xekelyin Battlesuit ====== [[File:MechanizedBattlesuitvariation.png|thumb|right|350px|Three different varieties of the Mechanized Battlesuit: Standard, Zenith, and Vahlsrod's Maw]] Another product of Halseus Engineering, the Xekelyin Battlesuit is a protection/utility battlesuit which was produced and released alongside the Gatranus. The base model is fairly large and heavily armored, and the user does not need to remove their power armor in order to pilot it. The Xekelyin was built to compliment the Gatranus, and as such, can be modified into either a full-blown weapons platform, with weapons capable of being built unto the arms, shoulders, breastplate, and back, as well as the ability to hold battlesuit-class guns, or be converted into an excessively heavily armored bulwark equipped with a guardian shield generator to protect its allies. Xekelyin are also sometimes deployed in full squadrons designed to act as heavy shock troopers. ====== MKXI Tetheos Battlesuit ====== Standing at a 8 feet (2.4 meters) in height, the Tethos protection/utility suit is the standard-issue combat armor of the Armed Forces of the Zenuran Union, and as a result is the most ubiquitous battlesuit in the Galderan military. While modern designs take inspiration from the Arkevon, the suit is used exclusively by the Zenura, as they are the only species small enough to fit inside of the suit's driver compartment, which is located within the suit's large, spherical 'head'. It shares many similarities with the Gatranus and the Xekelyin, being well-armored and highly modular, allowing for many different variants to be produced. One such example replaces the suit's two arms with six arms that are each equipped with a plasma blade, turning the suit into a close-range combat specialist. ====== MKIII Sizerian Battlesuit ====== The Sizerian is a mobility battlesuit produced by Alamati Corporation, a joint venture between Arkevan and Zenuran arms manufacturers. It is unique among Galderan battlesuits in that it is the first and so far only battlesuit designed specifically for flight. The Sizerian is lightly armored, and built on a small, lightweight frame; users cannot be wearing power armor when donning the battlesuit. The Sizerian makes up for its limited durability through the use of a strong shield generator and its incredible speed; the Sizerian is equipped with an extremely powerful jet pack as well as a pair of retractable wings for steering and thrusters built into the lower legs for added speed. While it cannot quite match the speed of fighters, the Sizerian can match the speed of many gunships and dropships and promptly destroy them with an arsenal of explosive weaponry. The Sizerian also supports ground forces by performing strafing runs and raiding enemy positions. While Sizerians can eliminate aerial vehicles with its weapons, it has become a sort of game among some pilots to board their targets, typically with the purpose of personally eliminating everyone on board or forcibly yanking the pilot out of their seat; this feat is made easy with the use of magnetic boots and claws designed to grip into the metal plating. ====== MKIII Julsur Battlesuit ====== [[File:MKIIIJulserBattlesuitIdle.png|thumb|right|225px|A MKIII 'Julser' wielding two plasma blades. ]] The MKIII Julsur mobility/protection battlesuit is the flagship product of Ilsuvar, a Nevelin competitor to Lindes Forges. The armor serves as a notorious example of the somewhat blurry line that distinguishes battlesuits and power armors; the armor could easily pass as a suit of powered armor, but the Grand Army of Ilsur officially classifies it as a battlesuit due to the many differences between it and the grand army's standard-issue armor, the Ladok. The Julsur is currently the smallest battlesuit in the imperial arsenal, standing only a few inches taller than its wearer, which reduces its weight and allows it to get into places that other suits would have trouble reaching. It is also the most mobile battlesuit besides the Sizerian; its legs have extra artificial musculature and a complex system of springs and hydraulics in order to increase its speed. Like the Ladok, the Julsur has built-in voice activated adrenaline boosters. On the battlefield, Julsurs are often deployed in their own individual squads and are assigned to 'berserker' roles; they flank and ambush enemy forces, engaging them in close quarters and shredding them apart with various melee weapons, such as wrist-mounted energy swords, axes, and swords. The Julsur is the only battlesuit incapable of wielding battlesuit-class weapons as it lacks the necessary strength to properly do so. As such, it wields infantry-class weaponry instead; however, it can still wield some heavier infantry weapons more easily than other soldiers. ====Weapons==== Weapon names can be split into three separate parts: a single letter that signifies the projectile the weapon uses, the weapon's classification (LMG, AR, etc) and the model number. For example, an N-KSA27 would, when written out plainly, say, "Ballistic heavy assault rifle model 27." Battlesuit, vehicular, and starship weapons all share this naming convention, with the addition of a second letter paired with the first so as to designate its role. Battlesuit weapons use X, vehicles use V, and starships use L. For example, an XN-AI3 reads, "battlesuit ballistic assault rifle model 3.' ''' Legend''' ''' Projectiles''' N: [[Ballistic Firearm|Ballistic]] D: [[Needle Gun|Needle]] G: [[Railgun|Sabot]] L: [[Plasma Weapon|Plasma]] O: [[Laser Weapon|Laser]] Z: [[Particle Weapon|Particle]] T: [[Lightning Weapon|Electrical]] Q: [[Sonic Weapon|Sonic]] CH: [[Hard Light Weapon|Hard Light]] F: [[Poison Weapon|Poison]] H: [[Incendiary Weapon|Incendiary]] X: [[Acid Weapon|Acid]] A: [[Cryo Weapon|Cryo]] I: Explosive '''Weapon Classification''' AI: Rifle SA: Assault Rifle KSA: Heavy Assault Rifle NA: Sniper Rifle ER: Shotgun OR: Pistol VDI: Sub-Machine Gun NLI: Light Suppression Gun (LMGs, etc) KLI: Heavy Suppression Gun GR: Autocannon UG: [[Cannon]] QR: Launcher (Grenade/other) QRV: Launcher (Rockets) ND: Projector (flamethrower, etc) GD: Unique/Experimental '''Note:''' Occasionally, some of the terms for weapon classifications are mixed together for added clarity. For example: EROR, a shotgun pistol. ===== Infantry Weapons ===== ====== Pistols ====== '''N-OR57''' A staple of both the military and the C.D.F, the N-OR57 is the general purpose sidearm of both organizations and has a strong presence in the civilian sector as well. It is an average-sized select fire pistol that can shoot in semi-auto, bursts, or full automatic. While the military and CDF variants can both use armor-piercing rounds, civilian models cannot; unfortunately, a large number of CDF-model N-OR57s have made their way into the black market, granting criminals and underground organizations access to them. '''N-ORAI5''' Referred to as the 'pocket cannon', the N-ORAI5 is a heavy pistol that uses high-caliber rifle rounds. It is designed for users wearing power armor, being too large and producing too much recoil to be comfortably used by most unarmored individuals. The N-ORAI5 can punch through a heavily armored target at ranges far exceeding most pistols, though it has a slow rate of fire, making it less than ideal against large groups. The N-ORAI5 has become synonymous with commanding officers due to many notable individuals, including Varo Arvintis, making use of one. '''N-ORER10''' Popular with commandos and starship-bound infantry units, the N-ORER10 is a six-shot select-fire shotgun pistol that uses standard shotgun ammunition. While being just as deadly, the N-ORER10 is less effective at longer ranges due to its smaller barrel, resulting in a wider spread. A variant of N-ORER10 is also available to the public, where it is a popular home defense weapon. '''L-OR2''' The L-OR2 is a short-to-medium range plasma pistol with two alternate firing modes. The first is a semi-automatic mode that discharges small bolts of plasma which are effective against lightly-armored targets. The second firing mode charges the weapon for several seconds before discharging half the battery in a single shot. This bolt is powerful enough to overload personnel shields in one shot and can burn a hole straight through well-armored infantry. Many squads have at least one soldier armed with an L-OR2 for picking off targets. '''H-OR 'Scald' ''' Informally referred to as a 'Scald,' the H-OR is a miniaturized flamethrower designed for personal defense and rapid response to close-quarters engagements. Utilizing highly pressurized napalm, the H-OR can reliably hit a target about 15 feet (4.6 meters) away and is hot enough to burn through most standard armors. The main limiting factor of the Scald, aside from its rather low range, is its relatively small fuel reserves; despite the tank itself being fairly large, it burns through it very quickly, necessitating frequent reloading. Considered a niche weapon, especially compared to more conventional pistols such as the N-ORER10, the Scald is mostly popular with a select few regiments. ====== Submachine guns ====== '''N-VDI121''' [[File:GaverSubmachineGun.png|thumb|right|300px|N-VD121 with a drum magazine.]] Though sub-machine guns have long fallen out of use among general infantry in favor of assault rifles, they still retain a presence in the C.D.F, Her Majesty's Special Forces, private security forces, and certain specialized regiments. Among the SMGs still in use, the N-VDI121 is among the most popular. Small, cheap, and easy to maintain, the N-VDI121 uses the same ammunition as the N-OR57 and boasts a high rate of fire with moderate accuracy, making it ideal in enclosed spaces. C.D.F models are modified to accept non-lethal rounds. '''D-VDI13''' Initially designed by the Valdar to dispatch lightly-armored infantry from more primitive nations, the D-VDI13 fires 7-inch long flechettes that break apart when entering the skin. Both standard and poison-tipped flechettes can be loaded into the weapon, which can hold 45 rounds in a standard clip. Some attempted to modify the weapon so that it can use crystalline ammunition derived from Margan crystals, though this project was swiftly denied due to ethical and ecological concerns. ====== Rifles & Carbines ====== '''N-SA12''' The iconic N-SA12 is an Arkevan-made assault rifle that is the standard-issue weapon across all service branches. A well-balanced weapon, the N-SA12 boasts a moderate rate of fire for an assault rifle and manageable recoil. While it shines in short-to-medium ranged engagements, it cam comfortable hit targets at longer ranges with its three-round burst. Like the Gatranus, the N-SA12 has been designed to be especially modular, resulting in a large number of specialty versions, some of which are used exclusively by individual armies. It's common for soldiers to attach rail-mounted shotguns and grenade launchers to their N-SA12s. '''N-KSA72''' A high-powered alternative to the N-SA12, the N-KSA72 is a large and heavy rifle designed for users wearing power armor. It uses rounds typically found in sniper rifles, greatly increasing its power at the cost of a slightly reduced rate of fire, and for unarmored users, extreme recoil that makes it practically unusable unless its mounted unto something. Besides its ammunition and increased size, it is in many ways similar to the N-SA12, including its modularity. N-KSA72s are especially popular among the Arkevon and female Jaset. '''N-NLISA3 'Storm Rifle' ''' Identified by its small size and smooth design, the Nevelin made N-NLISA3, also known as the storm rifle, boasts the highest fire rate of all modern Galderan rifles, surpassing even most submachine guns. Though each individual round is not particularly powerful, the stream of concentrated fire is more than enough to overwhelm personal shields and can rip into groups of lightly-armored infantry with ease. Storm rifles are used exclusively in short-range, as the recoil the weapon produces makes it almost entirely useless at longer ranges. Some have modified their storm rifles to be belt-fed, allowing them to fire right up until the barrel of their weapon begins to melt from overheating. These modified variants are referred to as 'shredders'. '''CH-SA57 Photon''' The photon is a hard light assault rifle of ancient origins that was first discovered in the years following the Zenura's induction into the empire. When initially recovered, what would become the CH-SA57 was inoperable; it was only after many years of careful study and repeated attempts on reproduced models that scientist were able to get the weapon to function properly, though they are still not entirely sure how the weapon works. A single CH-SA57 can be a devastating asset capable of burning through flesh and punching through metal with equal fervor, though the weapon is so expensive to reproduce that it is reserved only for the empire's most elite units. '''G-NA37''' The G-NA37 is the empire's most prolific sniper rifle. It is a miniaturized railgun that can reliably hit and kill a target from over a mile away with its dense tungsten projectile. Though seldom used, the N-NA37 can be loaded with special depleted uranium sabots to take out even heavily armored targets. '''N-AI50 Coilrifle''' [[File:XCOM2N-AI50DMR(Credit to Kyle).png|thumb|right|350px|An N-AI50 Coilrifle.]] Popular with rangers and as a squad support weapon, the N-AI50 is a designated marksman's rifle designed for medium-ranged combat. It serves as a middle ground between the range of sniper rifles and the fire rate of an assault rifle. The N-AI50 utilizes [[Coilgun|coils]], necessitating a battery alongside ammunition. '''G-GD5 Impaler''' A recent development, the G-GD5 'Impaler' uses high-powered coils to propel large metal stakes at extremely high velocity. The stakes have enough force to pierce straight through obstacles and even battlesuit armor plating. The weapon has earned a reputation for occasionally propelling infantry hit by its projectiles backwards and impaling them to walls, earning the U-GD5 its nickname. The G-GD5 has become very popular among heavy infantry and commando units for its sheer destructive power against armored infantry. However, the G-GD5 has a low rate of fire compared to other weapons and is not particularly accurate at longer ranges, limiting it to close-to-medium ranged engagements. ====== Machine Guns ====== '''N-NLI34''' [[File:Kylelckmasterrace-3.png|thumb|left|300px|The N-NLI34]] Developed shortly after the Galderan-Naelkvan War, the N-NLI34 is the GAF's gold standard for automatic squad support weapons. The N-NLI34 is effective for both point-defense and mobile infantry, being relatively light while boasting good accuracy and a high rate of fire. It can use both standard drum magazines or ammunition belts. Most squads possess at least one gunner who uses the N-NLI34. '''N-KLI10 Gatling Gun''' The flagship product of the rapidly growing 'Adranar Armory' corporation, the large and imposing N-KLI10 is a three-barrel, man portable gatling gun. Though most frequently mounted on vehicles or defensive emplacements as a static defense, the N-KLI10 has been used by mobile infantry squads, particularly in situations where pinpoint accuracy is less of a concern. Arkevon and female Jaset are the most frequent users of the weapon in its portable form. Capable of firing around 2,500 armor-piercing rounds per minute, the N-KLI10 can clear a corridor or a room or mow down a group of infantry in mere seconds. Like the N-NLI34, the N-KLI10 can either be belt-fed or use a 250-round ammo box. '''Z-KLI7''' Derived from reverse-engineered Naelkvan designs, the Z-KLI7 is a shoulder-fired, 6-barrelled particle rotary cannon. Its most notable feature is its camera, which is mounted on top of the weapon and is designed to sync with an armor's visual relay, allowing a soldier to fire accurately while keeping their body concealed under cover. The Z-KLI7 is superior in many ways to the N-KLI10, boasting superior a fire rate of 3,200 rounds per minute and better armor-piercing capabilities. However, Z-KLI7s are considerably more expensive and time-consuming to produce and are somewhat unwieldy, especially for new users. Due to the combined weight of the weapon's battery, ammo reserve, and cooling vents, the Z-KLI7 can only be properly used by armored personnel. '''L-KLI4''' [[File:SteelElsektlaserdoomcannonautomode.png|thumb|right|300px|A Steel Bulwark trooper utilizing the L-KLI4.]] The L-KLI4 is a heavy plasma machine gun similar in many ways to the L-OR2. Like the pistol, the weapon has an alternate firing mode; after several seconds of charging, the L-KLI4 will produce a powerful stream of plasma for 3 to 4 seconds. This beam is capable of piercing light vehicle plating or several bunched-up targets. However, the L-KLI4 will be rendered entirely inoperable for several seconds as it recharges, leaving the user vulnerable to retaliatory fire. Overuse of the charge mechanic can cause the weapon's components to begin melting. ====== Shotguns/CQC Weaponry ====== '''N-ER23''' [[File:Kylelckmasterrace.png|thumb|left|300px|The N-ER23 Automatic Shotgun]] The N-ER23 is the standard-issue shotgun used across the military. It is a select-fire weapon that can fire semi-automatically, in two round bursts, or in full-auto. The shotgun can accept a wide array of ammunition, but the most commonly used shells are powerful armor-piercing slugs and flechette shells. By default the weapon has a fairly low spread, making it effective against single targets at a range of about seventy-five meters, though how much spread it produces can be easily modified. The N-ER23 is particularly common among starship-bound infantry due to its ability to clear a room during boarding operations. It has also gained traction with anti-Biomatter task forces, who use it to take advantage of the Biomatter's reliance on close range. '''I-ER5 Pump Action''' The I-ER5 was the child of desperation; its first iteration was built by forces that had lost contact with high command for several weeks while stranded on a hostile world. Beginning as a highly modified N-ER23, the weapon's ingenuity was enough to have it picked up by a company and made into an official part of the empire's arsenal. The I-ER5 is a magazine-fed semi-automatic pump action shotgun that utilizes micromissile shells. Like the N-ER23, its spread can be modified, allowing the I-ER5 to be equally effective against armored targets and groups. Due to the recoil produced by the weapons and the weight of its ammunition, only armored individuals can effectively wield the I-ER5. ====== Projectors ====== '''H-ND10 Flamejet''' The H-ND10 "Flamejet" is a flamethrower popular with both the army and anti-biomatter forces. The weapon features a simple design, with a heavy, reinforced tank situated on the back between and a hose that feeds fuel into the nozzle. The age-old design makes it easy to maintain and repair, though users often need assistance putting on and replacing tanks, particularly the Arkevon. The weapon uses an extremely hot and sticky napalm that is almost impossible to remove and is capable of melting through the plating of many lightly armored vehicles. The H-ND10 has a maximum effective range of twenty-five meters. '''X-ND''' [[Image:Orovau Acid.png|thumb|200px|right|A Vahlsrod's Maw soldier armed with the X-ND.]] Used primarily by the Bio/Chemical Warfare Unit, the X-ND is a flamethrower-like weapon that uses highly corrosive acid that can melt armor and flesh alike. The acid is made up of a few chemicals that are kept within their own tanks until they are mixed together as they leave the nozzle. A special corrosion-resistant material lines the inside of the weapon, preventing the acid from melting the gun itself. The X-ND only has a slightly lower range than the average flamethrower but has the benefit of rendering enemy cover completely unusable due to the acid itself as well as the toxic fumes it produces. '''T-GD27 'Teknar's Wrath' ''' Deriving its nickname from the weapon's designer and most infamous user, Teknar Zochaze, the T-GD27 is an anti-infantry/battlesuit weapon that utilizes static electricity. The weapon is powered by two fairly large and heavy batteries situated in the bottom compartment of the weapon, necessitating the use of power armor for most races to wield. The T-GD27 features a switch near the trigger that allows the user to automatically modify the weapon's electrical charge. At low charges, the T-GD makes an effective multi-target stun gun capable of incapacitating infantry. At around medium strength, the weapon fries electrical components and can kill several people at a time. When set to maximum strength, the T-GD27 produces an extremely powerful bolt of lightning capable of severely damaging or outright destroying battlesuits as well as light armor. While technically classified as a short to medium range weapon, the bolt of lightning can reach much further, up to several hundred feet away from the user; however, this is very inaccurate and prone to missing. Teknar's Wrath is an uncommon sight on the battlefield. Though very powerful in the hands of a skilled user, it is difficult to utilize properly; improper use can result in accidental friendly fire that can incapacitate or kill much of a squad. As a result, soldiers who use the T-GD27 are often seasoned veterans who are specifically trained to wield it and are given their own dedicated position within a squad. ====== Launchers ====== '''I-QRV77''' The I-QRV77 is a light-weight and versatile shoulder-fired missile launcher that is capable of both dumb-fire and locking onto targets. It can accept a multitude of different missiles without the need of modifications, allowing a user to effectively take on any target by simply using a different missile. Some of the more exotic types of rockets compatible with the I-QRV77 include a missile that, upon detonation, sprays acid in all directions, as well as a cluster missile that splits into smaller missiles to cover a wide area. '''I-QR10''' The I-QR10 grenade launch is an accurate semi-automatic launcher that can fire up to eight grenades in rapid succession before needing to reload. Equally fit for defensive and offensive operations, the I-QR10 is a popular way for squads to quickly increase their firepower, though it is overshadowed in some regiments by rifle-mounted grenade launchers. The C.D.F also makes use of the I-QR10 for crowd control and anti-riot operations. '''Z-GD3''' [[file:Spore 2014-04-21 11-23-22.png|thumb|300px|left| Shock Trooper firing an Z-GD3.]] Another result of the empire's integration of Naelkvan technology, the Z-GD3 is a shoulder-fired particle cannon similar in design to larger lance cannons. After about five seconds of charging, the Z-GD3 unleashes a powerful stream of particles powerful enough to punch straight through a tank or even a building, instantly vaporizing anything in its wake. Featuring surprisingly little recoil and pin-point accuracy, the Z-GD3 can hit a target at ranges equivalent to that of a sniper rifle. It is most often used as a long-range heavy support, as its cool down and charge up times make it impractical for close-range engagements. ===== Mechanized Battlesuit Weaponry ===== ====== Pistols ====== ====== Submachine guns ====== ====== Rifles ====== '''XN-KSA15''' The NX-KSA15 is a battlesuit sized assault rifle inspired by the N-KSA72 line. It shares all the features of its smaller, man-portable counterparts. The XN-KSA15 is popular among pilots looking for extra versatility and utility, as the gun is not bolted unto the suit like some other weapons are and it is effective at most ranges. Most pilots attach a bayonet or rail-mounted weapon to their rifles. '''XG-NA4''' The XG-NA4 is a powerful railgun-based sniper rifle used by most battlesuit pilots to take out armored vehicles. With a range of over two miles, the XG-NA4 can take down an armored unit or battlesuit long before the enemy realizes its there. The rifle has also been used in closer ranges, with a squad's rear guard providing overwatch while the rest of their team advances. ====== Machine Guns ====== '''XN-KLI5 "Chainsaw" Autocannon''' [[File:Spore 2014-04-21 14-00-19.png|thumb|right|275px|A MIB using the XN-KLI5.]] Affectionately referred to as the 'chainsaw' by many of its users, the XN-KLI5 is a very large, two-handed belt-fed heavy machine gun. Initially designed to be used on vehicles, the original design was down-scaled and given to battlesuits to provide a way to support allies with suppression fire and cleave through hordes of infantry. It quickly earned a reputation as one of the most feared weapons of the battlesuit arsenal, capable of wiping squads in seconds and tearing apart lightly-armored vehicles. The drawback of the KLI5 is its cumbersome size, which makes it difficult to use in claustrophobic environments. '''XN-GD3''' [[File:Qualachainguns.png|thumb|left|200px|A battlesuit firing the XN-GD3.]] The XN-GD3 gives the power of anti-aircraft tanks to battlesuit pilots. It is a large pack comprised of two rotary cannons that is mounted on the battlesuit's back. Sophisticated targeting computers and hydraulics allow the XN-GD3 to lock unto and track low-flying aircraft such as gunships and dropships. While capable of taking down fighters and bombers, this is more difficult to achieve.The NX-GD3 is incapable of hitting ground targets, so to compensate many users wield weapons such as the XN-KSA15 and XN-ER50. '''XN-KLI2 Minigun''' The XN-KLI2 are wrist-mounted, six-barreled miniguns optimized for close quarters combat. As one of the smallest non-shoulder mounted weapons of the battlesuit arsenal, the XN-KLI2 is lightweight and easy to use, making it a popular choice for many, especially starship-bound infantry and anti-biomatter units. The XN-KLI2 has the highest fire-rate of all battlesuit weapons, firing at a rate of five-thousand rounds-per-minute. A modified version of the weapon exist for use by infantry, who often use it as a stationary turret. ====== Shotguns & CQC Weapons ====== '''XN-ER5 Scattercannon''' The XN-ER5 Scattercannon is a select-fire heavy shotgun. It fires large, fist-sized shells which contain pellets capable of shredding apart infantry and battlesuits. When set to full-auto, it can fire at a rate similar to that of some assault rifles, producing enough recoil that many battlesuit pilots need time to adjust to it. Like the N-ER23, its spread can be adjusted. ====== Projectors ====== '''LX-ND1''' The LX-ND1 is a powerful anti-tank weapon. By default, the LX-ND1 uses a stream of superheated plasma akin to a flamethrower, resulting in its classification as a projector and making it deadly at close range against both vehicles and groups of infantry. For longer ranges, the XL-ND1 can be set to fire individual blasts of plasma. ''' XX-GD6 Toxin Sprayer ''' Used exclusively by the Bio/Chemical Warfare Unit, the XX-GD6 is one of the least conventional weapons in the Imperial arsenal. It is a system of small sprayers spread out across the chassis of a battlesuit, all connected to one or more central tanks located in the back. These sprayers propel highly toxic, normally invisible gasses out almost constantly, turning the suit into a walking cloud of death. A single suit can quickly flood a building or any small, enclosed space, killing any unprotected person within minutes. ====== Launchers ====== '''XH-QRVAIX-3 Revolving Launcher ''' A continuation of older Zenuran designs, the XH-QRVAIX-3, also known as the 'Revolving Launcher,' is the standard issue rocket launcher used by battlesuits. Visually, it resembles a vastly oversized assault rifle with a gigantic barrel and a revolver-like cylinder case that contains four rockets. It is semi-automatic, and can prime and launch a missile within half a second of the previous one being fired, allowing the user to lay down a hail of rocket fire in a short period of time; this has been made even more devastating with the use of certain missiles, such as cluster missiles. The XH-QRVAIX-3 is especially popular with shock squadrons as it can quickly overwhelm unprepared troops. The revolving launcher also features lock-on targeting like the I-QRV77. ''' XH-QR7 Mortar Cannon''' The XH-QR7 is a large mortar cannon that is mounted unto the back much like the XN-GD3. This allows the pilot to act as a highly mobile light artillery piece able to be right there along the front lines and provide support to squads in places where the heavier artillery can't target without risk of friendly fire. Pilots utilizing the XH-QR7 tend to stick with supporting squads of infantry who can help protect it against close enemies and provide extra ammunition. Unlike the XN-GD3, weapons can be mounted on the shoulders, weapons which tend to be focused on close-medium range combat. ===== Weapon Attachments ===== ==== Melee Weapons ==== ''See also: [[Melee Weapon]]'' The reintroduction of melee weaponry came as a surprise to many throughout the military. For centuries, many considered the concept of melee weapons to be obsolete and archaic, something to be left behind in ancient history. This changed with the introduction of plasma-based weaponry. During the Vulga of Unity, with the help of the Nevelin, Engineers began to experiment with creating blades made of plasma energy, and within a few months, had created the first plasma blade prototypes. These prototypes were soon given to infantry units that would later become the first Xeskerah. The test proved to be a rousing success, and within a few months, mass production of the first plasma-based melee weapons began. In the years that followed, saw blades, high-frequency blades, and gravity weapons would also become a part of the empire's growing arsenal. '''Haldak''' To the Arkevon, especially those of Nolsarian and Lyvrn descent, the war hammer is to them what a sword is to humanity. Hammers have been used throughout all of history due to their versatility and the Arkevon's own resistance to metal blades which had rendered slashing weapons inefficient compared to thrusting or blunt weaponry. Hammers have always played a prominent role in their iconography and culture, and have been used by famous individuals such as King Xarvok and Emperor Kazadair I. As a result, the Haldak was one of their few melee weapons being utilized before the official reintroduction of melee weaponry. The Haldak features a large, blunt head that can easily break armor and knock someone to the ground. The opposite of the head is a large spike, allowing the user to impale a target. The opposite end of the handle features a similar spike. A more recent iteration of the hammer replaces the spike with a plasma blade. The Haldak comes in three separate sizes. The smallest is a one-handed version commonly utilized by infantry, the next is a two-handed version. The final size is about as large as a fully-grown Arkevon and is utilized by battlesuits. Gravity Haldaks have also been produced and are usually gifted to prominent individuals as a sign of prestige. '''Elavru''' A powerful weapon in the hands of a skilled user, the Elavru is a long, twin-headed pole weapon. Over the years, many iterations of the Elavru have been created, but almost all of them feature the same general properties; they range between four to eight feet in length, with each end possessing a 1 1/2 to 3 foot long blade, with each blade facing the opposite direction of the other. Modern Elavru can have either plasma blades or chain blades. While a very deadly weapon capable of slicing or impaling multiple targets at a time, it is difficult and time-consuming to master. They are seldom seen on the battlefield except when used by highly trained wielders, earning them a deadly reputation with other races. '''Voldar''' Occasionally confused for a variation of the Elavru, the Voldar is a spear which can range from three to nine feet in length. Though the ancient origins of the Voldar have been long forgotten, its purpose is obvious: piercing armor. There are two version of the weapon: one possessing a three-foot long blade and another having three blades arranged in a trident shape; the trident variant is a common sight in religious ceremonies. Though the Voldar is quite effective against armor, it is probably one of the least common weapons in the empire's arsenal. Most consider it to be unwieldy and inefficient. The primary users of the Voldar are jetpack mounted infantry, who use it to impale infantry as they descend towards the ground. '''Jakure''' The Jakure is a three-to-four foot long sword designed by the Nevelin. Swords had been a part of Arkevan society long before the Nevelin arrived, but had never gained the notoriety they had in other societies. Unable to effectively slice through the Arkevon's thick scales, the only swords that existed were for stabbing and thrusting; they were often eclipsed by hammers, daggers, and axes as a result. The Nevelin revived the art of swordsmanship within the empire, and with the creation of chain and plasma-based melee weapons, have brought swords back to the battlefield. '''Orezon''' Orezon are small, one-handed axes designed for hacking and slashing infantry. Its light weight and small size has made it one of the more common sights on the battlefield, being used by many soldiers as a way to quickly dispatch a target. The most famous users of the Orezon are the Xeskerah, many of whom make it their go-to for hacking an enemy to pieces while they use their wrist blades for stabbing more armored targets. Some users are known to carry around two of the axes, allowing them to take down multiple targets at a time. '''Qovolr''' Made famous by Her Majesty's Special Forces, the Qovolr are small, lightweight daggers frequently used in assassinations. While several types exist, the high-frequency format is the most common as it is the quietest. While commonly associated with assassinations and stealth, most soldiers on the battlefield also use the Qovolr as a personal defense weapon, utility tool, and bayonet. Many Xeskerah have a dagger strapped to each wrist, both to make room for extra weapons to hold and to quickly stab someone, or even to ram into targets with the help of their jetpacks. '''Ikka''' The Ikka is a Zenuran-made melee weapon similar to a dagger. Instead of featuring a handle, it fits over one of the Zenura's hands like a large glove. It is most often used by Zenuran spies and battlesuit pilots as a last-resort option. No other race currently utilizes the Ikka or any modified variant of it due to its design. ==== Explosive Equipment ==== Grenades and other explosive devises follow a somewhat similar naming convention to guns, using the same coding to specify what type of munitions they utilize; this also helps to reduce confusion with the double-digit codes utilized by infantry weapons. They utilize single-digit codes to differentiate their classification, though retain the model number. D: Grenade Q: Mine Z: Missile ===== Grenades ===== '''I-D9''' The I-D9 is a standard-issue fragmentation grenade utilized by all divisions of the military. It is an exceptionally powerful grenade designed to be used by mobile assault forces in open environments. As such, the I-D9 has a very large blast radius and can launch dozens of hard, metal fragments; each of which can easily pierce infantry armor. Due to its impressive power, the D-I9 is noticeably larger than an average fragmentation grenade. '''I-D2 'Cluster'''' Additionally designated as 'cluster' to help avoid confusion, the I-D2 is a cluster grenade. Before detonating, it will split apart and scatter small bombs in all directions. The I-D2 can be calibrated to either detonate mid-air, raining ordinance on enemy forces, or to detonate after hitting the ground; effective for clearing rooms. The I-D2 is not as powerful as an I-D9 fragmentation grenade, but it does possess a much larger blast radius. '''H-D23''' An old design largely untouched aside from its chemical mixture, the H-D23 is a powerful incendiary grenade utilized heavily by the Crimson Hammer and Vahlsrod's Maw. It uses a highly volatile, sticky, napalm-like substance that melts armor and is extremely difficult to remove. With its long-lasting burn, the H-D23 is most commonly used against groups of lightly armored infantry or to drive infantry out of fortifications. More niche uses include damaging visual sensors on certain walkers and blanketing cockpits and view ports with fire, rendering them unusable. '''X-D3''' Used exclusively by Vahlsrod's Maw, the X-D3 is a grenade that utilizes the same deadly chemical concoction as the X-ND. Upon detonation, it explodes and shatters, launching acid and projectiles in all directions, covering anyone nearby in deadly acid. The X-D3 is extremely effective against unarmored and armored infantry alike, but it is somewhat dangerous to handle; the X-D3 is designed to detonate as soon as it hits something after it is primed. Improper use can pose an extreme risk to allied forces, so soldiers often receive specialized training before being granted the weapon. The X-D3 has found extensive use in the Anti-Biomatter Task Force, where its acid can take down multiple targets at a time and prevent regeneration. '''G-D11 'Spiker' ''' The G-D11 is a unique grenade of the Imperial arsenal, both in its design and its method of attack. The G-D9 is built much like pre-modern grenade designs, with the bomb attached to a stick; this is largely due to the numerous spikes which protrude from the explosive. These spikes can get stuck unto clothing and flesh, making the G-D11 a semi-effective sticky bomb. Rather than utilizing chemicals or fragments, the 'spiker,' as its name implies, uses razor sharp flechettes designed to cause intense bleeding and shred apart flesh. The flechettes are designed to break apart once they enter the flesh, getting stuck and making it much more difficult to heal; many victims quickly bleed to death. However, the Spiker is much less effective against armoring and shielding than a typical grenade. The G-D9 most often sees use in more closed-in environments where the I-D9 and its explosive power would be too destructive. === Personnel === ==== Conscription and Training ==== All citizens, regardless of gender or social status, must serve a minimum of two years in the military once they finish primary school and reach a certain point in biological maturity. The age at which they are conscripted varied wildly depending on the species. Certain medical conditions, as well as certain criminal offenses, can exempt one from military service. Soldiers can be honorably discharged if they are grievously injured, though they can also opt to be sent back to the field after undergoing augmentation procedures. Before their training begins, all recruits must complete an aptitude test which determines their knowledge and skills. One's grade on the test plays a heavy role in where they will go in the military; cadets who express a potential for leadership may be sent to become squad leaders, for example. Once the test is complete, the recruits officially begin training, which will take a few months or more depending on what service branch they are being sent to as well as what role they will play. One training is complete, they officially begin service and are deployed wherever they are needed; once the two years compulsory period is over, they then have the option is either returning home or staying with the military for as long as they wish. Some soldiers opt to become permanent soldiers, fighting for as long as they are able-bodied. Those who return home become permanent members of the reserve, and can be brought back into service in times of crises. Failure to comply with the draft is widely considered to be cowardly and shameful, and is met with serious legal consequences. Those caught dodging the draft are fined and imprisoned, and are henceforth barred from service until they can prove to be trustworthy. These individuals, as well as anyone else who dodges the draft, will lack a mark on their identity which would indicate their service; this prevents them from being able to keep most jobs, own a home, or even purchase certain goods. They also face discrimination. Dedicated draft dodgers tend to flee to regions populated by the Avrin, who show either indifference or support for their actions. They may also find sanctuary somewhere in the outer colonies. ==== Infantry Classifications ==== ===== Soldier ===== [[file:ShockKaber.png|thumb|900px|right|The four current iterations of Arkevan Elsekt, starting from the left: Army of the Imperium, Home Guard, Bio/Chemical Marines, and Imperial Armada.]] The Elsekt are the rank-and-file soldiers of the Imperial military. Spending months training in a variety of environments ranging from jungles to cities to spaceships and taught how to use any available weapon from the arsenal, the Elsekt are prepared for any scenario conflict can bring against them. The equipment an Elsekt starts out with depends both on the race they originated from and their regiment; for example, many Arkevon will wear Gatranus armor while Nevelin soldiers will instead possess the [[Galderan Armed Forces#MKVI 'Ladok' Combat Vest|Ladok Combat Vest]]. Four of the six service branches utilize a variant of the Elsekt: Army of the Imperium, Home Guard, Bio/Chemical Marines, and the Imperial Armada. By far the most numerous of these Elsekt are those belonging to the Army of the Imperium. These soldiers, sometimes referred to as 'Hammers,' form the bulk of the military's general-purpose planetary combat infantry. While it can vary regiment to regiment, most Hammers maintain a balance between mobility and protection, wearing armor considered to be middle-ground in terms of its protection. These soldiers have the widest arsenal available to them; ranging from assault rifles, shotguns, rocket launchers, semi-auto rifles, and machine guns. They also carry at least one melee weapon with them, usually a hammer or mace, or sometimes a dagger. Some may forego a rifle and instead use a two-handed war hammer or polearm. The Elsekt of the Home Guard have put an emphasis on protection over mobility. Among the Elsekt, they are heavily armored walking tanks, bolstering thick, durable armor and powerful shield generators. They are the second most common type of Elsekt, and can frequently be seen working alongside Elsektof other branches or operating within their own squads. These heavily armored bulwarks operate on the frontlines alongside their other partners, using their armor to take the brunt of the fire and lay down automatic or explosive fire. They can trade-in their heavy weaponry for a very large shield to provide mobile cover to nearby allies. Alternatively, they can replace their shield with other options such as N-KSA72s or Impaler rifles and simply use their obscene armor take the brunt. Bio/Chemical Marines Elsekt are the least numerous of the Elsekt corps. They utilize a specialized version of the Gatranus tailored to toxic environments and biological warfare. Their helmets feature more advanced air filters than usual helmets, helping to survive in especially toxic environments. The armor also tends to share many traits of the Steel Bulwark, namely having more armor plating than average, but this can vary between regiments. These soldiers have become popular on the Betel front, where many regiments from other divisions have borrowed their equipment and many Vahlsrod troops have been deployed due to the toxic environment. Infantry use a mix of weapons, both weaponry available to other divisions, such as the N-SA12 and N-AI50, or weapons unique to them alone, such as the X-ND. Soldiers in the Biomatter task forces are even more specialized. Many of them use explosive rounds which, while not as effective at piercing armor,can easily go through flesh and blow it apart. The Elsekt of the Imperial Armada are fairly common among the corps but are seldom seen by many; they spend almost all of their time in space. As a result, they are only really seen by outsiders during boarding operations. Their training includes several weeks in virtual-reality simulations within replica vessels to help give them a general sense of the vessel's layout, as well as how to fight in them. Many possess better-than-average engineering knowledge as they maintain a part-time job as maintenance workers aboard the vessels they reside on. As well as protecting their own ships, they have the task of boarding and assaulting enemy vessels directly either to disable them or to capture them. Their armor is built to survive in the vacuum of space, and features built-in jetpacks and large air tanks in the torso. These Elsekt are typically armed with weapons tailored to close-to-medium range combat, with popular choices including shotguns and ARs. Rarely, long ranged weaponry is also utilized, but this only occurs if boarding an extremely large vessel. ===== Jet Trooper ===== Both alternatives to one another, the Servas and Xeskerah are infantry extensively trained to utilize jetpacks. Unlike the Elsekt, both Servas and Xeskerah are often veterans who have earned prestige on a few campaigns. This is due to the increased risk both classes take on, especially the Xeskerah. They have received modified armor and weapons as part of their profession, and as a result of their veteran status, they often hold more sway than some of their Elsekt brethren. This often isn't official power however, as most of them are not squad leaders. [[file:XeskerahBackstab.png|thumb|900px|left| All iterations of the Servas (top) and Xeskerah (bottom).]] '''Servas''' Like their less mobile Elsekt brethren, the Servas are front-line assault infantry, trained to either support their squads or crush their enemy through constant, unrelenting strikes. The Servas often utilize their jetpacks to reach higher ground for an improved vantage point or to constantly get in and out the thick of the fighting. Their role can depend on what the composition of the rest of their squad is. If it contains Elsekt and other units that can't fly, then the Servas often offer support and reconnaissance information. If the entire squad consist of Servas, then they are purely offensive. Crimson Hammer, Steel Bulwark, Vahlsrod's Maw and Zenith all utilize the Servas, though compared to the Elsekt their roles can have more diversity. The Crimson Hammer has the most assault-oriented Servas and most frequently operate within their own squads. These troopers utilize mid-range power armor and a wide arsenal of melee weaponry, assault and semi-auto rifles, and explosive ordinance. Whereas many Elsekt carry a combat knife or hammer with them, Servas prefer to use Orezon axes or even Elavru pole weapons. The Servas of the Hammer have a reputation for being adrenaline-seekers and daredevils who perform seemingly insane acts such as jumping onto a battlesuit's head or boarding fast moving vehicles Like their Elsekt counterparts, the Servas of Steel Bulwark are heavily armored, though not so heavily that they'd be unable to fly. These Servas often work in hybrid squads and serve a supporting role. Unlike their Elsekt equivalents who fight directly on the front, these Servas stay behind the line and use their mobility to keep up. Outside the Imperial Mainland, they are often seen in developed regions such as urban environments or in rough, mountainous terrain where they can find high ground from which to shoot. They provide heavy mid-range support with high-powered explosive weaponry such as rocket launchers, or they can hold down a defensive strong-point with a heavy automatic weapon. Unlike Hammer Servas, they forego the use of melee weaponry. While the least seen of the bunch, the Servas of Vahlsrod's Maw are perhaps the most infamous. These Servas operate as a hybrid between the offensive prowess of Crimson Servas and the heavy support offered by Bulwark troops. They utilize stripped down Bulwark armor but often use many of the same weapons as the Hammers, modified to fit Maw standards, or their division's own weapons. However, the most dangerous aspect of these soldiers are not their weapons, but their armor; built inside is a miniaturized version of the Xekelyin Battlsuit's XX-GD6 Toxin Sprayer. A common tactic of these Servas is to do constant fly-overs of the enemy so as to deliver their toxic payload where battlesuits and artillery may be unable to reach. Many of these troops also utilize X-D3 grenades and the X-ND to rain down a corrosive stream on those down below. Servas serving in Zenith don't exist in the same way that they do in other divisions. As all troops in Zenith already have jetpack training for both zero-G and starship environments, the Servas' advantage on planets is nullified. As such, most Servas in this division also receive basic leadership training and take the positions of squad leaders. Aside from their armor, they overall have the same arsenal and strategies as their Elsekt followers. '''Xeskerah''' Patience is a virtue, and few among the Empire's general forces represent this quality as well as the Xeskerah. Introduced alongside the reintegration of melee weapons, the Xeskerah are lightly armored infantry trained to ambush and harass the enemy. Their job is to infiltrate enemy lines and to pick off specific targets, be it commanders or special infantry, and to eliminate isolated units. They also function as saboteurs, laying down mines and destroying artillery and other strategic positions. Unlike the Servas, the Xeskerah always operate independently, forming their own squadrons rather than mingling with other units. The Xeskerah corps is currently the most dangerous position in the military, with its casualty rates being proportionally high even compared to the Elsekt. As a result, standards for the position are extremely high, and those veterans who survive multiple battles often become role-models for others to follow. These experienced Xeskerah can eventually ascend to a position in the Eyes of the Goddess, usually becoming infiltration and spy units. Compared to other divisions, Xeskerah between the divisions have fairly little differences in their equipment and strategy as they have a rather linear role. Their armor is some of the lightest among infantry so as to allow them increased mobility and speed. As the Xeskerah often get right up to their targets, many utilize melee weapons like wrist-mounted Quovolis daggers for armored targets and Orezon axes for cleaving through troopers. Many also utilize weapons such as shotguns and heavy assault rifles. All standard divisions save for the Steel Bulwark utilize the Xeskerah. The Bulwark doesn't have its own version of the Xeskerah as it doesn't possess any role that the Bulwark could make use of; their focus on heavy armor and support runs counter to the Xeskerah's light armoring and fully offensive strategy. ===== Ranger ===== ===== Orbital Shock Trooper ===== ===== Champion ===== ===== Special Operations ===== Unlike other infantry (with the exception of the Ascendant's Guard), Special Operations forces exist only in the Eyes of the Goddess Division and do not have any equivalents within the other divisions. Spec-Ops forces also do not utilize full-body power armor unlike their brethren; they instead use armor that covers only the vital areas of the body. The un-armored areas are protected by an advanced nanoweave fiber and a state-of-the-art shield generator. This allows spec-ops forces to be much more mobile and capable of sneaking without the loud clanking of armor. [[file:IlverasonNephiworld.png|thumb|900px|right|The three main types of spec-ops infantry, in order starting from left: Kosero, Halrog, and then Ilveras.]] '''Ilvera''' Masters of stealth and subterfuge, the Ilveras are the true stealth forces of the Eyes of the Goddess. They encompass all stealth and espionage operations that take place outside of the battlefield, whether that be assassinations, capturing vital intelligence, or sabotaging the enemy prior to an invasion. They also see use on the battlefield, sneaking behind enemy lines to disrupt communication and supply lines. During such operations, they work closely with the Koseron, with the sniper providing visual support and taking down threats whenever possible. Ilvera are highly specialized infantry, with many of them being trained to do specific tasks, making them extremely proficient in their field. Ilvera have a preference towards lightweight weaponry, and often utilize such weapons as the N-VD121, N-AI50, and N-ER23 for close quarters. When it comes to sidearms, most prefer something that will stop something in one hit, and thus many utilize a silenced N-ORAI5. Practically all Ilvera are armed with a dagger for assassinating targets up close. A number of Ilvera are deployed on colonies and within regiments belonging to other divisions to act as a secret police force. Operating outside of the CDF's jurisdiction and instead answering directly to High Command and the government, they are used to spy on politicians and other positions of rank within the populace and military. If someone is condemned as an threat to the empire and its people, they either get captured and imprisoned, or assassinated. The assassinations are generally framed to make it look as though political enemies or rebel forces were responsible, concealing the existence of the Ilvera operatives and stirring up opposition and hatred for that group. '''Kosero''' The Kosero are highly trained snipers tasked with shattering the enemy by eliminating key targets, providing allies with long-range support, and providing reconnaissance information. Most Kosero are picked from any of the other divisions for their expertise in long-range combat and are then extensively trained for several months on the art of sniping and stealth. Equipped with a shield generator, the Kosero can sneak to a location, eliminate a target, and escape just as quickly as they had arrived. A Koseron can remain on the field for weeks or even months at a time thanks to the fact that they take a long time to digest their food. As such, most Koseron, before they go out on a mission, will eat an especially large meal and supplement themselves with rations. Some take it a step further and push their immune system, consuming wild animals and fallen foes raw so that they can remain out longer. The iconic weapon of the Koseron is the N-NA37 sniper rifle. A typical unit will often have carry eight batteries along with several clips of ammunition. For close range engagements, they are typically armed with the N-ER23 or the N-VD121 as well as a sidearm. For melee combat, they often utilize the Orezon or a Quvolr. '''Halrog Trooper''' Whereas most spec-ops forces are trained for stealth, subterfuge, and subtlety, the forces of the Halrog corps are trained to do the exact opposite. Hand-picked from soldiers of the Crimson Hammer and Zenith who have proven themselves to be incredibly skilled fighters, the Halrog are assault commandos sent on extremely dangerous missions where stealth is either unnecessary or has failed. Such operations include rescuing an individual or theft of a valuable object. Trained to focus solely on the objective and work extremely quickly, the Halrog are fast and brutish, and don't hesitate to gun down anything that happens to get in their way. Of the three variants of spec-ops infantry, the typical Halrog wear the most armor, though still not as much as a standard Elsekt would. Their shield are, however, exceptionally strong thanks to utilizing a powerful generator. And despite their reputation, they do in fact utilize stealth generators on a frequent basis. Also in contrast to the typical stealth operative is the Halrog's arsenal. They utilize loud, powerful weaponry that can easily stop a soldier in their tracks, such as the G-GD5 Impaler, N-KSA72, and the N-ORAI5. Though more uncommon than in the Servas corps, some Halrog will equip themselves with a melee weapons along with as jetpacks for the added mobility. Popular choices include wrist-mounted Qovolr or the Elavru. ===== Arnan ===== [[file:ArnanGuard.png|thumb|250px|left|The armor worn by the Arnan Guard, seldom seen outside the confines of the Emperor's fortress.]] The Arnan Guard are those exemplary individuals who have earned one of the most respected and important positions a soldier can achieve: becoming a member of the Guard tasked with protecting the Empress and her family. They are individuals who have dedicated their whole life to serving the Empire and defending its ideals. They represent the very best the military has to offer, with the Guard made up of hardened veterans who have served the military for decades and have fought in some of the most violent and destructive battles. Very few Arnan are known to exist, and the exact number has never been released. Experts often state the number is likely between only one hundred to a thousand at most. The selection process for an Arnan is long, tedious, and dangerous. Candidates are selected from any of the five divisions based on their skill, loyalty, faith, and how long they have served for. Once they have been selected, they are taken to an undisclosed location on Kovas. Here, they go through a grueling, multi-month long training process where they train against each other and other Arnan to hone their skills. They must also take religious classes that have them memorize a variety of rituals and verses from the holy text that are important in prayers and rituals; as well as various psychological and loyalty test to assure sound mental health and that they are in-line with the Empire's ideals. Such classes start with a few dozen soldiers at most, but then progressively go down to only a few individuals by the end. Once they have successfully passed the training, they must then partake in a ritual. In the ritual, the initiates are blessed by the division's clerics, the recruits will then swear an oath to protect the Emperor and the Empire as a whole. Once they have done this, they will be given their armor, and once they have put it on, they must take another oath; an oath of silence. The Guard will then not be allowed to talk at any time while on duty unless it is necessary to do so. Once this has been completed, they have officially become a member of the Arnan, and will be shipped to Galderis Fortress and assigned a position. Galderis, however, is a very safe location as it currently stands; attacks on the installation are exceedingly rare and often minuscule in scale. Many would thus argue that the skill of the Arnan Guard is being put to waste. In reality, the Arnan Guard do see deployment on the battlefield; usually in small groups as commanding officers alongside a contingency of Special-Operations forces, the Arnan Guard are deployed on missions that are too delicate for the military to handle and are considered to be of great importance to the government. In such cases, they answer only to the Emperor, the Xelva, and if granted authority, the Valxelva. An example of the Arnan's work was the assassination of the rebellious Valxelva, Keroteth Nalas, who began the Era of Discord. In other cases, the Arnan are deployed simply as messengers for the royals, where they will go to personally deliver messages to individuals. A rare occurrence, this is only done when the Empire fears of possible interception. The Arnan possess some of the most advanced and exotic technology that a soldier can currently get their hands on. Much of their gear is cutting edge and sometimes much more advanced than what the rest of the military currently has. Their armor can be considered to be a very new model of armor as it is in many ways an improved Gatranus. The plating has been improved and made more durable. It features a powerful shield generator that allows for manual control, essentially allowing the user to direct where most of the shield's energy is being focused. For example, if being shot from the front, the user can shift the shield to focus there, making the shield significantly harder there, but leaving him vulnerable from behind. Thanks to improved energy capacitors, it can remain functional for weeks longer. An improved stealth generator has also been built in. Various other small improvements to the HUD, medicine injectors, foam injectors, temperature controls, and other aspects have been improved upon. Their arsenal, likewise, is just as advanced, using the most recent coilgun and energy-based weaponry, some of which have yet to see use in the rest of military. As of recently, many Arnan have also begun to replace parts of their body with cybernetic components, extending their lifespan and improving their fighting ability even further. The Arnan Guard are well known for being extremely zealous followers of the Goddess. The unit follows the words of the Holy Text to the letter, and serve out the rituals on a sometimes daily basis. Their traditions, as well, are derived from the texts. Though the background and identity of the guard has been long deleted, it is assumed that simply no atheist exist within the Guard due to the training courses requiring knowledge of the text and the guard itself looking down on those who don't hold to their standard of faith. Their armor often reflects this; it is covered in etchings of symbols and icons derived from stories told in the text. == Vehicles == === Armored Fighting Vehicles === ==== Kaldrak Infantry Fighting Vehicle ==== [[File:KaldrakInfantryfightingvehicle222.png|thumb|right|250px|A Kaldrak supporting Shock Troopers.]] The Kaldrak is the empire's go-to Infantry Fighting Vehicle and Personnel carrier. It is faster and more agile that most vehicles thanks to utilizing hover technology for movement. The Kaldrak can carry up to six passengers as well as one pilot and gunner. These traits have made the Kaldrak especially popular on the frontier worlds, as it can quickly traverse the untamed terrain and quickly bring troops from one outpost to another. On the battlefield, the Kaldrak uses its mobility to move troops to and fro the front and provide support to allied infantry. It is commonly utilized by medical personnel, who use the Kaldrak to bring wounded soldiers back to a nearby base so they can be healed. Weapons wise, the Kaldrak is armed with a armor-piercing autocannon for picking off and suppressing enemy infantry. Between the autocannons are two small railguns for armored targets. It also has two smoke grenade launchers that provide cover for infantry, as well as a small missile launcher for taking out enemy gunships. ==== Tekarak Light Tank ==== [[File:Tekarakonfringeworld1.png|thumb|left|275px|One of the remaining Tekaraks on patrol through a fringe world.]] An aging design that has fallen out of use, the Tekarak Light Tank is a fast, relatively maneuverable tank designed for harassing infantry and providing reconnaissance. Easy to produce and maintain, a large number of Tekaraks could be constructed relatively quickly, allowing for a them to be deployed en masse on the field. The tank's primary arms consist of two powerful autocannons that can make quick work of most lightly armored vehicles. However, the Tekarak has been declared unfit for the battlefield due to advancing technology and the vehicle being outperformed by various others. Production of the Tekarak has since ceased, and many were scrapped or re-purposed. Remaining Tekerak models reside either on the frontier, as they can easily navigate the normally rough terrain of these worlds; or have been granted to the C.D.F as a form of riot control and transportation. ====Mark-30 Xarvok Assault Tank==== [[file:Spore 2018-04-24 18-13-10.png|thumb|400px|right|The completely redesigned MK30 Xarvok MBT.]] One of the oldest and most successful lines of military equipment in history, the M-27 Xarvok is the latest in a long line of heavily armored main battle tanks designed for spearheading charges. The tank has remained in use for hundreds of years thanks to its balanced offensive and defensive capabilities as well as its ease of production. The tank has heavier armor compared to many race's MBTs, allowing it to take more hits in exchange for a loss in mobility present in other tanks. Though this makes it a somewhat poor choice for hit-and-run attacks, the Xarvok's armor easily allows it to lead direct assaults on enemy positions. The Xarvok's main guns are two large armor-piercing rail guns which are able to be either fired at the same time, or individually to hit two different targets. It is also armed with a HMG for taking out infantry targets. The HMG can be replaced by other turrets as well, though it is not a timely process that can be done on the field. Because of the fact that the tank has treads, it is less agile than hover tanks, and at more risk of being crippled if the treads are damaged. The slow nature of the vehicle also makes it poor at hitting fast, lightly armored units, and the vehicle itself has nothing to directly counter air unless it sacrifices its anti-infantry power. Despite these flaws, the Xarvok continues to be immensely successful and many refuse to let go of it out of nostalgia. As such, a replacement for the machine is unlikely to happen for a very long time. ====Nolsara Siege Tank==== [[File:Spore 2018-04-24 20-55-16.png|thumb|left|450px|A Nolsara dispatching a Repzork T-77 on the ruins of Baltreos.]] The first design in a brand new line of armored vehicles, the Nolsara Siege Tank is the current pinnacle of Arkevan tank designs. It utilizes a completely new chassis with the newest and most advanced components, and may be expanded upon later if the line proves to be successful. The Nolsara was among the first Arkevan tanks to hover, allowing it to move over water and low-lying obstacles with ease. It is superbly armored, with thick plates covering much of the body and the tank itself shaped like a heavily slanted V. The shape and plating makes it practically immune to most conventional explosives and projectiles as their impact would be spread out and mitigated. The only real threat to the Nolsara comes from plasma weaponry, dedicated tank-killers, or its rear armor. To allow for such as heavily slanted shape, the rear of the tank had to be made very wide and flat, making it much weaker compared to the rest of the tank's armor. To compensate, Nolsara tanks work in groups, with two to four tanks per-group, each helping to cover the others back and encircle targets. The Nolsara also has a light transport capability, being able to contain six solders (not including the crew, which is made up of three individuals) in its rear compartment. These soldiers are often heavy infantry assigned to protect and support the tank. The Nolsara is designed as a dedicated tank and building killer, and its weapon has been built to match. The main gun of the Nolsara is a state-of-the-art high powered railgun that can hit a target from absurdly long ranges. The railgun utilizes a shaped charge that easily punches through armor, but directs all of its force into one area. This makes the Nolsara extremely effective against singular targets, but it possesses practically no splash damage, making the Nolsara worthless against swarms. Likewise, the cannon takes several seconds between each shot due to needing to cool down and charge back up each time. A remote-controlled machine gun is mounted on top of the turret, though this can be swapped out for a different weapon. ==== Gantrivost AA Tank ==== [[File:Spore 2014-08-11 22-18-12.png|thumb|right|400px|Two Gantrivost in position.]] The Gantrivost is a medium-armored anti-air tank designed for eliminating hostile air with precise shots. Built on a decently armored, three-treaded chassis, it can move and keep up with the attack force fairly easily. On the battlefield, the vehicle is either kept behind the main line with other AA and artillery emplacements, or when on the move, near the middle of the group so it isn't immediately vulnerable. Its common for the tanks to work in conjunction with Xekarvai, the Gantrivost focusing on low-flying gunships or dropships while the Xekarvai focuses on targets higher up in the sky or are more heavily armored. The Gantrivost is armed with two twin-barreled autocannons that can fire both in burst and in full-auto. The cannons can be modified to either use flak rounds to deny airspace to the enemy or traditional ammunition for focusing down single targets. The cannons can also be used against ground targets, particularly infantry, to cause respectable damage. To keep infantry at bay and still focus on the air, the Gantrivost is also armed with a forward-facing machine gun. ====Deralis Heavy AA Tank==== [[File:Spore 2014-08-11 22-31-50.png|thumb|left|400px|Deralis AA Tank.]] Though most consider the Gantrivost to be a perfectly fine design on its own, some began to see potential for improvement on the somewhat aged design. After much work by a hybrid team of Crimson Hammer and Steel Bulwark engineers, the Deralis Heavy Anti-Air tank was produced. Though it was initially based on the Gantrivost's design, the engineers became more ambitious and eventually made the vehicle into its own unique design. It has a completely redone chassis that is better protected and larger, allowing it to store ammunition within its hull. As well, its targeting system has been improved upon for better precision. Rather than two twin-barreled autocannons, the designers swapped them out for two significantly more powerful gauss-powered gatling guns. Like the smaller autocannons, the gatling guns can be configured to either fire armor piercing rounds or flak. Boasting an absurd rate of fire, the Deralis' payload can easily shred apart gunships and dropships or swarms of drones in with deadly efficiency. The Deralis' guns can be lowered to ground targets, turning it into an efficient anti-infantry element. It also features a heavy machine gun to keep infantry at bay during normal operations. Since its inception, the Deralis has rapidly rose in popularity, and has become increasingly common on the battlefield. Though with its slower speed and greater cost, some commanders have opted to stick to the Gantrivost for certain operations. Most predict that the tanks will be used inter-changeably until the Deralis becomes cheaper and more common. ==== Xekarvai MLRS Platform ==== [[file:300px-Spore 2012-04-28 00-20-49.png|thumb|400px|right|Xekarvai MLRS launching a salvo of rockets.]] The Xekarvai MLRS Platform is an artillery weapon of mass suppression and terror. It is armed with two large rocket pods, carrying up to 18 missiles in total. In battle, these are often used just prior to starting an assault, typically with large groups of Xekarvai launching their rockets all at once in various directions, making the volley neigh impossible to avoid. The pods are also capable of firing rockets one at a time or in groups, and can load various types of rockets. Though mainly used against enemy installations, the Xekarvai also has success against air units thanks to a built-in lock-on system. The main flaw of the Xekarvai is reloading. Once it has emptied its entire pod, it takes a several minutes before it is ready to fire again. This period leaves it vulnerable to retaliation. To defend itself, it has a turret built into it, and is guarded by an escort. In rare cases, some pilots have even used rockets against nearby vehicles, though this is incredibly dangerous due to the risk of friendly fire. ====Helkarak SPA==== [[File:Helkarakarty.png|thumb|left|400px|A battery of Helkarak SPAs]] The Helkarak Self-Propelled Artillery is a heavy walker designed for long-term bombardments against enemy fortifications. It is currently the mainstay artillery bombardment vehicle, being the perfect fit for the Arkevon's long term, siege style of warfare. The Helkarak was developed to replace its old predecessor, the SASR Artillery Tank. Though immensely effective when first deployed, the SASR eventually became obsolete, its main gun not meeting up to new standards and its heavy armor mixed with its treads making it a nightmare to utilize in some terrain. It also did not have much room to store ammunition, needing to resupply fairly frequently. In response, engineers developed the Helkarak. The walker was significantly larger in order to store much more supplies as well as receive a heavier weapon. The walker was also given legs to help improve its mobility. The Helkarak is armed with a heavy artillery cannon based off a modified dreadnaught cannon, following the philosophy of "throw out as much power as physically possible in one go." The cannon produces so much recoil that smaller vehicles are unable to handle the recoil and get crushed. This hasn't stopped the cannon from being adopted into other designs, such as point-defense turrets and starships. The Helkarak proved hugely successful and has been the mainstay artillery tank for the past two hundred years. As it is an artillery walker, the Helkarak has no reasonable way to defend itself at close range, especially against air targets having to rely on support from other forces. The cannon has also proved dangerous to allied forces, causing friendly fire because of the massive blast radius and/or collapsing buildings. As such it is not used in certain situations, most notably, the Betel war front. === Walkers === ==== Herukar Infantry Support Walker ==== [[File:Spore 2017-11-15 21-32-15.png|thumb|left|350px|Two Herukar providing support to an Arkevan squad during Operation Dark Angel.]] A replacement to the aging Aldran ISW, the Gavros ISW is a light-weight and relatively small walker designed to provide anti-infantry support to squads. Small, inexpensive, and fairly light-weight, the Gavros has gained extreme popularity with regiments focused on combat in close-quarters environments such as cities and jungles where the walker truly shines thanks to its ability to navigate such cluttered environments with ease. Its chassis was built with a high amount of flexibility in mind, meaning the walker can hunch downward to make itself shorter or shift the entire gun upward or downward, allowing the walker to sometimes fit inside of large-enough buildings and passageways; albeit, its movement will be handicapped as a result. As well as providing anti-infantry firepower to allies, Gavros have often been deployed in groups as 'hunter squads' which are tasked with hunting down and eliminating small camps and groups of infantry. Some regiments have at least one squad of Gavros fully dedicated to hunting down targets. These squads generally consist of at least five walkers, though some have had as many as ten. The Gavros' main armament is its two massive autocannons that that utilize armor-piercing explosive rounds. Capable of shredding apart a battlesuit's torso plating, the autocannons make quick work of most infantry and light mechanical units. As with a great deal of other vehicles, the autocannons on the Gavros can be interchangeably replaced, though currently the only weapons designed for such are a rocket launcher and a large flamethrower. As of recently, designers have once again taken the Gavros to the drawing table, and have begun looking for various ways in which to improve it. Some believe in adding more mobility via jump-jets whilst others believed a more armored design would be better. Due to the growing disagreement, designers have split into various teams and, with advice directly from the Divisions, have begun to work on multiple official iterations of the walker, none of which have yet to be finished. ====Olvorak Assault Walker ==== [[file:OlvorakFlameConfig.png|275px|thumb|left|An Olvorak utilizing flamethrowers during the invasion of Sevethos.]] Unveiled to the public at the onset of [[Operation: Xarvok's Hammer|Xarvok's Hammer]], the Olvorak is a brand new versatile combat walker designed to bring the power and versatility of a Main Battle Tanks to walkers and to compete against the 'Dreavarok' line of walkers. Constructed to be used in a number of environments, the Olvorak is equally as effective in urban environments as it can be on the open battlefield. While still possessing heavy armoring like many Arkevan vehicles, it is deceptively mobile. The walker is often hunched downward to keep a low profile at the cost of speed, but it can quickly stretch out its legs, making it a bigger target but capable of running much faster, allowing it to chase down targets. It's legs are reinforced so as to allow it to withstand stress from falling. Walker squads can be as large as six individual mechs, but the typical group has three or four. [[file:ArmedOlvorakPun.png|thumb|275px|right|An Olvorak equipped with two arms and an MLRS Pod.]] The Olvorak's weapon systems are built with extreme versatility in mind. Every weapon on the walker can be removed and replaced with another configuration, though it can't be easily done on the open battlefield and has to be done before deployment. Careful planning can mean that the walker will be prepared for any possible scenario thrown against it. The mech does have a default configuration, which is in many ways akin to an improved Xarvok. Its two main guns consist of cannons that are both stronger and possess a longer range than a single Xarvok shell. Built into the body on both sides of the walker are two small railguns that serve to supplement the main cannons while they're reloading. Under the cockpit is a heavy auto-cannon for eliminating close-range targets; an MLRS pod is built into the very top for artillery and anti-air. While the Olvorak proved very successful during Xarvok's Hammer, where it amassed a very high number of both vehicle and infantry kills, it still has a long way to go before becoming meeting complete acceptance. Many still stand by the Xarvok, citing its successful five-century service record. Others point how the Xarvok is simply more convenient; as it stands, the Xarvok, while not as strong, is both quicker and less expensive to produce than an Olvorak. Others are simply weary of the new design, wishing to see it action more before making a decision. Many in high command believe that, while the Olvorak may not entirely replace the Xarvok, it will go on to be a highly successful asset to the military, and that both will be used interchangeably. ==== Kavras Assault Crawler ==== [[file:Kavrass.png|351px|thumb|left|Two Kavras walkers.]] The Kavras Assault Crawler is a multi-purpose walker first built by the Galderans during the Galderan-Naelkvan War. Since its inception, the Kavras has become an iconic part of the Galderan arsenal, and is a staple is most armies. Kavras walkers are 20 meters in length, 5 meters wide, and 10 meters tall. They are hexapodal, with four primary legs and two smaller 'stabilizer' legs which evenly distribute the walker's weight. Its feet are magnetic, and like the smaller Herukar, are strong enough to lift the Kavras up sheer vertical surfaces. The walker can move at speeds of up to 65 km/h, and like most Galderan walkers, is able to operate in any environment, including the vacuum of space. The walker is heavily armored on all sides, with the thickest armor being on the front, side, and rear. An internal shield generator provides the walker an extra layer of protection. A standard-issue Kavras is equipped with four weapons systems. Its primary weapon is a larger and more poweful iteration of the railcannon used on the Nolsaria siege tank. Two forward-facing heat-seeking missile pods are situated underneath the main gun. Two rotating heavy machine guns are located on the underside on each end of the walker. This arsenal makes the Kavras effective against both infantry and ground vehicles, though it leaves it unable to effectively engage aircraft. Kavras crews consist of one pilot, one commander, three gunners, and two engineers; the number of gunners and/or engineers can vary between models. The pilot, commander, at least two gunners, and the engineers all reside within the 'bridge', which is in the front half of the vehicle. The bridge features an advanced sensory and communication array, allowing the walker to act as a mobile command center. The rear compartment, as well as containing the rear gunner, can hold up to thirty Arkevan soldiers or ten battlesuits for transport. A deployable ramp at the rear of the vehicle's underside allow crew and passengers to enter and exit the walker. The Kavras' main weaknesses are its underside and its legs, particularly the stabilizers. The underside is the least armored segment of the walker, rendering it vulnerable to mines and other high-powered explosives. Due to its hexapodal design, multiple legs need to be disabled before the Kavras is rendered immobile. The stabilizer legs are the most crucial to mobility; if both are disabled, the walker will soon fall under its own weight, even if its primary legs are still functioning. ===== Variants ===== '''Bruiser''': The bruiser features substantially more armor than the standard model. Though it is considerably slower and has trouble traversing rough terrain, it makes up for it with its durability, and is popular with front-line assault forces. '''Aegis''': The Aegis model is based on the MIBS Palisade used by the Valdar. It is equipped with a large shield generator that produces a dome around the walker, protecting itself and anyone within it while allowing them to fire out of it, transforming the walker into a mobile bunker. Aegis models do not have a main gun, but they still retain the underside weapons and missile pods. '''Carrier''': The carrier model sacrifices portions of its bridge and ammunition stores for extra transport capacity. Though it can no longer be used as a mobile command center, the carrier can hold up to forty-five Arkevon soldiers or fifteen battlesuits. It still retains its weapons systems and shield generator. '''Backbreaker''': The backbreaker has been fitted with a miniturized lance cannon, similar to those found on some capitol ships. Backbreakers are extremely effective against fortifications and slow-moving heavy units. But while the turret can move up and down, it cannot turn. Additionally, given the cannon's immense size, the Backbreaker features less armor, lacks any other weapon systems, and cannot transport infantry. '''Medical''': The medical Kavrass has retrofitted its rear compartment into a mobile hospital. It has no other major differences to the standard model, but due to its role, is seldom used directly on the front line, and instead follows an army while picking up wounded along the way. Civilian models that have their weapons stripped can sometimes be found in major disaster areas. ==== Mechanized Infantry Battlesuits (MIBS) ==== ===== Knight ===== ===== Crusader ===== [[file:Spore 2018-04-25 00-03-46.png|thumb|550px|right|A Crusader providing fire support to a Valdar infantry squad.]] ===== Paladin ===== ===== Templar ===== [[file:Spore 2018-04-25 11-20-00.png|thumb|400px|left|A Templar supported by two Olvoraks.]] ===== Catapult ===== ===== Palisade ===== ==== Dekaroth Fortress Walker ==== [[file:Dekarothtotallynothoth.png|thumb|350px|left|A Dekaroth providing support as two Kavras march to the frontline.]] Originating as an experimental modification of the Helkarak that was eventually made into its own project, the Dekaroth is a tall, heavily armored walker designed first and foremost as an advanced support unit and as a troop transport. Much of its time is spent behind the main attack force as it batters enemy units with a wide array of weaponry. Its height allows it a clear vantage point for the pilots, allowing them to find their targets with relative ease. The chassis is quite spacious on the inside, capable of holding four full squads of marines that drop down from a hatch located on the bottom. The Dekaroth is armed with three weapons. The first, mounted directly under the walker's 'head' are twin plasma repeaters that can fire powerful volleys capable of destroying most tanks. Mounted are both sides are railguns that fire powerful, long-range rounds at a fairly slow rate, making them fit for ranged support but unsuitable for defense. Mounted on the very top is an artillery cannon that, while it doesn't match the power of the Helkarak, can fire at a somewhat faster rate, allowing it to suppress a larger area and continually pummel infantry and armor. The main flaw of the Dekaroth, and the main reason it doesn't see use directly on the front lines, are its legs. While offering a height advantage, they are incredibly vulnerable to heavy firepower and make the walker a bigger target. It also performs poorly in rough terrain, limiting its use to places with relatively flat ground. It also has no weapons for which to defend itself from air units, necessitating an escort to protect it from gunships and bombers. ====Gaulderog Armored Mobile Fortress (AMF)==== [[File:Spore 2014-04-19 23-04-21.png|thumb|right|500px|A Gaulderog leading an armored assault.]] Aptly described as a 'battleship on legs', the Gaulderog Armored Mobile Fortress (AMF), also known as 'Kazadair's Lance', is a superheavy multirole walker designed to act as a mobile command and control center, transport, and assault vehicle capable of single-handedly engaging armies, heavily fortified positions, and other superheavy units. The Gaulderog is currently the single largest terrestrial vehicle serving in the Galderan Armed Forces, standing at 300 meters tall, 320 meters long, and 200 meters at its widest point. Its entire frame is covered in several meters of starship-class armor plating that is protected with a powerful shield generator, allowing the walker to shrug off prolonged fire from all but the most powerful of weapons. The interior contains many of the same facilities as those found on a starship, including a bridge, armory, medical ward, power station, and a barracks/storage bay. The crew is comprised of about five thousand personnel comprised of one or two commanding officers, pilots, engineers, and guards. The storage bay has space for an additional 1,500 troops and their vehicles that are all deployed via a gravity lift located at the bottom end of the walker. The Gaulderog's main gun is the VZ-UG75, a scaled down version of the particle lance cannon utilized by the Vahnris-class Dreadnaught. The cannon draws ammunition from a particle reserve located in the gun's base and is powered by several generators that line the gun's 300-meter length. The cannon is capable of demolishing vehicles and structures in a single volley, and can angle itself upward, making the Gaulderog an effective deterrent to low-flying starships. However, the gun takes roughly ten seconds to charge, and produces an extremely loud noise in the process, giving potential targets a brief opportunity to seek cover. It also has blind spots both directly above it and around its legs, as the walker's large body can prevent the gun from lowering itself very far. The gun releases excess heat through eight sinks, four located at the sides of the gun's base and four located on the top, that open each time the cannon fires. The vents are an ideal target for aircraft, and their destruction can, depending on the number of vents, significantly hamper or outright stop the cannon from being able to fire without overheating or even exploding. Even if the main gun were to be disabled, the Gaulderog still boasts a powerful arsenal. Four independently-operated railcannons are located at the front for engaging targets that enter the VZ-UG75's blind spot. The sides, top, and bottom of the hull are lined with various energy-based point-defense guns for engaging missiles, aircraft, vehicles, and infantry. Flanking both sides of the VZ-UG75 are a total of ten tactical missile silos equipped with a plethora of missiles for specific tasks, up to and including nuclear warheads. This is arguably the Gaulderog's most powerful weapon, as it allows the walker to strike targets across a planet, even if it is far away from the battlefield. With the partial exception of the main gun, the walker is powered by two fusion reactors located at the very core of the walker, allowing the Gaulderog to continue operating in a theatre for months at a time before needing to refuel. Though generally harmless, the reactors can become over-stressed and volatile, potentially triggering an explosion akin to a small nuclear bomb that destroys both the Gaulderog and everything in the surrounding area. This is an extremely rare occurrence, as the reactors have an expansive network of fail safes that force the engines to shut down before they can detonate. Nevertheless, two such walkers have exploded in its history, though one case is believed to have been on purpose. Due to the walker's immense size, it cannot be built at any of the empire's factories; instead, individual parts are built at specialized facilities. These parts are then shipped up via space elevator to a stardock where the walker is then pieced together. Thus far, six sites have been designated for the production of AMFs, with more being planned. Once completed, the walkers are then loaded into specialized Galandil-class carriers invasion carriers and remain there until they are deployed via oerbital drop. Anti-gravity generators built into the feet allow the walker to slow its descent so as to prevent a small-scale earthquake when it lands. Gaulderogs are only ever fielded in major engagements, and generally only one will be fielded, or two in rare cases. Despite a relatively young service record, the Gaulderog has already been overhauled once. The MKI Gaulderog, which was utilized during the Galderan-Naelkvan War, was about fifty meters shorter than the MKII and utilized a spinal railgun taken from a Kazadair battleship rather than the VZ-UG75. It also lacked the tactical missile silos, being much more focused on engaging similar Naelkvan assets directly on the front lines. Dozens of MKIs saw use during the Galderan counter-offensive, and proved instrumental in defeating the Naelkva. Its success led to the MKII, which was initially unveiled during the Galderan-Derahs Cold War. Currently, only two MKIs are known to still exist for the sake of preservation, with the rest having been recycled or destroyed in combat. ====Vahlsrod Armored Crawler==== === Amphibious/Naval Vehicles === As time goes on most naval vessels are becoming less and less common. With starships replacing many of their traditional roles and most ships being too difficult and impractical to transport, most naval vessels -save for smaller ships and submarines- have been decommissioned or stationed on planets to perform a purely defensive role. The only vessels that are utilized during an invasion are either amphibious transports, submarines, or ships small enough to traverse rivers and waterways. ====Alvarak Raider Craft==== [[file:Spore 2013-03-26 18-01-06 zps63c9dad3.png|thumb|300px|right|An Alvarak Raider strafing a target.]] The Alvarak is a small vessel designed for quick and continuous hit-and-run attacks and escaping before the enemy realizes what happened. Too small and lightly armored for the open sea, the Alvarak is almost exclusively used around rivers and lakes, often to clear a path for a larger attack force. It is considered an oddity among Arkevan vehicles due to the designers utilizing stolen Zorock technology that allows it to go at incredible speeds, faster than any non-flying vehicle is capable of, at the sacrifice of a good deal of armoring, though this isn't considered too big of a problem due to its intended role. The Alvarak features a modular weapons system that allows engineers to switch out the vessel's weapons at any given time. The factory-default iterations features two large rocket-pods as its main gun alongside two heavy-machine guns. The rocket pods can be swapped out for a Xarvok MBT-like dual-cannon, a flak cannon, or an artillery piece. The machine guns can be changed out with rocket launchers, grenade launchers, or experimental plasma repeaters. ==== Velos Amphibious Transport ==== [[file:Spore_2015-09-06_18-57-52.png|thumb|500px|left|Velos Transports making landfall alongside Korvaros Siege Tanks ]] Part transport and part Infantry Fighting Vehicle, the Velos Amphibious IFV is designed for carrying infantry across water for amphibious assaults and supporting infantry charges. It is capable of carrying either eighteen marines or five battlesuits. Once it has brought its infantry to the target and deployed them, it can continue onto the battlefield and act as an APC and support tank. The Velos' armament consist of a rapid-fire cannon that fires high-explosive rounds that can make quick work of lightly armored vehicles and infantry. On top of the turret is a MLRS pod that can target both air and ground forces. At the very front of the vehicle are two smoke grenade launchers that provide cover for infantry. The main flaw of the Velos is its mobility. Much like the Korvaros, it is equipped with heavy armor plating that keeps it planted to the ground and protects it from heavy fire, but once it gets on land it moves at a rather slow pace compared to other transports. It is also almost completely defenseless underwater, having nothing to counter submarines or mines aside from fleeing; as a result, it is only safe to deploy the Velos when the water is clear or with an escort. It's weaponry also pales in comparison to most tanks and mechs, making it easy prey for those vehicles. ====Heltas Submarine==== The Heltas serves as the Galderan's main naval vessel utilized during an invasion. They are carried to-and-fro space-borne carriers by specialized ships specifically designed for carrying the submarine. The Heltas operate in packs of 2-4, with each vessel working to corner and surround enemy vessels. Equipped with a highly advanced power generator and large food reserves, Haltas can remain operational for years, which has occasionally resulted in stubborn commanders continuing to harass defenders long after the rest of the army left. The submarine is also armed with an array of stealth equipment, such as stealth generators and thermal maskers, making it difficult to detect under normal circumstances. The Heltas' main weapon consist of two homing-torpedo launchers mounted around the bottom of the hull. These launchers can target and track a target for a few miles, meaning the Heltas can fire a quick volley and then flee before it is caught. Mounted on the top are two turrets armed with heavy railguns that work above and below the water, and are used both defensively and offensively. Finally, a ballistic missile launcher is built into the back of the vessel, allowing the Heltas to launch a variety of missiles at ground forces. ====Halvek Basttleship==== [[file:Spore 2015-09-06 19-43-26.png|thumb|500px|left|A Halvek unloading its weaponry.]] Designed by Steel Bulwark engineers specifically to defend highly populated cities and harbors, the Halvek Battleship is considered by many to be a 'mobile wall.' Immensely large and packing a large arsenal of weaponry, the battleship can engage multiple vessels at once and take a beating. They often form the backbone of naval barricades, lining up together to form a wall the enemy will be unable to pass and using their immense weapons to support allies or pound nearby ground troops. It also has an impressive cargo capacity, capable of carrying hundreds of troops and a few dozen tanks. Due to the resources and cost required to make one, Halveks are a rare sight, and are currently only located within the core worlds and certain planets in the 'middle colonies' region. The Halvek has four primary weapons. The first, mounted on the top, are two double-barreled cannons that fire on vessels or be used as a relatively accurate artillery pieces. Closer towards the ends of the vessel are two massive railguns. The third weapons system are the four MLRS pods, with two mounted on each side of the vessel. These pods are primarily used against aerial targets, but like the cannons, can be used on ground forces in a Xekarvai-like barrage. Finally, two torpedo cannons are located on the ship's underbelly, and have proven very effective at dispatching hostile subs and other vessels. === Aircraft === ====Havros Gunship==== [[File:300px-Spore 2013-02-09 12-45-52.png|thumb|300px|right|Havros Gunship on patrol through a recently besieged city.]] Based on designs older than space travel, the Havros series of attack helicopters are a successful line of vehicles that have been used by the military for centuries. The contemporary iteration of the Havros is a multi-purpose vessel designed for picking off enemy forces, harassment, and providing heavy fire support to allied forces. When working independent of ground forces, Havros often operate in groups of between two to six and work to encircle and trap enemy forces and harassing ground forces with repeated strafing runs. When attached to ground forces, they often move ahead of the group to provide reconnaissance and stick close during combat. Though used everywhere, it is especially common in cities as the taller buildings help to provide the gunships a moderate level of cover. By default, the Havros is armed with three weapons systems. The first of which is a chin-mounted machine gun. Two heavy railguns, much like the ones utilized by the Kaltreon, are stationed on the wings and serve much the same purpose. Finally, it is also armed with standard missile pods and rockets that can be mounted individually on the wings. ====Xelvalder Close-Air Support Gunship==== [[File:Spore 2015-02-13 15-03-10.png|thumb|400px|left|A Xelvalder providing fire support to cornered Arkevan forces.]] One of the most fearsome assets of the IAF's air forces, the Xelvalder CAS Gunship is a heavily armored vessel designed for laying waste to ground forces through repeated strafing runs to clear the way for advancing ground forces. It is yet another old concept that has found use in the far-future, with its earliest roots dating back to the pre-space era. The plane is well known for its durability; possessing some of the thickest armoring of any air unit and equipped with a shield generator. A few stories exist of Xelvalder pilots losing one of the ship's engines and still being able to safely land the plane back at its designated location. As well, like the Kaltreon, it has invisibility against standard radar, and is capable of flight in a vacuum. The Xelvalder's infamous arsenal consist of two large 'Lavahn' gatling cannons. These cannons spew forth a stream of HEAT rounds at an extremely high rate of fire, forcing its way through heavy armor plating with relative ease. A volley of fire can easily shred apart tanks and infantry with extreme efficiency. For precise, heavy blows against heavily armored targets and bases, the Xelvalder is armed with four missile pods and can be equipped with rockets. The primary flaw of the Xalvalder is its performance against fighters when in an atmosphere. While it can navigate and operate in the vacuum without a problem, its heavy armor makes it relatively slow and sluggish when in at atmosphere. It is much better at moving in a straight line and making wide turns; it is easily outmaneuvered by lighter and more nimble aircraft. With no way to keep up and avoid getting hit, the Xelvalder is very susceptible to interception and often has Kaltreon escorts to ward off air hostiles, or it will fly when air superiority has been achieved. === Starships === The starships of the Imperial fleet epitomize their engineering and doctrine. They are mobile walls, massive in size and heavily armed and armored. They can both hold their ground on the defensive and act as a spearhead during an invasion. Imperial starships are divided into several classifications. ==== Strikecraft ==== Strikecraft are split into a number of distinct sub-classes: ===== Fighter ===== Fighters are moderately armored strikecraft capable of flight both in-atmosphere and the vacuum of space. They are generally used to protect friendly bombers while warding off hostile strikecraft. When in-atmosphere, they can perform various tasks, such as strafing runs, precision bombing, and dog fighting. ====== Kaltreon Fighter ====== [[File:Caltreonfighter.png|thumb|300px|left|A Kaltreon Fighter.]] Based heavily on stolen Naelkvan technology salvaged shortly after their war with the Empire, the advanced and highly-successful Kaltreon is the empire's general purpose fighter. Capable of flying both in atmosphere and in the vacuum of space, it is used for a wide variety of tasks including dog-fighting, strategic bombardments, and reconnaissance. Thanks to its advanced armor plating, the fighter is invisible to standard radar, though it isn't able to cloak itself like many infantry units can. To help it keep up with faster and more agile fighters, designers installed four boosters that can temporarily boost the fighter's speed which has also helped pilots in dodging enemy gunfire and rockets. Kaltreon's often works in groups of up to four or more vessels, with some fighter groups containing up to twelve or so fighters. The Kaltron's armament consist of three weapon systems. The first of which is two autocannons that are mounted near the front of the vessel. These autocannons are the fighter's standard weapon when engaging other enemy aircraft and have proven somewhat effective in attacking ground targets so long as the pilot is high enough off the ground. The next set are two railguns that are situated to the left and right sides of the cockpit. These railguns utilize miniaturized tank rounds meant to eliminate heavily armored targets. Finally, the Kaltrson is armed with missile pods, with at least one on each wing, that fire heat-seeking rounds. For sorties against ground forces, the Kaltrson can also have bombs strapped to its underside. ===== Interceptor ===== Interceptors are lightly-armored strikecraft exclusive to space. Given they do not need to be aerodynamic, interceptors are built entirely around speed and firepower, with their main form of protection being shielding rather than armor. Whereas fighters are both defensive and offensive, interceptors play a purely defensive role by protecting sub-systems and engaging boarding craft. ====== Valkea Interceptor ====== ===== Swarmer ===== Swarmers are cheap, expendable, individually weak variants of interceptors that are controlled by an A.I rather than being piloted. As their name implies, Swarmers are meant to overwhelm threats through sheer numbers. Capital ships have one or more 'swarmer 'pods' that the strikecraft deploy from. Due to their small size, a vast number of swarmers can be stored on a single ship. While effective against strikecraft, swarmers lose most of their effectiveness against anything larger than a corvette. ======Tagorak Drone Fighter====== [[File:Spore 2014-04-20 21-40-19.png|thumb|300px|right|A group of Tagorak engaging an Aeveria Twilight.]] The Tagorak is a small, expendable drone fighter that is designed for wresting control of the skies through sheer force of numbers. They have no pilots or controllers, instead relying on a hive-mind A.I that is based where they were deployed from. They possess very little armor in order to lower production cost and make them more nimble. Producible in massive qualities and having no regard for their own self-preservation, these drones are deployed in massive swarms that can easily dwarf the opposing force's air force. The Tagorak has a simple armament of two autocannons and two missile pods, both of which can be switched out or have different rockets or bullets loaded into them, though this is seldom done unless it is during production in the factory. Tagorak's are incredibly easy to destroy; a single fighter can destroy dozens of them before being overwhelmed. The most effective method for destroying them is to use explosives or EMP-based weapons, or better yet, to destroy their A.I core. ====== Serilus Scout Swarmer ====== ===== Bomber ===== Bombers, like fighters, can travel both within an atmosphere and in space with equal efficiency. In space combat, bombers are generally sent to strike the vulnerable sub-systems of larger vessels, such as bridges, weapons, and engines. Bombers are almost always escorted by fighter wings as while they do possess some defenses, they cannot operate entirely on their own. ====== Savusar Bomber ====== ======Neilset Bomber Fortress====== The Neilset Bomber Fortress is a heavy bomber designed for extended bombing campaigns. Somewhat larger than the Xelvalder CAS Gunship, the Neilset is very large and spacious on the inside, and is capably of carrying several tons of bombs, from standard dumb bombs to nuclear warheads and other super-heavy explosive ordinance. Featuring the same heavy plating as on the Xelvalder and featuring a shield generator, the Neilset is capable of taking a severe beating even from anti-air weapons before it goes down. To defend itself passively, the Neilset almost always has a fighter escort of Tagorak and Kaltreon fighters following it, and it has four point-defense turrets on the body that are capable of shooting down fighters. When on the field, Neilset are often deployed in fairly large groups that can contain up to twenty or so bombers all of which have their own escorts. ===== Heavy Gunship ===== A recent and more experimental design, heavy gunships are close-air-support gunships that have been designed to operate both in space and in-atmosphere. In space, they operate as heavy fighters, possessing the firepower to take on corvettes and even small frigates. In some other armies, heavy gunships would qualify as a corvette. ====== Eviscar Heavy Gunship ====== ==== Corvettes ==== Corvettes are the smallest classification of warship within the Galderan navy. They are most often tasked with clearing mines, supporting and sometimes storing strikecraft, detecting cloaked vessels, and escort. ===== Dresekul-class ===== ===== Hieruset-class ===== ===== Olanar-class ===== ==== Frigates ==== Frigates are larger and more heavily armed than corvettes and are normally tasked with escorting and supporting capital ships, patrols, reconnaissance, and when able, supporting ground troops. ===== Zarellia-class ===== ===== Ulsuvar-class ===== ===== Ghajavi-class ===== ===== Azelon-class ===== ===== Falkero-class Boarder ===== [[File:Spore 2014-04-20 23-11-06.png|thumb|300px|left|A Falkero]] The Falkero-class Boarder is a heavily armored boarding craft that can carry up to seventy-five soldiers or twenty-five Xekelyin battlesuits and load them into an enemt vessel. Boarding bays are present on both the front and side of the ship, allowing for multiple angles of entry. To ensure a safe landing, Falkero have heavy armoring and shielding, and also tend to have an escort of some sort with them. Normally consisting of Kaltreon and Tagoraks. Though not possessing much firepower, the Falkero does possess a few broadside cannons. These cannons are more for weakening or blowing a hole into the hull of a ship rather than combat against enemy forces. Aside from these cannons, they are completely unable to defend themselves from enemy forces. ===== Yinivi-class Observer ===== ==== Cruiser ==== Cruisers in the Armada are non-combat vessels that carry out a wide variety of tasks, such as carrying freight and scouting out new planets for colonization. Some cruisers are equipped to be able to perform missions independently, and will have a small hangar bay and an array of weapons so that it can defend itself. Though practically never intentionally taking part in a battle, cruisers are considered to be the workhorse of the armada and one of its most valuable assets. ===== Navalisk-class ===== ===== Kolkori-class ===== ==== Carriers ==== Carriers are broadly split into two categories: Strike Carriers and Invasion Carriers (more often referred to as 'tank carriers' in informal conversation) It should be noted that carriers are not the only vessels capable of carrying vessels and troops. Carriers, frigates, corvettes, and sometimes even battleships and dreadnoughts are capable of carrying either ships, troops, or both. ===== Strike carriers ===== Strike carriers are oftentimes the smaller of the two sub-categories. They focus primarily on space combat and carry strikecraft, corvettes, and sometimes even frigates if they are large enough. They often stay within the artillery line, though sometimes they can be found just behind the anvil line so that their passengers can more rapidly escape a bad situation. Strike carriers are moderately armored and normally carry a small array of long-range weapons. ====== Vazelov-class ====== ===== Invasion Carrier ===== Invasion Carriers are larger carriers that are tasked with ferrying ground forces to and from a planet. Such vessels are large out of necessity; they need to be able to carry one or more Gaulderog AAFs and thousands upon thousands of ground forces and all of their supplies, for example. While they are capable of entering a planet's atmosphere due to their anti-gravity technology, Invasion Carriers more frequently deploy small vessels to move troops rather than doing so directly. Unlike strike carriers, invasion carriers are not equipped for combat, possessing only small spine railguns, point defenses, and swarm pods. They rely instead on exceptionally heavy armoring, powerful shields, and other vessels to protect themselves and their cargo. ====== Galandil-class ====== ==== Battlecruiser ==== Battlecruisers are roughly cruiser-sized vessels that serve as the smallest capital-class ships. Their name is derived from their origins; the original battlecruisers were cruisers that had been retrofitted for combat. They serve a role similar to that of traditional destroyers; they are small, nimble, and are packed with an array of weapons. ===== Asara-class ===== ==== Battleship ==== Battleships are the general-purpose combat vessels of the Galderan navy. They perform a wide myriad of tasks, such as frontline fighting, planetary bombardment, raiding/ambushing, and more. ===== Kazadair-class ===== ==== Destroyer ==== Destroyers are heavily armed and armored battleships designed specifically for eliminating capital ships of a similar or larger size. At least one destroyer will often be included in a battleship squadron. The most infamous aspect of destroyers is the exceptionally armored 'plow' that they will often use as a battering ram to finish off a damaged vessel. Due to being so focused on eliminating capital ships, destroyers are normally not able to perform orbital bombardments, though exceptions do exist. ===== Kalrea-class ===== ==== Dreadnought ==== Developed late into the Galderan-Naelkvan War, Dreadnought-class vessels are the largest and most powerful vessel within a fleet. They are found almost exclusively within the artillery line, and are well protected by a large entourage of ships. They are designed primarily for eliminating enemy capital ships, and can be armed with a large array of powerful weapons. They are sometimes not equipped with dedicated orbital bombardment weapons as they are not necessary; their main guns are often sufficient for fulfilling the role. ====== Vahnris-class ====== [[File:Qualdarashipofdoom.png|thumb|450px|left|The Vahnris Dreadnaught, the most fearsome ship of the Imperial Navy.]] Just as the Gaulderog reigns supreme as a ground assault vehicle, the multi-mile long Vahnris Dreadnaught is one of the crown jewels of the Empire's naval armada. These gargantuan vessels are only present in the largest fleets, and make up an armada's vanguard. Fitted with the most advanced armoring, shielding, and weaponry available to the Galderans, these vessels are often the first to be deployed to battle, and are designed for destroying enemy vessels. However, the Vahnris can do much more than just that, as the vessel was made to be both multi-purpose and self-sufficient, much like significantly smaller cruisers. Vahnris' can contain tens of thousands of soldiers, and has the supplies to exist on its own for several months. Four massive hangar bays line the bottom of the vessel and contain a large number of fighters, bombers, and transports. These hangars also contain boarding vessels and can house a few of the same troop carrier as the ones utilized by the Hacerods to move troops to a planet's surface. As a result, it is not uncommon to see Vahnris working alongside carriers once orbital supremacy has been obtained, or for a dreadnought to be deployed in place of a standard cruiser for extremely dangerous situations. The Vahnris is armed to the teeth with a vast array of weapons systems. The hull is littered with hundreds of point-defense turrets to ward off encroaching vessels and missiles. To further defend itself, the hull has a number of Tagorak Drone Fighter pods built into its hull, allowing the vessel to deploy hundreds of the drones that will swarm around the ship like an insect swarm. Lined across the top of the vessel are larger cannons that can easily cripple smaller vessels like frigates and corvettes or soften up larger targets. The real ship-killing capabilities of the Vahnris resides in its multiple broadside cannons and frontal railguns. A continuous volley of fire from the broadsides or frontal cannons can make quick work of a vessel's protective hull. The frontal cannon located right in the center is particularly dangerous, being many times more powerful and running almost the length of the ship. The cannon, though it takes significantly longer to fire, has been known to blow clean through un-shielded vessels. Torpedo pods are built into the sides and front of the dreadnought, each of which can unleash a number of torpedoes which will track their targets. Finally, the Vahnris can support allies on the ground using a number of heavy cannons mounted on the under-belly of the ship. The Qualdars is undoubtedly the Empire's most powerful naval vessel, but it is also its most uncommon. Due to the extreme cost of producing and maintaining the vessels, there are rather few of them compared to any other naval vessel. Vahnris' are often a very important asset when deployed on the field and are treated with great care, as one being extensively damaged, or worse, destroyed, is enough to turn the tide of a battle very quickly. However, there is no glaring weakness of the Vahnris that can be utilized against it, the only way to destroy it would either be through brute force or breaking it from the inside. As a result, only a fairly small number of Vahnris' have ever been destroyed, and the ones that do often end up taking several vessels with them, becoming a sort of martyr to their allies. ==== Assault ==== Assault is a recent and still-experimental designation. Assault vessels are exponentially more powerful iterations of existing capital-class ships. Assault ships are partly terror weapons; being so large and powerful, the idea is to simply scare a foe into submission, preventing a fight from occurring at all while securing dominance. This works best with smaller, more primitive empires. For those willing to put up a fight, assault vessels possess the best armoring and most powerful weaponry in the entire navy, and are capable of engaging multiple capital ships on their own or deploying an inordinately huge amount of troops. They are thus similar in concept to Luminarian Battlestations, though they are much smaller and even fewer in number; only two known Assault-class vessels are participating in the Great War. ===== Goddess-class Assault Dreadnought ===== ===== Zervath-class Assault Carrier ===== ===== Erulel-class Assault Destroyer ===== == Diplomatic Relations == === Warlord Pact === ==== [[Repzork Empire]] ==== '''Status: <span style="color: red">War</span> ''' ''"Brothers, what have you done?! How many innocents have you murdered in the name of your false god? How many have you consumed in your voracious hunger? How many have you enslaved? All these years, I believed that we as a people had risen above this, but no! You cowered away in the dark, carving a path of death and bloodshed across the stars. You are a stain upon the Arkevon people, you are an abomination unto the goddess!"'' ''"We will bring them under compliance or die trying; we cannot allow the Repzork Empire to continue existing."'' ''"Well, that solves one mystery."'' The Galderans were horrified when they discovered the Repzork Empire. It was long assumed that the exodus fleet that had fled during the Wars of Unification was either destroyed or would simply never seen again; but not only has their ancient rival survived, they have thrived, and have spent the past several millennia practicing the same barbaric ways that the Galderans worked so hard to eradicate back in the homeland. Believing it to be Syleris' will that all Arkevon exist under Galderan rule, the empire has made it its top priority to topple the Repzork regime and induct the populace so that they can be assimilated and reformed. ==== [[Margan Empire]] ==== '''Status: <span style="color: red">War</span> ''' ''"It's a shame they escaped before we could intervene. I would have enjoyed crushing them under my hammer.'' ''"If they ever return, we will show them no mercy. They are beyond forgiveness."'' ''"Words cannot be used to describe the magnitude of their atrocities."'' The Margan chased the Rach into the Warp before the Galderans were able to engage them. However, they have heard many stories of their actions, and have witnessed the aftermath themselves firsthand. Fearing that the Margan may one day return, Imperial High Command has made it a priority to gather as much information on Margan military technology and tactics as possible so that they can be better prepared to fight them. The Galderans intend to utterly exterminate the Margan species, having concluded that they are irredeemable and are too great a threat to the galaxy. ==== [[Zaretian Monarchy]] ==== '''Status: <span style="color: red">War</span> ''' ''"The entire regime rests on Breys' shoulders; remove him, and it will collapse."'' ''"Their naming conventions leave something to be desired."'' ''"They were doing /what/ to the prisoners?"'' Though they undoubtedly consider the Monarchy to be an enemy, the Galderans have expressed pity towards the Zaretian people. They entirely blame Breys and his brutal rule for placing the Zaretians in their current situation, and seek to put an end to the mad monarch's reign so that more moderate elements can take control. As well as fighting them head-on, the Galderans are also in contact with a small number of resistance groups operating within Zaretian space who they supply weapons and information to. ==== [[Necraal|Necraal Kingdom]] ==== '''Status: <span style="color: red">War</span> ''' ''"Take that wreck back to base. There is much we can learn from these 'titans'. "'' ''"There is some modicum of honor among the Warlords."'' ''"How. . . how do they talk? Or eat?"'' The Necraal Kingdom is the only Warlord that the Galderans genuinely respect as they, in their view, are the only ones to fight with any dignity and honor. Were it not for the current war, the Galderans may have tried to form diplomatic relations with them. News of a small number of Necraal abandoning their post and/or defecting to the Peacekeeper Alliance has also intrigued the empire, and the Galderans are attempting to get in touch with them. Necraal technology is also of interest, particularly their mechanized units. ==== [[Skrey Nation]] ==== '''Status: <span style="color: red">War</span> ''' ''"It's like looking at a window into an alternate reality, one I am very glad we avoided."'' ''"The Skrey can be reformed. We just need to get them away from the Pact."'' ''"They're big, dumb, and clumsy, but they're also undeniably strong."'' The empire think little of the Skrey, viewing them as the weakest member of the Warlord Pact. Comparisons to pre-assimilation Jaset are relatively common; with that in mind, the Galderans hope to subdue the Skrey and induct them so that they can reform them into a 'proper' member of the galactic community. ==== [[The Xeverra|Xeverra]] ==== '''Status: <span style="color: red">War</span> ''' ''"A friend of the Repzork is forever an enemy of the Galderans."'' ''"They're not nearly as frightening as they look."'' ''"Sink back into the deep!"'' First-contact between the Galderans and the Xeverra took place in and around Betel space as the empire began operations in the region. Seeing them as little better than the Repzork they were cooperating with, the Galderans aim to chase the Xeverra out of Betel space and take the fight directly to their fleets and colonies. However, compared to other Warlord powers, the Galderans still possess relatively little information on the Xeverra, and know little beyond what they have encountered thus far. ==== [[Asanian Syndicate]] ==== '''Status: <span style="color: red">War</span> ''' ''"They are utterly unsustainable; even if we fail to defeat them, they will collapse under their own weight."'' ''"I didn't think we would find something more vile and repulsive than the Repzork."'' ''"Oh, that's not right!"'' Though they are impressed by the Asanian's engineering and efficiency, the Galderans find the Syndicate as a whole to be utterly revolting in every regard. The Taervand have expressed a particular hatred towards Gastan Industries, seeing their genetic engineering to be a corruption of a once pure concept. The government is currently deliberating on what to do about the Syndicate; some believe that they cannot be saved and must be wiped out whereas others believe that they can be redeemed if the Asanian government and the corporations are completely dismantled. ==== [[Conkirite Dictatorship]] ==== '''Status: <span style="color: red">War</span> ''' ''"It troubles me that a plain-old military dictatorship is one of the less morally reprehensible members of the Warlord Pact."'' ''"We have bigger priorities right now. We'll deal with them later. But if the Acropolan call for aid, we will come."'' ''"They don't come off to me as being dedicated to the Pact. They just really, really don't like the Acropolan.'' The Galderans have not made contact with the Conkirite Dictatorship, but due to them being a member of the Warlord Pact, still considers them to be a combatant. With the vast bulk of the Conkirite's forces locked in a stalemate with the Acropolan Empire, the Dictatorship is low on the Galderan's list of priorities, and no offensives are currently planned or underway. ==== [[IAE]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"The empire has no official statement in regards to the IAE at this time."'' ''"And I thought the Nevelin liked masks."'' ''"They seem pleasant enough."'' Currently, the Galderans are unaware of the fact that the IAE have been providing financial and military aid to Warlord forces. As a result, they consider them to be an uninvolved neutral power, and have little interest in interacting with them. === Peacekeeper Alliance === ==== [[The Rach]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"These are the founders of the Peacekeeper Alliance? A collection of naive thieves with a worthless "army"? No wonder Norsus was lost."'' ''"They had good intentions, but they were so woefully unprepared for the task. I hope, if they still live, that they have learned from their mistakes."'' ''I was unsure if kleptomaniacs could have much of a moral high ground. Then I remembered who they were fighting."'' Like the Margan, the Galderans have not personally encountered the Rach, but they have studied them, and have heard rumors of Rach still existing somewhere in the sector. The Galderans are unimpressed by the founders of the Peacekeepers, thinking them foolish for engaging in a major war with such an underdeveloped military. Some also find them untrustworthy due to their secretive ways and thievery. Nevertheless, if the Rach did return, the empire would be willing to assist them in rebuilding both their civilization and their military. ==== [[Aeveria Confederation]] ==== '''Status: <span style="color: Blue">Friendly</span> ''' ''"It's clear we don't exactly see eye to eye, but I believe the Aeveria can be a valuable ally."'' ''"A true leader among the Peacekeepers."'' ''"Competition."'' With the Rach having disappeared, the Galderans consider the Aeveria Confederation to be the de facto 'leader' of the Peacekeeper Alliance. Though the Galderans tend to see other imperialist states as competition, the Galderans look fondly upon the Aeverians due to their many democratic policies and laws. Empress Kazadair has expressed interest in forming an alliance with the Confederation. ==== [[Empire of Diablos]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"We're not exactly on the same side, but so long as they're not shooting us, I'm satisfied."'' ''"Right now, their ferocity is a necessity. But what will happen once the Pact is defeated? Who will they fight then?"'' ''"Regardless of whether or not you trust them, the Diabloians are an inspiration. Their bravery, their honor, it is something that we should all aspire to."'' Of all the Peacekeeper powers, the Galderans respect the Diabloians the most. They find their honor, bravery, and combat prowess to be worthy of praise; this is especially true among the Arkevon, Zenura, and Yin'vair. Diplomatically, however, the empire is very wary, concerned about what the Diabloians will do once they run out of Warlords to fight. Regardless, the Galderans still seek to form an alliance with the Empire of Diablos, at least for the duration of the Great War. The Galderans have been supporting the Diabloians in their war against the Repzork; in particular, they have launched attacks at the foothold the Warlord has within Diabloian space. Currently, these attacks are not alongside Diabloian forces, though the Galderans hope to eventually fight side-by-side with them. ==== [[Karahotdoum Empire]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"They don't make music like this back home."'' ''"Why would Syleris place their eye behind their ears? Was she having a bad day?"'' ''"Their entire civilization can be best summarized as 'seedy'.'' The Galderans maintain a neutral stance towards the Karahotdoum Empire. While there is some interest in traditional Karahotdoum culture as well as in trading, the government distrust the Karahotdoum due to their avarice as well as some of the questionable or downright malignant actions they have committed. The Galderans currently do not intend to pursue an alliance with them. ==== [[Sauran Solidarity]] ==== '''Status: <span style="color: Blue">Friendly</span> ''' ''"It's a shame so many of them have utterly abandoned the concept of faith; they have allowed themselves to become blind to the unseen forces in this universe."'' ''"If and when the Margan return, the Sauran are the galaxy's best chance at survival."'' ''"One of the few Peacekeepers truly dedicated to keeping the peace."'' The Sauran are seen as a valuable member of the Peacekeeper Alliance by the Galderans, partly because of their advanced terraforming technology which can undo the damage caused by races such as the Margan, Asanians, and Biomatter. The Galderans have made a point to establish diplomatic relations with the Solidarity and safeguard them from Warlord incursions when possible. ==== [[Confederation of Derahs]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"I frankly wouldn't be surprised if we found ourselves at war with them when the Pact is gone. That is, if they don't start killing each other first."'' ''"The Peacekeepers need to be careful; one rotten fruit will spoil the whole bunch."'' ''"A kingdom divided cannot stand."'' The Confederation of Derahs is a commonly-cited reason as to why the Galderans refuse to join the Peacekeeper Alliance. The Galderans strongly distrust the Confederation and sees them as unstable and untrustworthy, largely because of Feltis, the Alknan Territories, and the increasingly militaristic Nalovian Kingdom. These feelings are mutual, with the Confederation trying to persuade the Alliance to have no business with the Galderans. ==== [[Luminarians]] ==== '''Status: <span style="color: Blue">Friendly</span> ''' ''"Already the Luminarians have been through much hardship. I pray that one day they will find peace."'' ''"We need to build something bigger."'' ''"Never underestimate the short ones."'' Though they have yet to officially meet, the Galderans hold the Luminarian Rebels in high regard for having fought valiantly against Ulran and his loyalist. Imperial engineers are in awe at their super-heavy mechanized units, and the Zenura in particular are joping to one day cooperate with rebel scientist. ==== [[Kastalian Survivors]] ==== '''Status: <span style="color: blue">Friendly</span> ''' ''"The Kastalians must be preserved. They are too valuable to allow the void to consume them."'' ''"I'd be more than willing to offer them asylum in our territory, though something tells me they wouldn't accept that."'' ''"When you said they were once a vast and powerful empire from ancient times, I wasn't expecting a huge fat bird."'' The Galderans have not officially contacted the Kastalians, but maintains a friendly stance towards them and seeks to assist them in their survival. In order to avoid potential conflict with them, the Galderans have enacted the unorthodox policy of not claiming Kastalian relics and instead allowing the Kastalians to reclaim them. While there is a great deal of support for the measure, it has been met with opposition by some who wish to use the ancient equipment. ==== [[Betel Recyclers]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"Safeguarding the Betel from the Warlord Pact is of utmost importance, not only to protect their people, but to prevent the Pact from claiming their resources."'' ''"This is why modern societies need to leave developing races alone."'' ''"They're going to need. . . a lot of work, if we ever do assimilate them."'' The Betel Recyclers were among the the first Peacekeeper powers that the Galderans established direct contact with. Unfortunately, though the empire wants to help the Recyclers push the Repzork out, relations have been troubled by incidents of friendly fire where Betel soldiers will mistake Galderan-born Arkevon for Repzork. In order to avoid further incidents and potential retaliation, commanders have opted to work away from Betel forces when possible, and Arkevon have been removed from ships supplying aid to the Recyclers. Relations have also been troubled by tensions between the Betel and Sauran. Nevertheless, the Galderans still seek to assist the Betel in pushing the Repzork out and improving their abysmal infrastructure. Considerations have also been made for potentially inducting the Betel at some point in the future. ==== [[Acropolan Empire]] ==== '''Status: <span style="color: Blue">Friendly</span> ''' ''"Their cities feel lifeless. They're just too perfect, too clean. It's beautiful, but bland all at the same time."'' ''"They certainly live up to their reputation, I can say that much."'' ''"I feel like the Nevelin would enjoy debating their philosophers."'' Direct contact has not been established with the Acropolan Empire. However, the Galderans find their ideology and code of honor to be commendable and maintain a friendly stance towards them. The empire is willing to lend them assistance if they require it, and have considered aiding them in their conflict against the Conkirite Dictatorship, but these plans are currently on hold. ====[[Dragoneteran Monarchy]] ==== '''Status: <span style="color: Blue">Friendly</span> ''' ''"I'm admittedly skeptical of their abilities since they nearly lost their homeworld in their very first engagement with the Zaretians."'' ''"Strangest name I've heard in a long while, but they seem pleasant."'' ''"I can't shake the feeling that somehow we're distant cousins."'' The Galderans outwardly support the Dragoneteran Monarchy and intend to maintain positive relations with them. However, in private, they doubt the Monarchy's abilities after hearing reports of what had taken place at the Dragoneteran homeworld of Aserai. ==== [[Delani Remnants]] ==== '''Status: <span style="color: Blue">Friendly</span> ''' ''"Rach, Betel, Kastalians, Delani. . . is it just me, or are there a worrying number of Peacekeepers who are just not prepared for galactic warfare?"'' ''"The empire is fully prepared to welcome them as a new member state if they decide to go down that route."'' ''"The Asanians will pay the price for their crimes."'' The Galderans are committed to the preservation of the Delani Species and have expressed an interest in offering them asylum and/or member status within the Galderan Empire. However, no official proposal has been made. === Neutral Races === ==== [[Holy Nepharian Empire]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"They're certainly one of the more unique races we've come across."'' ''"I have a feeling we're not going to get along very well."'' ''"What's this goo I keep hearing about?"'' Though the Galderans are unaware of the ongoing [[Nepharian-Repzork Cold War|Cold War]] between the Repzork Empire and the Holy Nepharian Empire, they have unwittingly pushed the advantage back towards the Nepharians by drawing Korvar resources and attention away from the region. The empire currently has no plans to contact the Nepharian Government and is hesitant to do so, concerned that their differing ideologies could be a source of tension in a time in which the Galderans want to remain focused on the Warlords. ==== [[Khasii Consulate]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"Look, I know we need to protect them from the Repzork. But for the love of Syleris, I /never/ want to speak to them again."'' ''"If enlightenment was as easy as possessing a weird eye, I'm fairly certain the empire would be quite different."'' ''"What they call art I just see as a bunch of tacky, confusing nonsense."'' Most Galderans find the Khasii to be pretentious, vain, confusing, and generally unpleasant to be around. But despite the Khasii's negative reputation with the general populace, the government seeks to form an alliance and begin trading with the Khasii, and is assisting them in their fight with the Repzork. ==== [[Transmetallic Confederation]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"What little information we have seems to suggest that they lean towards the Peacekeepers. Perhaps we can try to establish relations with them?"'' ''"Secretive lot they are; I don't trust them. What do they hide behind the veil?"'' ''"All I see is yet more competition."'' The Galderans currently have little information regarding the Transmetallic Confederation and has little interest in interacting with them unless it is deemed necessary. Official distrust the Confederation due to their secrecy. ==== [[The Wingle Union]] ==== '''Status: <span style="color: Blue">Friendly</span> ''' ''"There is a special place in Vahlsrod for those who sit by while evil runs amok."'' ''"They're among the most level-headed nations in the region."'' ''"Wait, they're not Peacekeepers?"'' The Wingle are seen as one of the most morally-grounded races in the region. At the same time, they are resented for their limited involvement in the conflict, with many Galderans believing that they are essentially permitting evil to persist right on their doorstep. Officials nevertheless intend to establish relations with the Union in the near future. ==== [[The Gronian Imperium|Gronian Imperium]] ==== '''Status: <span style="color: Darkorange">Neutral</span> ''' ''"The activities of the Gronian Imperium are currently of little concern to us. They have no business with us, and we have no business with them."'' ''"After the whole episode with the Valdar I'm left wondering if isolationism can ever truly work. Perhaps the imperium can prove me wrong."'' ''"I don't care so long as they keep shooting the Zaretians."'' The Galderans currently have no intentions of interacting with the Gronian Imperium. As far as they are concerned, so long as the Gronaisn do not bother them, they will respect their isolationism. ==== [[Nalstros Space Pirates]] ==== '''Status: <span style="color: red">War</span> ''' ''"I don't know where they came from, and frankly I don't really care."'' ''"They're never going to go away, are they?"'' ''"A worthless and vile race."'' The Nalstros have plagued Outer Rim for some time. Attempts to capture and assimilate Nalstros have failed, leaving the Galderans with no other choice than to exterminate them. Pirate-hunting fleets now scour the stars, searching for any signs of the Nalstros, which they and all other imperial forces will attack on sight. === Other === ==== [[Biomatter Swarms]] ==== '''Status: <span style="color: red">War.</span> ''' ''"Any proposal to research Biomatter with the intent of weaponizing them will be promptly rejected. Their existence will not be tolerated; our efforts will be focused entirely on their destruction."'' '''No. I refuse to believe the goddess created these abominations. They are unnatural, a crime against life itself."'' ''"The Repzork got one thing right: the Biomatter need to go extinct."'' The Galderans have encountered the Biomatter on a number of occasions. Like the Repzork, they have decided that the Biomatter pose an existential threat to life in the region and must be destroyed. They have organized troops specifically assigned to combating the Biomatter, and have constructed several research facilities with the intent of discovering the Biomatter's weaknesses, and if it is possible, a cure. ==== [[Valdar]] ==== '''Status: <span style="color: red">War.</span> ''' ''"Brethren, your leaders chain you to old, dying ways! Why do you continue to follow them into oblivion?"'' ''"Give them time. They will come to see the light."'' ''"It didn't have to be this way."'' The Galderans see the Loyalist Valdar as misguided at best and downright malicious at worse. They fully supported the Zhagavian Republic in calling for reform and putting an end to the policies of isolationism. Galderan officials are now committed to defeating Levani's loyalist and reuniting the Valdar under the Galderan bganner, an act which would open up the Ulkathi's many installations to research by imperial scientist. == Notable Individuals == === Empress Kazadair III === === Xelva Ahkavas Teldiv === === Valxelva Kelevien Valrus === ==== Dagger of Kelevien ==== Possessing no official title, 'Dagger of Kelevien' is the informal name for a squad that operates under the direct authority of Valxelva Kelevien Valrus. The group is comprised of individuals hand-picked by Kelevien herself -likely with permission from Ahkavas Teldiv- though the exact qualifications she looks for in individuals, besides their obvious combat ability, is uncertain. Seldom seen publicly and even more rarely spoken of, little is known about the organization or its members. No public records exist of the squad and any personal information has seemingly been removed entirely, making them impossible to trace. They have never been addressed by their birth names, instead referred to by their code names or serial numbers. The exact goal of Dagger is uncertain, but they are rumored to work closely with both the Eyes of the Goddess and Ascendant's Guard. All known members of Dagger are known to have extensive cybernetic augmentations, likely undergoing the same augmentation process from the [[Galderan Armed Forces#The Orsaron Program|Orsaron Program]]. Members of Dagger were first spotted by Peacekeeper Forces during the [[Operation: Xarvok's Hammer| Hammer Offensive]], working either alone or in small groups towards various different objectives. Some reports indicate that they may have been working alongside Varo Arvintis, though what connection the two have is unknown. Why they did not appear during the attack on the Aeverian Border Blockade or in previous conflicts is uncertain. ===== Gaura ===== '''Gender: Female''' '''Serial Code: 397-1443''' '''Associated Color: Green''' '''Equipment: Jet boosters, Personal cloak, wrist-mounted shotguns, two swords, assault rifle, pistol.''' Named after the old, wise, and ironically kind goddess of death in traditional Lekon religion, Gaura is a member of Dagger and is believed to be one of, if not its primary, commanders. She can be readily identified by a green-colored stripe going down the middle of both of her shoulder plates. She can also be identified by her serial code, which appears on her left shoulder plate. Having undergone an intensive augmentation process, very little of Gaura's organic body is left, as evidenced by her unnaturally thin appearance and agility. She also seems to have had her vocal cords changed out, allowing her to quickly modify her own voice to sound either masculine or feminine. She may also be able to imitate another individual's voice. Other augmentations include four jet boosters; two on her back and one on each shin; a personal cloaking field; and two shotguns, one built into each of her arms. These shotguns are observed to be able to fire six rounds before needing to be reloaded, and she has used them in both mid-range and melee combat. Besides her shotguns, Gaura is often seen wielding a customized assault rifle when on the field. The weapon has a gray color scheme with two green stripes going down each side of the weapon. The rifle uses a form of armor-piercing incendiary ammunition, and has been observed to literally set some foes on fire after they have been hit by a few rounds from the weapon. The weapon also features an underbarrel grenade launcher and a bayonet mounted to the right side of the barrel. She is also armed with a pistol, though this has no notable unique traits. Gaura's melee weapon of choice are her two swords, an unusual choice given swords have never been particularly popular in Arkevan society. One of the swords is a full-size one measuring four feet in length; the other is akin to a small dagger and is only one foot in length. Both are plasma based weapons. In melee confrontations, she tends to dual-wield both swords, using the smaller one for quick thrusts or blocks while the larger one is used for attacking. Accompanied by her shotguns, Gaura can quickly dispatch hostiles in melee confrontations. ===== Onvau ===== '''Gender: Male''' '''Serial Code: 253-1907''' '''Associated Color: Blue''' '''Equipment: Internal electricity conductor, two-handed war hammer, various heavy weapons.''' A large and imposing figure, Onvau appears to be Dagger's heavy weaponry specialist. Onvau's body is considerably well-armored, covered in numerous thick, heavy reinforced plates that are like those used by the Home Guard's forces. Onvau has a single blue-colored 'O' letter on his right shoulder plate, with his full serial number on the other. Onvau has never been seen utilizing otherwise common equipment utilized by augmented infantry, such as jetpacks or stealth generators. What Onvau does possess is a powerful electrical generator built into his heavily armored torso. This generator, which produces a loud hum, crackling, and a glow that emits from small gaps in the armor when activated, is capable of producing and utilizing powerful electrical charges in combat. Onvau can manifest electrical attacks both as a continuous stream of electricity or a single, powerful lightning strike; both are capable of either disabling or killing infantry and damaging unprotected electronics. This weapon is so far unique to Onvau alone, and has never been utilized by anyone else, indicating that it is likely a very experimental design. It is also believed to be quite heavy, as Onvau is notably slower and less agile compared to other augmented soldiers. The generator also seems to be rather energy intensive, as Onvau's energy shields have sometimes been known to temporarily deplete themselves after extended use, likely to divert power to the weapon. Besides his electrical augment, Onvau has also been noted to carry a variety of heavy weapons, particularly a belt-fed light machine gun or a rocket launcher. Like Gaura, the weapons appear to have a customized color scheme, with the weapons being black with blue trimming. Along with these he also wields a large two handed war hammer of traditional Arkevan design. Onvau is able to utilize his hammer as a conduit for his augments, channeling electricity through the hammer to electrify his foes as he hits them or even fire bolts of lightning from the hammer's tip. The hammer itself can be seen crackling with electricity while Onvau utilizes it. === Vier Varo Arvintis === === Vier Helgva Vasan === === Priestess Qalrova Ghasene === === Diplomat Orva === [[Category:Neutral]][[Category:Empire of Galdera]] jhjjs7i4379aykaxsbwq06p24o61eth Energy Shield 0 1482 17397 17059 2021-12-01T06:00:07Z Amaker1450 26550035 /* Overview */ 17397 wikitext text/x-wiki An '''energy shield''' is a device which produces a charged particle field around the user to protect them from kinetic and thermal attacks. == Overview == Energy shields are produced by devices known as shield generators, which draw from a local power source to produce charged particles which envelop the user or a designated area. The particles can be produced either by the generator itself and/or by nodes which are connected to the generator. The shield absorbs incoming attacks, preventing harm to the user, but each strike strains the generator until it shuts down to recharge, dissipating the shield until the generator finishes charging. In shields which require a significant amount of power, such as those found on most starships, repeatedly overloading the shield can cause permanent damage to the shield generator and to adjacent electrical systems due to the amount of energy the generator requires while recharging. To prevent damage, most generators are set to automatically shut themselves off before they overload, though they can also be manually deactivated if necessary. This is seldom an issue for most infantry as their shields are not designed to protect them from sustained gunfire, but to instead protect them from surprise attacks and give them time to find cover. Shields can be broadly divided into two categories depending on what they are calibrated to defend against: * '''Thermal shields''' dissipate thermal energy. They are effective against most forms of [[energy weapons]], [[Biochemical_Weapon#Fire|fire]], [[Biochemical_Weapon#Cryo|cryogenic chemicals]], and plasma-based [[melee weapons]]. * '''Kinetic shields''' absorb and dissipate kinetic energy. They are effective against all forms of [[projectile weaponry]] and most types of [[melee weapons]]. It should be noted that kinetic shields still offer limited protection against thermal energy and vice versa, though to a much lesser extent than their counterpart. Certain weapons are capable of bypassing both types of shields. Some [[biochemical weapons]], namely germs and poison gas, will not trigger shields on their own. Acid, requiring neither heat nor kinetic energy to function, will also bypass shielding, though high-pressure acidthrowers will produce enough kinetic energy at close range to activate a shield. [[Energy Weapon#Electromagnetic Pulse|Electromagnetic pulses]] disrupt the generator's ability to function while [[Energy Weapon#Lightning|lightning weapons]] impart so much energy into the particle field that the shield shatters. In their passive state, most energy shields are invisible, though some models can be set to produce a visible force-field of a variety of colors. When struck, shields produce a visible flare at the impact site. A keen attacker can use this to their advantage against shielded opponents utilizing active camouflage. == Models == === Shell Shield === Shell shields produce a particle field which envelops the user like a second skin, protecting them but not anything they are carrying over their armor, such as weapons or extra bags of equipment. === Segmented Shield === A segmented shield consists of a generator attached to a network of nodes. Each node produces its own force field independent from the rest, ensuring that even if one node fails, the rest of the network will continue to function, though damage to the generator will still shut down the entire network. Segmented shields require considerably more energy than shells, and are thus more common on vehicles, particularly walkers. === Bubble Shield === Bubble shields, rather than enveloping the user, spread out to form a canopy which can protect multiple people from all directions. Large bubble shields are commonly used to defend against air strikes, artillery, and orbital bombardment. === Handheld Shield === Handheld shields are used by infantry and produce a visible force-field analogous to a traditional metal shield. Handheld shields can come in an endless variety of shapes and sizes. === Directional Shield === Directional shields, like segmented shields, require a node network. The network produces a single field which, upon being struck, redirects power towards the direction of the attack. This significantly strengthens the shield in that area, but conversely weakens it elsewhere, leaving the user vulnerable to flanking maneuvers and attacks from multiple directions. In general, directional shields benefit both a strongly-fortified position and a highly-mobile and coordinated attacking force so long as they can control an enemy's ability to maneuver. === Deflector Shield === Deflector shields, rather than dissipating oncoming energy, redirects the energy away from itself, effectively causing the projectile or weapon to bounce off. Deflector shields can be used against most forms of weaponry, though they are especially reliable against projectile weapons. They are predominantly used in a fashion similar to bubble shields as a defense against artillery and aerial attacks. However, deflector shields require far more power than any other form of shielding; additionally, there is no reliable way to control where a reflected projectile will land, making them a risky option at best for an offensive force. [[Category:Protection]][[Category:Public Access Page]][[Category:Page]][[category:BrandingHold]][[Category:BrandingHold]] 5ri3hxxs1t011pd3btpc3qebyfeogij Energy Shields 0 1484 15740 2021-02-25T03:59:50Z Amaker1450 26550035 Redirected page to [[Energy Shield]] 15740 wikitext text/x-wiki #REDIRECT [[Energy Shield]] 3v6w5oywhk2varm4qaeyeie5ew8rklf Energy Weapon 0 798 16415 15825 2021-05-08T02:58:55Z Amaker1450 26550035 /* Antimatter */ 16415 wikitext text/x-wiki Directed Energy Weapons ('''DEWs''') are a large and diverse family of weapons which utilize various forms of focused energy to harm opponents. Most nations and organizations in the galaxy use various types of DEWs both for lethal and nonlethal applications. == Overview == Though no two groups of energy weapons function the same way, they are all similar in that they require an electrical power source and utilize a non-solid projectile, setting them apart from [[projectile weapons]]. Some DEWs may also require ammunition of some description alongside the battery. All DEWs can produce one of three types of projectiles: * '''Bolt:''' Bolts are individual projectiles analogous to bullets. They are most effective at close and medium range. * '''Beam:''' Beams are streams of energy focused on a target. They are best suited for long-range engagements. * '''Wave:''' Waves are powerful bursts of energy expelled from the weapon. Though devastating at close range, waves rapidly lose effectiveness as distance increases. Regardless of the projectile used, the strength of an energy weapon depends heavily on how much power and/or ammunition is committed to each shot. More power will increase the weapon's firepower and range, but will also rapidly deplete the weapon's reserves, generate heat more rapidly, and if applicable, reduce its rate of fire to avoid overheating, which can damage or even outright destroy the weapon. Waves in particular are notorious for their high energy consumption, some designs consuming more than half of their battery in a single shot, and for the intense heat that they produce. Some nations have designed their energy weapons to be able to alter their power output as well as their projectile, though this is far from universal. Energy weapons can be remarkably powerful, especially against armor and flesh, but they have several drawbacks. They are both more expensive to produce and harder to maintain than projectile weapons due to their complex internal components. They also lack the versatility of projectile weapons; each type of energy weapon will excel in its own niche but will perform poorly outside of it. Energy weapons also have less range their their projectile counterparts due to the energy needed for both accurate and effective long-range fire, though this is not an issue for starships or superheavy land vehicles. === Categories === ==== Plasma ==== Plasma weapons require both an electrical power source and ammunition in the form of gas. The gas is converted into plasma by subjecting it to a strong electromagnetic field. The field envelops the resulting superheated plasma in a 'shell' which prevents the plasma from dissipating. The plasma and its magnetic shell is then propelled from the weapon. Plasma can also be employed as a melee weapon by using a magnetic field to mold plasma into the shape of a blade. Plasma's intense thermal energy makes it remarkably effective against armor and flesh. Upon impact with a target, plasma will cause explosive vaporization, turning metal into molten slag, burning away flesh and bone, and evaporating bodily fluids, causing significant, oftentimes causing lethal internal damage to infantry. Sufficiently-charged plasma will splash like a liquid, causing additional damage to anything in the target's vicinity. The electromagnetic shell can disrupt electronics in the immediate vicinity of the blast, including energy shields. Plasma's primary drawback lies in its relatively low range due to a lack of velocity; plasma projectiles are slower than standard ballistic cartridges. This is negligible in close range, but becomes a severe hindrance as distance increases. Combined with the fact that plasma destabilizes and eventually dissipates as it travels, most plasma weapons are useless for long-range engagements. Beam cannons, particularly those found on starships, have partially overcome this limitation through the use of immensely strong plasma generators, though such generators require a substantial amount of power to operate and they still cannot match the velocity of a railgun. Range limitations can also be circumvented via the use of explosive devices armed with plasma warheads, though these devices oftentimes lack the power of pure plasma. Plasma weapons also produce a tremendous amount of heat, necessitating frequent cooling and maintenance so as to ensure the vents operate correctly. Overheating a plasma weapon can damage internal components and destabilize the weapon, potentially turning it into a bomb. ==== Laser ==== Laser weapons produce amplified lasers which impart tremendous thermal energy into the target upon contact, causing instantaneous, explosive vaporization somewhat similar to a plasma weapon, though not to the same extent. Laser weapons are pin-point accurate and travel at the speed of light, making them the fastest projectile in the known galaxy. Combined with computer-assisted targeting, laser weapons can land a hit on practically any target. Lasers are commonly employed as a deterrent against aircraft, drones, and missiles. While lasers are accurate, their range is not infinite. As the laser travels, it will gradually leak its thermal energy until it dissipates entirely in a process known as thermal blooming. Particles such as smoke or fog can accelerate the process. Their total reliance on thermal energy also makes them particularly ineffective against thermal shields; conversely, their total lack of kinetic energy makes lasers extremely effective against kinetic shields. ==== Particle ==== Particle weapons propel charged particles at at near-light speed, producing a projectile that visually resembles a tracer. Like plasma, they require ammunition in the form of particles alongside a battery. Particle weapons occupy a spot as the go-to general-purpose energy weapon. Particles lack the raw power of plasma, but boast superior range; they are not as fast as a laser, but are better against shields and, unlike electricity, can reliably pierce armor. ==== Pyre ==== Pyre weapons work similarly to particle-based weapons. Several dense particles are energized and then clumped together into a 'bolt' using a tiny gravity compressor. The bolt is then propelled at a high velocity, producing a projectile that visually resembles red plasma. Pyre weapons possess both high thermal and kinetic energy, making them effective against armor and shielding alike. They come in many shapes and sizes, from sidearms to starship cannons. Due to them being designed for Diabs and requiring a number of specialized components alongside both a battery and a particle ammunition canister, Pyre weapons are heavy, making them difficult and awkward to wield for many non-Diabs without either stripping the weapon of its outer casing, which risks exposing the weapon's internals to the elements, or the use of strength augmentations. ==== Lightning ==== Lightning weapons are comprised of a power source, a 'barrel' resembling a lightning rod through when the electricity is channeled, and an ionic charger. The ionic charger locks unto a target and generates an ion field around them. Electricity is then channeled through the barrel and advances towards the ion field, striking the target within. A weapon will still function if it lacks an ionic charger, but will have no way to control the flow of electricity, which can pose a risk to nearby allies. Some weapons feature a gauge that controls the voltage; a low voltage will do little more than shock the target, whereas a high voltage can produce thunderous bolts of lightning. Electricity excels against energy shielding as the sheer electrical output will rapidly if not immediately overload the shield, potentially causing crippling damage to the generator. They are also effective against organic infantry, where their potential for arcing between targets can decimate entire squads. Lightning is ineffective against armored targets such as vehicles and certain combat proxies as the electricity will harmlessly arc across the hull and away from the target without impacting the interior, though it will damage any exposed external components such as sensors or active defensive systems, potentially leaving the target exposed to more direct anti-armor weapons. ==== Electromagnetic Pulse ==== The most common electromagnetic pulse weapons are explosives, namely missiles or shells, which produce a burst of electromagnetic radiation upon detonation. This pulse disrupts all wireless communication, shielding, and electronics caught in the blast. Most nations have sufficient EMP-countermeasures to ensure that the effects of an electromagnetic pulse are temporary, but even a momentary disruption can turn the tide of a battle. Electromagnetic energy can also be formed into a bolt of pure energy and fired from a weapon. Though such weapons have a much lower range than standard EMP explosives, they produce a much stronger affect and are an effective means of quickly disabling a target's shield. Certain weapons, such as nuclear explosives and plasma, naturally produce an electromagnetic pulse. Electromagnetic weapons deal no physical damage to either armor or organic infantry, making them best suited as a supportive weapon. EMP explosives will often be employed right before a target is directly engaged, while dedicated EMP bolt weapons engage targets from afar. ==== Sonic ==== Sonic weapons utilize sound waves. Most sonic weapons are little more than a speaker or satellite dish, a power source, and a series of gauges for controlling the volume and frequency of the sound produced; the frequency can be modified to such an extent that only certain species will be able to hear it. Sonic weapons feature a long battery life, can be used underwater, and generate little to no heat, and thus do not require any ventilation, making them the one of the easiest energy weapons to build and maintain. Sonic weapons are predominantly used against soft targets. Sound waves can cause extreme discomfort to the point of permanent hearing damage and burst either the eardrums, eyes, and/or lungs. Because they rely only on sound, sonic weapons completely bypass energy shields. However, the employment of power armor, particularly pressure-sealed suits, and devices such as sound dampers have almost entirely nullified the effectiveness of sonic weaponry. They are also ineffective against armor, as while a sufficiently powerful sound-wave can theoretically cause a target to vibrate apart, such devices are considered inefficient compared to other options. As a result, most armies field very few if any sonic weapons. ==== Antimatter ==== Antimatter weapons are explosives with a warhead containing stabilized, isolated antimatter. Upon detonation, the core is unsealed, exposing the antimatter to regular matter particles and producing an explosion that, depending on how much antimatter is detonated, can be several orders of magnitude stronger than any other explosive weapon, often leaving nothing of the target behind and, unlike nuclear weapons, producing no fallout. High-powered energy shields are the only effective defense against antimatter explosives. Antimatter weapons are limited due to their incredibly high cost and their lack of a true fail-safe mechanism. If the core is damaged or malfunctions, there is nothing that can stop the antimatter from detonating. For this reason, and to prevent potential friendly fire incidents, antimatter weapons are employed almost exclusively in space as ship-to-ship weapons. The antimatter can be stored deep within the vessel, where it is safe unless the vessel suffers crippling damage. When they are employed in terrestrial operations, it is often to destroy a superheavy asset or a fortified position. [[Category:Weapons by Category]][[Category:Public Access Page]] [[Category:Page]][[category:BrandingHold]] kqt6a8lr6r0g14lgmmrr8pmopiyy4db Energy shielding 0 1500 16071 2021-03-29T02:58:06Z Amaker1450 26550035 Redirected page to [[Energy Shield]] 16071 wikitext text/x-wiki #REDIRECT [[Energy Shield]] 3v6w5oywhk2varm4qaeyeie5ew8rklf Energy shields 0 1494 15973 2021-03-20T01:21:27Z Amaker1450 26550035 Redirected page to [[Energy Shield]] 15973 wikitext text/x-wiki #REDIRECT [[Energy Shield]] 3v6w5oywhk2varm4qaeyeie5ew8rklf Energy weapon 0 1426 15337 2021-02-12T00:34:45Z Amaker1450 26550035 Redirected page to [[Energy Weapon]] 15337 wikitext text/x-wiki #REDIRECT [[Energy Weapon]] 46nk0stp3lh6uitv1nqyz7a629kq4ul Energy weapons 0 839 7734 2018-04-12T00:37:23Z Amaker1450 26550035 Redirected page to [[Energy Weapon]] 7734 wikitext text/x-wiki #redirect [[Energy Weapon]] ca3wyty0152mr0s67j21vq290l2l9ui Eniend 0 880 8565 2019-01-18T21:04:07Z HangLang 30544936 Created page with "Placeholder for the Syndicate company, Eniend. [[Category:Page]][[Category:Asanian Syndicate]]" 8565 wikitext text/x-wiki Placeholder for the Syndicate company, Eniend. [[Category:Page]][[Category:Asanian Syndicate]] nxreqoidutkmroctpwnf4an174veg5v Eolian Philomaths 0 1177 12243 12242 2020-01-25T15:02:29Z Kylelck 30541006 12243 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Eolian Philomaths |image = [[File:Eolian Philomath.png|256px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = 500 years prior to the independence of the Frontier. |label3 = Empire |data3 = Luminarian Empire |label5 = Size |data5 = Approximately 25 Members |header8 = Leaders |label9 = Epignosis |data9 = Unknown |header13 = Conflicts Involved |label14 = Pre 1st Norsus Era |data14 = [[Luminarian Schism]] }} {{Quote|Any sufficiently advanced technology is indistinguishable from magic.|Director Gaviar}} The Eolian Philomaths are a minor power within the Luminarian Empire. The Eolian Philomaths were created 500 years prior to the independence of the Frontier by then Emperor Ancelis to research and study the J-2801 nebula. The original Eolian Philomaths were formed from the best and brightest amongst the scientific community within the Luminarian Empire and were given free access to any and all resources to unlock the secrets behind the J-2801 Nebula. When it became clear that more foundations were required to even get a glimpse of the secrets hiding, the Eolian Philomaths split up and each begun conducting independent research, meeting once every few years to share and compare research. In the next 200 years, the Eolian Philomaths had advanced Luminarian science in trying to understand the J-2801 nebula. Nanotechnology, Gene manipulation, Quantum Travel are some of the technology that was pioneered by an Eolian Philomath. However, to achieve such progress, many Philomaths had conducted dangerous and illegal experimentation, sometimes even using an entire frontier world's populations as part of their experimentations. Emperor Enoris, although horrified at some of the experiments done by the Eolian Philomaths simply couldn't stop the Philomaths as their work was extremely vital to developing the technology required for the wars of expansion. Instead, he had the Eolian Philomaths merged with the Military Secrets Directorate, to help cover up the experiments as well as provide the Philomaths with the intel trove that may assist their work. In the current year, the Eolian Philomaths are still conducting their research and experimentations despite the lack of access to the J-2801 Nebula. The Philomaths also occasionally assist the Military Secrets Directorate as the war in the shadows with the Luminarian Combined Intelligence Divison has negatively affected their work. ==History== {{Quote|We are like Chiropteras, attempting to understand Rechnender Raum. We must first evolve before we can understand.|Philomath "Skyflame"}} The Eolian Philomaths were created when the Luminarian Empire first discovered the J-2801 Nebula. As the secrets within the nebula were both esoteric and dangerous, Emperor Ancelis assembled the finest minds in the Luminarian Empire. Originally numbering 32 and from many disciplines, these scientists were given unquestioned access to the empire's resources as well as the authority that was the equivalent of that of a cave head. Ancelis believed that unlocking the secrets of the J-2801 Nebula would eventually be the lifeblood of the empire, and passed that down to his descendants. For the first 3 years since the Eolian Philomaths were created, the Philomaths worked tirelessly attempting to unlock the secrets within, but they failed. Most Philomaths believed that they simply did not have the foundations to pry open the nebula's secrets, in fact most of them foresaw that it would require multiple generations to even get a glimpse into the secrets within. Most Philomaths left the nebula, and begun setting up research institutions around the empire to hopefully accelerate the research base of the empire as well as look for potential successors. Occasionally the Philomaths would convene and exchange research data. For a little over a hundred years, the 1st and 2nd generations of Philomaths had setup the foundations required to earnestly begin research into the J-2801 Nebula. Although research was extremely slow, the work done by the Eolian Philomaths had opened up new scientific branches. Practical quantum theories, noospheric theories, and calculating space applications were some of the new branches opened up by the efforts of the Philomaths. In the 142nd year since the Philomaths were created, the Empire would soon be at war with it's neighboring powers. Emperor Xenthras had begun a massive military mobilization and as part of this mobilization, ordered the Philomaths to develop weapons of war using technology gleamed from the J-2801 Nebula. Forced to accelerate research, many 5th generation Philomaths ignored research ethics and experimented on live Luminarian subjects against the objections of both the 3rd and 4th generation Philomaths. By the 200th year, the technologies spearheaded by the Philomaths had made their way into civilian life and greatly improved the military might of the empire's forces. This accelerated development came at a huge price as many Philomaths had drained the empire's resources. The most egregious was when the Philomath "Arklite" requisitioned an entire colony and its planet to serve as both a laboratory and test subjects. Such occurrences had become commonplace that Emperor Enoris sought to disband the Philomaths. Despite his wishes, he couldn't, the Philomath's work was too important to the Luminarian Empire. As a compromise, he had the Eolian Philomaths absorbed by the military secrets directorate to keep an eye on them. This did not last. The Military Secrets Directorate provided the Philomaths with their Intel trove and helped cover up the results of their experimentations in exchange for access to their research. Most Philomaths emboldened by the MSD's support delved further into more and more dangerous and unethical works. By the time of Emperor Baryoto's reign, the Philomaths had disappeared into obscurity thanks to the efforts of the MSD. Very few still remembered their existence and history had been altered to remove any mention of the Eolian Philomaths. The Philomaths had continued to research the J-2801 Nebula and used said information to create weapons of war such as the first battlestation. During the schism, Eolian Philomath bases and Labs were attacked by the Luminarian Combined Intelligence Division with Stridigae support. A few Philomaths were killed by LSOC operatives. But the largest setback was the loss of the J-2801 Nebula and the Philomath files pertaining to it. Post schism, the Philomaths are currently working with Emperor Ulran, creating more weapons for the inevitable war with the Luminarian Rebellion. ==Hierachy== Each Eolian Philomath has a hand picked retinue of assistants, each assistant usually is proficient in a certain field of science and normally operates to assist their Philomath. Additionally, each Philomath also has a battalion of MSD security forces at their beck and call. The security forces role is to enforce the will of their Philomath and defend them from hostile forces. Should the Philomath require additional military forces, he or she can requisition empire military forces at any time. Each Philomath is each other's equal, on paper, there is no prime leader amongst the Eolian Philomaths. However, mentions have been made of an Epignosis coordinating the various Philomaths. ==Combat Potential== {{Quote|The only safe way to deal with one of them. Orbital strike.|Director Gaviar}} Despite each Philomath being personally escorted by a battalion of troops, all encountered Philomaths are equipped with a plethora of defensive and offensive equipment typically related to their field of work. These equipment tend to be extremely esoteric, some dating to the 1st generation of Philomaths and heavily modified with J-2801 materials and byproducts. Additionally, most Philomaths have both genetically and bionically modified their bodies to assist in their research. As such, a Philomath by himself can potentially have the combat potential of a reinforced battlesuit company. ==Known Philomaths== {| class="wikitable" ! Code Name ! Empire Title ! Area of Expertise ! Combat Capability ! 1st Encounter ! Status |- | Graphene | The Unseen Death | Nano Technology | Condensed Nanobot Sphere Nanobot Active Armor | The 2nd Flare | Alive |- | Midnight | The Shadow Upon The Worlds | Dark Matter | Dark Matter Manipulator | Luminarian Schism | Alive |- | Rimestar | The Conductor of Ice and Fire | Energy Manipulation | Energy Absorber Energy Expeller | Luminarian Schism | Alive |- | Wormhole | The Dimension Traveler | Quantum Dynamics | Quantum Field Manipulator Quantum Transporter | Luminarian Schism | Alive |- | Quasar | The Conduit of Stars | Plasma Physics | Magnetic Plasma Manipulator Magnetic Bottle Drones | Luminarian Schism | KIA |- | Pestiferous | The Feeder of Worms | Toxicology | Pestilence Diffuser | The 2nd Flare | KIA |} p95isubyvdfskhct265p6wk6rg2l5gv Esoteric Weapon 0 1431 16941 16940 2021-05-22T22:37:21Z Amaker1450 26550035 /* Hard light */ 16941 wikitext text/x-wiki '''Esoteric weapons''' are weapons, typically from ancient times, whose functions are poorly understood by the modern galactic community. == Categories == ==== Hard light ==== Hard light weapons are ancient [[energy weapons]] which use solid light. Though hard light guns possess both a battery pack and heat sinks like a traditional energy weapon as well as components similar to those found in both laser and particle weapons, how they convert light into a solid is not known. It is theorized that hard light weapons cheap quantum mechanics by forcing light to behave solely as a particle. Curiously, though the projectiles have been confirmed to be light, they do not reach light speed, possible as a byproduct of the process which converts the bolt into a solid projectile. Though it is possible to replicate hard light technology, to do so is both exuberantly expensive and incredibly time-consuming as even a single mistake can cause the weapon to either not function at all or malfunction with potentially catastrophic consequences. Thus far, only a few infantry weapons have been successfully replicated. Hard light makes up for this limitation with firepower. Hard light guns are widely regarded as some of the most powerful energy weapons available, surpassing all other categories, with the sole exception of antimatter, in terms of armor penetration and only falling behind pure electricity against shielding. This has made them a valuable prize for nations and organizations alike. To own one is considered to be a symbol of both prestige and power. ==== Void ==== A Void weapon is any weapon originating from the [[Void]], a dimension in which the laws of physics are alien to those of real-space. Currently, only one such example exists in the known galaxy, that being the [[Rach#Rach_Hellbat_X23|Rach Hellbat]]. The Hellbat's main guns are comprised of four rods which, after a few seconds of charging, produce glowing white 'orbs' comprised of an unknown energy which incinerates biomass and which causes inorganic matter to vanish upon contact. While the Rach are capable of producing the weapon, they have no understanding of how it functions; the Rach stole the designs from aliens residing within the Void and only successfully replicated them after twenty-two unsuccessful attempts. Several theories have been proposed to explain how they function. One such theory postulates that they utilize paraspacial transience, a process in which matter is transported out of 3d space and into a 4d plane upon contact with the orb. Though a popular theory, whether or not it is true remains a matter of fierce debate. It should be noted that despite their abnormal nature, the guns themselves are not any more effective than other equivalent energy weapons, namely plasma or particle guns. [[Category:Weapons by Category]][[Category:Page]][[category:BrandingHold]] lrth8a86sz5snos7287333nus4vx203 Esoteric weapons 0 1453 15530 2021-02-13T01:42:41Z Amaker1450 26550035 Redirected page to [[Esoteric Weapon]] 15530 wikitext text/x-wiki #REDIRECT [[Esoteric Weapon]] ezlhtkk8lpq0gg8dofsstvwbrcyuha2 Euskana 0 4 17192 6523 2021-11-17T17:31:29Z Amaker1450 26550035 17192 wikitext text/x-wiki ==Overview== Euskana is the seat of power for [[The IAE]] and all of its holdings. It is located at roughly the center of IAE territory though the empire expands unevenly so it is only an estimation. Though The IAE is incredibly diverse through interaction and annexation of many species, the homeworld of the Euskanians is no less significant. ===Planetary Data=== Euskana is an extremely temperate planet bordering on warmer than average. The planet has only a slight tilt creating mild winters and relatively even seasons. The planet orbits the star, Skiora, meaning "light mother" or "day mother" in Old Sukarish . The planet used to be orbited by a small moon, Mora ("dark mother" or "night mother", before the Great Cataclysm. [[File:Euskana Map V2 Colored-Labeled.jpg|680px|thumb|right|A basic map of Euskana's continents.]] ===Continents=== Euskana is composed of nine (or nominally ten) continents. They are separated by two major and a number of smaller oceans. There are two trios of continents grouped together, the Triad in the west and Svidia in the east. ====Landak==== Landak is a continent located in the Western hemisphere and a part of the Triad. Though the planet is unified, Landak is considered the seat of power and administration above all others. It is the location of the Central Sigma, Senate Island, ECAD, and the High Council chambers. Though the nations of Landak were insignificant for most of Euskana's pre-IAE history, the continent quickly grew in power in the centuries leading up to The Great Cataclysm. After the Age of Isolation, the Landaki people would lead the international movement for unification of Euskana. Since then, Landak has been a breeding ground for some of the most famous administrators and activists in The IAE.<br> <br> The continent itself is mostly temperate with four distinct seasons though there are colder regions in the north. The equator runs through small pieces of southernmost regions resulting in very warm climates. The plant life is mostly coniferous with mixes of flowering plant life and trees with broader leaves. Most of the indigenous grasses are short with some budding varieties. The fauna of Landak are mostly small in size. Many species have fur or hide coats or resort to burrowing into the ground to survive during the winter months. The terrain itself is most flat with rolling hills in some areas. There are some low elevations in the northern regions due to ancient glacier activity. ====Mikra==== The second continent of the Triad is Mikra. The Mikran people have always been somewhat of an enigma to the rest of Euskana. Their shamanistic culture has mostly resisted the spread of Sukarism even to this day. Their ability to live alongside nature was long considered strange and inefficient to other people throughout history. Thankfully though, that view quickly changed when environmental policy became more and more prominent. The Mikrans were one of the first to join the Landaki after the Great Cataclysm and their forward thinking ways have elevated them to respected position in science, colonization, and urban planning. Mikran constituents were the ones most credited with initiating Euskana's ecological revitalization during the middle period of The IAE. <br> <br> Mikra is considered one of Euskana's largest ecological gems. Its jungles and groves narrowly avoided destruction during the Great Cataclysm. The rest of the planet has long marveled at the continent's towering trees of navy and gold bark, waterborne plants on the interior seas, and organisms similar to both plant and animal. ====Fisidi==== Fisidi is a continent located in the Western hemisphere and the last continent of the Triad. Fisidites have historically maintained a hard-line warrior culture. The brutal mountain terrain of Fisidi has forced them to adapt their way of living. Though many great and ancient cities dot the land, Fisidite culture has long been tribal and factional in nature. Even today, many of the great tribal houses still affect local customs and politics. The continent is notably one of the least ethnically diverse. At no point in history has any colonial power managed to make a foothold on Fisidi (not for very long at least). The martial culture, though fostering a measure of xenophobia, has produced some of the strongest and most disciplined soldiers in Euskanian history. Having Fisidite heritage is a bragging right for many modern soldiers. <br> <br> Fisidi's terrain is extremely rocky but well-watered. Spring and rivers flow from many of the crags and large outcroppings across the continent. This has enabled the Fisidites to practice subsistence farming through much of their early eras. Two seas are visible from orbit and host some of the larger population centers not located on the coasts. Fisidi also features a number of underground lakes and numerous long-lived cities built both above and below the surface of the planet. ====The Lakadas==== Though some still debate the Lakadas status as a continent, they have undoubtedly played a big role in the planet's history. The collection of hundreds of large and small islands has been a turbulent region for thousands of years. They have been and still are a hotbed for radical ideas, anarchism, and protest. The Lakadans's tendency towards unrest and revolutionary ideologies resulted in much discrimination against them in the later eras of prespace history. In modern times, The Lakadas are still some of the poorest regions per capita on Euskana. The many monarchs and councils dotting the sea were some of the last to agree to inclusion into the ICE (and later The IAE). Diplomats at the time remarked that they had more trouble convincing the Lakadans than they did the Fisidites.<br> <br> The islands are exclusively tropical and average some of the warmest and most humid climates outside Sukarid. The Lakadan sea contains hundreds of islands though only 15 or so are considered large or important enough to be marked on most basic maps. Though the climates and geography of most islands are the same, the cultures found within have been deemed some of the most diverse and resistant to cultural diffusion. The Lakadans were barely affected by the Great Cataclysm given how little land was vulnerable to strikes by moon shards. The Lakadans unified for the first time in history as the Northern Lakadan Kingdom and managed to expand to parts of Southern Landak and parts of Mikra before the kingdom was broken apart by the Landaki Union. ====Seretti==== Seretti is a continent located in the far Eastern hemisphere and the first continent in the continental group known as Svidia. The land is rich in history and archaeological discoveries and was the location of Euskana's oldest civilizations. Though Seretii had a head start on the rest of the planet and was the dominant colonial and political power for a time it fell into disarray for a large part of Euskana's prespace history. Seretti would manage to catch up to most of the world by the time of the Great Cataclysm and shortly thereafter.<br> <br> Seretti is the traditionally agreed upon birthplace of the Euskanian race. The very long continent sees the widest variety of climates from colder spots in the north, to temperate regions in the middle and higher elevations of the interior, to savannas in the south around the equator. Early Euskanians are believed to have originated around the idyllic center of the upper continent before spreading out and migrating to warmer climates in the South, the southern reaches of Oremar, and the islands of the Svidion Strait between Seretti, Oremar, and Sukarid. ====Oremar==== Oremar is a continent located in the Eastern hemisphere and the smallest continent of Svidia. Historically, Oremar has been the seat of numerous great empires and colonial powers. Though continually rebuffed by the powers of Sukarid, Remari people and culture have managed to spread out to Seretti, Effrid, and isolated parts of northern Sukarid. A popular quote, "The Fisidi are warriors but the Remari are conquerors," made by one of their emperors encapsulates the Remari's longstanding opinion of their own culture.<br> <br> The continent is generally cold though its southern and eastern reaches are warmer and feature some of its main population centers. As a result of its high elevation, Oremar's coasts feature breathtaking fjords and coastal stacks hewn from millenia of waves and storms. During the winter, the far northern coast features ice floes and hail storms that disrupt oceanic travel of the normally navigable strait. The interior is a mix between open moors and dense alpine forests and more tundralike terrain in the far north. ====Sukarid==== Sukarid is the largest religious and cultural center of The IAE and the last continent of Svidia. It is the birthplace of the IAE's most populous religion, Sukarism (after which the continent is named rather than the other way around). The continent is notable for being almost completely unified for large pieces of its history and before any other continent. This is no doubt due to the unifying power that Sukarism has exerted over much of the world. The entity known as the Sukar Theocracy (and other names throughout history) was the longest standing civilization in all of prespace history. Though not always the most powerful compared to its neighbors, the Sukarish have managed keep their borders secure almost as well as the Fisidites.<br> <br> The continent is very arid over much of its surface. It shares savanna environments with Seretti on its eastern areas. The other coasts usually feature grasslands mixed with small but fertile deltas and shoals at the water's edge. The central regions are very dry desert punctuated by abrupt plateaus and limestone outcroppings. The presence of oil would eventually enable the Theocracy to revitalize its strength in the later eras of prespace history. ====Sukia==== ====Effrid==== ====Yalin==== ===Important Geographic Locations=== ====Svidion Strait==== The Svidion Strait, the area of water separating the three continents of Svidia, has been the center of some of the largest and most significant conflicts in Euskanian history. ====The Eye of Heaven==== The small body of water located in northeastern Sukarid. Despite the continent's sandy and arid climate, the lake is fresh water. The lake has enabled the growth and survival of the many iterations of theocracies thriving around northern Sukarid. The Eye is said to be where the Sukar Siblings first communed with the light of the stars and founded the most basic form of Sukarism. ====Ariatho Ocean==== Under Construction... [[Category:IAE]] [[Category:Jat371]] [[Category:Page]][[Category:Legacy Lore]] 5rx84pkticq0wd2ikqueihj7neeaujj Euskanian (Branding) 0 1549 16766 2021-05-16T04:05:15Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16766 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Families of Mlen (FoM) 0 19 6408 37 2017-10-09T01:35:31Z Amaker1450 26550035 /* Outer-Rim Peace Agreement */ 6408 wikitext text/x-wiki == About the Separate Families == The Families of Mlen is a group of ten known sentient races that broke off from an original bloodline that was created by their "god" Mlen the Born. The races are split into two categories for their appearance which are Near Mlenites and Far Mlenites. *'''The ten known species include''': *Near - **Meelintrites - [[File:Meelintrite.png]] The original creations of Mlen (or at least many think is.) They are believed to be Zealots, but they do not force their religion on any aliens. Every since the formation of the FoM, the only Meelintrite that was seen since the attack on Meelintier was the Ambassador, Vahkaln. There would be a few here and there, but they are either in hiding or close to extinction. **Vleshkals - [[File:Vleshkal.png]] Physically, the Vleshkals are identical to Meelintrites. What separates the two is the Vleshkals skin color. They would make up the majority of the foot soldier force of the FoM. Their culture is knight based. The king, Baellus kept his people from leaving Vleshail for his previous fear of the outside space. He knew of the Meelintrites and Velvers and then found the Kovomo on one of Vleshails moons. **Velvers - [[File:Velver.png]] The Velvers broke off from the Meelintrites to establish their own culture based on a scientist culture. With that, their skin became a bright yellow from their constant use of chemicals and also hair that they managed to grow from extensive research. They focus on obtaining new forms of energy and resources for the FoM. **Mouniimii - [[File:Mouniimii.png]] Using a result from human cultures, the Mouniimii is best represented as Maui Warriors, with names also similar to such. They were found still in their tribal stage and were brought up to date by the Velvers. They make up the special forces and the powerhouse foot soldiers best used in situations of breaking through heavy defenses. Their culture is focused on war and believe that in killing their enemies they will earn greater strength. They are taller and more built than Meelintrites. **Kovomo - [[File:Kovomo.png]] The Kovomo are a tribal race that were found upon Kovo, one of Vleshails moons. They soon after started living on Vleshail as workers. Visually, they are best described as wooly Meelintrites. They are stronger like the Mouniimii and would fall under the same forces as the Mouniimii. What else the Kovomo would prove useful in missions in frozen climates. *Far - **Lukun - [[File:Lukun.png]] The Lukun would work alongside the Velvers in acquiring resources, but the Lukun would end up doing the dirty work. Lukun are born into a life of miners. Their skin is pale for their time in the tunnels they live in. Many colonies have been formed by other races on planets that already have the Lukun. **Kiciels - [[File:Kiciels.png]] Kiciels are not a formidable force within the battlefield, but they are within the field of economics. These little sentients love money and focus on making the deal rather than winning a war. It is impressive how many deals they can make and how many rip-offs they can do. **Opodo - [[File:Opodo.png]] The Opodo make the most impressive scouts with their incredible speed and agility. Their culture is unlike anything anyone has seen. Their elective process is a competition of speed. To put it simply, whomever is the fastest runner is the one who rules the people. The leader is then entitled "The Run." **Dessef - [[File:Dessef.png]] The Dessef are gentle giants who know a way around a diplomatic situation. Many name the Dessef the true heroes of the FoM. Those able to avoid war know wars troubles. **Ykkyllyvy - [[File:Ykkyllyvy.png]] The strangest of the Mlenites. They have some foot soldiers, but they focus mainly on using altered beasts as weapons. They believe that the beast is stronger than the machine. No computation can defeat instinct. With their mind control techniques, they can get whatever information out of anyone. ==Thoughts on War== The FoM is newly formed and always takes it into account when it comes to wartime. They will not involve themselves in any war. Even though they wish to help any and all races, they must focus keeping their own blood safe. With the invasion of Meelintier, the FoM wish to conceal themselves, which at times could lead to conflict more than they think. They choose to only work on self-improvement and defending themselves before including themselves in any war. ==Outer-Rim Peace Agreement== It was under the Outer-Rim Peace Agreement(ORPA) that the families made their alliance on the planet Cenoyal. From the moment the FoM formed, they became allied immediately with the ORPA group. Before the formation of the FoM, ORPA had a strong alliance as it was with the Meelintrite race. With that in mind, ORPA responded hastily to the attack on Meelintier that would last even past the formation of the FoM. After the formation, the FoM honored their alliance with the FoM, but they would not have them fight the war for them. It was said by Ambassador Vahkaln during the first meeting, '''"I shall speak a direct order from Mlenithan, King of Priests, reborn of Mlen the Born. He says, and I quote 'I thank you, people under the Outer-Rim Peace Agreement. You will be remembered for giving my people hope that there are peaceful beings beyond the atmosphere. I must ask for you to honor us by leaving Meelintier after the arrival of the people of the Families of Mlen. This war is on our blood, not the blood of our friends. If we fall into extinction, then let it be that we fought strong for our own blood. This is no war of yours to fight. This is ours now with our family together once again.' End quote."''' [[Category:Inactive]][[Category:Page]] qgn16nn0po7b786cj3darnxlp2zt8hv Faster-than-light 0 1191 12408 2020-02-01T02:20:58Z Amaker1450 26550035 Redirected page to [[Space Travel]] 12408 wikitext text/x-wiki #REDIRECT [[Space Travel]] akkfujrmz7zkzhs8l22h7g98gtshvfw Fire 0 1462 15610 2021-02-21T00:10:04Z Amaker1450 26550035 Redirected page to [[Incendiary Weapon]] 15610 wikitext text/x-wiki #REDIRECT [[Incendiary Weapon]] 14ac5uxl637ojfqoyymu1udm0kto5nq First Battle of Aserai 0 1096 17145 11985 2021-11-17T03:46:45Z Amaker1450 26550035 17145 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= [[Great War]] |notablebattles= |place= |result= * Strategic Warlord Victory<br/> ** Zaretian admiralty proves merit of its new doctrine. <br/> ** Dragoneteran military suffers heavy losses.<br/> * Tactical Peacekeeper Victory ** Zaretians withdraw from Aserai |territorychanges= |side1= * [[Zaretian Monarchy]]<br/> |side2= * [[Dragoneteran Monarchy]]<br/> * [[Rach]]<br/> * [[Aeveria Confederation]] |side3= |side4= |commanders1= |commanders2= |commanders3= |commanders4= |forces1= * 3rd Fleet<br/> * 15th Fleet<br/> * 20th Fleet<br/> |forces2= Dragoneteran Forces<br/> * Aserai Defense Fleet<br/> Aeverian Forces<br/> * 27th |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} ==Background== ''See also: [[Battle of Zetta Secundus]]'' ==The Battle== In the year following their humiliation at Zetta Secundus, the Zaretian admiralty had reconstructed much of their navy with brand new warships, tactical doctrines, and technology. Among the long list of improvements was a new FTL drive known as the Sprint Drive, a multi-core subspace engine that was capable of rapid maneuvers through subspace. The Sprint Drive was a result of the admiralty's efforts to counter the Aeveria's powerful beam weapons, which had proved to be the Monarchy's bane during and after Zetta Secundus. Combined with improved navigation, Zaretian warships were now capable of appearing out of subspace in front of an enemy vessel, unloading a volley from their guns, and then retreating before the enemy could retaliate. Some outsiders even speculated that the improvements allowed Zaretian vessels to tenuously plot multiple subsequent jumps through subspace, though whether this is true remains unclear. [[File:333.jpeg|thumb|left|300px|Dragoneteran soldiers encircled by Zaretian ODTs.]] Though many in the admiralty board were eager to get revenge on the Aeverians, the Monarchy decided that rather than risking a direct assault on the border blockade, they would instead attack the Dragoneteran Monarchy, a relatively small interstellar nation that was near Aeverian space that had recently pledged material and monetary aid to the Peacekeepers. The Monarchy believed that this would elicit an Aeverian response and allow the admiralty board to observe the resulting confrontation. The 3rd, 15th and 20th fleets, which had recently completed the refit, were sent to Dragoneteran space. The 15th and 20th stayed in reserve while the 3rd engaged the orbital defenses around Aserai. Part of the fleet jumped right into the Dragoneteran's rear flank, forcing ships from the front to turn around, opening the forward flank to the rest of the 3rd fleet, which swiftly swept through the defenders. Having attained orbital superiority over most of the planet and having no intention of holding it, the 3rd fleet began indiscriminately bombing cities and industrial centers on the surface. ===Zaretian Assault=== ===Aeverian Response=== The Dragoneterans sent out a distress signal, which as anticipated, caught the attention of the Aeverians, who sent the 27th fleet to assist. While en route, the 27th was intercepted by the Zaretian 15th and 20th fleets, and was forced to withdraw to the border blockade after a brief but fierce engagement. Shortly thereafter, a combined force of Rach and Aeverian ships were sent, and after several hours, finally repelled the monarchy from Aserai. Though arguably a Peacekeeper victory, the Monarchy saw it as a success as it showed the merit of their new doctrine. Additionally, the assault on Aserai crippled the Dragoneterans economically and militarily. Much of their army and navy now laid in ruins, and it would take years to rebuild the damage dealt to Aserai's population centers. Regardless, the Dragoneterans remained defiant, and officially committed troops to the war effort following the attack, though due to their small numbers, they played only a minor role in the Zaretian front, with no action elsewhere. ===Rach Intervention=== ==Aftermath== [[Category:Conflicts]][[Category:Legacy Lore]][[Category:Page]] n845n7vh132g3tzz9govcst72uyvv2s First Battle of Norsus 0 1084 17129 11986 2021-11-17T03:41:56Z Amaker1450 26550035 17129 wikitext text/x-wiki {{Conflict |prev= Operation Pierce the Veil |conc= |next= Dissolution of WBI |name= |image= |conflict= |date= 05 |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= * Tactical Warlord Victory<br/> * Strategic Warlord defeat<br/> * Both Rach and Margan disappear as the latter chases the former into the [[Void]]. |territorychanges= Rach Empire dissolved. Norsus falls under Zaretian occupation. |side1= [[:Category:Peacekeepers | Peacekeeper Alliance]] * [[Rach]]<br/> * [[Empire of Diablos]]<br/> * [[Kastalian Survivors]]<br/> * Warlord defectors <br/> |side2= [[:Category:Warlords | Warlord Pact]] * [[Margan Empire]]<br/> * [[Zaretian Monarchy]]<br/> |side3= |side4= |commanders1= * Gorach <br/> * Kertak <br/> * Cloudreaver <br/> * Korsair <br/> |commanders2= * Massachiah<br/> * Azakiah <br/> * Vipenite<br/> * Peacha<br/> |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= Massive |casual2= Heavy |casual3= |casual4= |other= |notes= }} == Background == Shortly before Sledgehammer commenced, General Gorach was given the task of defending Norsus' stealth generators. At the time of his appointment, the situation was dire; the generators' defenders were both undermanned and ill equipped even by Rach standards, many of their troops and resources having been spent in the war. Correctly concluding that an attack on the generators was imminent, Gorach collaborated with Commander Cloudreaver, leader of the Skyborn Legions, as well as various Alliance officials to completely overhaul the generator's defenses into what informally became known as the "Gorach-Cloudreaver Line". Gorach relocated most of the generators' original garrison, most of whom had seen little combat, deeper into Rach territory and had them replaced with veteran soldiers, particularly those who agreed with Gorach's unorthodox methods and felt that the Rach's traditional style of fighting was insufficient. The general was also granted a number of auxiliary battalions from the Peacekeepers, and despite the controversy, employed a small number of former Pact soldiers who had defected to the Alliance and who had pledged to protect the Rach from the aggression of their former masters. A number of Kastalians also stepped forward to help. Likewise, due to the dwindling number of Rach weapons and armor, Rach soldiers were predominantly equipped with Alliance weapons and armor as well as equipment stolen from the Warlords during Operation Stormbreaker including, most notably, two Zaretian citadel walkers, which were each deployed at separate generators. Pact defectors acted as consultants when able, teaching their new allies on how to best make use of their equipment. The auxiliaries were to act as the main line of defense, establishing fortifications and engaging threats directly while Rach forces stationed in strategic positions harassed, flanked, and ambushed invaders. [[File:333.jpeg|thumb|left|300px|Zaretian and Margan forces engaging the Gorach-Cloudreaver Line.]] At the onset of Sledgehammer, Pact forces were unaware of Gorach's reforms, and believed that the generators would be protected only by what remained of the Rach's military. As a result, the Rach wing of Sledgehammer was the smallest, with only the Margan contributing a substantial number of troops, the Zaretians having sent the bulk of their available forces to the other wings. The Rach wing was also comprised chiefly of troops trained and equipped specifically to counter traditional Rach strategies. Due to their limited numbers, the wing's commanders decided to attack the generators one at a time rather than all at once, so as to not spread their numbers thin and leave their logistics vulnerable to harassment. [[File:333.jpeg|thumb|right|300px|One of the Rach's stolen citadel walkers fighting alongside Warlord defectors.]] The Pact first grew suspicious during the opening engagements, during which a varied array of Peacekeeper vessels were defending the planet when the Warlords had expected other Alliance forces to be focused on their own respective fronts. After breaching the Alliance's defenses, Pact forces landed on the planet, and ran headlong into the Gorach-Cloudreaver line. The combination of Rach harassment, Skyborn jumps, auxiliaries, and both Pact and Alliance armor elements and weapons caught the invaders by surprise, leading to the near-total annihilation of all Warlord forces in the first wave. Unable to bombard the planet due to the presence of anti-orbital guns, the Pact was forced to commit to a ground assault. Through sheer attrition, the Margan were able to establish a safe landing zone, allowing Warlord forces to slowly advance towards the generator. Despite mounting casualties, the Pact reached the generator, but were forced to withdraw when they encountered one of the stolen citadel walkers, Kastalians, and an expansive network of fortifications. Unable to advance much further, the wing retreated to defensive positions and requested reinforcements. With the aid of extra troops, most of which originated from the Holy Dynasty, the Pact was finally able to break the Alliance's defenses and eliminate the generator. Surviving alliance forces fell back to the other generators, the Warlords following in pursuit. The other generators would soon fall under attack, and while Gorach employed every tactic and element he had, the Warlords, through nonstop attacks, continued to slowly advance towards their target. [[File:333.jpeg|thumb|left|300px|Gorach dueling with Gancarda.]] Days after the destruction of the second generator, General Gorach was contacted by Emperor Zinmar. Though Gorach expected the emperor to gloat, Zinmar was instead offering the beleaguered Rach his support, as while the Magellan populace at large firmly supported the Warlords, Zinmar, Captain Omard, and others had only grown increasingly ashamed of their actions, and were now driven to act before the Rach were entirely wiped out despite the risk of Warlord retaliation. Unable to provide direct military support due to Omard being deployed in Diabloian space, Zinmar offered to construct new stealth generators for the Norsus system. In exchange, the Magello would join the Peacekeepers, receive Alliance support, and be pardoned for their past atrocities. Gorach, with Coradine's backing, approved the deal, and Zinmar deployed a team of engineers to begin construction of the generators deep in Rach territory. Shortly afterward, the third generator was destroyed, and a large number of prisoners were taken by the Zaretians. General Gorach, along with Special Operations Lead Kertak, deployed with a small team behind enemy lines to rescue them. Due to their limited numbers, Kertak employed the use of the "fear mist", nanites that combine together to form manifestations of a target's deepest fears, to disorient the Zaretian garrison. Though it was successful, the mist also affected some of Gorach's men before dissipating. Gorach, not waiting for the affected soldiers to come to, marched ahead on his own, single-handedly fighting his way through the Zaretians. Before he could reach the prisoners, Gorach was intercepted by General Gancarda, who engaged the Rach in a duel. Gorach attempted to convince the Knight of Zartar that the war was going to consume the Monarchy, but Gancarda remained undeterred, declaring that it was the Rach who had started it. The two were at a stalemate until Gancarda, enraged by Gorach's statements, drove his blade into Gorach's shoulder. It was then that Kertak and his men, as well as a number of Skyborn legionnaires, intervened, driving Gancarda away and rescuing the prisoners before evacuating on the battleship, ''Karadin''. Due to injuries sustained in the fight, Gancarda was relieved of command and given time to recover, his position being taken over by High General Vipenite. With the Gorach-Cloudreaver line gradually unraveling and the Warlords inching closer to the homeworld, Gorach returned to Norsus to demand that Coradine grant clearance to the Rach's most powerful weapons as part of a last-ditch effort to turn the tide. Emperor Coradine denied Gorach's request and ordered the general to leave his office. Furious, Gorach forced his way into a secret chamber housing the Veteran Warsuits, Rach who had served in past conflicts and who had pledged to continue serving the empire by having their bodies entombed in advanced battlesuits after having been grievously wounded in battle. The general awakened the veterans and explained the situation. As he did, alarms roared throughout the city, and communications became jammed with panicked officers declaring that the Norsus system was now visible. Gorach and the veterans raced back to the surface, only to be attacked by a squad of Margan. Entering Coradine's office, they found that the emperor was gone, and that the royal guards had all been killed by Margan. The lone survivor, a sniper who had entered moments prior to receive a promotion, explained that Coradine had killed one of the guards and fled with the invaders. Upon reading over files left behind on Coradine's desk, Gorach discovered that the emperor had deactivated the remaining stealth generators and gave the location of Norsus away to the Warlords, leaving the Rach entirely exposed and nullifying the efforts of the Magello, who had not yet finished the first generator. Furious, Gorach cleaved the desk in two and declared himself emperor, his first decree being to grant clearance for everything the Rach had left in order to protect the homeworld. What remained of the Gorach-Cloudreaver line subsequently fell back to Norsus. [[File:333.jpeg|thumb|right|300px|Diab troops defending Norsus.]] == Invasion of Norsus == With Norsus revealed, Operation Sledgehammer came to an end, and Operation Downfall was activated. Pact forces that had been attacking the generators immediately made way for Norsus, as was the fleets of the Margan Dynasties. With the Alliance battered and bloodied from fighting, only the Kastalians, Aeverians, and Diabloians were able to send troops to reinforce Norsus, but the Aeverians were intercepted on the way there. The Diabs could have been intercepted by Magellan troops, but Captain Omard, hoping that the Alliance could beat the odds and hold Norsus, allowed the Diabs to pass unimpeded, explaining to the Pact that he had no knowledge that they had mobilized. This was political suicide for Omard, whose once excellent reputation among his people was immediately destroyed. Omard was recalled to Sculpterra and replaced with a new official. Publicly, the reason was for questioning, but in private, Zinmar was attempting to protect the captain from retaliation.[[File:333.jpeg|thumb|left|300px|Peacekeeper forces defending the entrance to the rift generator.]] [[File:333.jpeg|thumb|right|300px|Rach vessels retreating into the Warp rift.]] With the whole of Margan civilization and a Warlord armada on course for Norsus, Gorach was forced to concede that Norsus would be impossible to defend. Thus, instead of organizing for a defense, he began the process of evacuating the planet. Civilians were led to vast exodus ships hidden beneath the planet's surface while the planet's defenders prepared to buy them time with their lives. Within hours, Warlord ships started streaming into the system, and fighting broke out throughout Norsus' atmosphere as the Pact attempted to bomb the surface and deploy troops via drop pods. As Warlord forces were beginning to make planetfall, Diab reinforcements arrived, and drew much of the Warlord's attention away from the homeworld. But while the Diabs were able to buy the Rach more time, the combined might of the Margan Dynasties, whose vast numbers had blocked sunlight from reaching the planet, was on the verge of completely overwhelming the Peacekeepers. With no way to break the siege or to escape, Gorach entered into the depths of the Rach's laboratories in a desperate search to save his people. Scientists then directed the emperor to a chamber containing a large device that they claimed opened a portal to a realm they referred to as the "Warp". Coradine had a keen interest in the dimension, and had been studying it in secret, despite the reluctance and concerns of many of his advisors and cabinet members. With no other available option, Gorach activated the device, which opened a continent-sized tear in reality that led straight into the depths of the Warp. Though reluctant, Gorach ordered all Rach to retreat into the portal. The Diabs, the remaining Veteran Warsuits, and scattered Rach forces volunteered to defend the portal while the Rach escaped, despite knowing that they would almost certainly die. Enraged that the Rach may escape, the Margan deployed all of their forces to the portal's source in an effort to close it. The defenders fought to the last, buying just enough time for the exodus ships and what remained of the Rach navy to escape into the Warp. The Margan, in a move that shocked their allies, kept the portal open and charged headlong into the tear to give chase to the Rach. The portal closed as the last of the Margan's ships entered the tear, and both the Rach and Margan empires disappeared from the galaxy. == Aftermath == [[File:333.jpeg|thumb|right|300px|Zaretians scouring the ruins of Norsus.]] As the shadow of the Margan armada dissipated and surviving Peacekeeper forces withdrew from the planet, the expansive damage dealt to Norsus became clearly visible. The once proud skyline had been reduced to ruins and was dotted with dozens of starships that had crashed during the battle. The rolling blue plains had been burned to ash, and the oceans had been polluted and discolored. Thousands of corpses littered the streets alongside the husks of armored vehicles. With the Peacekeepers having withdrew and both the Rach and Margan lost in the Void, Norsus, as well as most former Rach colonies, fell under the control of the Zaretian Monarchy. The Monarchy established a token garrison on Norsus whose main goal was to scour to desolate ruins in search of anything valuable that had survived the battle. Operation Downfall was not the decisive action that would determine the outcome of the war as many on both sides had believed, but it nevertheless had drastic ramifications. The Peacekeepers had been badly mauled by Sledgehammer and would requite time to recuperate and reorganize. Their leaders, the Rach, were gone, and Warbot Industries was practically destroyed, their only effective fighting force comprised of little more than a small fleet within Aeverian space. Days after the Battle of Norsus, the remaining Peacekeepers convened to discuss the future and decide new leadership for the Alliance. Some suggested the Diabs due to their powerful military and honorable ideals, but Admiral Korsair rejected the offer, not wanting to be, as he himself described it, "Tied down by bureaucratic lunacy". The admiral instead suggested the Aeveria Confederation, which he considered to be much more familiar with working with aliens and organizing alliances. In the ensuing vote, the Aeveria received an overwhelming majority, and was subsequently declared the new leader of the Peacekeepers. The Aeveria immediately set to work, shifting the Peacekeeper's goals from its ideological origins of protecting minor races to ensuring the survival of the Alliance and defeating the Warlord Pact. The Pact had been planning to press their advantage after the Battle of Norsus and resume their offensive against the Peacekeepers, but without Margan support, which had been crucial during Sledgehammer, these plans had to be cancelled. The Pact instead focused on consolidating their new holdings. The Marshal's Council's first action was to issue Mandate 527, which declared that the Repzork were to maintain their positions within Diab and Karahotdoum space at all costs as part of an effort to 'contain' the two nations. The Council also redeployed some of its forces and mobilized more armadas for the war. The 14th and 355th armadas, after having replenished their losses from the Aeverian offensive, were sent to Diab space, their position on the Aeverian front taken over by the 843rdth armada, "Vindication of Blood". The Zaretians moved Vipenite to the Karahotdoum front and Gancarda to the Diab front to support Lord Atlas. Crown Prince Bael'thir, having proved his capabilities during his offensive against WBI, was sent to the Aeverian front. Tor'vath Alth'met'ker, who had made a name for himself on the Karahotdoum front under the command of Var, was promoted to Commandant and was sent to the Diab foothold. In the Dynasties' absence, Warlord leadership fell upon the Zaretian monarchy. Emperor Zinmar attempted to cover up his plot to assist the Peacekeepers, but he was outed by Warlord-aligned officials who had wormed their way into the stealth generator construction facility while Downfall was underway. In retaliation, both Repzork and Zaretian agents infiltrated Zinmar's palace and confronted the emperor, who attempted to defend himself but was swiftly subdued. Both Omard and Zinmar's son were captured; Omard, whose true intentions in allowing the Diabs to bypass his forces were made public, was publicly executed by a firing squad, his standing with the Magellan populace having been entirely erased. Zinmar's son was taken to Alrukai to be groomed into a Warlord-aligned monarch by Emperor Zervath. Zinmar's betrayal was kept secret, but he became a puppet of the Marshal's Council, and if he attempted to cross the Warlords again, would face Omard's fate. In the weeks that followed, Magellan officials who had supported Zinmar and Omard would be hunted down and eliminated by Repzork and Zaretian agents. There was a month-long period following the Battle of Norsus during which no major offensive operations were undertaken by either side, the Warlords partially due to their redeployments and the Peacekeepers because of a need to build their forces back up. The only notable exception was that of the Asanian Syndicate, which continued its attack on the Sauran Solidarity. But without the support it had previously, they slowly began to lose their momentum in the face of increased Sauran resistance. [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] 7ohhbnmt8s76ctyv6to4j354bq2pndy Flytal Empire 0 36 6407 2543 2017-10-09T01:33:30Z Amaker1450 26550035 /* Walkers */ 6407 wikitext text/x-wiki Made By: e-ben http://www.spore.com/sporepedia#qry=ssc-500472596874 = '''The Flytal Empire''' = The Flytal Empire's manufacturing and selling front is known as Flytex Inc. == Legendary Captains == '''Galactic Traveler Flyte the Universal (a.k.a. Commander Flyte)''' [http://www.spore.com/sporepedia#qry=usr-Fotosynthesis%7C2267038817%3Asast-500442750200%3Assc-500472596874] '''Lieutenant Stormbeak''' [http://www.spore.com/sporepedia#qry=usr-Fotosynthesis%7C2267038817%3Asast-500471887976%3Assc-500472596874] '''Executive Starr''' [http://www.spore.com/sporepedia#qry=usr-Fotosynthesis%7C2267038817%3Asast-500501473851%3Assc-500472596874] == Story and Origins == [[File:Spore 2009-11-14 13-55-56.png|200px|thumb|left|A Flytal scout team was ambushed on Xadar by the Ectos.]]The Flytals came out of the ocean 52 million years ago as half-formed dinosaur-like creatures, and immediately started to explore. They overran the continent and in the process, found that wings and feathers would help them explore even more, and evolved into birds. They even managed to get two creatures over the ocean to another continent (more about that later). 50 million years later, while other species were still evolving, one Flytal discovered that if they took a wide, flat rock, tied a stick to the center, facing outward, tied a small jagged, coarse rock to the end, then pulled the stick in a circle around the flat rock (like a wind-up toy), and let it go, the whole thing would go up in flames. They used this to start fires and also as grenade-like firebombs to light other tribes' huts on fire. This technology gave them a head start as a formidable tribe. They soon discovered the values of language and developed Phimlish, an improved version of the language that other tribes used. 997 thousand years later, the Flytals had destroyed all other tribes on their continent and declared themselves as the dominant species on the planet. At first, their civilization looked like it was going well…until they arrived on the next continent. They set up a colony there, but it was attacked by Flytals who looked the same, but had completely opposite personalities. These Flytals turned out to be descendants of the two Flytals that had crossed the ocean during the first 50 million years of the Flytal species. They called themselves the Reamians, and worshipped those two Reamian descendants as gods. They called them Readem and Raive, and believed that they were the only pure Flytals, so the Reamians, being descendants of them, were pure as well. The attack on the Flytal colony quickly expanded into a planet-wide war between the Flytals and the Reamians that lasted so long, some believed it would never end. Throughout the war, the only technology developed was war-based, preventing either race from ascending up the evolutionary ladder, apart from creating destructive antimatter and nuclear weapons that could lay waste to whole cities. But hope lived on, despite the violence. Nearly one thousand years into the war, a Reamian baby was born by the name of Flyte. By the age of fifteen, he had learned to hate the Flytals with all his heart. He was sent to war at the age of seventeen, as was the Reamian custom, and assigned to Legion 51, Squadron 29. Their orders were to destroy the shield generator of the Flytal outpost of Farzon. The attack went according to plan, but just before they launched three micronukes at the now unshielded outpost, Flyte witnessed a prisoner of war tearfully beg the Reamian squadron leader not to destroy the town: “…my son is in there! Please! We never did anything to you. You Reamians attacked our colony! Why? Why!? You can’t-“ The prisoner was stabbed through the heart, and slumped against the ground, dead. The commander chuckled as the outpost was obliterated by the nuclear blast. It was then that Flyte realized the true horror of war, and that the Reamians were committing a war crime far beyond reason. Tears of anger clouded his eyes as he stared at the smoking crater and he vowed to defend the Flytals as best he could, and to then put down his blaster and live a life of peace. When the Reamian threat had been destroyed, the United Flytal Civilization (UFC) was able to continue advancing in all types of technology, not just weaponry. It was only a matter of time before they made their first spaceflight. After they had achieved that, the UFC progressed so quickly that a working warp drive had been developed in under fifty years. Because of this head start in interstellar transportation technology, the Flytals were able to develop some of the fastest and most powerful starships in the galaxy. They quickly colonized dozens of star systems, and grew into the Flytal Empire. Today, they control hundreds of sytems and have major bases on about thirty planets. Their selling front, Flytex Incorperated, makes a huge profit from manufacturing and selling every type of technology in just about every major market in the galaxy. They became Peacekeepers when the Ectos attacked their colony on the planet of Xadar. Flytex now sells all kinds of tech to the other Peacekeepers, such as their line of mechs and walkers, as well as their esteemed F.A.S.T. Warp Drive and S.T.A.R. Cannon. == Appearance and Traits == The Flytals are golden birdlike creatures that stand upright. Their wings have been partially converted into arms. == Relationships with other races == The Flytals have a strong alliance with the Aeveria Confederation, and are an important part of the Peacekeeper Faction, as they produce most of their weapons and technology. == Vehicles == ==== Space ==== ==== Land ==== ==== Air ==== ==== Sea ==== == Buildings == == Mechs == '''Flytex GOLIATH Mech''' [http://www.spore.com/sporepedia#qry=usr-Fotosynthesis%7C2267038817%3Asast-500554165724%3Assc-500472596874] '''Flytex TITAN Mech''' [http://www.spore.com/sporepedia#qry=usr-Fotosynthesis%7C2267038817%3Asast-500536182532%3Assc-500472596874] '''Flytex LEVIATHAN Mech''' [http://www.spore.com/sporepedia#qry=usr-Fotosynthesis%7C2267038817%3Asast-500555442141%3Assc-500472596874] == Walkers == '''Flytal CITADEL Walker''' [http://www.spore.com/sporepedia#qry=usr-Fotosynthesis%7C2267038817%3Asast-500558390002%3Assc-500472596874] [[Category:Page]][[Category:Inactive]] pbx4eal1bv195zp2drb4d6hg52ijwuc G-83 Laser Projector 0 1440 16900 16899 2021-05-20T03:06:27Z Corv 30641571 16900 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = G-83 Laser Projector |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Laser Beam |header3 = Production history |label4 = Designer |data4 = [[Kandron Materials]] |label5 = Designed |data5 = Prior to [[Great War]] |label7 = Manufacturer |data7 = [[Kandron Materials]], various counterfeit manufacturers }} Decades prior to the [[Great War]], [[Kandron Materials]] designed and mass-produced the [[Local Sector]]’s first fully-functional handheld ‘death ray’ for the mass market. The '''G-83 Laser Projector''' became renowned for being precise, lethal and ''excruciatingly'' hot when fired for more than a few seconds. The G-83s that populate mercenary and [[pirate]] bands’ armouries today tend to be cheap knockoffs however; all it took was the leaking of one confidential blueprint to make it the most counterfeited [[Laser_Weapon|laser weapon]] in the known galaxy and now every two-bit gunsmith is churning out imitations. With each year that passes, the G-83s available on the market seem to become more and more temperamental, inefficient and liable to melt in your hands. The authentic G-83 is a portable firearm consisting of a gun and an energy pack connected by a cable. After a charging period, the gun emits a laser beam from the muzzle. Rapidly-rotating deflector blades form a spinning helical cone around the end of the barrel, tightening the blast helix and focusing the beam to amplify its intensity. The operator can sustain the G-83’s beam by continuously supplying power until it overheats or the battery is drained. Using the weapon on heavily-armed targets is risky because the operator must maintain constant line of sight, opening them up to return fire. While this is not so much an issue against weakly-armoured infantry, [[energy shielding]] provides resistance against the thermal beam and requires sustained exposure to breach. A Laser Projector is therefore at its most effective when its operator has backup from allies with [[Plasma_Weapon|plasma-based weaponry]] that can disrupt shields. Another major drawback of the Laser Projector is its limited effective range. The beam’s intensity dissipates the further it travels from the emitter, making it remarkably short-ranged compared to weapons of a similar size. To be effective, the operator must close the distance on their target, risking exposure to enemy fire. This is hampered by the length of the gun and the weight of the energy pack which both impair the operator's mobility. The gun’s tendency to overheat is infamous and it is highly recognisable from the red-hot glow of the spinning blades and the belches of steam that emit from the energy pack’s exhaust. G-83s typically allow the operator to manually scale the intensity of the beam by adjusting the rotational speed of the deflectors. A high intensity beam will typically ignite or even vaporise the target while a low intensity beam will cook a dinner – a functionality that has become invaluable for mercenaries on long excursions. [[Category:Public Access Page]][[Category:Page]][[Category:Laser Weapon]][[Category:Handheld Weapon]] 14dcw5zf0iegup5fqvoo32rq0ymu9ib Gastan Genetic Industries 0 876 8556 8553 2019-01-18T20:22:10Z Amaker1450 26550035 Adding tags for organizational purposes. 8556 wikitext text/x-wiki Placeholder for the Syndicate company, Gastan Genetic Industries. [[Category:Page]][[Category:Asanian Syndicate]] 054q6z77ta5c5rw0lhlh0gyrgbbbohf Germs 0 1465 15622 2021-02-21T03:22:43Z Amaker1450 26550035 Redirected page to [[Germ Weapon]] 15622 wikitext text/x-wiki #REDIRECT [[Germ Weapon]] 6joqtbqla1hc1e1qwseufls7kz118r6 Glacier Plasma Pulse Cannon (Luminarian) 0 969 17098 15475 2021-11-17T03:24:19Z Amaker1450 26550035 17098 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Glacier Plasma Pulse Cannon |image = [[File:Glacier Cannon.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Plasma Cannon |label3 = Place of origin |data3 = Luminarian Rebels |header4 = Service history |label5 = In service |data5 = Post 1st Norsus - Present |label8 = Used by |data8 = [[LNC Oculus]]</br>[[LNC Dauntless]] |header13 = Production history |label14 = Designer |data14 = [[Luminarian Naval Design Bureau]]</br>[[Forge Dynamics]] |label15 = Designed |data15 = Luminarian Schism |label16 = Manufacturer |data16 = [[Forge Dynamics]] }} The Glacier L45 Plasma Pulse Cannon is a plasma cannon used by the Luminarian Rebels. The design was created by the [[Luminarian Naval Design Bureau]] and [[Forge Dynamics]]. Firing packets of laser-excited plasma down a magnetic steering bottle, the Glacier is designed as a tertiary multirole weapon for cruiser grade ships, complementing the existing beam weapons and torpedoes typically mounted on such ships. The Glacier is capable of dealing with opposing cruisers, frigates, corvettes, and fighters. It is also capable of assisting with missile interception. The Glacier is capable of varying its firing rate at a cost of accuracy as the magnetic bottle requires time to fully form. Despite its multirole capability, the Glacier is designed primarily against warships, as its projectiles are slower than that of the [[Hailstorm Plasma Pulse Cannon (Luminarian)|Hailstorm]]. Its plasma projectiles are however more apt to smash through warship grade armor and shielding, and is more used to suppress and disrupt hostile strikecraft formations. 9 Glacier Plasma Pulse Cannons form an effective tertiary defense battery for the [[LNC Oculus|LNC Oculus Block II]], while 10 are mounted on the [[LNC Dauntless]] to help it deal with the myriad of threats it is expected to handle. ==History== [[Category: Luminarian Weapons]][[Category:Page]][[Category:Legacy Lore]] lr6vhqatl50ubgj6jeh6v6d1eu0bdt4 Grand Army of the Republic 0 1486 15771 2021-03-03T19:36:32Z RaptorChu 30471271 removed "The" in previous page 15771 wikitext text/x-wiki = The Grand Army of The Republic = The [[Grand Army of the Republic]] (GRoR) is the main military force that protects and serves the [[Remusian Republic]]. The GRoR is comprised of the Republic's platoons, which are made up of the [[Grand Army]], the [[Grand Navy]] and the Royal Corps. The GRoR is jointly led by Army & Naval Director Arthro Leteb and the Royal Corps representative Idesk McVoll. == Origins == {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>The Military Codex</strong> |- | The Republic saw little opposition in the stars prior to the Kusheen conflict, and neglected to have a structure for their military. When they were initially attacked, Vithem and the Royal Council realized that they would have to come up with something or face certain destruction. A similar conclusion was made by Vithem during the first weeks of the Collection conflict. The Military Codex was created under the Codex Act and was the first restructuring of the Remusian military and took place shortly after the Kusheen Conflict began. the Codex Act was given under one of Vithem's Monarch Acts. The Codex took nine days to become an official document and created by Vithem and a group of military and Directive members, most notably Arthro Leteb, Neth Castorkoff & Steveth Nielson. Out of this intense session came some drastically needed changes to the military. The major changes include: * For the purpose of the ongoing conflict, volunteers and conscripts alike would undergo an intense military procedure lasting about a month, which afterwards they would be deployed. * Anyone who participates in the program is to be organized into platoons, brigades and so forth. * Some but not all of the Directive's research efforts would be redirected to the war effort. * Royal Corps are redirected to be used as advanced stealth units to infiltrate and sabotage. ''' Military Artists''' In the wake of the Kusheen Conflict, members of the Grand Army that helped create the Military Codex collaborated amongst each other to form an elite sect of the military. This group of Remusians would come to be known as the Military Artist, and they were trained under the MA Program. The Program involved the training of a select few lineages involved in the Grand Army. However, over time the MA program was opened up for application by any member of the Grand Army. Members of the MA program are put through intensive training that is designed to hone the elements of stealth, CQC, Hand to hand combat and overall fitness. In addition, there are several portions dedicated to teaching a more in-depth understanding of strategy and tactics, including tactical positioning, systematic elimination, and infiltration. The overall emphasis of the program is geared towards to being able to defend yourself without the reliance of technology that most Remusians rely heavily on. Similarly, to the Directive, application into the MA program is very competitive, involving competitions held once a year between platoons. The competition is more widely known as the “Annual Platoon Exhibition” and pits the Platoons of the Grand Army against each other as a means to keep them in shape, test their abilities, and show off some of the best platoons. Lower classed Platoons are pitted against each other in a planet wide arena and can be eliminated by losing all of its members. Ranking can be earned every year as a direct result of performance, and directly correlates to where you will start in the tournament. Moving up the brackets will pit them against other winners, until they face of against one of the best platoons. Platoons that reach this level have the opportunity to participate in the MA program regardless of whether they beat the top platoon or not. Not all members are required to participate, and often the platoon is shuffled among other platoons to provide an even advantage every year. </pre> |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>The Grand Fleet Initiative </strong> |- | The Grand Fleet Initiative was a series of edicts and polices enacted to properly repel the Collection. It was enacted under one of Vechtho's Monarch Acts and bypassed through the Royal Council. Much of the Republic's greatest minds were turned away from their own pursuits and focused into developing weaponry and armaments for the war effort. Many limits were tested, some resulted in death and injury, but many breakthroughs were made in these efforts. Notable achievements include the advanced harnessing of plasma and electromagnetic energy, the development of antimatter reactors, the extended utilization of hyperlanes, the creation and weaponization of battlesuits, and their larger piloted mecha counterparts. Additional advancements included the manufacturing and design of much larger and complex ship designs as well as the creation of space citadels and outposts. Key points in the act involved: • The Science Directive is to be organized into Divisions and all available members will contribute to the war effort. • Anybody who were not involved in research and development were to be enlisted via conscription unless certain circumstances prevented otherwise. • Military regiment and training are to be restructured and reformed to comply with a smoother and more organized system drafted by the Royal Council. • All military proceedings must pass through & be approved Vithem Templesmith, Grand General of the Army. </pre> |} == Planetary Armaments == === Grand Army Platoons === {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Platoon Composition</strong> |- | Each planetary military is composed of about 30 platoons consisting of approximately 2.4 million total troops. Each platoon is roughly composed of 80 thousand individuals. These platoons are logistically divided into smaller brigades and battalions. Platoons are overseen by the Director of the Grand Army and Grand Navy, and are typically led a Major or Brigadier General, who pass orders down to, Colonels, Captains, Majors, and so on. Generals command entire platoons, in those Platoons are Brigades who are led by Colonels. Brigades are further broken down into Battalions who are commanded by Captains. Platoons can be made of a variety of soldiers that fit into a myriad of roles. {| class="wikitable" ! Role Designation ! Description |- | General Operations | The most common role on the battlefront. Operatives are characterized by their black plating with red highlights. As the name would suggest, General operatives are trained to be familiar with the most basic platoon positions and are the bulk of the Grand Army. They are the bulk of most firefights, defensive outposts, and fighter pilots. |- | Stealth Operations | Specialists in sabotage and organized mayhem, Stealth operatives often cross over between participating in the Grand Army and Royal Operatives for the Royal Corps. New ensigns of the Royal Corps usually begin in Stealth Ops before becoming full Royal operatives. While generally not spotted on the battlefront, they can be identified with a black plated and silver trim armor set. |- | Royal Operations | The Royal Operatives are simultaneously part of the Royal Corps as well as the Royal Guard tasked with protecting the Royal Family, as well as the Royal and Technocratic council members. Often times these guards are present in locations such as the Royal Palace or a research installation but are also capable of being blended into the crowd when members are out in a public setting. When they are in formal protective gear they can be identified by bright red armor with black trim. When on a Royal Corps assignment, unless tasked in the Riot Corps, they look like a simple proletariat or businessman, depending on the sector they have been assigned to. |- | Black Operations | Black Operatives are highly trained personnel reserved for extremely risky jobs, ranging from stealth, technical, or diplomatic instances. Black operatives are trained to handle almost any situation, and only a small handful are enlisted in the Grand Army. Occasionally they are established as Colonels or Generals in platoons after in being in service for many years. Black operatives are not limited to a particular identity and can assume the role of any operative at their choosing. |- | Mechanical Pilot Operations | Due to the intense requirements that a mecha pilot has to undergo to properly pilot a Mecha, they have become their own operations branch. Pilots are not seen on the ground in post cases due to usually having an E-suit after being ejected from a Mecha but can be identified by their White armor with blue trim. |} </pre> |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Platoon Organization</strong> |- | === Platoon Organization === {| class="wikitable" ! Grouping ! Leadership ! Description |- | The Grand Army | Army Director, Army General (Brigadier, Major, Lieutenant) | The command of each Platoon is split between the highest-ranking officer, in many cases one of several General variants, and the Grand Army Director. The Army Director directs the platoon strategically and tactically but leaves some autonomy to the General if they are managing multiple platoons at once. Outside of the battlefield, Generals are free to tour their platoons around Remusian space as they please, provided they are not already stationed at a particular planet. The General is also in charge of what type of training the rest of the platoon specializes, such as stealth, explosives, etc. |- | Brigade | Colonel | Platoons are broken down into smaller Brigades which are led by Colonels, who direct these smaller groups as commands are passed down from the leading general. Brigades sometimes operate on the own and operate autonomously, but also heeding commands from their General when required. Colonels can have control over many kinds of specialized ops if they are present. |- | Battalion | Captain | The final command line of the platoon, Battalions are composed of smaller squads which can vary in size and ability, but they all follow orders received from the Captain. A Battalion can be composed of several kinds of specialized operatives, or purely of one. |- | Battalion Squad | Squad Leader | In some cases, Members of a battalion form their own squads, which act more as cliques than an organizational group. These self-made squads are typically allowed on the basis that these groups form companionship, and in many cases the group is very capable of working well together. They are often composed one type of specialized operatives. There can be exceptions made for a multi-functional squad or battalion. |} </pre> |} === Interstellar Ion Cannon === Each new colony that is founded is always followed by the construction of an Interstellar Ion Cannon (IIC). As the name would suggest, an IIC is a large planet mounted cannon that uses a particle accelerator to focus particles into a cyclonic particle beam capable of hitting targets across several solar systems. Once completed, an IIC can be the size of a large city. IICs require a substantial amount of time and resource to be able to function and have only seen use in Collection encounters. Due to their sheer size and power output, they are often large military targets, and thus are generally where a planet's military force is stationed. The IIC was developed and is built by technicians of the [[Science_Directive#Directed_Energy_Division| Directed Energy Division]] of the Science Directive. == The Grand Navy == === Fleet Organization === {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong></strong> |- | {| class="wikitable" ! Grouping ! Leadership ! Description |- | The Grand Navy/Inner Massa | Naval Director, Grand Admiral | The Command of the fleets in split between the Grand Admiral of the Fleet, and the Director of the Navy. The Director is the supreme leader of any and all operations under the Grand Navy and Army and directs strategic positioning and tactics to the best that he is capable of. Grand Admirals facilitate these commands but are permitted to have some form of autonomy when the Director is overseeing multiple fleets. Admirals are usually also accompanied by other high-ranking Admirals, who are aboard other capital ships stationed behind the Inner Bulwark. The Admiral and the aforementioned officer's position are generally referred to as the Inner Massa. |- | Inner Bulwark | Bulwark Admiral | The Inner Bulwark is usually directed from within The Inner Massa, but by a Bulwark Admiral. If absent, one of the other Admirals will take leadership. The Inner Bulwark primarily protects the Inner Massa and reinforces the Outer Bulwark if necessary. The Inner Bulwark is composed of larger ships than those of the Outer Bulwark, but are still outfitted with heavy shields and armour, while also armed with several long-range lasers and launchers. |- | Offensive Carrier Line | Captain of the Carriers, Chief Repairs Engineer | The Offensive Carriers Line primarily facilitates the constant deployment, repair, and redeployment of offensive strike craft. The Captain of the Carriers directs traffic and deployment of strike craft as well as the carriers themselves, while also coordinating with the Chief Engineer on repair and deployment status. The Carrier Line is heavily protected by the Outer Bulwark. |- | Outer Bulwark | Bulwark Captain | Similarly, to the Inner Bulwark, the Outer Bulwark's primary duty is to protect to Offensive Carrier Line but are allowed more offensive opportunities. These Bulwark ships are typically of smaller class, but are heavily fortified nonetheless, equipped with longer range weapons as well, but also outfitted with several shorter-range ones as well. The Outer Bulwark is typically commanded from the Offensive Carrier Line, but some Captains choose to participate in being on the offensive as well. |- | Engineering Squad | Chief Engineer | These smaller squads can vary wildly in size. While an Engineering squad does not necessarily participate in the battle itself, there are many located to the Outer Bulwark and Strike-craft squads, dispersing repair drones and nanites, and performing any repairs that are required. They assist the Chief engineer in directing repair traffic towards the Carrier line as well. |- | Strike-craft Squad | Squad Leader | The main focus of any Remusian lead conflict. These squads can also vary in size and composition, but an emphasis is put on the varying capabilities of these craft. Their main goal is to draw fire and be a general nuisance to the enemy. As a naval battle continues, some squads engage in attrition techniques designed to wear out the enemy over time and allow the engagement of their larger ships. Squad leaders typically bear a ship of better performance than their fellow squad mates, but occasionally all have the same kinds. Thanks to the variety of these squads, many are capable of offense, defense, and boarding capabilities, and often are found participating in both. |} </pre> |} === Tactics === Although the Remusian military has undergone several changes time and time again, naval doctrine has overall remained the same. The Grand Navy puts an emphasis on deploying vast amounts of strike craft and smaller classed vessels, while being supported by the Outer Bulwark. These strike craft are designed to move very quickly and harass enemy fleets to a point in which the Outer Bulwark can come close enough to engage with their high caliber lasers. The Outer Bulwark and these strike crafts tend to very large in numbers and are capable of creating a large amount of space to attack the enemy on, often resulting in the thinning of enemy lines. If fleet numbers become thin, the Inner Outer bulwark will tighten up, and be reinforced by some of the Inner Bulwark. Just behind the Outer Bulwark lies the carriers on which the strike craft were deployed and are constantly repairing strike craft as they come into dock. Larger Capital ships remain behind the Carriers, which are encompassed by the Inner Bulwark, and are capable of engaging from there. === Armaments === Each level of the Fleet is uniquely armed to perform is jobs accordingly, with the exception of the Inner and Outer Bulwark which share many similarities. Each craft, however, is outfitted with a self-repairing nanite system, which can be depleted over time and requires replenishment from an Engineering squad. (Specifics I still need to consider) === Ships Currently in Service === {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong></strong> |- | '''Corvettes''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''Frigates''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''Cruisers''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''Battlecruisers''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''Escorts''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''Destroyers''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |InsertName Here | | | |- |- |} '''Carriers''' (Include Supercarriers) {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''BattleShips''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''Bullwark Cruisers''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''Dreadnaughts''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |Insert Name Here | | | |- |} '''Flagships''' {| class="wikitable" ! Name ! Class ! Role ! Description |- |TRR Encych Fontaine | Encych | Elaborate Transport | A much less armed Flagship not designed for use on the battlefield, but rather as a transport of an important figure or diplomat over a long range of space. Their associated Guardsmen and personal crew accompany them as well, along with several escort craft. Despite this, they are very capable of holding their own, in a battle, though not nearly in the same calibre as (insert Flagship here). |- |Insert Name Here | | | |- |} </pre> |} == The Royal Corps == The Royal Corps are a series of personnel groups employed directly by the Royal Family to covertly monitor the status of the Republic’s colonies. Groups comprising of 15-20 agents are distributed across colonies as either tourists, visitors, or newcomers. In most cases, the corps move at their own pace, and stay based on a colony for anywhere from three months to two years. Up to three groups of Corps may be present on one planet at any given time. The Royal Corps were founded by Vithem shortly after the colonization of Aisumer, to prevent and contain any similar events that caused the Calamity Wars. While the Royal Corps were initially restricted to the Home Cluster, they have since been expanded to monitor any colony within the Remusian sphere of influence. They are currently managed by Corps representative & Grand Army Co-Director Idesk McVoll. The main duty of the Royal Corps is to monitor Planetary and Sector Governors, their colonies, and any research projects they have jurisdiction over. Should anything be out of the ordinary, deep cover agents are to submit a report to be sent to the McVoll, who in turn decides the best way to handle the situation. Should the issue at hand be minor, Idesk will alert an inactive corps unit not currently stationed to keep any embedded members concealed. Should something that requires immediate attention arise, the embedded group will act accordingly, attempt to solve the issue, and deal with any consequences afterwards. Deep cover agents are instructed to only use force if needed, and simply detain any suspects should they need to. The overall use of the Royal Corps is a point of contention among the Remusian people. While many agree that they are good for the colonies, one can’t help but notice the immense amount of paranoia the presence of the Corps creates. Anyone could potentially be someone who they are not, and the use of the Corps has caused much of the Republic to be distrustful towards others, both of Remusian and others alike. The Corps have also been known to operate in areas where suspicious foreign activity has been reported. While this has been known to raise tensions with other empires, it proves effective in deterring any potential threats. Experimentation with using the Corps in a deeper foreign setting has been considered by the council but has ultimately been vetoed on multiple occasions. ==== Corp Units ==== '''Standard Operative''' The standard and basic unit of the Royal Corps, any standby or undisguised units are classed under this designation. Most units can be found scattered around the colonies of the Republic, awaiting orders from the Director. In many cases, Royal Corps serve as reinforcement's to a planets police force, participating in patrols and busts, and in some cases, riots. Each unit is equipped with a battlesuit equipped with advanced stealth technology unique to the Royal Corps. '''Deep Cover Operative''' Deep Cover Operatives are often embedded as migrating civilians, temporary tourists and sometimes members of the local government. Their main goal is to quietly observe their infiltrated location to ensure that nothing unusual is going on. Agents are under deep cover from anywhere from 1-4 years, but in some circumstances remain longer. Deep Cover Agents make up the majority of Corps operatives. Deep cover operatives are typically advised against forming any particular bonds with residents of the colony they are stationed at, as they may be required to act against them or become uprooted at any given time. Members are also not to discuss who the are or what they really do with anyone and doing so will result in immediate termination from the Corps and being brought back to Aisumer for trial. In most cases, Agents who have done this are placed on high alert and kept at Aisumer, since agents know a great deal of the internal workings of any given colony, as well as they Royal Family. If a restricted agent defected they could sell extremely sensitive classified information. ''' Royal Guardsmen''' The Royal Guard serve and protect the Royal Family and government and have served among the Royal Corps for a minimum of five years, of which then they are applicable to join the Royal Guard. The Royal Guard are simultaneously also part of the Royal Platoon, and are put through intense training because of this. The duality of responsibilities has many of the Royal Guard training almost constantly when not assigned to task ==== Defectors ==== There have been a few notable cases where agents and members of the Republic have defected and eluded capture, although none of these defections have ultimately caused the Republic much harm, most likely due to the few enemies the Republic currently has. Some foreign reports have indicated that some of these defectors are now employed by the elusive [[Nova Corporation]], a shady mercenary business the Republic knows little about. It has been suggested to enlist the Corps to learn more of Nova, but due to the lack of intel it has been avoided in discussion. '''H’rothgoar Von Smathen''' H'rothgoar Von Smathen, or known to most simply as H’roth, was a brazen and bright individual. Prior to his time as a Royal Corps Commander, he was a dedicated loyalist supporter who was quite proficient in stealth tactics related to ground and naval environments. During the Calamity, he conducted several stealth operations against the Neo-Synthetic Party and its facilities. He additionally led a team to retrieve the primitive Hyperlane Portal Drive blueprints from the inner confines of Cael's laboratory during this time. He was commended for his efforts later, and became the Royal Corps Commander before it was led by a council representative. Prior to his defection, he trained Idesk McVoll as his apprentice. It is unknown why he did so, but McVoll remains one of the best in his field. Von Smathen was deeply involved in the illegal authorization of Project Kronos, and has been reported as one of the founding Members of the Lithraga Mercenary Group. '''Relek Mosther''' Relek Mosther was a Corps member who defected while being embedded within [[The_Remusian_Republic#Project_Kronos|Project Kronos]]. Disguising himself as a mercenary from Nova Corp, he infiltrated the group and learned of its key members, the conspirators and pivotal members of Project Kronos, as well as some of the advancements they had made in their unethical conditions. He would unfortunately be exposed very soon after relaying this information and become part into the group. There is little information as to why this happened, some suggest he had been forced under duress, or perhaps brainwashed to some extent. ''' Dr. Lamis Logist ''' == Notable Military Leaders == === Arthro Leteb === Arthro Leteb is the current director of the Grand Army and Grand Navy after the disappearance of Vithem. He is responsible tactical deployment of platoons in and outside of Remusian space. He holds a seat on the Royal council alongside fellow veteran Idesk Mcvoll. Idesk is the current council representative for the Royal Corps of which he is also the Directive of, and oversees the cooperation between the military and I.W.I.N. === Idesk McVoll === Idesk McVoll is the current Council representative as well as the Director for the Royal Corps. He acquired the position shortly after it was vacated following the events of Project Kronos. Idesk was rewarded for his loyalty with a seat on the Royal Council and the new Director of the Royal Corps. During his initial training and service, he befriended Arthro Leteb, and remains good friends with the fellow Director. == Notable Platoons == While platoons are spread across the Republic, there are some that have earned themselves several accolades in their past work and are thus well known across the Republic. This renown has come from their performance in battle, and in the Annual Platoon competition. These platoons have earned specially tailored technology crafted by the Directive as a mark of respect and distinction for their accomplishments. === Former Royal Platoon === The Royal Platoon was one of the Republic's best armed and trained platoons, led by Vithem Templesmith. Comprised of veteran members of the Calamity and Kusheen Conflict, the Royal Platoon was not a force to be reckoned with. They were proficient at almost every aspect of the Remusian doctrine and trained to use every armament developed for the field. Vithem reached out to many of his old collogues from when Remusia still stood in order to form an elite platoon. They were happy to oblige and helped Vithem train and manage the platoon. The Royal Platoon formed just prior to the Kusheen Conflict. The Royal Platoon played a very pivotal role in the Collection Conflict, defending many of the Outer Colonies from the invading forces with little rest in between fights. Additionally, were it not for the Royal Platoon, Operation Bellringer would have been a failure. Towards the end of the Collection Conflict, they were stationed on the outside of the Home Cluster upon the colony Tesmar. The Collection had pushed hard into Remusian space, and it looked as though the end was near. The Collection launched its attack against the Royal Platoon. Despite their best efforts, the outpost would fall. After their victory, the Collection would promptly retreat, and left no trace of the Royal Platoon. It is hypothesized some of the Platoon is still alive and has been captured either to be assimilated or to be tortured. Many agree that it is probably both. The [[Science_Directive#N5-Fortress_and_N6-Siege_Adaptive_Armors|N5-Fortress Adaptive Armor]] was uniquely bestowed to Vithem and his platoon. The N5 models were developed for the former and make use of a unique type of self-replicating nanites which interface with the Neural-Link Network. By using the network, the nanites are capable of forming various forms of equipment, and in case of the N5, a small mobile fortress comprised of incredibly tough nanites. === The New Royal Platoon === The replacement of the former Royal Platoon led by Vithem has been succeeded by his son, Vectho. While perhaps not as well rounded as his father’s platoon, Vechtho’s new royal platoon has shown to be very adaptable. The Royal Platoon is drawn from current or previous members of the [[Royal Guard]] who have served for at least five years, protecting members of the Royal or Technocratic Council or other important government members. Royal Platoon members are the only platoon who are not constantly training, but rather congregate bi-monthly in a large training “In-service”. Otherwise, Royal Platoon members are at their designated posts within the Royal Guard and can usually be found within Royal or Bureaucratic districts. The New Royal Platoon is uniquely equipped with the [[Science_Directive#N5-Fortress_and_N6-Siege_Adaptive_Armors|R6-Siege Adaptive Armor]] and make use of the same type of self-replicating nanites as the former Royal Platoon. === Interro Platoon === The Interro Platoon is led by Sevna Templesmith and is perhaps one of the only Platoons on par with the Royal platoon. While not as well rounded as the Royal Platoon, members of the Interro platoon specialize primarily in aggressive tactics, but also possess decent covert skills. The Interro Platoon is insanely competitive and openly invite other platoons to skirmish with them. The fame of the Interro Platoon comes primarily from the success of Operation Bellringer, though partial credit should be given to the Royal Platoon for helping complete the Operation. The Interro Platoon is equipped with the Directive's highly experimental [[Science_Directive#Neutronium-Solarium_Core| Neutronium Solarium Core]] which is featured in their custom built battlesuit line, the Trailblazers. === Frontier Platoon === The Frontier Platoon is currently lead by Epsonne Langsing, and is the main expeditionary force tasked with scouting out territory that could hold importance to the Empire. They were the main force sent around the general area during the initial expansion of the Republic, as well as Operation Echoes Across the Worlds. While at the moment the platoon is semi-retired due to the halting of expansion since the Collection Conflict. === Collection Rehabilitation Platoon === With the success of Operation Bellringer came the creation of the Collection Rehabilitation Platoon, otherwise referred to as the CRP. The CRP uses an advanced and refined version of the [[Science_Directive#The_Quantum_Entanglement_Device|Quantum Entanglement Device]] used in Operation Bellringer to retrieve and effectively free members from the Collection. Improvements have since been made on the device allowing for the capture of multiple subjects at a time over a larger amount of space. The CRD frequently collaborates with [[Science_Directive#Biological_.26_Health_Development_DivisionBiological_.26_Health_Development_Division|Biological & Health Development Division (BHDD)]] in the rehabilitation of recused Collection members. [[Category:Page]][[Category:The Remusian Republic]] 6x7f8liez06q67b08de2icv78ikanfv Grand army 0 1458 15570 2021-02-18T00:00:25Z RaptorChu 30471271 Redirected page to [[The Grand Army of The Republic]] 15570 wikitext text/x-wiki #REDIRECT [[The_Grand_Army_of_The_Republic]] boiuwmvste64v0z39x9yqpkhjh3a08e Great War 0 818 17644 17642 2021-12-16T23:23:40Z Amaker1450 26550035 /* Year 3 */ 17644 wikitext text/x-wiki {{Conflict |prev= Kran Rebellion |conc= [[Repzork-Nepharian Cold War]], [[Collection Conflict]] |next= |name= |image= |conflict= |date= |partof= |notablebattles= |place= Milky Way Galaxy |result= Ongoing |territorychanges= |side1= [[:Category:Peacekeepers | Peacekeeper Alliance]] |side2= [[:Category:Warlords | Warlord Pact]] |side3= |side4= |commanders1= Main Peacekeeper Leaders <br/> * [[Rach|Emperor Gorach]] <br/> * [[Aeveria Confederation|President Sandra William]] <br/> * [[Empire of Diablos|Admiral Korsair]] <br/> * [[Sauran Solidarity|Duchess Amara'Eress]] * [[Karahotdoum Empire|High Magistrate]] <br/> |commanders2= Main Warlord Leaders <br/> * [[Margan Empire|High Priestess Massachiah]] <br/> * [[Zaretian Monarchy|King Breys]] <br/> * [[Repzork Empire|High Marshal Tarsovis Visaria]] <br/> * [[Saracin Empire|Emperor Saracin IX]] (†) <br/> * [[Necraal|King Bael'thir Anduish'ent'mar]] <br/> * [[Asanian Syndicate|The Mixed]] <br/> |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} The '''Great War''', also known as the '''Epic War''', is an ongoing interstellar conflict between the [[Peacekeeper Alliance]] and the [[Warlord Pact]]. It is the largest and bloodiest conflict in the history of the known galaxy, directly or indirectly involving over thirty sovereign states and being responsible for the deaths of billions of soldiers and civilians, the total collapse of several governments, and the ruination of numerous worlds, most infamously [[Norsus]], the former homeworld of the [[Rach]]. The Rach founded the Peacekeeper Alliance to defeat the [[Margan Empire]] and protect empires that could not protect themselves. The Margan then reached out to the [[Zaretian Monarchy]] to propose an alliance. Rach agents [[Raid on Zartar|attempted to assassinate King Breys and High Priestess Massachiah]] but failed, ironically bringing the two powers together. The new alliance, the Warlord Pact, launched a counterattack against the Peacekeepers, who suffered several quick defeats, particularly the Rach, who were unprepared for large-scale warfare. Several nations would join both sides over the next three years, but the Pact maintained an advantage over Allied forces. In the fourth year of the war, the [[Empire of Diablos]] joined the Peacekeepers and spearheaded [[Operation Stormbreaker]]. Though the Warlords suffered grievous losses, the Peacekeepers were forced to call off the offensive as it ground to a halt. The next year, the Warlords [[Operation Downfall|counterattacked]] and ultimately [[First Battle of Norsus|invaded Norsus]]. At the climax of the battle, the Rach retreated into the [[Void]]. The Margan pursued their hated enemy, and both vanished for the next ten years, leaving their allies to fight on their own. During what would become known as the Interim Era, the Warlords would be forced on the defensive. The [[Karahotdoum]] committed military support to the Peacekeepers in the year following Norsus while the [[Aeveria Confederation]] launched an [[Operation Burning Lance|invasion]] of the Zaretian Monarchy. The Repzork initiated the [[Keros Offensive]] into Diab space, but the operation would end in disaster at the [[Battle of Helia]] three years later. The [[Saracin Empire]] [[Dissolution of the Saracin Empire|dissolved following the assassination of Emperor Saracin IX]] while the Necraal [[Necraal Schism|succumbed to civil war]] and had much of their empire cut off by an [[Ion Storm|ion storm]]. In the 13th year of the War, Peacekeeper forces [[Battle of Nu-Zartar|conquered Nu-Zartar]], though The Repzork [[Operation Counterweight| successfully repelled Peacekeeper forces from their territory]]. The Rach returned to the galaxy in the 15th year of the war and attempted to [[Second Battle of Norsus|recapture Norsus]]. Peacekeeper forces were nearly successful but were routed following the return of the Margan weeks later. The return of the Dynasties revitalized the Pact, who began to reclaim territories long lost to the Peacekeepers, and brought about the [[Neutrality Crisis]] as the Red Rose began a push into neutral space. The ion storms blanketing Necraal space soon dissipated, allowing the Sovereignty to rejoin the war in force in time for the Pact to begin a new offensive to drive out the Peacekeepers from Zaretian space, which would erupt into [[Zaretian Civil War|civil war]] between Peacekeeper and Warlord aligned forces. Elsewhere, the Repzork would [[Operation Dawnhammer|push]] into a sector contested with the [[Holy Nepharian Empire]], opening an entirely new theatre of operations. Despite the enormous material and manpower costs of the war, the conflict continues to drag onward even after 17 years of nonstop fighting which has continued to see the war grow larger and larger, dragging more and more nations into the bloody, inconclusive struggle. == Prelude == === Destruction of the Seraphim Dynasty === The Seraphim Dynasty was one of the oldest of the Margan Dynasties alongside the Holy and Golden Blade Dynasties. They were best known for their grandiose theatrics and incredible egos; they truly saw themselves as divine beings, and believed that the Margan people had a glorious future ahead of them. This mentality carried over to the battlefield, where commanders would give their troops bombastic speeches and every conflict was viewed as a grand spectacle for all to see. Though zealously loyal to the Holy Goal for centuries, they began to stray from it when they noticed that lesser races were seeing them as literal gods and had begun to worship the Margan. Jisa, the Matriarch of the Seraphim, decided to allow these races to live so long as they served the Margan and paid them tribute. The Matriarch planned to exterminate the servants when the Margan's campaign of genocide came to an end, but for the time being, relished in the possibilities they brought. When the other Dynasties discovered what the Seraphim had done, they were outraged, denouncing the dynasty for straying from the Margan's teachings. The Seraphim argued that the slaves were little more than temporary allies and that they posed no threat. The debate was settled when Li-Hosan, Matriarch of the Golden Blade, suggested eliminating the Seraphim before they went rogue. The Dynasties then all simultaneously attacked the Seraphim fleet, overwhelming them and leaving no survivors. When the Matriarchs confronted Jisa face to face, they offered her a chance to repent. She refused, and instead impaled herself on Li-Hosan's blade. The remains of the Seraphim fleet were left to drift through space, some of it falling unto nearby planets as artificial meteors. The betrayal and subsequent annihilation of the Seraphim Dynasty did little to stifle the Margan's intense paranoia; in fact, it worsened it, as the Margan now knew that they not only had threats on the outside, but also within. Margan now face intense scrutiny if they show any signs of straying from the path, and in modern times, such individuals will more often than not be quietly killed by groups such as Confessors and the Mask of Ferivus. === Breys' Coup === The Zaretian Monarchy had undergone drastic reforms throughout the reign of King Moscassin, who sought to pull the Zaretians away from their brutal and militaristic tendencies. The king abolished slavery, sough peaceful diplomacy with foreign powers, and reduced the size of the military to the point that Breys was the only general left. These reforms had a negative impact on the economy, which was built upon the military and the slave trade, and were deeply unpopular with the general populace, which had long grown accustomed to the Monarchy's aggressive authoritarianism. General Breys, promising that he would bring back the glory days of the Monarchy if he was crowned king, instigated a coup and overthrew Moscassin, who was banished into exile. Breys would prove to be a ruthless dictator willing to purge anyone who sought to challenge his rule, but his reforms, which included the reintroduction of slavery and the rearmament of the military, brought prosperity back to the Monarchy. Moscassin would continue to combat Breys' rule in a guerilla campaign waged across Zaretian space, but while his efforts were a hindrance, they were unable to seriously jeopardize Breys, who soon began a period of conquest that would bring the Monarchy into war with many neighboring empires, notably the Madarians and the Spytrus, whose homeworld would eventually fall to the Monarchy, who took the inhabitants as slaves. === First appearance of the Xenochytrids === Years before the onset of the war, the [[Xenochytrid|Xenochytrids]] made their first recorded appearance in the region when a spore of Hive Fafnir landed on a planet rich in biomass. The planet's inhabitants, unaware of the Biomatter's true nature, recovered samples from the then-dormant spore for study. Less than an hour later, the Xenochytrids became active, and rapidly overran the lightly defended colony. In the years that followed, more hives, most notably Apophis, Piru, Cronen, and Tiamat, would emerge in other sectors and infest colonies such as Qualiot, which had to be evacuated and bombarded from orbit. News of the swarms spread quickly, and nations began efforts to curtail the swarm's spread. Such operations were oftentimes met with limited success as the Xenochytrids were and remain poorly understood. Scientists attempting to study the swarms frequently ran into dead-ends, or worse yet, triggered an infestation. In one of the most famous examples, a Salatran research team recovered samples from the hives on Qualiot for research. The Xenochytrids escaped containment, infesting everyone in the building, but not before they could initially a site-wide lockdown. Rather than outright destroying the installation, the Salatrans used the facility's cameras and remotely-operated drones to monitor the Biomatter from outside. The information acquired from the incident would be later be passed along to the Anti- Xenochytrid Task Force. === Barrakru Kaat Unification === For decades, the Barrakru Kaat had been under united under the leadership of the Ulthubag Clan. Like many clans before it, Ulthubag was overthrown by an alliance led by the Otguhl clan. The alliance fell apart immediately as the clans vied for supremacy, plunging the Barrakru Kaat into years of bloody civil war. The up-and-coming Tazorag clan would eventually claim the throne and unite the clans under its rule through a system of intricate alliance and technological superiority. With the war over, Tazorag would work towards modernizing Barrakru Kaat technology and military docttrine to better prepare them for conflict with foreign powers. These efforts mostly benefited Tazorag and its closest allies, the great clans, leaving many lesser clans to remain stagnant. === Telkevan-Nephani Cold War === ''Main page: [[Telkevan-Nephani Cold War]].'' The [[Holy Nepharian Empire]] had spent the past several years spreading its influence throughout a sector of space inhabited by various nations that the Nepharians had been slowly converting into dependencies. The Nepharians provided the natives with weapons and technology in exchange for ancient relics. They also established migration routes through the region for Nepharians citizens. These efforts were disrupted when the Telkevon began expanding into the region. Seeking to claim relics and territory for themselves, the Telkevon provided the aliens with offers of their own and exported their culture and religion to turn the inhabitants over to their cause. Some were more than willing to negotiate with the Telkevon due to disagreements or distrust towards the Nepharians. The conflicting ideologies sparked tensions throughout the sector which soon gave way to fighting, beginning a proxy war between the Telkevon and Nepharians. But while the two are officially enemies, they rarely fight one another directly, with only small skirmishes for particularly valuable relics. Both governments deny that any conflict is occurring due to mutual benefit. Despite the tension, the Telkevon often sell worthless artifacts back the Nepharians, allowing the Nepharian government to keep the peace within their own borders while providing the Telkevon with funds. Nevertheless, the Telkevon still considered conflict with the Nepharians to be a real possibility. Several armadas were mobilized in case the two nations went to war, including the 14th, 277th, 355th, and 77th. A military modernization initiative was underway to update portions of the military, such as the navy, whose ships were, for the most part, outranged by the high-powered lasers of Nepharian ships. This led to the development of the first 'hunter killer' ships that would form the basis for imperial alpha-strike doctrines several years later. === Karahotdoum-Yami Relations === The Karahotdoum had a fierce economic rivalry with the Yami Trade Union, a collection of empires that had banded together that was on course to becoming a major galactic power. They rivaled the size of the Karahotdoum, whose allies at the time consisted of little more than protectorates that could contribute little to a war, which was becoming more and more likely as relations continued to worsen. Though the Karahotdoum did not believe that war would not threaten the survival of the empire, it would likely cost billions of lives and many dozens of colonies. As a result, the Karahotdoum kept the bulk of their troops at the Karahotdoum-Yami border zone. === Sauran liberate Zaretian slave colony === ''See also: [[Sauran Theatre]]'' Sauran of the Forces of Freedom raided a sizeable Zaretian slave colony in an effort to free the prisoners. After a brief skirmish, they forced the defenders to retreat. But as they reached the slave holding area, they encountered the prisoners, who had managed to overthrow the guards and escape on their own, though it is unlikely that they would have been able to progress any further without the Solidarity's aid. The monarchy retaliated by declaring war on the Sauran and launching several probing attacks into Sauran space. === Appearance of the Margan === The first known appearance of the Margan in the local galactic sector occurred when troops of the Golden Blade Dynasty invaded a minor power that, though it put up stiff resistance, was quickly overwhelmed and wiped out by the vastly larger force. Soon after, the other dynasties soon appeared elsewhere, strip-mining any planets and exterminating all life that they came across. The sheer, uncompromising brutality displayed by the Margan sent a ripple throughout the region as word spread through survivors and witnesses. Many nations formed contingency plans in the event of a Margan invasion or were actively preparing to attack them, including some that would become Warlord powers in the months or years that followed. Some historians argue that it was at this point that the Great War became inevitable. == The War == ''For an outline of the war, see [[Timeline of the Great War]].'' === Years 1-3: Outbreak & Escalation === ==== Year 1 ==== ''See also: [[Rach Theatre]], [[Raid on Zartar]], [[Raid on Station SRD72]].'' Shortly after the emergence of the [[Margan]] in the local galactic sector, the [[Rach]] began to covertly harass the Margan by targetting their logistics and command structure while supplying states that were fighting the Dynasties. These efforts proved disruptive to the Margan, but were unsuccessful in stalling their advance. These efforts continued with impunity for months until Rach operatives were captured while attempting to rescue civilians. The Margan [[Rach Theatre|declared war]] on the Rach, and while they had difficulties locating Rach colonies and were constantly harassed with hit-and-run attacks, began to advance through Rach territory at a slow but steady pace as Rach doctrine was not accustomed to a war of attrition. Rach officials, namely General Gorach, called for drastic reforms to Rach doctrine, but his calls were ignored. Nevertheless, it was decided that a more direct approach would be needed to defeat the Dynasties. The Rach sent delegates to several neighboring states: the [[Aeveria Confederation]], [[Karahotdoum Empire]], and the [[Sauran Solidarity]], to propose the formation of a coalition with the goal of defeating the Margan and protecting those that could not defend themselves. All accepted, though the Karahotdoum, due to tensions with the Yami Trade union, declined to offer direct military support, instead supplying the new alliance with money and weapons. Ironically, they would simultaneously provide these same resources to Warlords that they did not consider too radical. The new alliance called itself the '''[[Peacekeeper Alliance]]'''. The Peacekeepers launched a surprise attack against the Margan and quickly overwhelmed them. Emboldened, they launched further attacks with similar results, bringing more nations into the alliance. The Matriarchs of the Margan convened on the worldship of Holy Thereia to discuss their options, and despite their hatred of aliens, decided to establish an alliance of their own. They soon after requested an audience with King Breys of the Zaretian Monarchy. The Zaretians were wary, but due to their ongoing [[Sauran Theatre|conflict]] with the Sauran Solidarity, agreed to talks on the Zaretian homeworld, [[Zartar]]. Zaretian rebels under the leadership of the exiled king Moscassin learned of the meeting and relayed it back to the Peacekeepers. Though an opportunity to eliminate both Breys and High Priestess Massachiah, Rach command deemed the operation too risky. However, Emperor Coradine, without notifying his generals, deployed a small team of assassins to intercept the meeting. The assassins [[Raid on Zartar|attacked]] as the meeting began, but the operation proved a colossal failure, with all of the assassins captured or killed. The operation had the opposite effect than intended, convincing Breys to put his reservations toward the Margan aside and establish a formal alliance. The new alliance, dubbed the '''Warlord Pact''' by Peacekeeper media, declared war on the Peacekeepers, marking the official beginning of the Great War. Now fighting both the Margan and the Zaretians, the Rach suffered several disastrous defeats, their military almost entirely unable to put up any serious resistance to the invaders. The Peacekeepers attempted to support their ally, but were having to defend their own territory from the Pact. Towards the end of the year, the Saracin established Station SRD72, which studied Peacekeeper technology and performed experiments on captured soldiers as part of biological weapons tests. The Rach discovered the facility and General Gorach and Ops Lead Kertak moved in to infiltrate it. Though Gorach's forces were discovered, the Rach successfully breached the facility, rescued several prisoners, and stole valuable data before destroying the installation. The files revealed that someone had provided the Warlords with information the location of Norsus' stealth generators and of the planet itself. The Rach began an internal investigation, but would not find the perpetrator. ==== Year 2 ==== ''See also: [[Battle of Zetta Secundus]].'' [[File:ZettaSecundus.jpg|thumb|right|350px|Ships of the Aeverian 16th fleet engaged with the Zaretian navy.]] The Peacekeeper's first major victory took place during the second year of the war in the [[Battle of Zetta Secundus]], where the Aeverian Navy dealt a devastating blow to the Zaretians, causing the Zaretian front to collapse and forcing the Pact to withdraw to close the gap. The battle served as the catalyst for the [[Repzork Empire]] joining the war later that year. The Repzork were concerned that the [[Holy Nepharian Empire]] would consider joining the Alliance and believed that defeating the Peacekeepers would pave the way to regional supremacy. ==== Year 3 ==== ''See also: [[First Battle of Aserai]], [[Doramis-Vectramil War]], [[Second Battle of Aserai]].'' The Zaretian Admiralty had spent the previous year since their defeat at Zetta Secundus updating their navy with new warships and tactical doctrines. Though eager for revenge against the Nuverians, the Monarchy opted to instead test these changes on the [[Doramis Monarchy]], who had recently pledged their support to the Peacekeepers, as it was believed that an attack would elicit an Nuverian response without having to risk an assault on the Nuverian mainland. Three fleets were sent to the Doramis homeworld of Aserai, where they [[First Battle of Aserai|swiftly outmaneuvered and overwhelmed the defenders]] and began bombing the planet. As anticipated, the Nuverians sent a relief fleet which was then intercepted and forced to withdraw. A combined force of Nuverian and Rach ships finally arrived hours later and repelled the Zaretians. Though economically and militarily devastated, the Doramis retaliated by deploying troops against the Zaretians. During the attack on Aserai, the Doramis colony of Dralix ceased communications with the rest of the Monarchy. Believing the Monarchy to be responsible, a small force was sent to the planet following the Zaretian withdrawal. Instead, it was found that Xenochytrids of Hive Apophis had overtaken the planet. Teams were deployed to the surface to search for survivors, but within hours, all teams vanished. Several ships then attempted to leave the planet, but were shot down when they did not respond to communication requests. The fleet was then contacted by one of the search teams, who reported that they had been dragged to the ground by a tendril of the hive and required immediate evacuation. Special operations forces were sent to the surface and retrieved the team. Rather than bombing the planet, the Doramis king decided to quarantine the planet and use it to study the Xenochytrids. Months after the assault on Aserai, Doramis Captain Bestos went missing while investigating an unidentified vessel. Days of inconclusive searches followed until the Monarchy received a distress signal from the homeworld of the Bulorians, a young interstellar empire. A team was sent to investigate and soon found Bestos, who explained that he had been attacked by the [[Vechtramil Directorate]], radical isolationists who claimed that Bestos had unlawfully entered their territory. Delarus crash landed on the planet, which was subsequently invaded by Vechtramil soldiers who had enslaved the populace. Though still recovering from the Zaretian assault on Aserai, the Doramis amassed its forces and attacked, driving the Vechtramils from the planet and liberating the Bulorians. The Vechtramils [[Dragoneteran-Tegotian War|declared war]] and declared themselves members of the Warlord Pact. The Doramis lacked the manpower to adequately defend their territory, instead concentrating their troops at key locations while harassing the invaders with hit-and-run attacks. The Vechtramil, though puzzled by the lack of resistance, pushed the initiative. Desperate, the Doramis took Xenochytrid samples from Dralix and synthesized an airborne virus that was then deployed at a Vechtramil outpost. The virus was more potent than intended, sparking a large-scale infestation that delayed the invaders but spread to several other nearby colonies. The Monarchy attempted to cover up the incident, but were soon found out by the Peacekeepers, who harshly condemned the attack and ordered the Monarchy to destroy remaining samples of the virus. The Doramis complied and burned their remaining stockpile. Days later, the Doramis king died. The Monarchy moved the bulk of its troops to the area around Aserai as a new king was crowned. Vechtramil spies discovered the proceedings, and the empire responded by sending the entirety of its military to Aserai, culminating in the [[Second Battle of Aserai|largest confrontation between minor powers]] in the war. The Vechtramil initially held the upper hand, but lost several prominent officers, all of whom held prominent political positions, to assassins, and were later encircled and eliminated by the Doramis. This caused the Vechtramil government to collapse into complete chaos. By this point, the Doramis were drained, and would be unable to provide any military or economic aid to the Peacekeepers for the next several years. In the aftermath of the war, the Peacekeepers declared the use of the Xenochytrid as weapons to be a war crime. The Doramis narrowly avoided charges, but were forced to destroy all of their research regarding the virus. === Years 4-6: Operations Stormbreaker and Downfall & Karahotdoum Intervention === ==== Year 4 ==== ''See also: [[Infestation of Rotunin]], [[Operation Stormbreaker]]'' The fourth year of the war began with the infestation of the neutral colony of Rotunin by Hive Fafnir. An infected carrier was detected approaching the colony, and while orbital defenses caused the ship to break apart, this only produced a shotgun-like effect that spread the Biomatter across the colony. Chaos and confusion erupted as civilians attempted to evacuate, which left them easy prey for the swarms. The defenders were forced to evacuate and bombard the planet into a lifeless husk. The infestation remains the worst recorded attack by the Biomatter in history, and is blamed for the infestation of dozens of nearby worlds through captured starships. Both the Peacekeepers and Warlords responded by establishing anti-Biomatter task units, with the Alliance pooling their resources into the Anti-Biomatter Task Force, or ABTF. Though knowing little of the ongoing war, the Skrey of Clan Tazorag had taken notice of the chaos and began raiding vulnerable colonies so as to claim their riches for themselves. These efforts were led by War Chief Bhatuzorig of Tazorag. This soon caught the attention of the Repzork, who began monitoring the Skrey to determine if an alliance was feasible. Shortly thereafter, Biomatter of Hive Cronen attacked a Skrey outpost, forcing the defenders to withdraw. The colony was lost, but due to the Skrey's unreliable starships, the hive made little headway. Using the hive as pretext, the Repzork stepped in to offer the Skrey support. They begrudgingly accepted, and the two drove Cronen away from Skrey territory. The Repzork then made a proposal to Tazorag: the Skrey would join the Warlords in their fight against the Peacekeepers while the Pact would ensure that Tazorag stayed in power and received a fair cut of spoils from the war. Tazorag accepted the offer. However, while Tazorag and a few other great clans possessed the resources necessary for large-scale interstellar conflicts, most did not. The troops of these clans were therefore organized into auxiliary units that would be attached to other Pact fleets. With their military near the point of total collapse, the Rach expanded their search for new allies. Their explorers soon discovered the Empire of Diablos. Despite some protest within Peacekeeper leadership, the Rach sent emissaries to the Diabs to explain their situation. The Diabs, eager for a fight and concerned about aggressive expansion and hostile power blocs, joined the Alliance. After three months of planning, the Peacekeepers then launched [[Operation Stormbreaker]], a massive offensive spearheaded by the Diabs intended to cripple the Pact and force them to surrender. Unprepared for aggressive Diab tactics, the Pact suffered more casualties within the first few weeks of the offensive than they did in the previous four years of fighting. The Pact initiated a retreat across all fronts while the Margan remained behind to buy the Warlords time and successfully hindered the Peacekeeper offensive by attacking the Diab mainland for several months. Stormbreaker resumed in earnest once the Margan had been repelled, but by then the Peacekeepers were losing their momentum due to extended supply lines, attrition, and the Pact proving more resilient than initially anticipated. The Warlords had also shifted their tactics and began fighting more as a united force, combining their forces and forming cooperative strategies. After several more months of fighting, the Peacekeepers cancelled the offensive and ordered their troops to withdraw to more defensible positions; much of the territory taken during the offensive was subsequently reclaimed by the Pact. ==== Year 5 ==== ''See also: [[Operation Downfall]], [[Operation Sledgehammer]], [[Operation Pierce the Veil]], [[First Battle of Norsus]]'' Four months after the end of Operation Stormbreaker, the Warlords, having gathered their strength, initiated [[Operation Downfall]], which aimed to invade [[Norsus]] and knock the Rach out of the war. The operation began with [[Operation Sledgehammer]], a series of simultaneous offensives against all major Peacekeeper powers aimed at preventing them from supporting the Rach by bleeding them of manpower and material. Just as the Peacekeepers had during Stormbreaker, the Pact made rapid gains, establishing footholds in Diab and Sauran space. The Aeverian offensive, tasked with attacking the border blockade, proved unable to breach the barrier and lost the entirety of the Margan Firewing fleet, which sacrificed itself to to free Pact allies in the final battle of the operation, but nonetheless dealt a serious blow to the Aeverian navy and frontier. During the Pact push into Sauran space, the Repzork secretly invited Sauran delegates to an undisclosed location in neutral space. The Repzork, believing that the end of the war was near, were preparing to turn on the Margan and sought to acquire the Sauran's terraforming technology so that they could undo the damage wrought by the dynasties. In exchange, the Repzork pledged not to invade Sauran space and offered them colonies to inhabit were their empire to fall. The Sauran accepted the offer, and the Repzork began testing the equipment and techniques deep within their territory to ensure that they worked. The offensive into Rach space, codenamed [[Operation Pierce the Veil]], attacked the stealth generators concealing Norsus. General Gorach, using what resources he had available, established the Gorach-Cloudreaver Line, a final line of defense manned by veterans, Peacekeeper troops, and a small number of Warlord defectors. Many of the Rach were using whatever weapons were available, including Pact weapons captured during Stormbreaker. The defenses caught the Pact by surprise, forcing them to initially retreat, but the Warlords soon began to break through and systematically eliminate the generators. Shortly after the loss of the third generator, during which a number of prisoners were taken, Gorach, Kertak, and a small squad moved to the planet to rescue the hostages, using a 'fear mist' to clear the path. During the operation, Gorach encountered and dueled Zaretian General Gancarda. Gorach attempted to persuade Gancarda that the war would destroy his nation, but Gancarda refused to listen, and landed a hit on Gorach's shoulder before a squad of Skyborn intervened, allowing the general to escape to Norsus on the battleship ''Karadin''. Gancarda was relieved from the front due to injuries he received and replaced by Vipenite. Gorach appealed to Emperor Coradine for permission to use the Rach's emergency arsenal, but was denied. Furious, he eforced his way into one of the capitol's secret vaults and awoke the Veteran Warsuits, Rach soldiers who had pledged to protect the empire by having their bodies entombed in powerful suits of armor. As Gorach was speaking to the suits, sirens began to roar throughout the city as communications began jammed with panicked Rach proclaiming that Norsus was visible. Gorach returned to Coradine's office, where he found that the emperor was gone and that the guards had been killed by Margan. The lone survivor, a sniper, explained that Coradine had killed one of the guards and fled. Gorach then sifted through the emperor desk, where he discovered that Coradine had been the Pact's informant and had ordered the deactivation of the final generator. Gorach declared himself emperor and ordered that all weapons be deployed to defend the planet. With Norsus exposed, Operation Sledgehammer was halted as the final stage of Downfall began. A vast Margan fleet, alongside all five of the Margan dynasties, made way for the planet. The Aeverians, Kastalians, and Diabs attempted to send reinforcements to the planet, but the Aeverians were intercepted. The Diabs were detected by Captain Omard, but he allowed them to pass in the hope that they could still hold Norsus, claiming that he did not know of the Diab's mobilization. But with the whole of Margan civilization approaching, Gorach was forced to concede that Norsus would be impossible to defend, and began evacuating the populace into exodus ships hidden beneath the planet's surface. Within hours, the first Warlords ships arrived and [[First Battle of Norsus|began bombarding the planet]]. The Diab relief force then arrived and physically blocked the Pact, suffering grievous losses in the process. Desperate, Gorach entered the depths of Norsus' labs, where he was led to a device that generated a portal leading into a realm known to the Rach as the [[Void]]. With no other option, Gorach activated the device, tearing open a continent-sized hole in the planet's atmosphere. The Rach retreated into the portal while a small force stayed behind to protect the device. The Margan sent wave after wave of troops against the device before they were finally able to secure it. Rather than destroy it, the Margan kept the device running and chased the Rach into the portal. The portal finally closed as the last Margan ship entered. In that instant, both the Rach and Margan disappeared from the galaxy. ==== Year 6 ==== ''See also: [[Karahotdoum Theatre]], [[Zaretian Theatre]], [[Repzork Theatre]].'' The sixth year of the war saw relatively little action during the first seven months outside of scattered skirmishes as both sides were preoccupied with recovering from the previous two years of fighting. The Warlords, though victorious, had lost a major military power with the disappearance of the Margan, and were forced to discard plans to continue offensive operations in favor of consolidating their holdings. The Zaretians, Repzork, and Necraal sent reinforcements to the various fronts in preparation for future operations. With the Rach having vanished and their forces badly mauled, the Peacekeeper convened to determine a new leader for the Alliance. Some suggested the Diabs for their strong military, but Admiral Korsair turned the offer down, declaring that he did not wish to be, "Tied down by bureaucratic lunacy". Korsair then suggested the Aeverians for their organization and willingness to work with aliens. The Aeverians won the majority of votes in the ensuing vote, and immediately set out shifting the Alliance's goals from protecting minor races to ensuring the survival of its members and defeating the Pact. During the previous year, the Yami Trade Union was beset with various disasters, forcing the Union to sign a treaty with the Karahotdoum to ease tensions so that they could relocate their troops. The Karahotdoum government had been planning to attack the Yami while they were weak, but news of the fall of Norsus sparked anti-Warlord sentiment throughout the empire, with many calling for the Karahotdoum to intervene against the Pact. The magistrate voted in favor of joining the Peacekeepers and began mobilizing its forces; within the first two months, so many citizens had volunteered that logisticians had begun to lose track of them. Once prepared, these troops were deployed en masse against the Zaretians. Though they made [[Zaretian Theatre|steady progress]] against the Zaretians, they were fought to bitter stalemate when Repzork, Saracin, and Necraal forces intervened. === Years 7-9: Peacekeeper and Warlord Offensives === ==== Year 7 ==== ''See also: [[Diab Theatre]], [[Battle of Lichos]], [[Second Battle of Veos]], [[Aeverian Theatre]], [[Operation Burning Lance]].'' Following Norsus, General Gancarda had been redeployed against the Diabs. While probing for vulnerable Diab colonies, General Gancarda discovered Lichen, a planet rich in crystals used in the production of Zaretian energy weapons. The general [[Battle of Lichen|invaded]] the planet and soon established a base of operations on the surface. While attacking a nearby fort, Lord Atlas intervened and took command of the operation, declaring that Gancarda was not aggressive enough. Fighting continued under Atlas' leadership, and the Diabs were eventually cornered at their command center located in the planet's northern pole. Diab reinforcements had begun to turn the tide until Zaretian agents flanked the Diabs and eliminated their anti-air cannons. Nightshades were then sent to infiltrate the command center, but were captured. They broke free with the aid of one of the prisoners and destroyed the generator powering the base's anti-orbital cannon, allowing the Monarchy to push in and overwhelm the defenders. As Lichen was underway, the Repzork launched an [[Second Battle of Veos|attack]] against the Diab military colony of Veos. Veos sat at the edge of the Pact's foothold in Diab space, and was seen as a potential obstacle to operations. The colony had been attacked by the Margan during Operation Sledgehammer and as a result suffered from a worsening Margan infestation. The battle would be the first in which the Repzork made use of Marganite-based weapons, which had been narrowly approved by the High Council for foreign operations a few months prior. Using orbital elevators to establish landing zones, the Pact steadily advanced across the planet, eliminating elevators that they could not capture. The final battle took place at the derelict fortress of Vigríar, where the defenders, after having withstood days of artillery and aerial bombardments, were attacked with chemical weapons prior to an infantry assault. The Diabs charged the Pact, causing momentary panic that resulted in a large number of Pact deaths before the fortress was secured. With the conquest of Veos, [[Armed Forces of the Repzork Empire#Imperial_Command|Imperial Command]] began planning its next move, a three-pronged offensive into Diab territory codenamed ''Keros''. After amassing a vast fleet, the Aeverians initiated [[Operation Burning Lance]], their [[Zaretian Theatre|invasion]] of Zaretian territory, aiming to capture the regional capitol of [[Nu-Zartar]] and ultimately open the path to Zartar. The Zaretian response is immediate, with Varthos leading the defense with all available forces, including reinforcement from the 18th War Fleet. The sheer number of Zaretian ships causes the Aeverian offensive to bog down into a pitched stalemate for the next several months. Officials in the Repzork Empire considered halting all offensive plans and redirecting troops to support but the Monarchy, but this was rejected by the High Council, who wanted to prevent the Diabs from assisting the Aeverians by forcing their attention elsewhere. Troops stationed at the once quiet [[Aeverian Theatre|Aeverian front]] would double their efforts against the Aeveria to divert resources away from the main offensive. ==== Year 8 ==== ''See also: [[Keros Offensive]], [[Battle of Embaelos]], [[Operation Watchtower]], [[Battle of the Gorroagh Pocket]].'' The Anti-Biomatter Task Force faced its first real test when a Fafnir spore landed on an urbanized Diab colony. With most of the ABTF fighting elsewhere, only a small squadron was able to quickly respond to the attack. The contingent included the renowned Bio-trooper, Heimdall, who successfully infiltrated the hive and planted a bomb within it, destroying the colony and ending the infestation. Imperial Command launched the [[Keros Offensive]] early in the year, with Repzork, Necraal, and Skrey troops advancing into Diab territory. The Diabs had been aware of the Pact's buildup, and had evacuated several nearby colonies while focusing their defenses at high-priority targets. The Pact smashed through the Diab's outer defenses, but stubborn resistance slowed the advance of the central and southern fronts. The northern front, spearheaded by the aggressive 14th and 277th armadas, charged ahead, making rapid gains through a mix of strategy and unrelenting brutality. The Diabs responded by sending the bulk of their reserves to engage the prong. Months of fighting would lead to the [[Battle of Embaelos]], a colony that had once supplied resources to Veos and had since been converted into a forward command post. Both sides attempted to lead the other into a trap, resulting in the 277th's command fleet being cut off and surrounded by Diab ships. The 14th responded by ordering all available fleets to converge on the system. The Diabs retreated from the planet, but the northern prong's advance had been checked, and Field Marshal Likana Raldalvi of the 277th was hospitalized by injuries sustained during a boarding of the 277th's flagship. Her second-in-command, General Ezanfi Dugoro, took command in her absence. Eight months after the Aeverians had begun Operation Burning Lance, Aeverian forces captured the Zaretian colony of Valkoro, a major supply and repair base. Combined with continued losses to attrition, Varthos was forced to retreat across the whole front. The Aeverians [[Operation Watchtower|attempted to encircle]] retreating fleets, but were only partly successful due to Zaretian sprint drives. Varthos' fleet was cornered at the Thethea nebula, where the Aeverian 342nd fleet [[Battle of the Thethea Nebula|sought to capture Varthos]]. Due to conditions within the nebula, Varthos was able to escape. The Aeverians continued to pursue the retreating Zaretians, but were interdicted by General Peacha at the [[Battle of the Gorroagh Pocket]]. ==== Year 9 ==== ''See also: [[Operation Fissure]], [[Operation Iron Gauntlet]], [[Operation Black Ice]].'' With the Gorroagh pocket secured, the Aeverians initiated [[Operation Fissure]], a major push into the Nu-Zartar sector. Zaretian resistance is scattered and perfunctory, with most still recovering from the retreat of the previous year. At the Diab Theatre, the Diabs [[Operation Iron Gauntlet|launched a counterattack]] to finally halt and repel the Keros Offensive, which had claimed a number of colonies and formed the sizeable Keros salient. The Diabs focused the bulk of their troops at the base of the salient, which despite being well-fortified, cracked under the pressure, allowing Diab troops to push in as smaller attacks elsewhere diverted Pact attention. A combination of Pact reinforcements and the liberal use of Marganite-based weapons allowed the Pact to stabilize the front. Fighting would continue inconclusively for the next several weeks. The Aeverians initiated [[Operation Black Ice]] towards the end of the year. A team of ACI agents were inserted deep into Zaretian territory and successfully infiltrated a hidden facility located in the northern poles of an otherwise desolate planet. The team withdrew after having secured information on the defenses of several planets within the Nu-Zartar sector. === Years 10-12: Peacekeeper Advance & Warlord Infighting === ==== Year 10 ==== ''See also: [[Battle of Helia]], [[Operation Isomer]], [[Destruction of the Malum Telum]], [[Dissolution of the Saracin Empire]]. '' With a growing number of Pact troops, particularly Zaretian forces, being redirected to fight elsewhere, the Diabs prepared for another major push into the foothold. They employed a campaign of deception against the Pact, successfully misleading them on how large the attack force would be, where it would attack, and when. Once they were prepared, the Diabs [[Battle of Helia|attacked]] a full week earlier than the Pact had anticipated. The salient was breached in three separate locations, dividing the region into encircled pockets. Pact reinforcements entered the fray to rescue trapped elements and bisected Diab lines, resulting in a chaotic and unpredictable battlefield for both sides. As the battle raged, the Diabs launched an attack against Falkeos to disrupt Pact logistics. Diab troops nearly recaptured the planet, but were repelled by elements of the 14th and 355th that had escaped the salient. Fighting would continue for the next year as the Pact attempted to hold the salient, resulting in some of the bloodiest fighting in the theatre since Operation Sledgehammer. During the fighting, Baltreos received some of the Repzork's next-generation technology, including two Helia-Class Battlecruisers and a Planet Cracker Superheavy Railcannon built on the planet's surface as an anti-orbital cannon. Though initially planned for use in Helia, they were instead kept in reserve in the event that the Diabs broke through. On the Zaretian theatre, the Aeverians began [[Operation Isomer]] with the objective of securing a beachhead into the inner reaches of the Nu-Zartar sector. Initial resistance was minimal as the Zaretians defenders were outnumbered and outgunned, but the Zaretians began contesting every system in an effort to halt the offensive before it reached Rigni, the last fortress world standing between the Peacekeepers and Nu-Zartar. Elsewhere, the Aeverians had been using a deserted world to produce and test an experimental cruiser outfitted with salvaged ancient technology. Zaretian intelligence discovered the planet and sent a team of Nightshades to [[Destruction of the Malum Telum|disrupt]] Aeverian forces and acquire information. The Zaretians successfully destroyed the vessel and retrieved a massive trove of data, becoming the largest information leak in ACI history. Through this data, it was discovered that Atoppos the Great, a hero among the Zaretians, had defected to the Peacekeepers. The information was kept hidden from the public, but initiated another round of purges as King Breys sought to eliminate any dissent. ==== Year 11 ==== ''See also: [[Second Battle of Baltreos]], [[Sentience Incident]], [[Necraal Schism]].'' With casualties climbing to unacceptable levels and their forces unable to repel the Diabs, Imperial Command ordered a complete withdrawal from the Keros salient. The subsequent retreat was disorganized, allowing the Diabs to [[Second Battle of Baltreos|advance towards Baltreos]], the loss of which would cripple Pact efforts in the region. Though battered and bloodied, Pact forces moved to help defend the colony. Diab troops were engaged as soon as they entered the system by the two Helia-class battlecruisers, and were soon encircled as they unwittingly entered the range of Baltreos' Planet Cracker cannon. In the ensuing battle, a Diab cruiser rammed one of the battlecruisers just as it fired its gun, destroying the cruiser but causing a detonation that crippled the warship. The vessel successfully withdrew for repairs, but the Diabs were able to break the encirclement and deployed all of their ground forces in a bid to eliminate the cannon. They successfully captured the city of Avgorod and were preparing to launch an amphibious assault when the Repzork launched an RS-18 Firestorm missile, turning the city into what is now known as the 'Demon's Scar' and killing almost all of the attackers. With their forces in tatters, the Diabs withdrew from the foothold. The Battles of Helia and Baltreos have gone down in record as the two bloodiest battles in Repzork history, and sparked a rare instance of public protest against the government. The High Council admitted that the Peacekeepers had proven more powerful than anticipated, but called for the public to focus its efforts on avenging the fallen and uniting against the 'Peacekeeper hoards'. In the days that followed, Imperial Command began the process of mobilizing all military and civilian assets for the war effort. Despite the stigma surrounding the use of Biomatter as a weapon, King Hor'or began experiments deep within the vaults of Ivn to determine if the creatures could be controlled. This program was conducted in intense secrecy, with even Bael'thir kept in the dark. Tests proved futile as the creatures did not respond to any alterations. A month later, Shaman Glad'mere, who was shunned by much of Necraal society for worshiping the creatures, was invited by Hor'or to join the program as an advisor. Glad'mere soon converted Hor'or, who began speaking of an entity known as 'Legion' and shifted the program from controlling the creatures to becoming one with them. The king took prisoners and began spliced their DNA with that of the Biomatter. After dozens of failed attempts, the first hybrid was created, and the king promptly began to splice Necraal troops. Though some suffered from mental problems and reported voices and urges that Hor'or and Gladmere interpreted as the call of Legion, they remained loyal to the king, and most notably, were not attacked by Biomatter. These troops were [[Sentience Incident|tested]] at the Flytal colony of Yintil. A spore was deliberately launched at the planet, drawing a large ABTF contingent to the planet. Late into the ensuing engagement, the hybrid Necraal struck and overwhelmed the ABTF, killing all but a few stragglers. Peacekeeper and Warlord media were in an uproar, referring to the incident as the 'Sentience Incident' due to the belief that the Biomatter and Necraal had established an alliance. The Necraal government denied any involvement, but continued attacks by hybrid troops would see the Sovereignty fall under increasing scrutiny. Word of the program eventually reached Bael'thir through researchers who had escaped Ivn's vaults. Horrified by his father's actions, Bael'thir appealed to the Pact for support in overthrowing the king. The Repzork and Zaretians both pledged support to his cause. Bael'thir then announced his intentions to overthrow his father, [[Necraal Schism|instigating fighting throughout Necraal space and their various fronts]]. Though most supported Bael'thir or Hor'or, a small few, under the leadership of S'ai, declared themselves allies of the Peacekeepers. Pact forces attempted to subdue loyalist commandants but were defeated in costly battles. Taking advantage of the chaos, the Peacekeeper made way for Ivn to knock the Necraal out of the war one way or another. Bael'thir's forces were the first to reach Ivn, but were nearly repelled when Hor'or deployed dozens of spores across the planet. The arrival of the Peacekeepers turned the tide against Hor'or and his followers, who retreated into unexplored space, leaving Ivn to be bombarded. Rather than pursue his father, Bael'thir chose to secure the remaining Necraal colonies while Pact forces remained behind to stall the Peacekeepers. Hours later, an [[Ion Storm|ion storm]] caused by the detonation of a nearby neutron star swept through the region, cutting Bael'thir and the colonies off from the galaxy. With the crown prince absent, Commandant Tor took command of remaining Pact loyalist, who established themselves in Warlord empires and would continue to fight in the war. S'ai and his followers would work to prove their loyalty to the Peacekeepers, most of whom doubted their intentions until S'ai saved Alliance delegates from Zaretian assassins. S'ai was soon inducted into the Alliance and his followers would establish themselves in uncolonized space. Hor'or would regain some of his lucidity and ceased worshiping Legion, distancing himself from Glad'mere in the process. The frustrated shaman would continue his ways and establish the Cult of Legion, though he retained some loyalty towards the king. Those who had not been spliced with Biomatter DNA would be modified following the schism, though without the equipment of Ivn the process was more prone to unexpected side-effects. Hor'or's followers, now known as the Virisus, swore vengeance against those who had betrayed the king and would begin to harass Pact and Peacekeeper forces alike. The loss of both the Saracin and Necraal greatly diminished the Pact forces that had been holding back the bulk of the Karahotdoum's forces in the contested zone. Fighting with loyalist Necraal had further worsened the situation, leaving many vital positions badly damaged. Anticipating that the Karahotdoum would soon break through, Grand Marshal Tarsovis Visaria ordered Repzork troops on the front to delay the Karahotdoum for as long as possible. The Repzork spent the next few weeks rigging their facilities with traps and deploying experimental FTL mines. The Karahotdoum finally breached the Pact's lines a month after the Necraal Schism. Most of the traps worked as intended, and combined with stubborn resistance, slowed the Karahotdoum's advance. Following the intentional destruction of one of the Pact's primary command centers via a nuclear warhead by Repzork forces, Tarsovis gave the order to retreat, and the 77th and 150th armadas evacuated to more defensible positions within the mainland, the mines successfully covering their retreat. Once the mines were cleared, Karahotdoum forces once again surged into Zaretian space, but were once more fought to a stalemate by the Repzork as vicious sieges began around the empire's subterranean cities. After eight months of fighting, Aeverian forces reached the Zaretian colony of Rigni. A pitched, seven month battle for the system ensued, during which Aslai's and Varthos' flagships were knocked out of commission. Both sides engaged in skirmishes around the system to disrupt the other's supply lines. Ultimately, the Peacekeepers would capture the system, but their forces were battered in the process. The Zaretians withdrew to Nu-Zartar. ==== Year 12 ==== ''See also: [[Operation Riposte]], [[War of the Mech King]].'' After having repaired and refitted his ships, General Varthos launched one final, all-out offensive with all of his available troops in a bid to repel the Peacekeepers from Rigni. The Zaretians overwhelmed the Peacekeeper's hastily-made defenses, with many Alliance units being trapped and encircled deep within enemy lines, but many of these elements successfully harassed Varthos' supply lines. Varthos was forced to call off the offensive. The Peacekeepers [[Operation Riposte|began a counterattack]] to reclaim colonies taken by Varthos' forces during the battle and eventually recaptured Rigni as Varthos withdrew to Nu-Zartar. A Nepharian colony was attacked by a spore of hive Piru. Though seemingly victorious after a brief engagement, some Biomatter had survived by escaping into underground tunnels. A sizeable colony was established underground and eventually emerged at the planet's capitol, subduing the defenders and the planet soon after. Deep in unexplored space, Repzork explorers discovered the remains of a gargantuan combat walker, among the largest in recorded history, on an uninhabited world. Believing it to have been a superweapon of one of the ancient races, Repzork troops were sent to secure the machine. This was soon leaked to the Diabs, who sent a battlegroup to the planet. The two engaged in a [[War of the Mech King|skirmish]] over the walker and were soon joined by Zaretian reinforcements who had come to the Repzork's aid. Late into the battle, Virisus forces took advantage of the chaos and attacked both forces in a bid to claim the walker for themselves and use it to enact vengeance on the Necraal. After days of fighting, Pact forces were on the verge of victory, but rather than cede the walker to their enemies, the Virisus overloaded the machine's still-functioning reactors, destroying the walker in an explosion that created a kilometer-deep crater where walker had stood. Fighting on foreign soil and exposure to alien cultures and technology gradually resulted in the development of Skritrulk, or 'void warriors', among the Skrey. The Skritrulk were more intelligent and refined than the average Skrey, and would soon form various factions throughout Skrey society that sought to modernize and unify Skrey society. Most were in some form or another supportive of the Warlord Pact and saw them as examples to base themselves off of, but others saw the Warlords as puppeteers who considered the Skrey to be little more than cannon fodder. Regardless of their views, the Skritrulk were ostracized by their brethren. Pact overseers saw potential among the Skritrulk, and would provide trustworthy individuals with better training and equipment. === Years 13-15: Invasion of Nu-Zartar and Second Battle of Norsus === ==== Year 13 ==== ''See also: [[Outer Worlds Assaults]], [[Operation Counterweight]], [[Battle of Nu-Zartar]].'' Two years after the Second Battle of Baltreos, the Diabs began the [[Outer Worlds Assaults]], which aimed to cut off the Pact foothold's primary supply lines in and around Sevethos. Diab forces launched a two-pronged attack: the first wing attacked around Falkeos while the second, larger wing entered the 'northern' reaches of the foothold and made substantial progress, capturing several colonies including Glasos, Alvainos, and Urdos, opening a pathway to Sevethos, which now found itself under siege. The Repzork, after having completed the mobilization of the empire for total war, counterattacked with [[Operation Counterweight]]. Fighting would continue throughout the year as the Diabs put up a dogged resistance, but they quickly began to lose ground. After securing Rigni, Aeverian forces launched the final offensive of the Zaretian campaign, the [[Invasion of Nu-Zartar]]. Generals Varthos and Peacha had prepared the system for a last stand, and used every available asset in the conflict, which would see some of the bloodiest fighting in the Interim Era. Fighting would persist for eight months before the Peacekeepers secured the planet, opening the door to the Zaretian homeworld of Zartar, but casualties were enormous, and before any invasion could be launched, the Peacekeepers needed to rebuild their strength. ==== Year 14 ==== ''See also: [[Invasion of the Delani Republic]].'' The Asanians began a major push into Delani space at the start of the year. Delani forces found themselves wholly unprepared and vastly outnumbered by Asanian forces, who overwhelmed Delani settlements in short order. ==== Year 15 ==== ''See also: [[Second Battle of Fehgrov]], [[Skritrulk Uprising]], [[Second Battle of Norsus]], [[Battle of Demosrakus]], [[Battle of Terak]], [[Operation Sidewinder]], [[Neutrality Crisis]], [[TmC Secessionist Crisis]], [[Operation Desolate Winds]].'' After ten years of traveling through the Void, Emperor Gorach, having grown tired of running from the Margan, ordered the Rach to exit back into realspace. Despite concerns from Kertak and other officials, the emperor set his sights on [[Second Battle of Norsus|reclaiming Norsus]] to boost morale and begin rebuilding the empire. After securing the old communications center, Gorach sent out a broadcast in the hopes that the Peacekeeper Alliance had survived. To his relief, the Peacekeepers responded, and began sending troops to assist the Rach in reclaiming the planet. The Delani were among the first to respond, with a force under the command of Fleet Admiral Heimarak making way for the planet. However, before he reached Norsus, he received word that the Asanians had begun [[Battle of Demosrakus|invading Demosrakus]] and that Heimarak was to turn around to defend the planet. The admiral returned to the Delani mainland, but instead of protecting the homeworld, evacuated the remaining fringe colonies and disappeared. It remains unknown if the admiral survived or was destroyed by Asanian forces. As Peacekeeper forces began to arrive, fighting spread throughout the Norsus system. The Zaretian garrison, badly outgunned and without any hope of reinforcements, were very nearly rerpelled from the planet. This took a dramatic turn when the Margan Dynasties spilled forth from the Void, their fleets advancing in all directions as they began attacking Peacekeeper and Neutral states alike, sowing discord throughout the various fronts of the war. The Red Rose sent a fleet to Norsus with the intent of delivering one final kick to the Rach before the Margan focused their efforts elsewhere. Though many within the Pact remained intensely bitter towards the Margan for having pursued the Rach into the Void, they were quick to put their reservations aside and welcome the Margan back into the Pact. With their support, the Pact turned the tide of the battle, and the Peacekeepers were forced to abandon Norsus, which by that point had been rendered nearly uninhabitable due to the fighting. With the Peacekeepers focused on Norsus and the Margan's return, they were unable to provide much aid to the Delani. Demosrakus fell shortly after Norsus, and with the Delani Republic effectively ceased to exist. The Asanians swept through the remaining colonies and eliminated remaining resistance. By the end of the campaign, the vast majority of the Delani had been killed, with few managing to escape. Months after the conclusion of Norsus, the Aumpnuuk joined the Transmetallic Confederation. The Hammer Dynasty struck the Sauran colony of Jaru IV. The Sauran successfully evacuated the colony's citizens, but Margan forces overran the capitol before a relief force could arrive. Efforts to recapture the colony fail, and the Sauran withdrew. === Years 16-17: Pact Resurgence & Civil Wars === ==== Year 16 ==== ''See also: [[Battle of Mardos]], [[Schism of the 500th]], [[Battle of Nizo III]]. '' At the beginning of the year, the Margan invited Pact officials to Holy Thereia to reaffirm the goals of the Pact and strengthen the unity of the Warlords. As the meeting progressed, the Pact discussed plans for future operations, and settled on a joint-offensive into Zaretian space to liberate Nu-Zartar, repel the Peacekeeper occupiers, and bring the Zaretian military back up to strength. The sudden and rapid advance of the Margan had scored several early victories for the Dynasties, but as the Peacekeepers mustered their forces, the technology gap that had been created during the Margan's absence became apparent to both sides. This was first displayed during the [[Battle of Mardos|battle]] at the Diab colony of Mardos. Orion Dynasty forces had established a beachhead on the planet but were soon pushed back by Diab troops. At the climax, the leaders of the respective belligerents agreed to a duel to the death. The Margan leader was defeated after a brief skirmish, and the remaining Margan were routed. The Margan began efforts to improve their technology, but it would be some time before they caught up with their contemporaries. Having long grown disillusioned with Imperial Command and the Warlord Pact Star Marshal Elseron Nethali of the 500th 'Purity of Flames' armada and several of her followers [[Schism of the 500th|defected]] from the Repzork to join the Peacekeepers. Fighting broke out throughout the armada as loyalist tried and failed to apprehend the marshal before she escaped to Alliance space. The schism briefly disrupted Biomatter containment efforts, allowing Tiamat to gain some ground before it was repelled. Imperial Command considered dishonorably disbanding the armada, but the loyalty of Field Marshal Alesanda Hilingoth and admiral Eaeru Tritheka, Nethali's second-in-command, narrowly saved the armada. Five years after they had formed, the ion storms surrounding Necraal space dissipated, making communication and space travel possible once more. Bael'thir reestablished contact with the Pact, who sent envoys to inform the crown prince on the state of the war. Bael'thir reaffirmed his support to the Pact, and pledged to commit troops to the war and hunt down and kill his father. News of the crown prince's return spread quickly throughout the sector, with most Pact-aligned Necraal returning to Necraal territory to serve Bael'thir. Many of Hor'or and S'ai's followers, disillusioned with their own leaders, also defected to Bael'thir, sparking a new round of infighting among both factions and casting doubt on the loyalty of S'ai's men to the Peacekeepers. Virisus defectors were seen with a mixture of revulsion or compassion due to their mutations, and though many distrusted them, Necraal scientists began working on a potential cure for their infection. The Rach began a campaign to reclaim their lost colonies at [[Battle of Nizo III|Nizo III]]. Nizo had been one of the few colonies to survive the Zaretian-Margan campaign in the early years of the war, and had gone into seclusion to avoid detection. The planet had been occupied by the Asanians during the Second Battle of Norsus, but Syndicate forces did not discover the colony. The Rach smuggled new weapons to the planet and launched a surprise blitz against the Asanians, who were overwhelmed by a mixture of Rach maneuverability and firepower. Of particular note was the Rach's use of Void based technology, which was not hindered by gravity like traditional subspace drives and thus allowed both naval and ground forces to teleport across the battlefield with near-impunity. This effectively revolutionized warfare, and Pact officials would begin efforts to weaponize the Void to close the gap. ==== Year 17 ==== ''See also: [[Zaretian Civil War]], [[Collection Conflict]], [[Operation Dawnhammer]], [[Rift Incident]].'' Tensions between the Repzork and Nepharians escalated when the Repzork [[Operation Dawnhammer|deployed troops into the contested zone]] to support their allies in the region against their rivals with the ultimate goal of absorbing them as client states and turning their forces towards the Peacekeepers. Though Repzork forces were careful to avoid engaging Nepharian positions, sporadic skirmishes between the two occurred as Repzork forces plowed through the sector. Rather than declaring war, the Nepharians initiated a propaganda campaign to draw Peacekeeper attention to the region. Several Peacekeepers answered the call and deployed troops to contest the Repzork. Following the end of the [[Collection Conflict]], though they had successfully captured Remusian Grand General [[Named_Characters#Grand_General_Vithem_Templesmith|Vithem Templesmith]], the bulk of [[The Collection]] withdrew to their holdings to recuperate from their losses. [[The_Collection#Cael_Consor|The Overlord]], the Collection's ruler, shifted his attention towards minor powers that he believed would be easy to integrate into the Collection. He soon learned of the ongoing Repzork-Nepharian Cold War and, using a [[Vessel]] to hide his mechanical body, reached out to the Repzork, hoping to recruit their assistance in defeating the Remusians. Repzork [[Armed_Forces_of_the_Repzork_Empire|Central Command]] rejected the Overlord's offer, unwilling to commit troops to the Overlord's cause. The Overlord withdrew from the region, though he planned to return at a later date. Remusian scientists aboard the [[Nadfor Research Installation]] began “[[Project Archway]]”. At roughly the same time, the Repzork were performing their own studies on [[Space_Travel#Warp_Drive|Void-Based travel technology]]. One of the Repzork's experimental engines malfunctioned, creating a tear in void space parallel with the lane created for Project Archway, forming a two-way artificial hyperlane. Remusian Directive Expeditionary Units, Lead by [[Science_Directive#Interstellar_Engineering_Division|I.E.D.]] [[Named_Characters#Doctor_Bishun_Barret.C3.A9|Director Dr. Bishun Barreté]], exited into Repzork space as Sector Marshal Tegar Zokonae had been establishing a perimeter around the rift. The two agreed to talks, with Dr. Barreté retrieving Diplomat [[Named_Characters#Rava_James|Rava James]]. During their talks, the Repzork learned of the Remusian's relations with the Sauran, causing concern among members of the Repzork High Chamber, who feared the Remusians may join the Peacekeepers. Later, a Sauran Diplomat interrupted one of the meetings to express their outrage at the Remusian's willingness to host the Repzork, nearly leading to a fight until members of the Remusian Royal Council interceded and adjourned the meeting. The Repzork also learned of the Collection and saw an opportunity to keep the Remusians out of the Great War. Believing that they would have to one day fight the Collection regardless of the circumstances, the Repzork offered to help the Remusians destroy the Collection so long as remain neutral in the Great War. Concerned that the Remusians may side with the Repzork, the Sauran sent [named Sauran fellow here]. [[Category:Page]][[Category:Public Access Page]][[Category:Legacy Lore]] kcxbajbdr27b5maz2is3kqg9i11itv0 Great War (ARCHIVE) 0 1399 14609 2020-12-01T01:48:07Z Amaker1450 26550035 Created page with "{{Conflict |prev= Kran Rebellion |conc= [[Repzork-Nepharian Cold War]]. [[Acropolan-Conkirite War]], [[Luminarian Schism]], [[Collection Conflict]] |next= |name= |image= |conf..." 14609 wikitext text/x-wiki {{Conflict |prev= Kran Rebellion |conc= [[Repzork-Nepharian Cold War]]. [[Acropolan-Conkirite War]], [[Luminarian Schism]], [[Collection Conflict]] |next= |name= |image= |conflict= |date= |partof= |notablebattles= |place= Milky Way Galaxy |result= Ongoing |territorychanges= |side1= [[:Category:Peacekeepers | Peacekeeper Alliance]] |side2= [[:Category:Warlords | Warlord Pact]] |side3= |side4= |commanders1= Main Peacekeeper Leaders <br/> * [[Rach|Emperor Gorach]] <br/> * [[Aeveria Confederation|President Sandra William]] <br/> * [[Empire of Diablos|Admiral Korsair]] <br/> * [[Sauran Solidarity|Duchess Amara'Eress]] * [[Karahotdoum Empire|High Magistrate]] <br/> * [[Luminarians|Luminarian Council]] <br/> * [[Betel Recyclers#High_Chancellor_Bavur_Trivac|High Chancellor Bavur Trivac]] <br/> * [[Helmyr Confederacy|Helmyr Council]] * [[WBI|Gorin Council]] (†)<br/> |commanders2= Main Warlord Leaders <br/> * [[Margan Empire|High Priestess Massachiah]] <br/> * [[Zaretian Monarchy|King Breys]] <br/> * [[Repzork Empire|High Marshal Tarsovis Visaria]] <br/> * [[Magello Empire|Emperor Zinmar]] <br/> * [[Saracin Empire|Emperor Saracin IX]] (†) <br/> * [[Necraal|King Bael'thir Anduish'ent'mar]] <br/> * [[Asanian Syndicate|The Mixed]] <br/> * [[The Xeverra|Galden]] <br/> |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} The '''Great War''', also known as the '''Epic War''', is an ongoing interstellar conflict between the [[:Category:Peacekeepers | Peacekeeper Alliance]] and the [[:Category:Warlords | Warlord Pact]]. It is the largest conflict in the history of the known galaxy, directly or indirectly involving over thirty sovereign states, and is responsible for the deaths of billions of soldiers and civilians, the total collapse of several governments, and the ruination of numerous worlds, most notably [[Norsus]], the former homeworld of the [[Rach]]. The Rach founded the Peacekeeper Alliance to defeat the [[Margan Empire]] and protect empires that could not protect themselves. The Margan then reached out to the [[Zaretian Monarchy]] to propose an alliance. Rach agents [[Raid on Zartar|attempted to assassinate King Breys and High Priestess Massachiah]] but failed, ironically bringing the two powers together. The new alliance, the Warlord Pact, launched a counterattack against the Peacekeepers, who suffered several quick defeats, particularly the Rach, who were unprepared for large-scale warfare. Several nations would join both sides over the next three years, but the Pact maintained an advantage over Allied forces. In the fourth year of the war, the [[Empire of Diablos]] joined the Peacekeepers and spearheaded [[Operation Stormbreaker]]. Though the Warlords suffered grievous losses, the Peacekeepers were forced to call off the offensive as it ground to a halt. The next year, the Warlords [[Operation Downfall|counterattacked]] and ultimately [[First Battle of Norsus|invaded Norsus]]. At the climax of the battle, the Rach retreated into the [[Void]]. The Margan pursued their hated enemy, and both vanished for the next ten years, leaving their allies to fight on their own. During what would become known as the Interim Era, the Warlords would be forced on the defensive. The [[Karahotdoum]] committed military support to the Peacekeepers in the year following Norsus while the [[Aeveria Confederation]] launched an [[Operation Burning Lance|invasion]] of the Zaretian Monarchy that was soon joined by the [[Luminarians]]. The Repzork initiated the [[Keros Offensive]] into Diab space, but the operation would end in disaster at the [[Battle of Helia]] three years later. The [[Saracin Empire]] [[Dissolution of the Saracin Empire|dissolved following the assassination of Emperor Saracin IX]] while the Necraal [[Necraal Schism|succumbed to civil war]] and had much of their empire cut off by an ion storm. In the 13th year of the War, Aeverian-Luminarian forces [[Battle of Nu-Zartar|conquered Nu-Zartar]], though The Repzork [[Operation Counterweight| successfully repelled Peacekeeper forces from their territory]]. The Rach returned to the galaxy in the 15th year of the war and attempted to [[Second Battle of Norsus|recapture Norsus]]. Peacekeeper forces were nearly successful but were routed following the return of the Margan weeks later. The return of the Dynasties revitalized the Pact, who began to reclaim territories long lost to the Peacekeepers, and brought about the [[Neutrality Crisis]] as the Red Rose began a push into neutral space. The ion storms blanketing Necraal space soon dissipated, allowing the Sovereignty to rejoin the war in force in time for the Pact to begin a new offensive to drive out the Peacekeepers from Zaretian space, which would erupt into [[Zaretian Civil War|civil war]] between Peacekeeper and Warlord aligned forces. Elsewhere, the Repzork would [[Operation Dawnhammer|push]] into a sector contested with the [[Holy Nepharian Empire]], opening an entirely new theatre of operations. Despite the enormous material and manpower costs of the war, the conflict continues to drag onward even after 17 years of nonstop fighting which has continued to see the war grow larger and larger, dragging more and more nations into the bloody, inconclusive struggle. == Prelude == === Destruction of the Seraphim Dynasty === The Seraphim Dynasty was one of the oldest of the Margan Dynasties alongside the Holy and Golden Blade Dynasties. They were best known for their grandiose theatrics and incredible egos; they truly saw themselves as divine beings, and believed that the Margan people had a glorious future ahead of them. This mentality carried over to the battlefield, where commanders would give their troops bombastic speeches and every conflict was viewed as a grand spectacle for all to see. Though zealously loyal to the Holy Goal for centuries, they began to stray from it when they noticed that lesser races were seeing them as literal gods and had begun to worship the Margan. Jisa, the Matriarch of the Seraphim, decided to allow these races to live so long as they served the Margan and paid them tribute. The Matriarch planned to exterminate the servants when the Margan's campaign of genocide came to an end, but for the time being, relished in the possibilities they brought. When the other Dynasties discovered what the Seraphim had done, they were outraged, denouncing the dynasty for straying from the Margan's teachings. The Seraphim argued that the slaves were little more than temporary allies and that they posed no threat. The debate was settled when Li-Hosan, Matriarch of the Golden Blade, suggested eliminating the Seraphim before they went rogue. The Dynasties then all simultaneously attacked the Seraphim fleet, overwhelming them and leaving no survivors. When the Matriarchs confronted Jisa face to face, they offered her a chance to repent. She refused, and instead impaled herself on Li-Hosan's blade. The remains of the Seraphim fleet were left to drift through space, some of it falling unto nearby planets as artificial meteors. The betrayal and subsequent annihilation of the Seraphim Dynasty did little to stifle the Margan's intense paranoia; in fact, it worsened it, as the Margan now knew that they not only had threats on the outside, but also within. Margan now face intense scrutiny if they show any signs of straying from the path, and in modern times, such individuals will more often than not be quietly killed by groups such as Confessors and the Mask of Ferivus. === Breys' Coup === The Zaretian Monarchy had undergone drastic reforms throughout the reign of King Moscassin, who sought to pull the Zaretians away from their brutal and militaristic tendencies. The king abolished slavery, sough peaceful diplomacy with foreign powers, and reduced the size of the military to the point that Breys was the only general left. These reforms had a negative impact on the economy, which was built upon the military and the slave trade, and were deeply unpopular with the general populace, which had long grown accustomed to the Monarchy's aggressive authoritarianism. General Breys, promising that he would bring back the glory days of the Monarchy if he was crowned king, instigated a coup and overthrew Moscassin, who was banished into exile. Breys would prove to be a ruthless dictator willing to purge anyone who sought to challenge his rule, but his reforms, which included the reintroduction of slavery and the rearmament of the military, brought prosperity back to the Monarchy. Moscassin would continue to combat Breys' rule in a guerilla campaign waged across Zaretian space, but while his efforts were a hindrance, they were unable to seriously jeopardize Breys, who soon began a period of conquest that would bring the Monarchy into war with many neighboring empires, notably the Madarians and the Spytrus, whose homeworld would eventually fall to the Monarchy, who took the inhabitants as slaves. === First appearance of the Biomatter === Years before the onset of the war, the [[Biomatter Swarms]] made their first recorded appearance in the region when a spore of Hive Fafnir landed on a planet rich in biomass. The planet's inhabitants, unaware of the Biomatter's true nature, recovered samples from the then-dormant spore for study. Less than an hour later, the Biomatter became active, and rapidly overran the lightly defended colony. In the years that followed, more hives, most notably Apophis, Piru, Cronen, and Tiamat, would emerge in other sectors and infest colonies such as Qualiot, which had to be evacuated and bombarded from orbit. News of the swarms spread quickly, and nations began efforts to curtail the swarm's spread. Such operations were oftentimes met with limited success as the Biomatter were and remain poorly understood. Scientists attempting to study the swarms frequently ran into dead-ends, or worse yet, triggered an infestation. In one of the most famous examples, a Salatran research team recovered samples from the hives on Qualiot for research. The Biomatter escaped containment, infesting everyone in the building, but not before they could initially a site-wide lockdown. Rather than outright destroying the installation, the Salatrans used the facility's cameras and remotely-operated drones to monitor the Biomatter from outside. The information acquired from the incident would be later be passed along to the Anti-Biomatter Task Force. === Magellan First & Second Stellar Wars === Following the conclusion of the long-lasting Magellan Unification War under the leadership of the young Emperor Zinmar, the [[Magello Empire]] would encounter local rivals in their initial stellar expansion. Their society having been founded on a tradition of warfare, it was only a matter of time before this rivalry erupted into war. The Magello would eventually emerge victorious two years into the war, crushing their rivals in a vicious and bloody war, expelling them from their homelands and creating a massive refugee convoy as the Magello set up new colonies on the charred remains of theirs. These refugees would take up residence as a member race of Aeveria. With their military position secured, but coffers drained after fighting the First Stellar War, Zinmar pursued mercantile efforts as well as attempted to rebuild civilian industry. These pursuits led to the creation of numerous trade alliances and brought the Magello into the galactic community. However, the Magello would once more find themselves going to war as part of these entangling alliances. The Second Stellar War dragged on for years and evaporated the gains made in the past few years and what loot had been claimed in the First. Victory was eventually earned, bought with Magello blood, but Zinmar’s people were resentful that this war put the interests of another first instead of their own, and further attempts to improve international trade in the Empire floundered, despite the expenditure of the Second Stellar War. Still though, the three wars would create a strong military tradition and fill the ranks of the Magellan armies with hardened veterans. It also saw the rise of numerous popular war heroes, especially Captain Omard, whose great victories would capture the minds of the people and inspire the next generation. === Skrey Unification === For decades, the Skrey had been under united under the leadership of the Ulthubag Clan. Like many clans before it, Ulthubag was overthrown by an alliance led by the Otguhl clan. The alliance fell apart immediately as the clans vied for supremacy, plunging the Skrey into years of bloody civil war. The up-and-coming Tazorag clan would eventually claim the throne and unite the clans under its rule through a system of intricate alliance and technological superiority. With the war over, Tazorag would work towards modernizing Skrey technology and military docttrine to better prepare them for conflict with foreign powers. These efforts mostly benefited Tazorag and its closest allies, the great clans, leaving many lesser clans to remain stagnant. === Repzork-Nepharian Cold War === ''Main page: [[Repzork-Nepharian Cold War]].'' The [[Holy Nepharian Empire]] had spent the past several years spreading its influence throughout a sector of space inhabited by various nations that the Nepharians had been slowly converting into dependencies. The Nepharians provided the natives with weapons and technology in exchange for ancient relics. They also established migration routes through the region for Nepharians citizens. These efforts were disrupted when the Repzork began expanding into the region. Seeking to claim relics and territory for themselves, the Repzork provided the aliens with offers of their own and exported their culture and religion to turn the inhabitants over to their cause. Some were more than willing to negotiate with the Repzork due to disagreements or distrust towards the Nepharians. The conflicting ideologies sparked tensions throughout the sector which soon gave way to fighting, beginning a proxy war between the Repzork and Nepharians. But while the two are officially enemies, they rarely fight one another directly, with only small skirmishes for particularly valuable relics. Both governments deny that any conflict is occurring due to mutual benefit. Despite the tension, the Repzork often sell worthless artifacts back the Nepharians, allowing the Nepharian government to keep the peace within their own borders while providing the Repzork with funds. Nevertheless, the Repzork still considered conflict with the Nepharians to be a real possibility. Several armadas were mobilized in case the two nations went to war, including the 14th, 277th, 355th, and 77th. A military modernization initiative was underway to update portions of the military, such as the navy, whose ships were, for the most part, outranged by the high-powered lasers of Nepharian ships. This led to the development of the first 'hunter killer' ships that would form the basis for imperial alpha-strike doctrines several years later. === Xeverran-Betel Conflict === In order to accelerate the construction of the Star Song, a dyson sphere designed to boost its own processing power and accelerate the reunification of the Xeverran nomad fleets, Galden deployed Xeverran troops into Betel space in order to claim the bountiful resources from their colonies. The Xeverra launched a series of small-scale raids on fringe Betel colonies to gauge their defenses before committing troops. These skirmishes prompted the reigning Betel High Chancellor, [[Betel_Recyclers#High_Chancellor_Nol_Byervid|Nol Byervid]], to create the [[Betel Sky Spears|Sky Spears]], which quickly became the most advanced aspect of the Betel military. Regardless, the Xeverra continued to grow bolder as time passed, though they still remained a regional threat. === Karahotdoum-Yami Relations === The Karahotdoum had a fierce economic rivalry with the Yami Trade Union, a collection of empires that had banded together that was on course to becoming a major galactic power. They rivaled the size of the Karahotdoum, whose allies at the time consisted of little more than protectorates that could contribute little to a war, which was becoming more and more likely as relations continued to worsen. Though the Karahotdoum did not believe that war would not threaten the survival of the empire, it would likely cost billions of lives and many dozens of colonies. As a result, the Karahotdoum kept the bulk of their troops at the Karahotdoum-Yami border zone. === Kran Rebellion === A few months before the outbreak of the war, Nepharian general Phyla'kran, leader of the Kran, initiated a plot to take over the Nepharian government. She instigated a conflict between the Holy Nepharian Empire and the [[Wingle Union]], eventually even dragging the [[IAE]] into the engagement. In response, the Wingle awoke Captain White, a war hero from the invasion of Athenousis, and assembled an elite team with the goal of crippling the Nepharian war effort. In the midst of fighting, the Kran faction, bolstered by an army of Ech0 walkers, rose up and attacked Nepharian, Wingle, and IAE colonies. An attempt was also made to assassinate leading figures in the Nepharian government, but was met with failure. The Nepharians and Wingle put their differences aside to combat the Kran faction, culminating in the death of Phyla'kran and the suppression of her rebellion. The consequences of the Kran rebellion had far-reaching affects, particularly on the Nepharians themselves. Kran remnants would continue to harass loyalist forces for months afterward as the government worked to purge any who still sympathized with Phyla. Relations with the Wingle have gradually improved, but remain somewhat tense, and the two have since ceased working together. The Repzork gained a substantial lead in the ongoing cold war as the Nepharians were forced to divert most of their resources, some of which was destroyed in the ensuing conflict, elsewhere. === Repzork begin raiding Khasii colonies === After learning of the Khasii' bountiful wealth, the Repzork began launching increasingly large raids into Khasii territory to acquire their resources and technology. Though the Khasii boasted superior weapons and troops on many fronts, their army was far too small to take on imperial forces, forcing the Khasii to rely on large numbers of auxiliary troops to fight for them. Fighting rapidly bogged down as a result, though Repzork forces slowly regained the initiative as they intensified their efforts, leading to a number of successful attacks on Khasii settlements and the acquisition of many of the assets stored within. === Sauran liberate Zaretian slave colony === ''See also: [[Sauran Theatre]]'' Sauran of the Forces of Freedom raided a sizeable Zaretian slave colony in an effort to free the prisoners. After a brief skirmish, they forced the defenders to retreat. But as they reached the slave holding area, they encountered the prisoners, who had managed to overthrow the guards and escape on their own, though it is unlikely that they would have been able to progress any further without the Solidarity's aid. The monarchy retaliated by declaring war on the Sauran and launching several probing attacks into Sauran space. === Appearance of the Margan === The first known appearance of the Margan in the local galactic sector occurred when troops of the Golden Blade Dynasty invaded a minor power that, though it put up stiff resistance, was quickly overwhelmed and wiped out by the vastly larger force. Soon after, the other dynasties soon appeared elsewhere, strip-mining any planets and exterminating all life that they came across. The sheer, uncompromising brutality displayed by the Margan sent a ripple throughout the region as word spread through survivors and witnesses. Many nations formed contingency plans in the event of a Margan invasion or were actively preparing to attack them, including some that would become Warlord powers in the months or years that followed. Some historians argue that it was at this point that the Great War became inevitable. == The War == ''For an outline of the war, see [[Timeline of the Great War]].'' === Years 1-3: Outbreak & Escalation === ==== Year 1 ==== ''See also: [[Rach Theatre]], [[Raid on Zartar]], [[Raid on Station SRD72]].'' Shortly after the emergence of the [[Margan]] in the local galactic sector, the [[Rach]] began to covertly harass the Margan by targetting their logistics and command structure while supplying states that were fighting the Dynasties. These efforts proved disruptive to the Margan, but were unsuccessful in stalling their advance. These efforts continued with impunity for months until Rach operatives were captured while attempting to rescue civilians. The Margan [[Rach Theatre|declared war]] on the Rach, and while they had difficulties locating Rach colonies and were constantly harassed with hit-and-run attacks, began to advance through Rach territory at a slow but steady pace as Rach doctrine was not accustomed to a war of attrition. Rach officials, namely General Gorach, called for drastic reforms to Rach doctrine, but his calls were ignored. Nevertheless, it was decided that a more direct approach would be needed to defeat the Dynasties. The Rach sent delegates to several neighboring states: the [[Aeveria Confederation]], [[Karahotdoum Empire]], [[Warbot Industries]], [[Sauran Solidarity]], and the [[Wingle Union]], to propose the formation of a coalition with the goal of defeating the Margan and protecting those that could not defend themselves. All accepted with the exception of the Wingle, who declared themselves neutral. The Karahotdoum, due to tensions with the Yami Trade union, committed monetary aid, but not troops, and would in fact provide supplies to Warlords it did not consider to be radicals. The new alliance called itself the '''Peacekeeper Alliance'''. The Peacekeepers launched a surprise attack against the Margan and quickly overwhelmed them. Emboldened, they launched further attacks with similar results, bringing more nations into the alliance. The Matriarchs of the Margan convened on the worldship of Holy Thereia to discuss their options, and despite their hatred of aliens, decided to establish an alliance of their own. They soon after requested an audience with King Breys of the Zaretian Monarchy. The Zaretians were wary, but due to their ongoing [[Sauran Theatre|conflict]] with the Sauran Solidarity, agreed to talks on the Zaretian homeworld, [[Zartar]]. Zaretian rebels under the leadership of the exiled king Moscassin learned of the meeting and relayed it back to the Peacekeepers. Though an opportunity to eliminate both Breys and High Priestess Massachiah, Rach command deemed the operation too risky. However, Emperor Coradine, without notifying his generals, deployed a small team of assassins to intercept the meeting. The assassins [[Raid on Zartar|attacked]] as the meeting began, but the operation proved a colossal failure, with all of the assassins captured or killed. The operation had the opposite effect than intended, convincing Breys to put his reservations toward the Margan aside and establish a formal alliance. The new alliance, dubbed the '''Warlord Pact''' by Peacekeeper media, declared war on the Peacekeepers, marking the official beginning of the Great War. Shortly afterward, the Kelmir, militant Minomit who wanted to use their machines for conquest, joined the Pact and began launching terrorist attacks against WBI facilities. Now fighting both the Margan and the Zaretians, the Rach suffered several disastrous defeats, their military almost entirely unable to put up any serious resistance to the invaders. The Peacekeepers attempted to support their ally, but were having to defend their own territory from the Pact. Towards the end of the year, the Saracin established Station SRD72, which studied Peacekeeper technology and performed experiments on captured soldiers as part of biological weapons tests. The Rach discovered the facility and General Gorach and Ops Lead Kertak moved in to infiltrate it. Though Gorach's forces were discovered, the Rach successfully breached the facility, rescued several prisoners, and stole valuable data before destroying the installation. The files revealed that someone had provided the Warlords with information the location of Norsus' stealth generators and of the planet itself. The Rach began an internal investigation, but would not find the perpetrator. ==== Year 2 ==== ''See also: [[Battle of Zetta Secundus]], [[Acropolan-Conkirite War]], [[Luminarian Schism]].'' [[File:ZettaSecundus.jpg|thumb|right|350px|Ships of the Aeverian 16th fleet engaged with the Zaretian navy.]] The Peacekeeper's first major victory took place during the second year of the war in the [[Battle of Zetta Secundus]], where the Aeverian Navy dealt a devastating blow to the Zaretians, causing the Zaretian front to collapse and forcing the Pact to withdraw to close the gap. The battle served as the catalyst for both the [[Repzork Empire]] and [[Magello Empire]] joining the war later that year. The Repzork were concerned that the [[Holy Nepharian Empire]] would consider joining the Alliance and believed that defeating the Peacekeepers would pave the way to regional supremacy. Emperor Zinmar and Captain Omard of the Magello did not support intervention, but caved to public pressure, which feared that a Peacekeeper victory would see the empire punished for atrocities committed during the First and Second Stellar Wars. With their support, the Pact regained the initiative, and Zetta Secundus was captured. News of Zetta Secundus also reached the [[Acropolan Empire]] and [[Conkirite Dictatorship]], former allies who had been locked in a [[Acropolan-Conkirite War|stalemate]] since a coup saw the Conkirite overtaken by a tyrant. Hoping to gain the upper hand, the Acropolan joined the Peacekeepers, pledging economic aid in exchange for help against the Conkirite. The Dictatorship retaliated by joining the Pact. Even with the support of the two coalitions, the war remained a stalemate. Tensions between the Luminarian Empire and Luminarian frontier colonies came to a head six months after the ascension of Emperor Ulran when Empire forces razed the trading hub of Midale, dealing a devastating blow to the frontier navy in the process. The frontier worlds banded together in self defense and received covert economic and technological support from the Aeveria confederation, setting the stage for the [[Luminarian Schism]]. The two forces fought a bitter war for the next three years, during which the first Battlestations were deployed. Following a failed rebel assault on Luminaria, the empire and frontier worlds signed an armistice, though they remain in a state of war. Frontier military forces were devastated in the conflict, and would spend the next two years rebuilding. The first major engagement between a belligerent and the Biomatter took place when a Spore of Hive Fafnir landed on the Minomit colony of Ozelion. After nearby settlements were evacuated, a quarantine zone was established around the hive as WBI forces held the line long enough for reinforcements to arrive and bombard the hive, ending the infestation. ==== Year 3 ==== ''See also: [[First Battle of Aserai]], [[Dragoneteran-Tegotian War]], [[Second Battle of Aserai]].'' The Zaretian Admiralty had spent the previous year since their defeat at Zetta Secundus updating their navy with new warships and tactical doctrines. Though eager for revenge against the Aeverians, the Monarchy opted to instead test these changes on the [[Dragoneterans]], who had recently pledged their support to the Peacekeepers, as it was believed that an attack would elicit an Aeverian response without having to risk an assault on the Aeverian mainland. Three fleets were sent to the Dragoneteran homeworld of Aserai, where they [[First Battle of Aserai|swiftly outmaneuvered and overwhelmed the defenders]] and began bombing the planet. As anticipated, the Aeverians sent a relief fleet which was then intercepted and forced to withdraw. A combined force of Aeverian and Rach ships finally arrived hours later and repelled the Zaretians. Though economically and militarily devastated, the Dragoneterans retaliated by deploying troops against the Zaretians. During the attack on Aserai, the Dragoneteran colony of Dralix ceased communications with the rest of the Monarchy. Believing the Monarchy to be responsible, a small force was sent to the planet following the Zaretian withdrawal. Instead, it was found that Biomatter of Hive Apophis had overtaken the planet. Teams were deployed to the surface to search for survivors, but within hours, all teams vanished. Several ships then attempted to leave the planet, but were shot down when they did not respond to communication requests. The fleet was then contacted by one of the search teams, who reported that they had been dragged to the ground by a tendril of the hive and required immediate evacuation. Special operations forces were sent to the surface and retrieved the team. Rather than bombing the planet, the Dragoneteran king decided to quarantine the planet and use it to study the Biomatter. The Zaretians continued their aggressive expansionist policies as a means of acquiring resources for the war effort. In doing so they encountered the [[Necraal Sovereignty]], with whom they established diplomatic relations. The Monarchy soon convinced the Necraal King, Hor'or, to join the Warlords and fight against the Peacekeepers, whom the king viewed as a threat to his ambitions. The Necraal's heavily mechanized army was a significant boon to the Pact, but some Necraal troops were troubled by the actions of their new allies, leading some to desert or join the Peacekeepers. The Kelmir, fascinated by Necraal technology, soon began working with Necraal engineers to produce new and improved Warbots. Months after the assault on Aserai, Dragoneteran Captain Delarus went missing while investigating an unidentified vessel. Days of inconclusive searches followed until the Monarchy received a distress signal from the homeworld of the Bulorians, a young interstellar empire. A team was sent to investigate and soon found Delarus, who explained that he had been attacked by the [[Tegotians]], radical isolationists who claimed that Delarus had unlawfully entered their territory. Delarus crash landed on the planet, which was subsequently invaded by Tegotian troops who had enslaved the populace. Though still recovering from the Zaretian assault on Aserai, the Dragoneterans amassed its forces and attacked, driving the Tegotians from the planet and liberating the Bulorians. The Tegotians [[Dragoneteran-Tegotian War|declared war]] and declared themselves members of the Warlord Pact. The Dragoneterans lacked the troops to adequately defend their territory, instead focusing their troops at key locations while harassing the invaders with hit-and-run attacks. The Tegotians, though puzzled by the lack of resistance, pushed the initiative. Desperate, the Dragoneterans took Biomatter samples from Dralix and synthesized an airborne virus that was then deployed at a Tegotian outpost. The virus was more potent than intended, sparking a large-scale infestation that delayed the invaders but spread to several other nearby colonies. The Dragoneterans attempted to cover up the incident, but were soon found out by the Peacekeepers, who harshly condemned the attack and ordered the Monarchy to destroy remaining samples of the virus. The Dragoneterans complied and burned their remaining stockpile. Days later, the Dragoneteran king died. The Monarchy moved the bulk of its troops to the area around Aserai as a new king was crowned. Tegotian scouts discovered the proceedings, and the empire responded by sending the entirety of its military to Aserai, culminating in the [[Second Battle of Aserai|largest confrontation between minor powers]] in the war. The Tegotians initially held the upper hand, but lost several prominent officers, all of whom held prominent political positions, to assassins, and were later encircled and eliminated by the Dragoneterans. This caused the Tegotian Empire to collapse into civil war. Peacekeeper troops intervened and helped establish the Tegotian Republic, which then left the war in order to rebuild. By this point, the Dragoneterans were drained, and would be unable to provide any military or economic aid to the Peacekeepers for the next several years. In the aftermath of the war, the Peacekeepers declared the use of the Biomatter as weapons to be a war crime. The Dragoneterans narrowly avoided charges, but were forced to destroy all of their research regarding the virus. === Years 4-6: Operations Stormbreaker and Downfall & Karahotdoum Intervention === ==== Year 4 ==== ''See also: [[Infestation of Rotunin]], [[Operation Stormbreaker]]'' The fourth year of the war began with the infestation of the neutral colony of Rotunin by Hive Fafnir. An infected carrier was detected approaching the colony, and while orbital defenses caused the ship to break apart, this only produced a shotgun-like effect that spread the Biomatter across the colony. Chaos and confusion erupted as civilians attempted to evacuate, which left them easy prey for the swarms. The defenders were forced to evacuate and bombard the planet into a lifeless husk. The infestation remains the worst recorded attack by the Biomatter in history, and is blamed for the infestation of dozens of nearby worlds through captured starships. Both the Peacekeepers and Warlords responded by establishing anti-Biomatter task units, with the Alliance pooling their resources into the Anti-Biomatter Task Force, or ABTF. Though knowing little of the ongoing war, the Skrey of Clan Tazorag had taken notice of the weakened state of Warbot Industries and sought to claim Minomit technology for themselves. Tazorag War Chief Bhatuzorig was deployed and successfully captured an outlying Minomit colony. The Skrey then attacked and conquered the technology hub of Cawmuth. This in turn caught the attention of the Repzork, who began monitoring the Skrey to determine if an alliance was feasible. Shortly thereafter, Biomatter of Hive Cronen attacked a Skrey outpost, forcing the defenders to withdraw. The colony was lost, but due to the Skrey's unreliable starships, the hive made little headway. Using the hive as pretext, the Repzork stepped in to offer the Skrey support. They begrudgingly accepted, and the two drove Cronen away from Skrey territory. The Repzork then made a proposal to Tazorag: the Skrey would join the Warlords in their fight against the Peacekeepers while the Pact would ensure that Tazorag stayed in power and received a fair cut of spoils from the war. Tazorag accepted the offer. However, while Tazorag and a few other great clans possessed the resources necessary for large-scale interstellar conflicts, most did not. The troops of these clans were therefore organized into auxiliary units that would be attached to other Pact fleets. With their military near the point of total collapse, the Rach expanded their search for new allies. Their explorers soon discovered the Empire of Diablos. Despite some protest within Peacekeeper leadership, the Rach sent emissaries to the Diabs to explain their situation. The Diabs, eager for a fight and concerned about aggressive expansion and hostile power blocs, joined the Alliance. After three months of planning, the Peacekeepers then launched [[Operation Stormbreaker]], a massive offensive spearheaded by the Diabs intended to cripple the Pact and force them to surrender. Unprepared for aggressive Diab tactics, the Pact suffered more casualties within the first few weeks of the offensive than they did in the previous four years of fighting. The Pact initiated a retreat across all fronts as the Margan stayed behind to buy the Warlords time. As the Sauran wing of the offensive advanced, the 17th Taiga fleet came across a planet being strip-mined by an unidentified race of aliens. The Sauran attacked, but despite initial success, were nearly pushed back until the arrival of Diab and Kastalian reinforcements. The aliens, identifying themselves as [[Asanians]], swore vengeance on the intruders before retreating. Shortly thereafter, Asanian forces began to attack Diab colonies, and soon encountered the Margan. The Asanians arranged a meeting with Archon Knora, who convinced the Syndicate to join the Pact. The two forces continued to harass the Diabs for weeks afterward, drawing troops away from the main offensive. Stormbreaker resumed in earnest following the Asanian and Margan withdrawal, but by then the Diabs were starting to lose momentum. Peacekeeper supply lines were dangerously overextended and attrition had taken its toll, with many replacements lacking battlefield experience. The Pact had also changed its tactics, shifting from fighting independently on different fronts to fighting as one cohesive force and combining their doctrines to work off of each other. After several more months of fighting, the Peacekeepers cancelled the offensive and ordered their troops to withdraw to more defensible positions; much of the territory lost during the offensive was subsequently reclaimed by the Pact. ==== Year 5 ==== ''See also: [[Operation Downfall]], [[Operation Sledgehammer]], [[Operation Pierce the Veil]], [[First Battle of Norsus]]'' Four months after the end of Operation Stormbreaker, the Warlords, having gathered their strength, initiated [[Operation Downfall]], which aimed to invade [[Norsus]] and knock the Rach out of the war. The operation began with [[Operation Sledgehammer]], a series of simultaneous offensives against all major Peacekeeper powers aimed at preventing them from supporting the Rach by bleeding them of manpower and material. Just as the Peacekeepers had during Stormbreaker, the Pact made rapid gains, establishing footholds in Diab and Sauran space while Warbot Industries, already near the breaking point, had the bulk of its remaining colonies and troops destroyed and its homeworld invaded by the Margan, effectively forcing them to withdraw from the war. The Aeverian offensive, tasked with attacking the border blockade, proved unable to breach the barrier and lost the entirety of the Margan Firewing fleet, which sacrificed itself to to free Pact allies in the final battle of the operation, but nonetheless dealt a serious blow to the Aeverian navy and frontier. During the Pact push into Sauran space, the Repzork secretly invited Sauran delegates to an undisclosed location in neutral space. The Repzork, believing that the end of the war was near, were preparing to turn on the Margan and Asanians, and sought to acquire the Sauran's terraforming technology so that they could undo the damage dealt by the two Warlord powers. In exchange, the Repzork pledged not to invade Sauran space and offered them colonies to inhabit were their empire to fall. The Sauran accepted the offer, and the Repzork began testing the equipment and techniques deep within their territory to ensure that they worked. The offensive into Rach space, codenamed [[Operation Pierce the Veil]], attacked the stealth generators concealing Norsus. General Gorach, using what resources he had available, established the Gorach-Cloudreaver Line, a final line of defense manned by veterans, Peacekeeper troops, and a small number of Warlord defectors. Many of the Rach were using whatever weapons were available, including Pact weapons captured during Stormbreaker. The defenses caught the Pact by surprise, forcing them to initially retreat, but the Warlords soon began to break through and systematically eliminate the generators. After the fall of the second generator, Gorach was contacted by Emperor Zinmar, who wished to build more stealth generators for the Rach in exchange for amnesty and entry into the Peacekeepers. The Rach accepted the deal, and Zinmar deployed a team of engineers to a remote Rach colony to begin construction. Shortly after the loss of the third generator, during which a number of prisoners were taken, Gorach, Kertak, and a small squad moved to the planet to rescue the hostages, using a 'fear mist' to clear the path. During the operation, Gorach encountered and dueled Zaretian General Gancarda. Gorach attempted to persuade Gancarda that the war would destroy his nation, but Gancarda refused to listen, and landed a hit on Gorach's shoulder before a squad of Skyborn intervened, allowing the general to escape to Norsus on the battleship ''Karadin''. Gancarda was relieved from the front due to injuries he received and replaced by Vipenite. Gorach appealed to Emperor Coradine for permission to use the Rach's emergency arsenal, but was denied. Furious, he eforced his way into one of the capitol's secret vaults and awoke the Veteran Warsuits, Rach soldiers who had pledged to protect the empire by having their bodies entombed in powerful suits of armor. As Gorach was speaking to the suits, sirens began to roar throughout the city as communications began jammed with panicked Rach proclaiming that Norsus was visible. Gorach returned to Coradine's office, where he found that the emperor was gone and that the guards had been killed by Margan. The lone survivor, a sniper, explained that Coradine had killed one of the guards and fled. Gorach then sifted through the emperor desk, where he discovered that Coradine had been the Pact's informant and had ordered the deactivation of the final generator. Gorach declared himself emperor and ordered that all weapons be deployed to defend the planet. With Norsus exposed, Operation Sledgehammer was halted as the final stage of Downfall began. A vast Margan fleet, alongside all five of the Margan dynasties, made way for the planet. The Aeverians, Kastalians, and Diabs attempted to send reinforcements to the planet, but the Aeverians were intercepted. The Diabs were detected by Captain Omard, but he allowed them to pass in the hope that they could still hold Norsus, claiming that he did not know of the Diab's mobilization. But with the whole of Margan civilization approaching, Gorach was forced to concede that Norsus would be impossible to defend, and began evacuating the populace into exodus ships hidden beneath the planet's surface. Within hours, the first Warlords ships arrived and [[First Battle of Norsus|began bombarding the planet]]. The Diab relief force then arrived and physically blocked the Pact, suffering grievous losses in the process. Desperate, Gorach entered the depths of Norsus' labs, where he was led to a device that generated a portal leading into a realm known to the Rach as the [[Void]]. With no other option, Gorach activated the device, tearing open a continent-sized hole in the planet's atmosphere. The Rach retreated into the portal while a small force stayed behind to protect the device. The Margan sent wave after wave of troops against the device before they were finally able to secure it. Rather than destroy it, the Margan kept the device running and chased the Rach into the portal. The portal finally closed as the last Margan ship entered. In that instant, both the Rach and Margan disappeared from the galaxy. ==== Year 6 ==== ''See also: [[Rathakern War]], [[Karahotdoum Theatre]], [[Zaretian Theatre]], [[Repzork Theatre]].'' The sixth year of the war saw relatively little action during the first seven months outside of scattered skirmishes as both sides were preoccupied with recovering from the previous two years of fighting. The Warlords, though victorious, had lost a major military power with the disappearance of the Margan, and were forced to discard plans to continue offensive operations in favor of consolidating their holdings. The Zaretians, Repzork, and Necraal sent reinforcements to various fronts. Emperor Zinmar attempted to cover up his involvement with the Rach, but his deal with Gorach had been leaked by Pact-leaning officers. In retaliation, Zinmar and Omard were both captured; Omard's true intentions in allowing the Diabs to pass through his forces unimpeded were made public, destroying his prestige among the populace and serving as the justification for his public execution days later. Zinmar's betrayal was kept secret, but he was confined to his palace and made a puppet of the Repzork High Council, which covertly took control of the nation and purged any officials belived to support the Peacekeepers. Zinmar's son was taken into Repzork custody to be groomed into a Pact-leaning monarch. With the Rach having vanished and their forces badly mauled, the Peacekeeper convened to determine a new leader for the Alliance. Some suggested the Diabs for their strong military, but Admiral Korsair turned the offer down, declaring that he did not wish to be, "Tied down by bureaucratic lunacy". Korsair then suggested the Aeverians for their organization and willingness to work with aliens. The Aeverians won the majority of votes in the ensuing vote, and immediately set out shifting the Alliance's goals from protecting minor races to ensuring the survival of its members and defeating the Pact. The Minomit, having been reduced to a few scattered colonies, used the lull in the fighting to begin the process of rebuilding. Before they could do so, they needed to liberate several colonies which had been occupied by Necraal and Kelmir troops. With aid from the Aeverians, they launched limited attacks and scored a few small victories. Four weeks later, many of WBI's remaining colonies went dark, with reports describing the attacks originating from an unidentified alien race later identified as the [[Rathakern]], who were acquiring resources for Project Relevance, which aimed to complete the Omnishia Battleship. The Peacekeepers were unable to repel the invaders and were forced to retreat. Warbot Industries would not recover and effectively ceased to exist, most surviving Minomit opting to integrate into the Aeveria. The Rathakern then turned and attacked Warlord forces in the area, eliminating any possibility for negotiation between the two. During the previous year, the Yami Trade Union was beset with various disasters, forcing the Union to sign a treaty with the Karahotdoum to ease tensions so that they could relocate their troops. The Karahotdoum government had been planning to attack the Yami while they were weak, but news of the fall of Norsus sparked anti-Warlord sentiment throughout the empire, with many calling for the Karahotdoum to intervene against the Pact. The magistrate voted in favor of joining the Peacekeepers and began mobilizing its forces; within the first two months, so many citizens had volunteered that logisticians had begun to lose track of them. Once prepared, these troops were deployed en masse against the Zaretians. Though they made [[Zaretian Theatre|steady progress]] against the Zaretians, they were fought to bitter stalemate when Repzork, Saracin, and Necraal forces intervened. === Years 7-9: Peacekeeper and Warlord Offensives & Rathakern Conflict === ==== Year 7 ==== ''See also: [[Diab Theatre]], [[Battle of Lichen]], [[Second Battle of Veos]], [[Aeverian Theatre]], [[Operation Burning Lance]].'' Following Norsus, General Gancarda had been redeployed against the Diabs. While probing for vulnerable Diab colonies, General Gancarda discovered Lichen, a planet rich in crystals used in the production of Zaretian energy weapons. The general [[Battle of Lichen|invaded]] the planet and soon established a base of operations on the surface. While attacking a nearby fort, Lord Atlas intervened and took command of the operation, declaring that Gancarda was not aggressive enough. Fighting continued under Atlas' leadership, and the Diabs were eventually cornered at their command center located in the planet's northern pole.Diab reinforcements had begun to turn the tide until Zaretian agents flanked the Diabs and eliminated their anti-air cannons. Nightshades were then sent to infiltrate the command center, but were captured. They broke free with the aid of one of the prisoners and destroyed the generator powering the base's anti-orbital cannon, allowing the Monarchy to push in and overwhelm the defenders. As Lichen was underway, the Repzork and Magello launched an [[Second Battle of Veos|attack]] against the Diab military colony of Veos. Veos sat at the edge of the Pact's foothold in Diab space, and was seen as a potential obstacle to operations. The colony had been attacked by the Margan during Operation Sledgehammer and as a result suffered from a worsening Margan infestation. The battle would be the first in which the Repzork made use of Marganite-based weapons, which had been narrowly approved by the High Council for foreign operations a few months prior. Using orbital elevators to establish landing zones, the Pact steadily advanced across the planet, eliminating elevators that they could not capture. The final battle took place at the derelict fortress of Vigríar, where the defenders, after having withstood days of artillery and aerial bombardments, were attacked with chemical weapons prior to an infantry assault. The Diabs charged the Pact, causing momentary panic that resulted in a large number of Pact deaths before the fortress was secured. With the conquest of Veos, [[Armed Forces of the Repzork Empire#Imperial_Command|Imperial Command]] began planning its next move, a three-pronged offensive into Diab territory codenamed ''Keros''. Seeking to establish themselves amidst the instability of the war, Rathakern scientists began developing bio-chemical 'Overlord Bombs' within their foothold in former WBI territory. This program was discovered by a team of Diab Valkyries who were sweeping through to uncover the Rathakern's activities in the region. By the time they reported their discovery, Rathakern under the command of General Wraithbane had already attacked the colony of Larvos, with Overlord bombs being deployed against civilian colonies. After a pitched battle, the Rathakern captured Larvos and began invading nearby colonies to establish a small foothold in Diab territory. After amassing a vast fleet, the Aeverians initiated [[Operation Burning Lance]], their [[Zaretian Theatre|invasion]] of Zaretian territory, aiming to capture the regional capitol of [[Nu-Zartar]] and ultimately open the path to Zartar. The Zaretian response is immediate, with Varthos leading the defense with all available forces, including reinforcement from the 18th War Fleet. The sheer number of Zaretian ships causes the Aeverian offensive to bog down into a pitched stalemate for the next several months. Officials in the Repzork Empire considered halting all offensive plans and redirecting troops to support but the Monarchy, but this was rejected by the High Council, who wanted to prevent the Diabs from assisting the Aeverians by forcing their attention elsewhere. Troops stationed at the once quiet [[Aeverian Theatre|Aeverian front]] would double their efforts against the Aeveria to divert resources away from the main offensive. Rathakern forces under the command of General Wreav then began raiding Asanian military and corporate outposts. Troops would launch diversionary attacks while small squads infiltrated the facilities stole Asanian equipment. In one notable incident, Rathakern troops attacked 0797-2674-1132-PMCO for five straight hours. The Asanians held their ground, but discovered that the Rathakern had stolen their A.I equipment, specifically the processors. Such raids continued for several months, hampering Syndicate efforts elsewhere. ==== Year 8 ==== ''See also: [[Keros Offensive]], [[Battle of Embaelos]], [[Operation Watchtower]], [[Battle of the Gorroagh Pocket]], [[Flight of the Omnishia]].'' The Anti-Biomatter Task Force faced its first real test when a Fafnir spore landed on an urbanized Diab colony. With most of the ABTF fighting elsewhere, only a small squadron was able to quickly respond to the attack. The contingent included the renowned Bio-trooper, Heimdall, who successfully infiltrated the hive and planted a bomb within it, destroying the colony and ending the infestation. Imperial Command launched the [[Keros Offensive]] early in the year, with Repzork, Necraal, Magello, and Skrey troops advancing into Diab territory. The Diabs had been aware of the Pact's buildup, and had evacuated several nearby colonies while focusing their defenses at high-priority targets. The Pact smashed through the Diab's outer defenses, but stubborn resistance slowed the advance of the central and southern fronts. The northern front, spearheaded by the aggressive 14th and 277th armadas, charged ahead, making rapid gains through a mix of strategy and unrelenting brutality. The Diabs responded by sending the bulk of their reserves to engage the prong. Months of fighting would lead to the [[Battle of Embaelos]], a colony that had once supplied resources to Veos and had since been converted into a forward command post. Both sides attempted to lead the other into a trap, resulting in the 277th's command fleet being cut off and surrounded by Diab ships. The 14th responded by ordering all available fleets to converge on the system. The Diabs retreated from the planet, but the northern prong's advance had been checked, and Field Marshal Likana Raldalvi of the 277th was hospitalized by injuries sustained during a boarding of the 277th's flagship. Her second-in-command, General Ezanfi Dugoro, took command in her absence. Though General Wraithbane kept the bulk of his forces on the Diab front, the Rathakern front soon turned his attention towards the Delani. His forces attacked and successfully captured Tikka and its capitol, New Demosia. A Delani counterattack recaptured the capitol, but was unable to repel the invaders from the planet. The Rathakern were forced off the planet after months of fighting, but returned a short time later, capturing the colony once more. Eight months after the Aeverians had begun Operation Burning Lance, Aeverian forces captured the Zaretian colony of Valkoro, a major supply and repair base. Combined with continued losses to attrition, Varthos was forced to retreat across the whole front. The Aeverians [[Operation Watchtower|attempted to encircle]] retreating fleets, but were only partly successful due to Zaretian sprint drives. Varthos' fleet was cornered at the Thethea nebula, where the Aeverian 342nd fleet [[Battle of the Thethea Nebula|sought to capture Varthos]]. Due to conditions within the nebula, Varthos was able to escape. The Aeverians continued to pursue the retreating Zaretians, but were interdicted by General Peacha at the [[Battle of the Gorroagh Pocket]]. The Luminarian Rebels, having recovered from the schism, made their debut in the war when the 2nd Battlefleet, under the command of [[Admiral Aslai]], engaged the Zaretians, forcing Peacha to reposition her forces and cede the Gorroagh pocket to the Aeverians. After years of work, the Omnishia Battleship, the crown jewel of the Rathakern's navy, was completed. Construction had been plagued by resource shortages, which had been a major contributor into the Rathakern's entry into the war. Fighting on the front led many engineers to realize that the ship was vulnerable to alpha-strike tactics, but the ship was too far along in production for extensive modifications, and cancelling the program was out of the question due to its cost and the ship having become a source of pride. Under the personal command of Warmaster Moratoryan, the Omnishia was joined with an amalgamation of fleets that was to link up with General Wraithbane. Before it did so, the bulk of the Omnishia's fleet moved into the WBI foothold, which had seen sporadic raids from both Peacekeeper and Warlord forces, to secure the area. The Peacekeeper intercepted Rathakern transmissions and discovered their plans, and formulated a plan to ambush the ship and eliminate it before it could become a threat. The [[Flight of the Omnishia|ensuing skirmish]] damaged the ship and forced it to drydock for repair for weeks, but was unable to destroy it due to the timely arrival of Rathakern reinforcements. ==== Year 9 ==== ''See also: [[Battle of Balis]], [[Operation Fissure]], [[Operation Iron Gauntlet]], [[Battle of Hethos]], [[Battle of Vedrthar]], [[Betel Theatre]], [[Recycler_Helmwehr#Zaretian_Strike|Zaretian Invasion of Betel]], [[Bunker Incident]], [[Bombing of Thales]], [[Operation Black Ice]].'' With the Gorroagh pocket secured, the Aeverians initiated [[Operation Fissure]], a major push into the Nu-Zartar sector. Zaretian resistance is scattered and perfunctory, with most still recovering from the retreat of the previous year. Luminarian forces [[Battle of Balis|conquered]] Balis, which had served as a logistics base for Zaretian forces. The Luminarians began harvesting resources from the planet until an insurgency successfully sabotaged the LNC ''Kukri'' and ''Falcata'' with sabotaged fuel, resulting in the destruction of both ships. In response, the Luminarians bombed both civilian and military targets on the planet. They then [[Battle of Hethos|successfully invaded]] Hethos, but once again bombed the planet upon receiving reports of a growing insurrection. The Aeverians protested the bombardment of civilian targets and pressured the Luminarians to cease, suggesting that they allow the Aeverians to subdue the insurrectionists. The Luminarians continued their advance and [[Battle of Thales|captured]] Thales. Despite Aeverian protest, Aslai, upon hearing of a looming counteroffensive by Peacha, bombed the planet to deny resources to the Monarchy. At the Diab Theatre, the Diabs [[Operation Iron Gauntlet|launched a counterattack]] to finally halt and repel the Keros Offensive, which had claimed a number of colonies and formed the sizeable Keros salient. The Diabs focused the bulk of their troops at the base of the salient, which despite being well-fortified, cracked under the pressure, allowing Diab troops to push in as smaller attacks elsewhere diverted Pact attention. A combination of Pact reinforcements and the liberal use of Marganite-based weapons allowed the Pact to stabilize the front. Fighting would continue inconclusively for the next several weeks. Once the Omnishia had been repaired, the vessel linked up with General Wraithbane and renewed the Rathakern's advance into Diab and Delani space. The Diabs were forced to pull troops from elsewhere to blunt the assault, resulting in their troops being repelled from the Keros salient a short time later. The Rathakern were by this point experiencing logistics problems of their own, but they pushed ahead hoping to make the most of the war. Their advance would soon bring the Omnishia in close proximity to the Pact foothold, catching the attention of Captain Bulgara of the Magellan 17th Battle Fleet. Bulgara requested reinforcements and permission to engage, but was only given a quarter of her requested troops and was ordered to hold position. Frustrated, Bulgara breached protocol and contacted the Peacekeepers, proposing a temporary cease-fire to deal with the Rathakern. The Peacekeepers reluctantly agreed, and the two planned to draw the Omnishia into an ambush by attacking General Wreav. Bulgara's forces located and [[Battle of Vedrthar|engaged]] Wreav's forces in the Vedrthar sector. As planned, the Omnishia responded, only to be hit with multiple alpha strikes from waiting Peacekeeper ships, causing severe damage to the ship. The vessel continued to put up resistance as Rathakern reinforcements began to pour into the region. But before the ship could escape, Bulgara's command ship landed a hit on the vessel's engines, almost completely destroying the stern and leaving the vessel adrift. The Rathakern rushed to surround the ship, but were pushed back as Magellan and Diab troops boarded the ship. Wreav was killed in the process, his ship taking a hit to its bridge from a Diab cruiser. After two days of fighting, Warmaster Moratoryan was surrounded and killed when a Diab pulled apart the warmaster's jaw, forcing a fragment of bone into his cranium and killing him instantly. With Moratoryan and Wreav dead, the Rathakern routed. Wraithbane initiated a retreat back to the WBI foothold but was followed by Peacekeeper forces. Wraithbane wanted to stand his ground, but was ordered to return to the mainland by General Parthen, who had been appointed as temporary Warmaster. Rathakern forces abandoned the foothold and have not been seen since. Some officials wanted to launch an offensive into the Rathakern mainland, but this was rejected as the campaign had consumed crucial resources that were needed elsewhere. Nevertheless, monitors continue to watch the outermost reaches of Rathakern space for any sign of mobilization. After the battle, the Diabs took the husk of the Omnishia as a trophy and for study. Magello and Diab forces on board the ship spent a brief time fraternizing, with rumors that a small few Magello used the opportunity to defect. The High Council decided not to punish Bulgara and instead commemorated her, though the contribution of the Peacekeepers was greatly downplayed in official reports. The 17th Battle Fleet would replenish its ranks with die-hard Pact supporters at a fortress world near Sculpterra. Following the ascension of [[Betel_Recyclers#High_Chancellor_Visas_Jorental|High Chancellor Visas Jorental]] and the passing of the Military Proliferation Act two years prior, the Betel had begun mobilizing a military to combat the growing threat of the Xeverra. The Betel by this time had long-established ties with Peacekeeper powers thanks to the efforts of High Chancellor [[Betel_Recyclers#High_Chancellor_Corim_Decutuk|Corim Decutuk]]. Fearing that the Betel could modernize and provide the Peacekeepers a trove of resources, the Zaretians dispatched a small force to capture [[Betel]] and depose the Recycler government. The attempt failed due to disorganization among the Zaretians and the unexpectedly fierce resistance of the Betel. Fearing retaliation, the Recyclers organized a meeting with the Peacekeepers. The proceedings were leaked to the Pact by Doisu engineers through the [[Wolnch Authority]], who were threatened by Betel militarization due their support of the Doisu. Asanian agents were sent to [[Bunker Incident|disrupt the meeting]], and successfully eliminated the Luminarian delegation. The Betel delegation had not yet arrived, and were as a result spared. This kindled distrust within the Luminarian government, but the Betel were nonetheless inducted into the Alliance due to the demand for material. The Wolnch, disillusioned by what they saw as Peacekeeper hypocrisy, joined the Pact. Betel corporate elements with Warlord ties split from the Recycler government, forming the DeComp Rebels. The Aeverians initiated [[Operation Black Ice]] towards the end of the year. A team of ACI agents were inserted deep into Zaretian territory and successfully infiltrated a hidden facility located in the northern poles of an otherwise desolate planet. The team withdrew after having secured information on the defenses of several planets within the Nu-Zartar sector. === Years 10-12: Peacekeeper Advance & Warlord Infighting === ==== Year 10 ==== ''See also: [[Battle of Helia]], [[Operation Isomer]], [[Betel Theatre]], [[Destruction of the Malum Telum]], [[Dissolution of the Saracin Empire]]. '' With the Rathakern threat abolished and a growing number of Zaretian troops being redirected to fight the Aeverians, the Diabs turned their full attention to the Pact foothold. As they began amassing troops for a renewed attack, they employed a campaign of deception against the Pact, successfully misleading them on how large the attack force would be, where it would attack, and when. Once they were prepared, the Diabs [[Battle of Helia|attacked]] a full week earlier than the Pact had anticipated. The salient was breached in three separate locations, dividing the region into encircled pockets. Pact reinforcements entered the fray to rescue trapped elements and bisected Diab lines, resulting in a chaotic and unpredictable battlefield for both sides. As the battle raged, the Diabs launched an attack against Falkeos to disrupt Pact logistics. Diab troops nearly recaptured the planet, but were repelled by Magello troops and elements of the 14th and 355th that had escaped the salient. Fighting would continue for the next year as the Pact attempted to hold the salient, resulting in some of the bloodiest fighting in the theatre since Operation Sledgehammer. During the fighting, Baltreos received some of the Repzork's next-generation technology, including two Helia-Class Battlecruisers and a Planet Cracker Superheavy Railcannon built on the planet's surface as an anti-orbital cannon. Though initially planned for use in Helia, they were instead kept in reserve in the event that the Diabs broke through. On the Zaretian theatre, the Aeverian and Luminarian fronts met, and began [[Operation Isomer]] with the objective of securing a beachhead into the inner reaches of the Nu-Zartar sector. Initial resistance was minimal as the Zaretians defenders were outnumbered and outgunned, but the Zaretians began contesting every system in an effort to halt the offensive before it reached Rigni, the last fortress world standing between the Peacekeepers and Nu-Zartar. Elsewhere, the Aeverians had been using a deserted world to produce and test an experimental cruiser outfitted with salvaged ancient technology. Zaretian intelligence discovered the planet and sent a team of Nightshades to [[Destruction of the Malum Telum|disrupt]] Aeverian forces and acquire information. The Zaretians successfully destroyed the vessel and retrieved a massive trove of data, becoming the largest information leak in ACI history. Through this data, it was discovered that Atoppos the Great, a hero among the Zaretians, had defected to the Peacekeepers. The information was kept hidden from the public, but initiated another round of purges as King Breys sought to eliminate any dissent. With the Zaretian's failure to subdue the Betel, the Repzork decided to take matters into their own hands. The 489th 'Ghost Eaters' armada was deployed to Recycler territory to secure the Betel's junk worlds and prevent them from modernizing. The first battle ended in defeat for the Repzork as Betel troops, having been waiting for another Zaretian attack, swept around and flanked the Repzork. The 489th quickly renewed the attack and overwhelmed the fledgling [[Recycler Helmwehr]], withy numerous colonies falling under occupation. However, the Repzork were not fully prepared for the hostile environment of most Betel worlds, and were met at every turn by Betel guerilla fighters, necessitating that the Repzork maintain large garrisons on the occupied planets to maintain order. In response to the invasion, High Chancellor Visas created the position of Voivode, a military governor, and charged Brave Commander Ruusad Hassai of setting up a proper defense. Taldrin, an Acropolan colony far from the war with the Conkirites and therefore lightly defended, was infected and overrun by Hive Apophis, beginning an infestation that would plague the Acropolan for years and which gave the Conkirites an opportunity to inflict a heavy toll on the Acropolan. ==== Year 11 ==== ''See also: [[Second Battle of Baltreos]], [[Sentience Incident]], [[Necraal Schism]], [[Incident at Fehgrov]].'' With casualties climbing to unacceptable levels and their forces unable to repel the Diabs, Imperial Command ordered a complete withdrawal from the Keros salient. The subsequent retreat was disorganized, allowing the Diabs to [[Second Battle of Baltreos|advance towards Baltreos]], the loss of which would cripple Pact efforts in the region. Though battered and bloodied, Pact forces moved to help defend the colony. Diab troops were engaged as soon as they entered the system by the two Helia-class battlecruisers, and were soon encircled as they unwittingly entered the range of Baltreos' Planet Cracker cannon. In the ensuing battle, a Diab cruiser rammed one of the battlecruisers just as it fired its gun, destroying the cruiser but causing a detonation that crippled the warship. The vessel successfully withdrew for repairs, but the Diabs were able to break the encirclement and deployed all of their ground forces in a bid to eliminate the cannon. They successfully captured the city of Avgorod and were preparing to launch an amphibious assault when the Repzork launched an RS-18 Firestorm missile, turning the city into what is now known as the 'Demon's Scar' and killing almost all of the attackers. With their forces in tatters, the Diabs withdrew from the foothold. The Battles of Helia and Baltreos have gone down in record as the two bloodiest battles in Repzork history, and sparked a rare instance of public protest against the government. The High Council admitted that the Peacekeepers had proven more powerful than anticipated, but called for the public to focus its efforts on avenging the fallen and uniting against the 'Peacekeeper hoards'. In the days that followed, Imperial Command began the process of mobilizing all military and civilian assets for the war effort. Despite the stigma surrounding the use of Biomatter as a weapon, King Hor'or began experiments deep within the vaults of Ivn to determine if the creatures could be controlled. This program was conducted in intense secrecy, with even Bael'thir kept in the dark. Tests proved futile as the creatures did not respond to any alterations. A month later, Shaman Glad'mere, who was shunned by much of Necraal society for worshiping the creatures, was invited by Hor'or to join the program as an advisor. Glad'mere soon converted Hor'or, who began speaking of an entity known as 'Legion' and shifted the program from controlling the creatures to becoming one with them. The king took prisoners and began spliced their DNA with that of the Biomatter. After dozens of failed attempts, the first hybrid was created, and the king promptly began to splice Necraal troops. Though some suffered from mental problems and reported voices and urges that Hor'or and Gladmere interpreted as the call of Legion, they remained loyal to the king, and most notably, were not attacked by Biomatter. These troops were [[Sentience Incident|tested]] at the Flytal colony of Yintil. A spore was deliberately launched at the planet, drawing a large ABTF contingent to the planet. Late into the ensuing engagement, the hybrid Necraal struck and overwhelmed the ABTF, killing all but a few stragglers. Peacekeeper and Warlord media were in an uproar, referring to the incident as the 'Sentience Incident' due to the belief that the Biomatter and Necraal had established an alliance. The Necraal government denied any involvement, but continued attacks by hybrid troops would see the Sovereignty fall under increasing scrutiny. Word of the program eventually reached Bael'thir through researchers who had escaped Ivn's vaults. Horrified by his father's actions, Bael'thir appealed to the Pact for support in overthrowing the king. The Repzork and Zaretians both pledged support to his cause. Bael'thir then announced his intentions to overthrow his father, [[Necraal Schism|instigating fighting throughout Necraal space and their various fronts]]. Though most supported Bael'thir or Hor'or, a small few, under the leadership of S'ai, declared themselves allies of the Peacekeepers. Pact forces attempted to subdue loyalist commandants but were defeated in costly battles. Taking advantage of the chaos, the Peacekeeper made way for Ivn to knock the Necraal out of the war one way or another. Bael'thir's forces were the first to reach Ivn, but were nearly repelled when Hor'or deployed dozens of spores across the planet. The arrival of the Peacekeepers turned the tide against Hor'or and his followers, who retreated into unexplored space, leaving Ivn to be bombarded. Rather than pursue his father, Bael'thir chose to secure the remaining Necraal colonies while Pact forces remained behind to stall the Peacekeepers. Hours later, an ion storm caused by the detonation of a nearby neutron star swept through the region, cutting Bael'thir and the colonies off from the galaxy. With the crown prince absent, Commandant Tor took command of remaining Pact loyalist, who established themselves in Warlord empires and would continue to fight in the war. S'ai and his followers would work to prove their loyalty to the Peacekeepers, most of whom doubted their intentions until S'ai saved Alliance delegates from Zaretian assassins. S'ai was soon inducted into the Alliance and his followers would establish themselves in uncolonized space. Hor'or would regain some of his lucidity and ceased worshiping Legion, distancing himself from Glad'mere in the process. The frustrated shaman would continue his ways and establish the Cult of Legion, though he retained some loyalty towards the king. Those who had not been spliced with Biomatter DNA would be modified following the schism, though without the equipment of Ivn the process was more prone to unexpected side-effects. Hor'or's followers, now known as the Virisus, swore vengeance against those who had betrayed the king and would begin to harass Pact and Peacekeeper forces alike. The loss of both the Saracin and Necraal greatly diminished the Pact forces that had been holding back the bulk of the Karahotdoum's forces in the contested zone. Fighting with loyalist Necraal had further worsened the situation, leaving many vital positions badly damaged. Anticipating that the Karahotdoum would soon break through, Grand Marshal Tarsovis Visaria ordered Repzork troops on the front to delay the Karahotdoum for as long as possible. The Repzork spent the next few weeks rigging their facilities with traps and deploying experimental FTL mines. The Karahotdoum finally breached the Pact's lines a month after the Necraal Schism. Most of the traps worked as intended, and combined with stubborn resistance, slowed the Karahotdoum's advance. Following the intentional destruction of one of the Pact's primary command centers via a nuclear warhead by Repzork forces, Tarsovis gave the order to retreat, and the 77th and 150th armadas evacuated to more defensible positions within the mainland, the mines successfully covering their retreat. Once the mines were cleared, Karahotdoum forces once again surged into Zaretian space, but were once more fought to a stalemate by the Repzork as vicious sieges began around the empire's subterranean cities. After eight months of fighting, Aeverian-Luminarian forces reached the Zaretian colony of Rigni. A pitched, seven month battle for the system ensued, during which Aslai's and Varthos' flagships were knocked out of commission. Both sides engaged in skirmishes around the system to disrupt the other's supply lines. Ultimately, the Peacekeepers would capture the system, but their forces were battered in the process. The Zaretians withdrew to Nu-Zartar. As Repzork forces continued to push into Betel territory, they encountered the Xeverra. The two quickly established an alliance to combat the Betel together, but the Xeverra declined membership into the Pact due to the Warlord's precarious standing. Meanwhile, the Betel and Luminarians had a [[Incident at Fehgrov|standoff]] after Voivode Yodd Wikrixtook over 300 Luminarian engineers and researchers hostage after the Luminarians had begun evacuating due to reports of an impending Xeverran attack. The Luminarians rescued the hostages, but tensions would not cool until the arrival of High Chancellor Visas and the creation of the Fehgrov Accords. The Luminarians would come to see the Recycler government as unreliable while Helm's Hold began to look to the Karahotdoum as allies and resumed closed-door talks over the Asanian Syndicate. ==== Year 12 ==== ''See also: [[Operation Riposte]], [[War of the Mech King]], [[Gronian Theatre]], [[First Battle of Fehgrov]].'' After having repaired and refitted his ships, General Varthos launched one final, all-out offensive with all of his available troops in a bid to repel the Peacekeepers from Rigni. The Zaretians overwhelmed the Peacekeeper's hastily-made defenses, with many Alliance units being trapped and encircled deep within enemy lines, but many of these elements successfully harassed Varthos' supply lines. Varthos was forced to call off the offensive. The Peacekeepers [[Operation Riposte|began a counterattack]] to reclaim colonies taken by Varthos' forces during the battle and eventually recaptured Rigni as Varthos withdrew to Nu-Zartar. A Nepharian colony was attacked by a spore of hive Piru. Though seemingly victorious after a brief engagement, some Biomatter had survived by escaping into underground tunnels. A sizeable colony was established underground and eventually emerged at the planet's capitol, subduing the defenders and the planet soon after. Deep in unexplored space, Magello explorers discovered the remains of a gargantuan combat walker, among the largest in recorded history, on an uninhabited world. Believing it to have been a superweapon of one of the ancient races, Magello troops were sent to secure the machine. This was soon leaked to the Diabs, who sent a battlegroup to the planet. The two engaged in a [[War of the Mech King|skirmish]] over the walker and were soon joined by Zaretian reinforcements who had come to the Magello's aid. Late into the battle, Virisus forces took advantage of the chaos and attacked both forces in a bid to claim the walker for themselves and use it to enact vengeance on the Necraal. After days of fighting, Pact forces were on the verge of victory, but rather than cede the walker to their enemies, the Virisus overloaded the machine's still-functioning reactors, destroying the walker in an explosion that created a kilometer-deep crater where walker had stood. The loss of Rigni did not halt Zaretian offensive operations elsewhere. Monarchy forces under the command of General Rex'Abilion, after having shot down what he believed to be a Madarian ship, landed on the planet where the ship had crashed to track down and eliminate the pilot. In doing so, Rex'Abilion's forces eliminated the planet's inhabitants, which had been at war with the Gronians. The Gronians were angered for the Zaretians having interfering and stealing Gronian honor. Abilion refused to stand down, and the two empires [[Gronian Theatre|declared war on one another]]. Sauran forces moved into Betel space to assist the Recyclers against the Repzork invasion. As well as defense, the Sauran use the opportunity to study Betel colonies and discover their impact on a planet's environment and show the Betel how they should organize and fight with their armies. Despite their support, relations between the two powers remains poor, and Betel animosity would divide the two throughout the Sauran's deployment. As the Luminarians had predicted, the Xeverra [[First Battle of Fehgrov|attacked]] the colony of Fehgrov. A bloody siege followed until the Xeverra were finally able to capture the gas giant. Fighting on foreign soil and exposure to alien cultures and technology, particularly Magellan forces stationed on the Diab theatre, gradually resulted in the development of Skritrulk, or 'void warriors', among the Skrey. The Skritrulk were more intelligent and refined than the average Skrey, and would soon form various factions throughout Skrey society that sought to modernize and unify Skrey society. Most were in some form or another supportive of the Warlord Pact and saw them as examples to base themselves off of, but others saw the Warlords as puppeteers who considered the Skrey to be little more than cannon fodder. Regardless of their views, the Skritrulk were ostracized by their brethren. Pact overseers saw potential among the Skritrulk, and would provide trustworthy individuals with better training and equipment. === Years 13-15: Invasion of Nu-Zartar and Second Battle of Norsus === ==== Year 13 ==== ''See also: [[Outer Worlds Assaults]], [[Operation Counterweight]], [[Battle of Nu-Zartar]], [[Frost Wars]].'' Two years after the Second Battle of Baltreos, the Diabs began the [[Outer Worlds Assaults]], which aimed to cut off the Pact foothold's primary supply lines in and around Sevethos. Diab forces launched a two-pronged attack: the first wing attacked around Falkeos while the second, larger wing entered the 'northern' reaches of the foothold and made substantial progress, capturing several colonies including Glasos, Alvainos, and Urdos, opening a pathway to Sevethos, which now found itself under siege. The Repzork, after having completed the mobilization of the empire for total war, counterattacked with [[Operation Counterweight]]. Fighting would continue throughout the year as the Diabs put up a dogged resistance, but they quickly began to lose ground. After securing Rigni, Aeveria-Luminarian forces launched the final offensive of the Zaretian campaign, the [[Invasion of Nu-Zartar]]. Generals Varthos and Peacha had prepared the system for a last stand, and used every available asset in the conflict, which would see some of the bloodiest fighting in the Interim Era. Fighting would persist for eight months before the Peacekeepers secured the planet, opening the door to the Zaretian homeworld of Zartar, but casualties were enormous, and before any invasion could be launched, the Peacekeepers needed to rebuild their strength. After years of Conkirite dominance in its ongoing war against the Acropolan, the tide began to turn as the [[Frost Wars]] began. Conkirite forces had captured the colony of Briaska and were experimenting with 'frost tech' to create supersoldiers. The Acropolan launched a counterattack, with renown war hero Andon destroying the facility and escaping with a sample of frost tech that was then infused with his armor. Shortly after, the Conkirites raided an Acropolan cargo ship containing both experimental energy production equipment and Andolina, a scientist who was taken to a Conkirite facility on Brogeloff. Andon was sent to eliminate an anti-orbital cannon protecting the facility. The cannon was eliminated, and Andon discovered the Conkirite's plans to use the equipment for their frost tech. Acropolan force made landfall and breached the facility as Andon made his way into Lockdown Sector G, where after a confrontation with an experimental walker, Andon was able to rescue several engineers and Andolina, who revealed that the Conkirites were preparing to create a portal to the Acropolan homeworld on the planet of Ryzonor. The final confrontation took place when the Acropolan began an all-or-nothing assault on Ryzonor, where the Conkirites had already amassed a vast invasion force. Though the Acropolan suffered heavy casualties in the face of frost-infused technology, the chaos allowed Andon to infiltrate the Conkirites and fight his way to the portal facility. Andon targeted the facility's reactors and narrowly escaped as a chain reaction caused the entire facility to explode, killing a swath of Conkirite troops and officers. The remaining Conkirites routed, with many being taken prisoner. The Conkirite would continue to fight, but now found themselves at a significant disadvantage. Andon was celebrated as a hero throughout the empire, and would later be appointed as the head of the council. He would also marry Andolina, and with her would sire C'Amathius. ==== Year 14 ==== ''See also: [[Invasion of the Delani Republic]].'' The Asanians began a major push into Delani space at the start of the year. Though the Delani had recovered from the Rathakern attacks, they were unprepared and vastly outnumbered by Asanian colonies as colonies began to fall in quick order. The reclusive [[Transmetallic Confederation]] accidentally infringed upon [[Gronian]] territory while attempting to harvest thermal energy from an uninhabited planet. The Gronians responded by destroying the ship and claiming the energy. To avoid a potential conflict, representatives of the two powers met to discuss a diplomatic solution. The Gronian demand was for the Transmetallic Confederation to not enter Gronian space, but this was complicated by the fact that the isolationist TmC had colonies on the other side of Gronian space. In private, some TmC officials believed that they should wage war with the Imperium, but this was rejected. After further negotiations, the Gronians agreed to allow the TmC to communicate with their colonies in uncharted Gronian space, but the TmC would in return not enter an inhabited Gronian colony. Though the treaty prevented any immediate action, it did little to reduce tensions between the two powers, particularly within the TmC. ==== Year 15 ==== ''See also: [[Second Battle of Fehgrov]], [[Skritrulk Uprising]], [[Second Battle of Norsus]], [[Battle of Demosrakus]], [[Battle of Terak]], [[Battle of Zykorus]], [[Operation Sidewinder]], [[Neutrality Crisis]], [[TmC Secessionist Crisis]], [[Operation Desolate Winds]].'' A group of Gronian harvesters unknowingly landed on a Skrey colony which attacked and killed the harvesters. Due to the engagement occurring within one of the smaller clans, the incident went by unreported until Gronians of House Aspis invaded the planet and killed nearly all of the Skrey. Before Pact officials could intervene, the Tazorag clans and its allies mustered their forces and pursued the Gronian fleet. During this time, rogue elements of the TmC began supplying the Skrey with equipment and weapons to fight the Gronians. Along the way, they attakced a Gronian colony, drawing the Aspis fleet to the planet. The Gronians won the ensuing engagement, forcing the Skrey to return home. Though only a minor setback, the event spiraled out of control as the enemies of Tazorag rose up in revolt against the great clan, perceiving their defeat to a 'weak' enemy to be a sign of weakness. Rebels included the Skritrulk, who saw the unrest as an opportunity to make their aspirations a reality. When Gronian forces arrived in the mainland and witnessed the Skrey fighting among themselves, they declared their mission a success and withdrew, only strengthening the beliefs of the rebels. The unrest soon spread to the auxiliary fleets, but these were often brutally suppressed by the Pact, who, instead of supporting Tazorag, began covertly supporting Pact-aligned Skritrulk groups. Gronian victories against the Zaretians would see them enter Zaretian-occupied Rach colonies. Gronian troops would gradually push through Pact resistance and launch an assault on Norsus to claim the planet from the Zaretians. After ten years of traveling through the Void, Emperor Gorach, having grown tired of running from the Margan, ordered the Rach to exit back into realspace. Despite concerns from Kertak and other officials, the emperor set his sights on [[Second Battle of Norsus|reclaiming Norsus]] to boost morale and begin rebuilding the empire. After securing the old communications center, Gorach sent out a broadcast in the hopes that the Peacekeeper Alliance had survived. To his relief, the Peacekeepers responded, and began sending troops to assist the Rach in reclaiming the planet. Gronian forces, ignorant to the significance of the planet and intending only to attack the Zaretians, arrived first, and initially considered the Rach to be intruders. Gronian forces would sporadically engage the Rach until a meeting with Gorach, during which the Gronians agreed not to engage the Rach so long as they did not intrude on their operations. The Delani were among the first to respond, with a force under the command of Fleet Admiral Heimarak making way for the planet. However, before he reached Norsus, he received word that the Asanians had begun [[Battle of Demosrakus|invading Demosrakus]] and that Heimarak was to turn around to defend the planet. The admiral returned to the Delani mainland, but instead of protecting the homeworld, evacuated the remaining fringe colonies and disappeared. It remains unknown if the admiral survived or was destroyed by Asanian forces. As Peacekeeper forces began to arrive, fighting spread throughout the Norsus system. The Zaretian garrison, badly outgunned and without any hope of reinforcements, were very nearly rerpelled from the planet. This took a dramatic turn when the Margan Dynasties spilled forth from the Void, their fleets advancing in all directions as they began attacking Peacekeeper and Neutral states alike, sowing discord throughout the various fronts of the war. The Red Rose sent a fleet to Norsus with the intent of delivering one final kick to the Rach before the Margan focused their efforts elsewhere. Though many within the Pact remained intensely bitter towards the Margan for having pursued the Rach into the Void, they were quick to put their reservations aside and welcome the Margan back into the Pact. With their support, the Pact turned the tide of the battle, and the Peacekeepers were forced to abandon Norsus, which by that point had been rendered nearly uninhabitable due to the fighting. In the aftermath, the Rach would dramatically reform their military and take residence within the Gronian Imperium, who would claim Norsus but maintain no tangible garrison over the planet as it was of no tactical or strategic value. Nepharians and Betel alike would begin to sift through the ruins in search of valuables. With the Peacekeepers focused on Norsus and the Margan's return, they were unable to provide much aid to the Delani. Demosrakus fell shortly after Norsus, and with the Delani Republic effectively ceased to exist. The Asanians swept through the remaining colonies and eliminated remaining resistance. By the end of the campaign, the vast majority of the Delani had been killed, with few managing to escape. The Red Rose Dynasty began launching attacks all along the Gronian Imperium. One such attack took place at a planet inhabited by a pre-space flight civilization, dubbed 'locals' by the Gronian Imperium. Gronian forces under the command of General Katar attempted to hold the planet while Katar's subordinate, Admiral Olin, attempted to recapture two moons surrounding the system's largest gas giant. Olin failed, forcing Katar to withdraw to retake the moons himself. As Gronian forces withdrew, the Transmetallic Confederation intervened and evacuated many of the surviving locals. The planet itself was rendered barren by Margan harvesters shortly after. Later, the Margan attacked [[Battle of Terak|Terak]], where the Margan had broken through the planet's orbital defenses and had bombarded much of the planet. The efforts of General Katar and Admiral Olin turned the battle back in the Imperium's favor, and the Margan were eliminated down to the last man. Unbeknownst to the Imperium, these attacks were in reality testing the defenses of the Imperium in preparations for the actual offensive. Months after the conclusion of Norsus, the Aumpnuuk joined the Transmetallic Confederation. In the process, they provided information regarding the Gronian's and Nepharian's ongoing conflicts with the Red Rose dynasty. Though viewed by some as an opportunity to use against the Gronians, others believed that the TmC should in some way provide support to prevent the Margan from attacking TmC colonies. One Gronian colony found itself in a desperate situation as the Margan threatened to overwhelm the defenders. The Holy Nepharian Empire, fearing that the Margan could use the area as a springboard for offensives into Nepharian space, intervened, drawing the ire of Gronian forces, who ordered the Nepharians to leave. The Nepharians refused, sparking a brief firefight that resulted in the deaths of several Gronians. The Imperium retaliated by invading a Nepharian colony. The Nepharian's hasty actions were not well received by the mainland, as simultaneous wars with the Gronians, Margan, and Zaretians posed a very real risk to the Milky Way colonies. Before the situation could escalate any further, the Nepharians contacted the Gronians to sue for peace. As the meeting began, TmC forces arrived and offered to support the Nepharians in a fight against the Gronians. The Nepharians declined, intending to remain on good terms with the Imperium. The intrusion, which had been broadcasted to Gronian officials across the Imperium, outraged Lord Merian, who mobilized for war against the TmC for having breached the treaty they had established previously. The Gronians and Nepharians came to an agreement as TmC forces began an attack on their own, though they quickly realized that they were badly outnumbered, and even after the arrival of reinforcements, were eventually forced to withdraw. General Turos of the Red Rose, who had been planning to draw the TmC, Nepharians, and Gronians into a war, took notice of the engagement and contacted Zulgrev, the Zn leader within the TmC. The Margan suggested that the TmC join the Warlords as their reputation within the Gronian Imperium and the Peacekeepers, as the Rach were by this point working closely with the Imperium, was tarnished. Though initially reluctant, Zulgrev asked for a few days to consider the offer. A day later, the conflict with the Imperium and the TmC's smuggling of weapons and supplies to the Skrey was made public. Zulgrev interrupted, proclaiming that it was the way of the TmC to exterminate most races, and attempted to assassinate the speaker, Zulgrev. The assassination attempt failed, and Zulgrev and her followers [[TmC Secessionist Crisis|seceded from the TmC]]. The TmC loyalist appealed to join the Peacekeepers soon after, but were denied due to their conflict with the Gronians and general distrust due to their intense secrecy. The Hammer Dynasty struck the Sauran colony of Jaru IV. The Sauran successfully evacuated the colony's citizens, but Margan forces overran the capitol before a relief force could arrive. Efforts to recapture the colony fail, and the Sauran withdrew. At the Betel front, the Repzork initiated their [[Operation Desolate Winds|largest offensive]] thus far in the campaign. Foregoing costly occupation, the Repzork focused solely on "breaking the spine" of the Recycler government and military apparatus. Many weapons that had initially been barred due to the hazardous nature of many Betel colonies were authorized and used with little regard for collateral damage, dealing significant damage to the Betel and their allies, though Betel resistance would use the speed of the offensive to their advantage by stealing equipment and capturing isolated personnel. === Years 16-17: Pact Resurgence & Civil Wars === ==== Year 16 ==== ''See also: [[Battle of Mardos]], [[Schism of the 500th]], [[Battle of Nizo III]], [[Gronian Civil War]], '' At the beginning of the year, the Margan invited Pact officials to Holy Thereia to reaffirm the goals of the Pact and strengthen the unity of the Warlords. The Xeverra also attended, and would be formally admitted into the Pact. As the meeting progressed, the Pact discussed plans for future operations, and settled on a joint-offensive into Zaretian space to liberate Nu-Zartar, repel the Peacekeeper occupiers, and bring the Zaretian military back up to strength. The sudden and rapid advance of the Margan had scored several early victories for the Dynasties, but as the Peacekeepers mustered their forces, the technology gap that had been created during the Margan's absence became apparent to both sides. This was first displayed during the [[Battle of Mardos|battle]] at the Diab colony of Mardos. Orion Dynasty forces had established a beachhead on the planet but were soon pushed back by Diab troops. At the climax, the leaders of the respective belligerents agreed to a duel to the death. The Margan leader was defeated after a brief skirmish, and the remaining Margan were routed. The Margan began efforts to improve their technology, but it would be some time before they caught up with their contemporaries. After months of fierce fighting, Imperial Command called off Operation Desolate Winds and ordered the 489th to withdraw from Betel space. The 489th was also supplied a massive stockpile of conventional, nuclear, and Marganite-based munitions and were to lay waste to Betel space as they retreated. The resulting scorched earth campaign devastated much of the the Betel central cluster, killing or displacing those caught in its wake. Some of the munitions would be captured by Betel guerilla fighters and used against Repzork military personnel and civilians in retaliatory terrorist attacks. Though the Repzork officially consider the theatre concluded, covert operations continue to hamper the Betel in subtle ways. Having long grown disillusioned with Imperial Command and the Warlord Pact Star Marshal Elseron Nethali of the 500th 'Purity of Flames' armada and several of her followers [[Schism of the 500th|defected]] from the Repzork to join the Peacekeepers. Fighting broke out throughout the armada as loyalist tried and failed to apprehend the marshal before she escaped to Alliance space. The schism briefly disrupted Biomatter containment efforts, allowing Tiamat to gain some ground before it was repelled. Imperial Command considered dishonorably disbanding the armada, but the loyalty of Field Marshal Alesanda Hilingoth and admiral Eaeru Tritheka, Nethali's second-in-command, narrowly saved the armada. Five years after they had formed, the ion storms surrounding Necraal space dissipated, making communication and space travel possible once more. Bael'thir reestablished contact with the Pact, who sent envoys to inform the crown prince on the state of the war. Bael'thir reaffirmed his support to the Pact, and pledged to commit troops to the war and hunt down and kill his father. News of the crown prince's return spread quickly throughout the sector, with most Pact-aligned Necraal returning to Necraal territory to serve Bael'thir. Many of Hor'or and S'ai's followers, disillusioned with their own leaders, also defected to Bael'thir, sparking a new round of infighting among both factions and casting doubt on the loyalty of S'ai's men to the Peacekeepers. Virisus defectors were seen with a mixture of revulsion or compassion due to their mutations, and though many distrusted them, Necraal scientists began working on a potential cure for their infection. The Rach began a campaign to reclaim their lost colonies at [[Battle of Nizo III|Nizo III]]. Nizo had been one of the few colonies to survive the Zaretian-Margan campaign in the early years of the war, and had gone into seclusion to avoid detection. The planet had been occupied by the Asanians during the Second Battle of Norsus, but Syndicate forces did not discover the colony. The Rach smuggled new weapons to the planet and launched a surprise blitz against the Asanians, who were overwhelmed by a mixture of Rach maneuverability and firepower. Of particular note was the Rach's use of Void based technology, which was not hindered by gravity like traditional subspace drives and thus allowed both naval and ground forces to teleport across the battlefield with near-impunity. This effectively revolutionized warfare, and Pact officials would begin efforts to weaponize the Void to close the gap. Following the assassination of Emperor Commodus of the Gronian Imperium by Princeps Falcus, Falcus traveled to Gron Domum under the pretense of attending his father's funeral. In reality, he was plotting to assassinate his brother, Gaius Imperia, to secure his position on the throne. The Rach, who supported Gaius, were tipped off by Commander Stral. The Rach successfully rescued Gaius and Valpyra Aspis, who had previously seduced Gaius and now bore his child. This triggered a [[Gronian Civil War|civil war]] between Falcus and Gaius. At about the same time, the Margan began their major offensive into Gronian space. With Gronian forces fighting among themselves, the Margan inflicted a terrible toll on the Imperium. Valpyra took action by outright exterminating many civilian worlds in an attempt to slow the Red Rose down with limited success. Once again facing the risk of expulsion or outright extermination, the Rach were forced to divert their resources from rebuilding and supporting the Peacekeepers to supporting Gaius. ==== Year 17 ==== ''See also: [[Zaretian Civil War]], [[Collection Conflict]], [[Operation Dawnhammer]], [[Rift Incident]].'' Tensions between the Repzork and Nepharians escalated when the Repzork [[Operation Dawnhammer|deployed troops into the contested zone]] to support their allies in the region against their rivals with the ultimate goal of absorbing them as client states and turning their forces towards the Peacekeepers. Though Repzork forces were careful to avoid engaging Nepharian positions, sporadic skirmishes between the two occurred as Repzork forces plowed through the sector. Rather than declaring war, the Nepharians initiated a propaganda campaign to draw Peacekeeper attention to the region. Several Peacekeepers answered the call and deployed troops to contest the Repzork. With large swaths of Betel territory devastated by the Repzork and the economy on the Xeverran frontier in shambles, Helm's Hold shifted its remaining industry to territories left unscathed by the fighting. This combined with the opening of relations with the [[Remusian Republic]] earlier in the war had created a boom economy for the Ikzod cluster. When the Nepharians requested aid, it was an easy sell for the Recyclers to start making use of their increasingly powerful presence in the area to frustrate the hated Repzork and be compensated for their troubles. With increased traffic from the Betel mainland, the Remusians began refocusing their resources to help the Recyclers. While remaining Neutral, they continued to provide technology though the previously established Science-Face Initiative, as well as facilitating trade and contributing to their economy. Following the end of the [[Collection Conflict]], though they had successfully captured Remusian Grand General [[Named_Characters#Grand_General_Vithem_Templesmith|Vithem Templesmith]], the bulk of [[The Collection]] withdrew to their holdings to recuperate from their losses. [[The_Collection#Cael_Consor|The Overlord]], the Collection's ruler, shifted his attention towards minor powers that he believed would be easy to integrate into the Collection. He soon learned of the ongoing Repzork-Nepharian Cold War and, using a [[Vessel]] to hide his mechanical body, reached out to the Repzork, hoping to recruit their assistance in defeating the Remusians. Repzork [[Armed_Forces_of_the_Repzork_Empire|Central Command]] rejected the Overlord's offer, unwilling to commit troops to the Overlord's cause. The Overlord withdrew from the region, though he planned to return at a later date. Remusian scientists aboard the [[Nadfor Research Installation]] began “[[Project Archway]]”. At roughly the same time, the Repzork were performing their own studies on [[Space_Travel#Warp_Drive|Void-Based travel technology]]. One of the Repzork's experimental engines malfunctioned, creating a tear in void space parallel with the lane created for Project Archway, forming a two-way artificial hyperlane. Remusian Directive Expeditionary Units, Lead by [[Science_Directive#Interstellar_Engineering_Division|I.E.D.]] [[Named_Characters#Doctor_Bishun_Barret.C3.A9|Director Dr. Bishun Barreté]], exited into Repzork space as Sector Marshal Tegar Zokonae had been establishing a perimeter around the rift. The two agreed to talks, with Dr. Barreté retrieving Diplomat [[Named_Characters#Rava_James|Rava James]], who had previously been working with the Betel. During their talks, the Repzork learned of the Remusian's relations with the Betel, causing concern among members of the Repzork High Chamber, who feared the Remusians may join the Peacekeepers. Later, a recycler Diplomat interrupted one of the meetings to express their outrage at the Remusian's willingness to host the Repzork, nearly leading to a fight until members of the Remusian Royal Council interceded and adjourned the meeting. The Repzork also learned of the Collection and saw an opportunity to keep the Remusians out of the Great War. Believing that they would have to one day fight the Collection regardless of the circumstances, the Repzork offered to help the Remusians destroy the Collection so long as remain neutral in the Great War. Concerned that the Betel’s loyalty in the Ikzod cluster could be compromised should the Remusians decide to side with the Repzork, Helm’s Hold deployed [[Named_Characters#Sekno_Vorniket|Sekno Vorniket]], a veteran pilot from the Xeverra front, to re-establish Recycler loyalty, holding several conferences within the Cluster as well as Betel dense areas of the Republic. The arrival of the Helm’s Hold member brought along Anti-Repzork propaganda which began circulating within Betel heavy areas as well as the Republic in general. [[Category:Page]][[Category:Legacy Lore]] 09hi1kqgnvhkwyqyw0wd067at55nwq8 Great War (Branding) 0 1543 17755 17649 2022-01-14T22:55:31Z Amaker1450 26550035 /* Years 5-8: Trump Cards */ 17755 wikitext text/x-wiki {{Conflict |prev= |conc= [[Telkevan-Nepharian Cold War]], [[Collection Conflict]] |next= |name= |image= |conflict= |date= |partof= |notablebattles= |place= [[Kentarus Sector]], [[Tomastahl Sector]] |result= Ongoing |territorychanges= |side1= [[Peacekeeper Alliance]]<br/> |side2= [[Warlord Pact]]<br/> |side3= |side4= |commanders1= Main Peacekeeper Leaders <br/> * [[Rach|Emperor Gorach]] <br/> * (Nuverian Placeholder) <br/> * [[Sauran Solidarity|Duchess Amara'Eress]]<br/> * [[Karahotdoum Empire|Karem Magistrate]] <br/> * [[Doramis Monarchy|King Castellis †]]<br/> * [[Empire of Diablos|Admiral Korsair]] <br/> * (Delani Placeholder) [†?] * (Kastalian Placeholder) * [[Remusian Republic|Royal Council]] |commanders2= Main Warlord Leaders <br/> * [[Margan Empire|High Priestess Massachiah]] <br/> * [[Zaretian Monarchy|King Breys]] <br/> * [[Telkevan Union|High Chamber]] <br/> * (IAE Placeholder)<br/> * [[Vechtramil Directorate | Vechtramil Intelligence Directorate]] <br/> * (Necraal Placeholder) <br/> * [[Xiongul Confederacy (Branding)|War Chief Bhatuzorig]] <br/> * (Kaat Placeholder)<br/> * [[Asanian Syndicate|The Mixed]] <br/> |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} [[Category:Page]][[Category:BrandingHold]] The '''Great War''', also known as the '''Epic War''', is an ongoing interstellar conflict between the [[Peacekeeper Alliance]] and the [[Warlord Pact]]. Initially confined within the [[Kentarus Sector]], the conflict has grown to become the largest and bloodiest conflict in the history of the known galaxy, having thus far resulted in billions of civilian and military casualties, including many millions from various atrocities and massacres; the occupation, enslavement, or ruination of hundreds of planets, and the total collapse of several nation-states. Despite the enormous material and manpower costs of the war, the conflict continues to drag onward even after 17 years of nonstop fighting which has continued to see the war grow larger and larger, dragging more and more nations into the bloody, inconclusive struggle. == Prelude == == The War == ''For an outline of the war, see [[Timeline of the Great War (Branding)]].'' === Years 1-4: Spark === ==== Year 1 ==== ''See also: [[Rach Theatre]], [[Raid on Zartar]], [[Raid on Station SRD72]].'' Shortly after the emergence of the [[Margan]] in the local galactic sector, the [[Rach]] began to covertly harass the Margan by targetting their logistics and command structure while supplying states that were fighting the Dynasties. These efforts proved disruptive to the Margan, but were unsuccessful in stalling their advance. These efforts continued with impunity for months until Rach operatives were captured while attempting to rescue civilians. The Margan [[Rach Theatre|declared war]] on the Rach, and while they had difficulties locating Rach colonies and were constantly harassed with hit-and-run attacks, began to advance through Rach territory at a slow but steady pace as Rach doctrine was not accustomed to a war of attrition. Rach officials, namely General Gorach, called for drastic reforms to Rach doctrine, but his calls were ignored. Nevertheless, it was decided that a more direct approach would be needed to defeat the Dynasties. The Rach sent delegates to several neighboring states: the [[Aeveria Confederation| Nuveria Union]], [[Karahotdoum Empire]], and the [[Sauran Solidarity]], to propose the formation of a coalition with the goal of defeating the Margan and protecting those that could not defend themselves. All accepted, though the Karahotdoum, due to tensions with the Yami Trade union, declined to offer direct military support, instead supplying the new alliance with money and weapons. Ironically, they would simultaneously provide these same resources to Warlords that they did not consider too radical. The new alliance called itself the '''[[Peacekeeper Alliance]]'''. The Peacekeepers launched a surprise attack against the Margan and quickly overwhelmed them. Emboldened, they launched further attacks with similar results, bringing more nations into the alliance. The Matriarchs of the Margan convened on the worldship of Holy Thereia to discuss their options, and despite their hatred of aliens, decided to establish an alliance of their own. They soon after requested an audience with King Breys of the Zaretian Monarchy. The Zaretians were wary, but due to their ongoing [[Sauran Theatre|conflict]] with the Sauran Solidarity, agreed to talks on the Zaretian homeworld, [[Zartar]]. Zaretian rebels under the leadership of the exiled king Moscassin learned of the meeting and relayed it back to the Peacekeepers. Though an opportunity to eliminate both Breys and High Priestess Massachiah, Rach command deemed the operation too risky. However, Emperor Coradine, without notifying his generals, deployed a small team of assassins to intercept the meeting. The assassins [[Raid on Zartar|attacked]] as the meeting began, but the operation proved a colossal failure, with all of the assassins captured or killed. The operation had the opposite effect than intended, convincing Breys to put his reservations toward the Margan aside and establish a formal alliance. The new alliance, dubbed the '''Warlord Pact''' by Peacekeeper media, declared war on the Peacekeepers, marking the official beginning of the Great War. Now fighting both the Margan and the Zaretians, the Rach suffered several disastrous defeats, their military almost entirely unable to put up any serious resistance to the invaders. The Peacekeepers attempted to support their ally, but were having to defend their own territory from the Pact. ==== Year 2 ==== ==== Year 3 ==== ==== Year 4 ==== === Years 5-8: Operation Downfall === ==== Year 5 ==== ==== Year 6 ==== ==== Year 7 ==== ==== Year 8 ==== === Years 9-12: Uncertain Future, Renewed Offensives === ==== Year 9 ==== ==== Year 10 ==== ==== Year 11 ==== ==== Year 12 ==== === Years 13-16: The Push to Nu-Zartar, Pact Infighting === ==== Year 13 ==== ==== Year 14 ==== ==== Year 15 ==== ==== Year 16 ==== === Years 17-20: The Second Battle of Norsus === ==== Year 17 ==== ==== Year 18 ==== ==== Year 19 ==== ==== Year 20 ==== === Years 21-24: Pact Resurgence, Zaretian Civil War === ==== Year 21 ==== ==== Year 22 ==== ==== Year 23 ==== ==== Year 24 ==== === Years 25-Present === ==== Year 25 ==== ==== Year 26 ==== ==== Year 27 (Present) ==== [[Category: Events]][[Category:Page]][[Category:Public Access Page]] nnd2ycnu2805pn62uf0eaez1z6kkunt Great War Historia 0 69 9837 7409 2019-07-19T18:11:06Z AmadeusReborn 30459495 Dragoneteran Purge 9837 wikitext text/x-wiki ==The 'Great War' - A Historical Account== The major events that unraveled throughout the war which is referred to in this account as, "The Great War", are rather easy to organize into a chronological account with proper research. As the fruit of efforts of a team of researchers came this timeline of the major events that caused and occurred throughout the war. Documented here is a constant work-in-progress account of the 'Great War' comprised of knowledge attained from Archived records and first-hand accounts. ===The Spark=== Margan had been conquering and eradicating civilizations from all corners of the universe for many years. The Rach valiantly resolved to attempt to stand up to them and stop them. Other Empires were inspired by this idea, and so several empires (The Chelkan being a notable example) banned together in an alliance aimed at stopping empires like the Margan from conquering and eradicating empires that were too weak to defend themselves. Together, their cumulative power was enough to stand up to the Margan. Upon facing the now formidable alliance of which the Rach spurred to form, the Margan sought aid from other like-minded empires, hoping to beat back the allied forces. King Breys's rule of the Zaretian Monarchy had been terrorizing and conquering weaker empires for years, similar to the Margan. The Margan approached the Zaretian Empire, who were equally known for their brutal and war-like stance, in attempt to form an alliance to counter the growing might of their enemies. Simultaneously, former Rach Emperor Coradine approved an assassination attempt on the Zaretian ruler, King Breys, in hopes that it would prevent the Margan empire from officially forming an alliance with the Zaretians. The assassination attempt is foiled by a captain tasked with overseeing the Margan diplomats and the Zaretian Monarchy becomes allied with the Margan, declaring war on the Rach and their allies in retaliation to the attempt on Breys's life. Some believe the Alliance was forged only so that the Zaretians could exact revenge on the Rach for attacking them in the presence of their king. Note: The titles Peacekeeper and Warlord are thought to have originated from news reports in Peacekeeper Empires. Despite being widely used as the two sides official titles, the exact start of the titles is somewhat unclear. ===The Galaxy Divided=== A small Rach Mining Colony is attacked by a Unit of Saracin Soldiers, who mistook the planet for being unclaimed. The Saracin destroy the Rach Colony and claim it as their own, declaring a small war on the Rach. The Saracin approach the Margan and Zaretians seeking to enter their pact upon learning that they now shared a common enemy and belief. The Saracin are inducted into the Warlords and declare open warfare on the Peacekeeper Alliance. The Tiny Predators held a strong belief that every living creature had a role to play. Upon hearing that several empires were banding together to protect smaller, weaker empires, they felt compelled to enter into the alliance themselves. A Tiny Predator Captain named Deathorn met with Rach military commanders at a small Peacekeeper Base to discuss admittance into the Peacekeeper Alliance. The Base was ambushed by a large Saracin force, and the Tiny Predator Unit was pivitol in defeating the Saracin Forces. Upon their victory, the Rach welcomed their people into the Alliance with open arms. Open Warfare breaks out between the two allied forces as a result of the Saracin attacks on Peacekeeper held worlds. Both sides have mobilized forces in preparation for war. The Intergalactic Technological Organization (ITO) had been observing the escalating events between the two Factions, and upon the Zaretians first open offensive on Peacekeeper held worlds, quickly self-declared themselves a part of the Peacekeeper Alliance. The Rach, among other Peacekeeper Empires did not protest this however, as the ITO were well known for being protectors of weaker Empires, and thus their interests aligned perfectly. Shortly afterward, ITO Forces storm Argn 9, beginning a counter offensive on the Zaretians. Upon learning that their old-rivals the Tiny Predators had joined the Peacekeepers, the Huge Predators promptly requested admittance into the Warlord Pact. Margan Officials visited with the Huge Predator leaders, who tested them as part of one of their many long held traditions. The Village where the meeting was held was then attacked by a Tiny Predator assault team, who were promptly repelled by the newly allied Margan and Huge Predator Forces. Zaretian Diplomats express concern over the arguably primitive ways of the Huge Predators and make a personal visit to their people. Almost ironically, things go wrong, and the Huge Predators attack the Zaretian forces. During their escape, the Tiny Predators attempt to attack the Zaretians as well. The Zaretians re-concentrate their forces on the Tiny Predators and destroy a nearby fort. This action seemed to convince the Huge Predators that the Zaretians were indeed worthy allies, although some discontent seemed to exist between them. A Feathercrown captain lands on a planet being observed by his Empire, to find the Margan terrorizing the native peoples and attempting Genocide. Upon destroying one of the Margans Bases here, the Captain meets a group of Rach Captains who were sent to intercept the Margan. Impressed by the Captains success, the Rach proceed to extend alliance with the Feathercrown Empire. The Rach are alarmed at the events of the Saracin entering the Warlord Pact, and in a bold move of retaliation, infiltrate a Saracin Research Facility in order to gain intelligence on the Warlord Pact and their plans. The operation is successful, though the Rach learn of the Zaretians plans to invade the Rach Homeworld, Norsus. Salatran Empire is entered into the Peacekeeper Alliance seeking additional protection from the Warlord Empires, whom have expanded their offensive to otherwise uninvolved empires. A group of Rach forces attempt to free prisoners from a world they recently lost to Zaretian forces under the command of Gancarda The Knight. It is notable that at this point it seems the Warlords have begun a full assault on the Rach and the Peacekeeper Alliance, perhaps less than a week since the Zaretians entered the Warlord Pact. It is also implied that the Tiny Predators and ITO had begun counterattacking the Zaretians at this point. The Flytal Empire approaches the Peacekeeper Alliance with an extension of friendship. Upon entering into the Alliance, the Flytals take a key role in providing new weapons and technologies to the Peacekeeper Forces, albeit through means of trade. The Flytals also agree to deploy a detachment of forces as part of the Allied Peacekeeper Forces. It is assumed the Flytals initially approached the alliance seeking protection. The Krreshnora enter into the Peacekeeper Alliance seeking economic aid from the Rach. The Rach are pleased to aid them, despite war being literally at their doorstep. Learning of the escalating conflict, the Empire of Diablos forged an alliance with the Rach and agreed to enter into the Peacekeeper Alliance to balance the power of the two sides in accordance with their cultures long held beliefs. Along with the Representative of the Tiny Predators, Deathorn, General Gorach demands an audience with Rach Emperor Coradine on Norsus, requesting access to the full brunt of the Rach Military, for fear of the Warlord forces closing in on Norsus. Coradine denies their request, and following a mysterious attack by Margan forces in the Rach Capital building itself, Gorach discovers that Emporer Coradine had shut down Norsus's Stealth Generators and betrayed his people to the Margan. As commanding officer of the Rach Military, Gorach seizes control of the Empire and prepares to take a stand against the approaching Warlord forces. Very shortly before the Margan and Zaretian forces arrive on Norsus, the Diabloain Outer Fleet arrives to bolster the Rach forces against the impending Warlord Invasion. The combined forces of the Rach and Diabloians was enough to drive back both Warlord powers, however in the midst of the fighting, the Rach fled the planet fearing that the battle would result in their complete defeat. The Diabloians, however, continued fighting, determined to drive back the Warlord forces. Begrudgingly, Gorach orders all the surviving Rach aboard massive “Exodus Ships” which were designed and constructed in secret as a last ditch effort for survival. Ignoring potential threats, the Rach used a very experimental technology to escape into what is essentially a “Pocket Universe”(See; 'The Warp'). The Margan, however, were intent on exterminating them permanently, and despite their defeat at Norsus, proceeded to drive every last one of their people through the Warp in pursuit. The Warp closed just seconds after the entirety of both civilizations entered it, disappearing entirely. The Diabloians, despite winning a victory which would send the Warlords reeling for some time, left Norsus seeing no further reason to defend it with the Rach having seemingly disappeared. Shortly after, the Zaretians returned to Norsus and claimed the planet as their own, destroying the remains, intending it to break Peacekeeper Morale. ===Successors/War Never Changes – Working Title=== In spite of the Zaretians continuing their aggressive attacks, the Peacekeepers remain resilient, and grow in numbers when the Xaracor Empire self declares itself a member of the Peacekeeper Alliance, as well as the Griaux Empire, whom pledge material support to the cause. The Intergalactic Technological Organization (ITO) requested the aid of business partner and ally, War-Bot Industries (Also known as WBI, or the Minomit Empire), to lend their aid to the Peacekeeper Alliance. The Minomit quickly agreed to support the Peacekeeper cause, though during the meeting, the rogue Minomit Faction known as the “Warbots” attacked both the ITO and WBI. The attack was repelled, and WBI was entered into the Peacekeeper Alliance, providing weapons, equipment, and battle drones, among other assets. The Zaretian Empire strikes without warning on the Dragoneteran Kingdom home world, Aseirai, in their continued expansion. The Dragoneteran forces are able to hold out long enough for their distress call to be picked up by an Allied Peackeeper Force, who arrives just in time to drive out the Zaretians. Following the attack, the Dragoneteran are invited to meet with various Peacekeeper Powers, who convince the Dragoneteran Kingdom to enter into the Peacekeeper Alliance. Dragoneteran Captain Delarus goes missing in a region of space claimed by the radical isolationist Tegotian Empire while investigating a Tegotain Ship that seemed to be unresponsive. The very same Tegotian force invades the young Bulorian Empire Homeworld. The Bulorians are unable to beat back the Tegotians, however they manage to send a distress signal before their defeat. A Dragonetera Captain investigates Delarus' dissapearance, only to find Delarus the sole survivor, having crash landed on the planet the Tegotians invaded. The two captains investigate the Tegotian presence, only to be immediately attacked, barely escaping. A Zaretian Slave Driver demands tribute from a small Fadyo Colony. In fear, the Fadyo attempt to comply, but the Zaretians deem their attempt to small, and insist that they take the entire colony prisoner. The Fadyo colony resists and beats back the small Zaretian Force. Shortly thereafter, the Fadyo self declare themselves a member of the Peacekeeper Alliance. The Xaracors capture several warlord personal, and through interrogation, learn that the Warlords have found a passage through Grox Territory and seem to be harvesting enormous amounts of energy from a source somewhere near the Galactic Core. After a failed ambush on the Allied Peacekeeper Forces base on the Xaracor Homeworld, the Xaracors launch an investigation into the Warlords activity. A Zaretian Colony Ship detects a planet under siege. Upon investigation, the Zaretians find the Necraal Empire under siege from the Grox. Unable to repel them on their own, the Necraal swear allegiance to the Warlord Pact in exchange for the Zaretians aiding in driving out the Grox. A Zaretian invasion force attempts to claim a world held by the Murderos Empire. The attack is quickly thwarted, and driven for revenge, the Murderos allign themselves with the Peacekeeper Alliance as a platform for war on the Zaretians. The Dragonetera return to the now Tegotian held world, seeking both revenge, and to free the enslaved people under the Tegotians in hopes to gain positive favor with other Peackeepers. The attack is successful, and the Dragonetera drive out the Tegotians and free the Bulorians. The Tegotian Empire launches a full scale invasion on the Dragonetera Kingdom as a response to the Dragonetera operation involving the Bulorians. In the process, they self-declare themselves a member of the Warlord Pact, intending to discourage the Dragonetera from fighting back. The Tegotians begin their invasion of Dragonetera territory, meeting suspiciously small amounts of resistance. IAE Forces investigate the sudden presence of an outpost near the brink of their territory. Upon investigation, the IAE learn that The Empire of Diablos had claimed the planet to act as a “Blunder Zone” to the IAE, whom were expanding towards a region of space where the war had become rampant, hoping to prevent them from learning of the war and undoubtedly siding with the Warlords. The IAE oust the Diabloian Force from the area, declaring war on them. Following these events, word reaches the IAE government of the War. Seeing an opportunity to both expand and exact revenge, the IAE enter into the Warlord Pact. In a move to win the trust of the other Warlords, the IAE sends a small force to support Warlord Forces at a Spaceport where a battle has broken out between various forces from both sides. The IAE prove a very capable asset to the battle, driving back the Diabloain force at the Spaceport. Dragoneteran Homeworld Rebuilt As part of an ongoing “Trade-War” with the Yami Trade Union, the Karahotdoum Magistrate aligned itself with the Peacekeeper Alliance, initially intending to monopolize on it's largely short handed military. Despite their success here, the Karahotdoum quickly changed their focus in the war to full on military support as a result of encroaching Warlord Empires as well as a widely held opinion that the Warlords were “Barbaric Savages”. The Karahotdoum military mobilized and the Magistrate dedicated it's full support to the cause, lending a great deal of man power to the Peacekeeper Alliance. The Karahotdoum quickly came to the aid of the Empire of Diablos, who had their hands full fighting both the Zaretians and IAE. The Karahotdoum promptly launched massive offensives against both empires. The initial attack on the IAE did not go as well as projected, however by taking control of the IAE's own planetary defenses, the Karahotdoum were able to drive back the IAE forces and estbalish a foothold for their campaign. Aseirai, the capital of the Dragonetera Kingdom, recovers, several weeks after the Zaretian invasion. Planet Lichen Long time enemies of the Zaretians, the Spytrus Empire learns of the Peacekeeper Alliance, and pledges it's support to seize an opportunity to face the Zaretians on equal ground through the support of the Peacekeepers. During a victory over a large Saracin force, the Spytrus take several prisoners, unbeknownst to them, one of which happens to be the Saracin Emperor. An elite Saracin task force manages to rescue the Saracin Emperor before the Spytrus realized the value of the prisoner. -Mlen Series- An IAE Force attacks at the heart of the small Meelintier Empire. The survivors flee to the diplomatic safe-haven, Fahuun, where they select a young man as their new leader. In hopes of recovering from the IAE attack, they forge alliances with the Acropolans and Heefroedites, among several others, who pledge their support to the Meelintiers. After several weeks of recovery, it is finally revealed that the IAE were in fact not the offenders of the attack on the Meelintier. An anonymous agent explained to the Meelintier leader that a race that call themselves the “Constructors” sought to eradicate the Meelintier people due to their religious nature. The Constructors payed a rogue IAE squadron an unusually hefty sum of money to carry out the attack, which was based on canceled IAE Military plans. With their new-found leadership, the Mleenitier Empire and it's allies begin a movement to establish Alliances of Peace between as many Empires as possible. While seeking out the people of Craak in hopes of furthering their alliances, the allied forces are attacked by “The Constructors” once more. The allied forces successfully beat back the enemy and resume their search for the people of Craak. -End Mlen series- The FPR (See: Free Planets Republic) requests entrance into the Peacekeeper Alliance, seeking to act as relief effort for planets devastated by Warlord attacks. They are accepted and immediately begin terraforming worlds and providing relief effort to Peacekeeper held worlds. Following his success on several fronts, Zaretian General Atlas launched what would become his first failed plan in the war thus far. In an attempt to ignite war between the IAE and Aeveria Confederation as a distraction for a Zaretian Invasion Force, General Atlas used sophisticated Holo-guise technology to disguise his soldiers as those of the IAE. Using fragments of scrapped IAE ships from a junk-world, Atlas reconstructed a large fleet of IAE Vessels. With the illusion complete, Atlas deployed his forces onto the densely populated Aeveria fringe world of Etheral. ACI (Aeveria Central Intelligence) quickly saw through the rouse put forth by General Atlas, and upon learning this, the Zaretian Ruler, King Breys, planned to seize the moment and reveal the Zaretians as the offenders, hoping to have an effect on their morale before ACI could inform the Aeveria Government. During a meeting with various Peacekeeper Empires to consult the possible motives for an IAE attack, Breys followed through and made his announcement publicly via video transmission, shortly before ACI informed the Aeveria Government. Both relieved that the IAE were not the offenders, and infuriated with the Zaretian attack, the Aeveria Confederation congress quickly declared full war on the Zaretian Monarchy, and officially entered into the Peacekeeper Alliance. Within 24 hours of the initial attack, the Aeveria Confederation had driven out the small invading Zaretian force and begun mobilizing for it's invasion of the Zaretian Monarchy. The Saracin War Machine continues to rampage across the Galaxy, eventually finding itself at the doorstep of the MCI (see: MechCore Industries) held worlds. A preliminary invasion force is defeated, allowing MCI time to mobilize it's forces in preparation for retaliation. Upon learning of the Allied forces opposing the Warlords, MCI self-affiliates itself with them. A Biomatter Spore lands on the Flytal held world of Yintil. Not hesitating, the Flytals send a distress signal to the young Peacekeeper Biomatter Task Force. The Task Force is quickly dispatched, but to their astonishment, IAE and Necraal Forces soon arrive on the scene as well. The Biomatter had mutated into a new Self-Aware breed, which the IAE and Necraal allied themselves with. Dragonetera Captains successfully release a sample of the Biomatter Virus among the ranks of the invading Tegotian forces, delaying their advance significantly. A Vosario force invades a planet being terraformed by the FPR. The Vosario invasion is quick and decisive, leaving no survivors, however an Allied Peacekeeper Fleet redirects to respond. The Vosarion align themselves with the warlords to better face the new enemy they have made in the Peacekeepers. The Tegotian Empire, in the face of the surprising lack of resistance from the Dragonetera during their invasion, sent what can only be described as literally their entire military to the Dragonetera Homeworld of Aseirei intent on completely eliminating the Dragonetera. Too their surprise, however, the Dragonetera managed to not just repel, but completely defeat the invading Tegotian Army. Despite Aseirei suffering considerable damage, the Dragonetera managed to cause the collapse of the Tegotian Empire following the complete defeat of their military. The result caused the gradual collapse of the Tegotian Empire due to the loss of all government following their defeat at Aseirei. Moderate-Party Tegotians attempted to take control of the situation by, ironically, requesting support from the Peacekeeper Empires. Crimson Fist The Aeveria Confederation launches it's invasion of the Zaretian Monarchy. It captures many rim worlds as stepping stones for invading the interior of the Monarchy. (This offensive is officially titled 'Operation Burning Lance' in records). Necraal Split start Luminarian Non-xenophobe Outpost Outpost XC-11 is attacked by an old enemy of the Luminarians, the Zoroxians. The Base is quickly overrun, nearly paving the way for a Zoroxian invasion of the Luminarian Empire, when the base's distress call manages to attract the attention of an Aeveria Fleet that happened to be nearby. The Aeveria Confederation intervenes and drives back the Zoroxian attack. The Non-Xeno Party organizes an alliance with the Aeveria Confederation, and in the process learns of their invasion of the Zaretian Monarchy. A raid is conducted on a Zaretian outpost and the Luminarians learn of the conflict between the Peacekeeper Alliance and the Warlord Pact. A detachment of 5th Arm Confederation forces arrive in a remote region of space with the intentions of claiming the galaxy for their alleged 'intergalactic empire'. While scouting their arrival zone, Planet Londory, with the intention of diplomacy with local inhabitants, the Scout ship is shot down by Xenophobe-Party Luminarians. A Strike Force moves in on the crash, but is repelled by the 5th Arm forces upon reinforcements arriving. The Aeveria Confederation is met with success in their invasion of the Zaretians. The invading forces begin a new offensive (Officially titled 'Shattered Helm' and 'Vanguard' in ACI Documents) pushing deep into the interior of the Zaretian Monarchy, targeting key Zaretian Colonies. The 5th Arm forces prepare for a counterattack, however non-xenophobe Party Members defuse the situation by turning the attention of the 5th Arm to the Zaretian Monarchy, taking advantage of the 5th Arm's Self-Righteous Ego. Intending to use the situation as a stepping stone to Peacekeeper-Relations, the Luminarians and the small 5th Arm force assist the Aeveria in the invasion of Nu-Zartar. Necraal Split end Roughly two weeksafter the initial attack, Aeveria Forces with support from Luminarian and 5th Arm detachments successfully capture the Zaretian Colony of Nu-Zartar as the first in 'Vanguard Operation'. Aiming to strengthen ties and cooperation between the members of the Peacekeeper Alliance, the Aeveria Confederation along with the Diabloians and Karahotdoum organize a Peacekeeper Conference to discuss progress and make plans, as well as to act as a panel for aspiring empires to join the Alliance. The Non-xenophobe Party Luminarians officially arrange to join the Peacekeeper Alliance here. ===The Storm Clouds Incident=== Shortly after the Peacekeeper Conference, the unofficial head of the non-xenophobe party Luminarians, Commander Spark, receives an intelligence report alerting her of the presence of a Zaretian Outpost not far from Luminarian Territory. Upon Investigation, Commander Spark finds that the outpost is a testing facility for an experimental Zaretian Superweapon codenamed “The Storm Cloud”. Having seemingly forgotten their anger toward the Luminarians, the 5th Arm continues attacking Zaretian Worlds. The small numbers of the 5th Arm incline the Zaretians to use the 'Storm Cloud' on them for field testing, intending to wipe them out completely. The Non-xenophobe Party Luminarians launch an operation to find and destroy the Storm Cloud Weapons. The Luminarians finally locate the vessel carrying the “Storm Cloud's” which they learn were actually weapons found aboard a derelict cruiser in a remote region of space and reverse engineered by the Zaretians. The Luminarian Force led by Spark destroy the Research Vessel that was both carrying and developed the Storm Cloud weapons. Despite their success, Commander Spark had only managed to destroy the vessel by staying aboard it as it exploded. One large Zaretian escape craft was reported to have been seen ejecting from the ship several minutes before it was destroyed. With the Research Cruiser destroyed, the Zaretians no longer had the proper intelligence to design weapons based on the Storm Cloud. Despite this, a large escape craft managed to escape from the vessel with a number of Storm Cloud weapons on board. Intent to follow through with their plans to eliminate the 5th Arm, the last remaining Storm Cloud weapons were used on all 5th Arm held worlds, wiping out all 5th Arm Colonists. Meanwhile in the Luminarian Government, the Xenophobe-Party is investigating the Zaretian Monarchy following the short-notice deployment of forces to Nu-Zartar. The investigation leads to the Xenophobe-Party to uncover the alliance that the Non-Xeno Party had made with the Peacekeeper Alliance. With Commander Spark now dead and unable to elaborate on the situation, the Xenophobe-Party carries out a coup de grace, putting Enforcer Ulran into power. Civil war breaks out between the Non-Xenophobe and Xenophobe Parties, and thus the non-xenophobes begin a mass exodus. The Non-Xenophobe Party escapes into a remote region of space far from any other space faring empires. The exact location of their haven remains unknown. The Zaretian Monarchy strikes a small revenge against the Aeveria when they raid a small and remote outpost that was set up to research a derelict cruiser with the intention to reverse engineer it. The Zaretians successfully destroy the vessel and escape at the last second. In the process, the Zaretian Operatives discovered that legendary Zaretian General Attopos The Great had defected to the Aeveria. NOTE: It should be noted that Attopos' defection to the Aeveria likely began several months before the events of this raid. [[Category:Legacy Lore]][[Category:Page]] cn7nft4g2368jrx5bxr0chtum9orfax Greenskins 0 711 5766 2016-10-10T05:59:34Z Drag0n0us 3365896 Redirected page to [[Zaretian Monarchy]] 5766 wikitext text/x-wiki #REDIRECT [[Zaretian_Monarchy]] 5qo6ff9okqcfa2186ulpd0b0zdl69wc Gronian 0 695 11240 5750 2019-11-09T01:42:53Z Amaker1450 26550035 Changed redirect target from [[The Gronian Imperium]] to [[Gronian Imperium]] 11240 wikitext text/x-wiki #REDIRECT [[Gronian_Imperium]] rw9p6fsrj5fkpzrtnk866on0b2mtrp7 Gronian Imperium 0 742 17119 8356 2021-11-17T03:31:08Z Amaker1450 26550035 17119 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Neutral |label3 = Homeplanet: |data3 = Phylum, Atrax, and Gronia |header8 = Biology |label9 = Lifespan: |data9 = The average Gronian, regardless of what kind, have a life span of 180-200 years |label10 = Notable Trait |data10 = Impressive regenerative abilities when concerning the eye and immune system. |header11 = Economy |label12 = Currency |data12 = Mineral Bars |header14 = Governing body |label15 = Foremost dominating governing body |data15 = House Imperia |label16 = Government |data16 = Imperialistic Feudal Republic |label17 = Current Lord General |data17 = Zardoinie |label18 = Current Emperor and Empress |data18 = Commodus Imperia / Domitia Imperia |header19 = Statistics |label19 = Archetype |data19 = Militaristic |label20 = Main territory |data20 = Large swath of territory nearing the outer edge of the galaxy |label21 = Colors |data21 = Dark Blue and Dark Silver |label22 = Military |data22 = The GIAF: The military center for the amassed forces of all the various Gronian Houses |label23 = State |data23 = Isolationist, Re-establishing military doctrines, adapting to new modern galactic warfare |label24 = Population |data24 = The combined population of both Gronian and Client Kingdom populaces give the Imperium somewhere in the range of more than tens of trillions |label25 = Notable for |data25 = Ability to remain isolated for eons and still maintain a military strong enough to compete with modern armies |label26 = Technology |data26 = Strong and unique military tech, but lacking in regards to adequate medical and civilian technologies |label27 = Empire Size |data27 = Huge }} == The Gronian Imperium == === Dawn of The Gronian === For one to understand the current Imperium, one must go back to when Gronian first stood upon his legs and challenged all the other beast of his world. Even in their most savage and primal mentality they sought glory through feats of bravery. The most notable of their primal quest for glory was their choice of prey. While other beast would seek food from the easiest source they could acquire, Gronians had chosen to fight the Kroial, a large flightless bird that had a tendency for gathering it's kill within it's den. The primal Gronians would enter the den and fight the bird for it's kill and also for the bird's very flesh. Those who could frequently achieve such raids would be given first choice when it came to choosing a mate and would in almost every aspect become leader of the primal group. === Separated at Cognition === The Gronians had done it! They had become sentient in the aspect that they could now enjoy the sight of a rock rolling down a hill for hours on end. The new tribal Gronians raised their village within a canyon, cut off from the rest of the world. They had quickly realized the potential of domestication and now had become a self-sufficient people who sought out nothing more than to stay within their canyon and be content. Sadly, The other tribal people who had risen from the primal period did not share the Gronian mentality. The other tribes of the world waged war on one another relentlessly and without mercy. Eventually another tribe discovered the Gronians in their canyon and decided that the canyon belonged to their tribe and not the Gronians. The mighty war tribe came down upon the Gronians with their axes and spears with intent to eliminate the inhabitants of the canyon. To the dismay of the invaders the Gronians met their spears and clubs with a shear rage and strength that can only be brought about from one who is defending themselves. The invading tribe retreated with their tails between their legs, but the Gronians were not done with the would be conquers, The Gronians wanted blood. They picked up the spears the fallen had left and followed the tribe back to their home, and proceeded to butcher each and every member of their tribe. The Gronians dominated the landscape and all seemed to be going in their favor, until one day a giant shiny shape dropped from the sky and stole half of the Gronian populace from the face of the world. The shape was, of course, an alien craft. The aliens had taken these Gronians and altered them and changed them to the point that they almost became a different species entirely. They changed the stolen Gronians into five different mutations and placed one of each on worlds they had terraformed within the Gronian's home system. After doing this the aliens left and would not return until much latter, until the Gronians were much older. === The War between themselves === Gronians on the original world had not developed separate nations but had all grouped together and formed the first city that would eventually cover their entire continent. The age of civilization had few events that are notable enough to be written here. The space era on the other hand was by far more notable, four of the five other Gronian races had followed a similar path and had thus entered the space stage at around the same time, with exception to the fifth race which had died due to a huge meteor shower that eliminated life on their terraformed world. The four surviving race met each other quickly upon their entry unto space though the races did not see each other eye to eye or even as equals. Eventually the four races would bicker and fall into a deep war. Little is know as to why the war began but it is known that this conflict would drag on through out what could only be described as eons. Another of the four survivors would fall during this time, not to a natural disaster, but to the first kind and their new "super weapon." The weapon scorched the face of the fourth kind's world from orbit and all but eradicated anything living from the face of the planet. This was the first kinder's greatest shame, for they had not fought their enemies but had instead simply eliminated them. In their shame the first kind drove the weapon into their sun and pledged to never develop such a cowardly tool ever again. The wars continued as they had for centuries minus one, until one fateful day, an alien craft had been shot down above the world of the first kind. === Rise of The Glorious Imperium === The craft was from the same aliens that had separated the Gronians. Eventually the Gronians decifered several information logs that were inside the alien craft, it was a scout ship that had been sent to examine the situation of the prospective "slave species" that they had created many years ago. The first kind released this unto the other two surviving races, there was an uproar. Each of the three surviving races felt a great shame that all this time they had been fighting not unknown aliens but had been instead been killing their lost brethren. The shame and sadness was followed with great rage and anger brought about by the aspect that some truly alien force thought that they could subdue their people into slavery. This gave rise to the very first Gronian Emperor, very little is known about this Gronian due to the passage of time and loss of historical records, thus his identity is unknown. The Gronians, in their rage and lust for vengeance build the largest fleet that any Gronian had seen before. The Emperor with his new armada waited at Somde's 4th moon. Within a decade the Aliens arrived with a force numbering in the tens of billions, The Gronian armada engaged the aliens and held the bulk of the alien forces, some alien ships did get past the Gronian armada but were met with unyielding ground combat by the now unified Gronian armies. The aliens would be crushed by the Gronians and be forced to retreat back from whence they came, but just as their tribal ancestors, once again the Gronians wanted blood. The Gronians followed the aliens and invaded each and every world the aliens could call home until eventually...the aliens were gone from the face of the universe, defeated by ones they had once so easily manipulated. The Gronians were left with a large tract of territory and with little effort claimed more and more unclaimed territory until finally they simply stopped, once again content with what they had. ==Gronian Biology== The body of a Gronian has been called various things from 'woefully inefficient' to 'expertly crafted.' These are merely opinions and this report will not have such a biased stance due to political, economic or religious beliefs when dealing with the Gronian body. ===The Hyrdaklin Muscle System=== The Gronian muscle system is named after the first recorded Gronian Hospitaller Hyrdaklin, whom had apparently been one of the contributing factors in the event known as the "Great Unification of Brethren." That being, of course, the event that unified the remaining three Gronian races together. This discovery was made thanks to Hyrdaklin's odd interest in the other alien races that his people were fighting (may it be noted in this log that Hyrdaklin was a First-Kinder.) In his research Hyrdaklin eventually published his findings and forwarded them to his Emperor, for the easier reading of anyone whom stumbles upon this report, I have taken the liberty of taking direct quotes of the research papers that are of the most importance, they are as followed: (Note these quotes are taken during a time when the Gronian races knew not of their relation to one another) **"While true that the Second and Third-Races have obviously different muscle systems in respects to how the muscles are placed, it can be observed that these muscles are, indeed, of the same make that we Gronian's posses. The simple differences being the distribution of these muscles, for example, the Second-Race has the same muscles but are spread out over a larger distance than that of us Gronians." **"After dissecting the corpse of a brave Third-Race warrior, I have concluded that the amino acids produced are indeed of similar makings, but from what I can find there is a slight difference in the synthesis of the acids, in the sense that for some strange reason it seems that the muscles of Gronians would not be able to produce the amounts found in the Third-Race. If one would ask my opinion, I would indeed suggest that biological engineering would play some role in this." ===The Eye of Glorin=== Oddly, the Gronians have named one of their key features, that of course being their eye, after an influential military leader of their long distant past. When this report attempted to gather intelligence related to the matter we uncovered several myths, rumors, and legends revolving around the naming. These tales tell stories of self mutilation, to amazing endurance, but the point of this report is to not tell stories but to instead explain the mechanics of the Gronian eye. *First and Third-Kinder Eye Gronians emerged from the cosmic goo of life with little more than defiance and and but one eye to look forward. When most races view Gronians they think to themselves "clearly this race is on the short end of the evolutionary stick, with but one eye they assuredly have many troubles that those with multiple eyes do not." In truth the Gronian's traded two functional eyes for one of a grand quality. The eye is made up of several natural lens that reflect light from all available entry points and are funneled into what can only be called a second visual sensory organ located between the iris and the back of the eye. The job of this "2nd eye" is to determine the distance the eye is from any given object, while the main eye continually sends information to the brain, the 2nd eye takes almost a full .14 seconds pre-processing the visual information put into it before sending it along to the brain. This gives the Gronians depth perception, albeit less effective, but what really shines about the Gronian eye is it's almost unmatched endurance. The Gronian eye, thanks to many, many, many encounters with strong prey/predatory beast located on the Gronian Homeworld, has gained a fantastic amount of regenerative abilities. Take for example. A Gronian faces down a Kioal predatory bird and suffered a grievous wound to the eye, the Gronian would be rescued by the dominant male, unless he himself is the dominant male, and is taken back to the nest. After a period of, say a month, the blinded and infested eye begins to lets say 'molt' the body will begin to tell the immune system that the eye itself is a hostile entity and must be eliminated. The immune system will go forth and begin to demolish the Gronian's eye, but in this brutal attack by it's own immune system, the optic nerve cells will go under a state of extreme mitosis in which the cells produce vastly different 'strains' of the cell, most of which will be destroyed by the oncoming immune system attack, but those cells that are ignored by the immune system will be placed into a state of uber-reproduction. Under the course of a year the eye will be fully destroyed and replaced by the Gronian immune system and surviving optical cells. *Second-Kinder Eye Genetic modification and junk (Will update soon) ===Gronian skin/hide=== Gronian skin is quite possibly one of the most tightly condensed in their side of the galaxy. Gronians, having been under constant attack by beast with viciously sharp claws, eventually developed skin cells capable of 'deflecting' oncoming blows from the sharp talons of their competitors. The skin itself is made of a sort of 'rounded' cells that contain small amounts of nickle which is gained from their diet. These rounded skin cells are very smooth starting at the legs but as you go up the body towards the head the cells slowly seem to become more rough and ridged, especially around the tail, neck and back of the head. The most likely reason for this being that the smoother and less grip friendly cells of the legs make escaping the jaws of a predator that grabs a vulnerable leg more likely, while making the attacking of vital body parts more hazardous to the flesh of an oncoming attacker. While the skin is now unlikely to be in direct confrontation with the talons of a wild beast, it still retains some effectiveness against knifes and blades. The skin could, of course, never deflect against a lunge or a spiked/edged knife but would instead to prove troublesome to anyone attempting to slash a Gronian with a blade that was merely sharpened. == Culture == === The Creed === The Creed of the First Emperor is regarded as the most widely known Gronian "cultural" document. Almost every single Gronian follows the Creed which underlines how Gronians are to behave in generalities towards each other and especially towards aliens. The Creed is essentially a guide book on how a Gronian should behave. One passage from the Creed reads as such: "Always show respect to the alien! Always show honor to the alien! But never trust the alien." === Attitude Towards Warfare === Warfare can bring great honor and glory to one's family and self but Gronians view the desire and seeking after of war as the ultimate form of disgrace. Even though Gronians are an extreme militaristic people, they see war as something that must be done to ensure the survival of ones people. The use of war as a diplomatic tool is an absolute abhorrence to the Gronians. On the other hand war is believed to be the ultimate proving ground where a Gronian can gain renown for his family line and gain personal honor. In short, A Gronian is always eager to fight in a war but are never eager to find one. === Isolationism === Gronians strongly believe that empires should stay within their own means and not meddle in the affairs of another race, as it is simply none of their business what another people do. Gronians have almost mastered the art of Isolationism by keeping their borders secure and letting almost no outside influence into the Gronian territories. It has gotten to the point that most races outside of the Gronian's direct neighbors or of the most dedicated explorers, have rarely even heard of a Gronian. But now, with the Gronians pressing on several war fronts, their isolationism is threatened as the eye of the galactic community slowly falls upon the now suddenly active Gronian military machine. === Names === The first name is decided by the mother at birth. The second name is decided by a Gronian's family line. The Third name is decided by what House a Gronian has most recently Served == Gronian Military == CLASSIFIED INFORMATION (will fill in later) ==The Client Kingdoms== ===What being a Client Kingdom Entails=== *'''Duties''': **Provide for the General defense of your sector. **Give tribute to the Imperium. **Re-supplying Fleets upon request. **Sending soldiers abroad upon command. *'''Benefits''': **Tracts of Territory will be given. **Protection by the Imperium. **Access to Imperial Academies. **Rights to have an Independent government. **Right to petition dispute Imperium control based on cultural beliefs. *'''Limitations and Requirements''': **Unsanctioned relations with sovereign nations is prohibited. **All colonization must be either within designated Client Kingdom territory or approved by GIAF command. **A grand total of 25% of the species respective population MUST be enlisted into military service. **A grand total of 50% of all non-essential materials gained on any Client Kingdom colony WILL be sent as a tribute to the Imperium. **A grand total of 10% of all Agricultural products produced on Client Kingdom Colonies WILL be sent as a tribute to the Imperium (Can be altered depending on situation.) **No Laws created by the Independent government of a Client Kingdom will conflict with Laws of the Imperium. **All Client Kingdom officials must submit to the ruling of any and all Gronian authorities. ===How Client Kingdoms came to be=== As a very old race, the Gronians enjoyed relative peace due to there simply not being a great number of competitors when acquiring territory. Because of this the Imperium claimed a sizable chunk of their galactic arm, which was by far too large for the slow growing Gronian population to ever fully populate. Once the Gronians ceased their expansion through the stars, they began to colonize the middle mass of their territory while leaving their borders relatively unused.For a few centuries the Gronians enjoyed the quiet and lack of neighbors but then suddenly life began to emerge all around them, young empires went forth and grabbed up planets like a starving beast. The Gronians would not have any of this, so they sent forth their war fleets and 'informed' the young empires that there would be no expanding into the territory of the Gronians. After many disputes and skirmishes the borders of the Imperium were secured and no alien would dare attempt to violate the strict Gronian border. But life, as the Gronians would soon find out, cared not for territories or borders. After a century or so after the events that lead to the tight security upon the Gronian border a signal was detected by GIAF command that was within Gronian territory but was definitely not Gronian. Believing that some stealthy empire had gotten past their patrols and detection software, the Imperium sent forth several War Fleets prepared for a war of elimination against the vagrants that had made a colony within their territory. Upon arrival the War Fleets scanned the planet for the locations of their orbital defense and the location of their fleets, surprisingly there were neither present on this planet. Confused, the War Fleets sent forward their scouts and began moving infantry onto the surface of the planet. The vagrants panicked and sent crude war machines that worked on crude fuels such as oil and ethanol, their simplistic projectile weapons also did little against the armored tech of the Gronians. After several days of the Gronians learning the basics of the vagrant's language, the Admiral of the Gronian fleet sent a message to the trespassers stating: "Those who violate the borders of the Imperium will suffer dearly." The aliens sent back a message and after several days of decoding it the Gronians gained a response of: "We break no borders! You invade our homes!" After several more letters back and forth the it was uncovered that they were no vagrants at all! Instead this planet was indeed the home-world of the aliens. The Admiral, unsure of what he should do, pulled back his forces and contacted GIAF command with his findings. The Imperium was dumbfounded, the aliens were not invaders yet they have taken a world of the Imperium. The leading idea for a time that the Gronians had put forward was to simply exterminate the aliens, as allowing them to take territories away from the Imperium was out of the question. The idea however, did not sit well with the Gronian's sense of honor and justice as the aliens had not intended to violate the borders but had actually been forced into such a violation. The discussion on what to do with them continued relentlessly as the species had evolved naturally on the planet but the Imperium had owned it for a longer period than the aliens had. The conflict would only be resolved by the 17th Emperor who stated that while the aliens did indeed take up Gronian territory it was in one of the far reaches of the territory that would be unused by the Imperium for eons to come and that the aliens, if nothing else, provided a way for the Imperium to harvest the resources from those areas and allow the alien species to continue living. If the aliens did not wish to become a servant of the Imperium then they would be offered a chance to be taken to a suitable planet outside of Gronian space. However, if the aliens refused that as-well then elimination would be the only option. The aliens agreed to become a part of the Imperium and the first client kingdom was formed. This made most Gronians content and pleased but many still did not like the thought of 'working with' an alien race (which is why the Gronians generally treat the client kingdoms poorly when it comes to social hierarchy.) ===The Crai'Tal=== *Official Designation: The United Crai'Tal Colonies (UCC) *Home-World: Yurxis-2 (Their cradle world was ravened by war.) *Current Leader: President Banslif *Government Type: Republic/Constitutional Monarchy/Democracy *Archetype: Diplomatic/Warriors/Explorers *Type of Client Kingdom: War and Agricultural *Views towards Gronian governance: Grateful *History of This Client Kingdom: The Crai'Tal had evolved on a very desolate, unused and rarely patrolled area along the border of the Gronian Imperium. The Crai'Tal had reached the space age several decades before contact with the Imperium and because of this they had set up close to four colonies, one of which was outside Gronian territory. The Crai'Tal were curious about the universe and had sent forth explorers to discover new worlds and different forms of life. The Crai'Tal's greatest and worst discovery was that of the Quarlax empire. In the beginning the meeting was kind and had high hopes for all but as time progressed the Quarlax became less and less trusting due to a state of natural paranoia that existed within them. Eventually the Quarlax launched several surprise attacks against the Crai'Tal, the most devastating of which was the attack on the Crai'Tal home-world which left it barren and unusable. The Crai'tal was losing this war, badly, and had but one bastion of safety left which the Quarlax relentlessly attacked daily. All seemed hopeless for the Crai'Tal as the Quarlax crushed the meager fleets that the Crai'Tal but then, suddenly a savior come forward with massive war ships and what seemed to be limitless strength, descended upon the Quarlax and forced them away. It turns out that the Gronian Imperium had detected the Quarlax fleets and had assumed that it was an invasion intended for them. After investigating into the Crai'Tal it was discovered that they had indeed evolved naturally within Gronian space and thus qualified to become a Client Kingdom. As the process of informing the Crai'Tal of their options when it came to becoming a client kingdom, the Gronians had barely began telling of the alternative choices if they did not desire to become a Client Kingdom before the Crai'Tal accepted the offer. ===Griggen=== Found to be one of the more… eccentric races within the Imperium, the Griggen were once a pest amongst the races with their constant raiding of trade routes and other such mischievous events until the Gronians finally forced them to kneel to their might. Griggen have proven useful to the Imperium by using their natural dexterous abilities to act as competent skirmishers for the military. ===Ilgorah=== Generally found to be an unpleasant people, the IIgorah are ill-received by their fellow races within the Imperium. While Griggen may have commited the occasional raid upon a trade route,the IIgorah were would-be tyrants. Three Pelixite worlds fell to the IIgorah armada before a Crai’Tal fleet answered the call and engaged in a fierce battle with the IIgorah and sent them fleeing. Gronian forces eventually discovered their worlds lying within the fringes of Imperium territory and after culling 4/5ths of the up-start race they too were brought to heel and became a client state. Now the IIgorah use their vicious nature on the battlefield in the Imperium’s name. ===Scaratep=== The ideal of well-mannered people come forward when the word Scaratep is said. Though debated, it is believed that the Scaratep are actually the oldest living species within the Imperium with their earliest archeological finds outdating that of the Gronians by around 10,000 years. However, the structure of their society, or rather the lack there-of, has caused the Scaratep to remain in a state of perpetual stagnation. Scaratep do not believe in centralized governance or management of their fellows. Each Scaratep is an entity in-and-of themselves. As such, collecting their tithes and integrating 25% of their population into the army has proven more than difficult. ===Agneta=== A pseudo-hive mind, the Agneta are competent and industrious citizens of the Imperium. Due to the brutal nature of Agneta tactics and short average life-spans, the Imperium is hesitant to levy Agneta forces for war. However, still recognizing the need to have their subjects militarily competent, the Gronians allow those Agneta with higher intelligences access to the Imperial Academies. ===Tavian=== The most recent addition to the Imperium, the Tavians were brought into the fold far earlier than desired. The Tavians were annexed just as they entered their atomic era, as their world was enveloped in a skirmish with foreign empires. The Tavian people seemingly resent the Imperium for claiming dominion over them, but the government is hesitant to act on the will of the masses as the threat to their species survival are all too clear. Their service in the military, while little thus far, has shown a clear indication that Tavians, with their keen natural senses, make for exceptional sentries and look-outs. ===Pelix=== A friendly face upon the Imperium, Pelix make for excellent negotiators and traders. First contact came about when an Imperial fleet, damaged after an intense border skirmish, was limping back to the core-worlds was beset by passing Pelixite explorers. Upon seeing the condition of the Gronian vessels the Pelix offered immediate assistance to the strangers. Touched by this lesser race’s unprecedented kindness, the Emperor of the time took special care of the Pelixite integration into the Imperium. As such, the Pelix nation enjoys a degree of autonomy well-above their fellow client-kingdoms. (Especially in the sense of financial rights.) ===Karmachin=== Former slaves liberated by the Gronians, the Karmachin are fervent followers of Imperial law and rule. While freedom and restoration of their homeworld have given the Karmachin much to be thankful for, their lack of self-identity has led to unique issues rising up. While Karmachin lack of skilled labor has proven difficult in some ways, their willingness to adapt and learn is a useful trait. As such they are found in a plethora of different roles. == Notable Houses == === House Aspis === Lordship: Izaklo Aspis Aspis Ladyship: Rinta Hurkon Aspis Male Heirs: Thane Kint Aspis Aspis Brigadier Antillar Aspis Aspis Captain Relker Aspis Aspis (Deceased) Female Heirs: (I need to come up with better names.) Status of Power: Political and military power verging on the same level of influence they had once possessed. House Aspis is the oldest House of the Imperium. The House itself had no founder, but instead was commissioned into being by the very first Gronian Emperor. The reason behind this is because of the fact that the Gronian Lord General, Frelin Aspis, had fallen in battle against the foul xeno scum who had attempted to enslave the Gronian people. In honor to the first Lord General who had fallen so valiantly, The Emperor established the sovereignty of "House Aspis" and gave control of it over to the Lord General's eldest son, Relan Aspis, who had become the very first Gronian House Lord in recorded history. House Aspis expanded on the natural sense of community-raised children by establishing the first Academy on Phylum, the House's Homeworld. The ideals brought forth by the academies were widely accepted by the general population of the Imperium and eventually academies were established on most Inner-colony worlds. Within a short two centuries the entire Imperium had organized the transportation and establishments needed to transport each and every generation of Gronians to be taught in the academies. The academy established by House Aspis brought forward a new era in the Imperium, A golden age of discipline and learning. This brought forth the most well trained and intelligent Gronians the Imperium had seen since its conception thousands of years prior. During "The Great Emergence" that the Imperium was forced into once several neighboring empires attacked the Imperium, House Aspis was the first and foremost House to step up against the alien hordes. While other Houses had been caught off-guard (no doubt because was had not been declared against the Imperium for a thousand aught years), House Aspis had made it a tradition to have it's military in almost constant mobilization, which is quite a daunting thing since it had been thousands of years since the last war and the fact that House Aspis hosted the largest force in the Imperium. House Aspis brought the righteous hammer of the Imperium down upon the heads of no less than five sovereign alien nations within the course of three campaigns, securing for the first time conquered territory the Imperium had ever had. The Imperium, showing mercy towards one of the more ignorant of the five alien nations that had attacked it, allowed them to keep their Homeworld and several major urban-centers. House Aspis, while slightly disappointed in the showing of mercy by the Emperor, agreed and believed that the display of force the Gronians had put forward would be more than enough to keep the foolish aliens away. House Aspis pulled back it's fleets and armies and returned to the systems that they called home. The House Lord declared that each and every soldier would be given leave to go and spend time with their families and have the rest that they had all earned. Unfortunately the alien race that the Imperium had spared, developed several deadly biological weapons and were intent on using them for revenge against the Gronians. Using small scouting ships the aliens got pass the now nearly unguarded border territory of House Aspis and plummeted down unto the largest outer-colony worlds under House Aspis' control. The death toll upon the subjects of House Aspis was staggering, nearly the entire breeding population of House Aspis was destroyed in a single swoop. The dastardly aliens though soon felt the hand of swift retribution and destruction, not by House Aspis, but instead by it's brother, House Gloran. === House Gloran === Lordship: In the Process of picking a successor The current powerhouse, this House has claimed many highly populated worlds and has now become the major infantry supplier. (More info soon) === House Calpria === Ladyship: Lilathia Calpria Calpria An up and coming house that is currently leading the assault on the front against the Zaretians. ==Alien Relations== ===The Zaretian Empire=== '''Relation Status: Hated''' '''Political Status: At War''' "They host a large army, but not large enough to face my wrath."--Lady Calpria to The Lord General when questioned on her readiness to face the Zaretians. "I was the first to make contact and while war was avoidable, I can honestly say I'm glad that they will not have the luxury of our absence."--General Joralo "A Zaretian tried to teabag me once... once."--Account of a Gronian soldier after being ambushed by a Zaretian force. By command of The Lord General, The Imperium declared war on the Zaretian people for their interference in Gronian affairs which was then followed by numerous threats and the assembling of an invasion force. The Zaretians, as many other before, had underestimated the Imperium. The Zaretian initial invasion force had terrible logistics and was overall too weak for the task it had been given. Within the time of several months the invasion force was crushed by the efforts of Admiral Jorian of the Somde inner colonial fleets and General Joralo of GIAF command. Since then The Imperium has launched a large counter attack against the Zaretian empire with the task of both capturing Zaretian territories and assuring that the Zaretians are no longer a threat to the Gronian Imperium. The War Line lead by Lady Lilathia Calpria Calpria has been successful in capturing numerous Zaretian territories and has pushed the Zaretians back to Sector-718. ===The Rach=== '''Relation Status: Poor''' '''Political Status: Nuisance''' "If I had to judge the Rach I would not base it off of their Emperor as he seems to be completely separate from his people in spirit."--Lady Calpria "They have stealth but they are wanting in almost everything else."--Brigadier Mithlin "I don't know why the Gronians dislike them so much, I find them quite pleasant."--A Crai'Tal Sentry The Locals of Sector-718 have proven to be increasingly difficult to capture as reported by Lady Calpria. The locals seem to be extremely stealthy and have been successfully avoiding Gronian patrols. Recently though Lady Calpria has captured one of the locals of what appears to be a high ranking, she is proceeding to "interrogate" the prisoner. Also in dealing with both Zaretians and Locals in this sector another hostile alien force has become known to us, they call themselves the "Red Rose Dynasty" or "Margan." ===The Red Rose Dynasty/Margan=== '''Relation Status: Hated''' '''Political Status: At War''' "I find them annoying and want them dead."--General Katar "These "Margan" don't seem to understand one thing about life, killing it only makes it stronger."--The Lord General Zardoine "Margan ships are easy enough to take down but for everyone I shoot at least fifty more take its place."--Admiral Olin after being criticized on his abilities. An incredibly hostile alien force. First Gronian-Margan interaction took place on the surface of the world in Sector-718 but no declaration of war from the Imperium had been issued due to the possibility of accidental skirmish. A short time later the Margan attack the Gronian line with a medium-sized force and were met by General Katar and Admiral Olin. This conflict was fairly short and took place in Sector-452 Forces under General Katar attempt to take a planet in the system with a small civilization in the early stages of space flight while Forces under Admiral Olin attempt to take several moons around the system's gas giant. Due to failure on the part of Admiral Olin and difficulties establishing a base on the inhabited world, General Katar pulled back his Forces in order to take the Moons. Eventually Sector-452 was taken by Gronian forces. The wereabouts of the Locals of Sector-452 are currently unknown but it is believed that some Zn intervention occurred on the planet. ===Transmetallic Confederation=== '''Relation Status: Pure Hatred''' '''Political Status: War''' "The Zn seem like indirect manipulators of lesser races, I dislike this to a fine point."--Admiral Jorian "They are weak and foolish, they give into their emotions and perform a 'noble' deed and then follow it by doing something disgusting!"--General Katar "They better stay out..."--Random ship captain. Apparently this group is also an Isolationist empire but within first contact the Zn proceeded to steal thermal energy from a world within Gronian territory, this lead to a small skirmish on one of the Zn worlds lead by a Captain Trukian of the 47189th patrol fleet. Victory of this Skirmish was taken by the Zn who had superior numbers over the small patrol fleet. If not for the efforts of Admiral Jorian the Imperium could be at full blown war with the Transmetallic Confederation. ===The Skrey Nation=== '''Relation Status: Hated''' '''Political Status: War''' "Pah! If the savages come to me asking for war then I shall give them one better! I shall give them genocide!"--Lord Aspis after hearing of the Skrey attack on a Gronian colony. "While they are fairly bright when it comes to killing things, they are extremely dull when it comes to intelligence."--Lower Officer Relork "They'll get the message soon enough."--Lower Officer Trelin A rather annoying reptilian species that was first encountered by a Gronian harvesting team which were then attacked. Following protocol the nearest Armada sent forward a small contingent of troops and subdued to local populace and punished them accordingly. The relation should have ended there but the Skrey were apparently a space-faring race and had followed the Armada until it passed a small rim-world colony which they proceeded to attack. The Armada returned and forced the Skrey to flee andsaid Armada is now in pursuit and has began to form a war line against the new Skrey foe. (More info soon) (Will update more soon) ==Technology== Space catapults and space powder (gun powder made from nebulas). This is canon. [[Category:Inactive]][[Category:Page]] fmlggwogf6kl16s957hhmk4gr61265u Hanamar 0 594 17189 6524 2021-11-17T17:30:55Z Amaker1450 26550035 17189 wikitext text/x-wiki ==Overview== Hanamar is a heat blasted Outer Rim world controlled by [[the IAE]]. The world is technically habitable but ranked very low on both the habitation scale and development priority index. Nevertheless, the planet is rich in useful metals, silicates, and even some marketable flora. Hanamar is host to the IAE colony of Eudessa and several small outposts. ===Planetary Data=== Hanamar orbits a luminous class F star on the inner edges of the system's habitable zone. The planet is bombarded with solar radiation and as a result is mainly desert. The deserts are mainly composed of superfine silicates, deposits of gravel, and sand eroded from mountains scattered around the planet. Numerous craggy mountains and wide valleys interrupt the vast deserts and provide shelter for the planet's sparse fauna. Larger mountains and plateaus are often elevated enough to escape the desert heat. Hanamar is also hosts extensive cave systems and subterranean bodies of water comparable in size to small seas. The planet is so hot in places that certain organic matter is known to slowly combust under the right circumstances. The gases in Hanamar's atmosphere are in a close enough proportion for most sapient species to survive in. Ill or less physically active individuals may have significant trouble processing Hanamar's air. Occasional dust storms can also be hazardous to individuals. Thankfully the dust and grains found in most deserts are large enough that they don't typically clog equipment and are also relatively easy to filter through breathing equipment. Oxygen levels are typically lower in higher elevations areas. This means that organic matter is less likely to combust or remain on fire. As a result, patches of lichen-like organisms and smaller plants are known to grow in significant quantities. Plant life on Hanamar has either adapted to the extreme conditions or is centered around more moderate regions. Adapted flora typically grow extremely deep roots to reach groundwater deposits as well as anchor themselves to the shifting desert sands. Plants common to more extreme regions survive in a never ending day/night cycle. Most parts of the plant on the surface of the ground will burn away during the intense day but rapidly regrow over the immensely cooler nighttime. Native flora also utilize the cool winds at night to spread spores or seeds that will not combust upon being distributed as they would during the day. IAE scientists are interested in studying Hanamarian plants for their ability to quickly regrow overnight for possible applications in both agriculture and limb regeneration. Other flora tend to grow in the cool shadows of rocky outcroppings, valleys, on mountains or plateaus, and underground. Some forms of plant life that grow in areas with only partial shade over the course of the day have roots able to penetrate solid rock with ease. Many of them do not receive entirely direct sunlight and as a result have adapted thick membranes to retain liquids as well as shield themselves from the sun. Other less hardy plants are able to thrive on the cooler mountainous areas where it is cooler and shade is more abundant. Hanamar's animal life is mainly small reptiles, some insects, and even numerous subterranean mammals. Most fauna is very small since resources are often too scarce for large creatures to effectively survive. ===Colony=== The IAE colony of Eudessa is built into the overhanging side of a large outcropping as well as into the crust of the planet. From sunrise until the afternoon the outcropping absorbs most of the sunlight while casting a shadow over the colony. As the sun moves across the sky a specially designed solar shield curves from the outcropping and over to the edge of the colony. The mechanism is automatic, activating at the same time every day (though adjusted for seasonal cycles, sand and dust storms, as well as especially hot days). Operators and technicians monitor the shield at all times though, ready to correct possible malfunctions or possible emergencies. The outside of the shield is coated with highly durable solar cells able to collect the vast output of solar radiation from Hanamar's sun and use it for cheap power. The cells are able to withstand both the constant bombardment from the sun as well as the powerful dust and sandstorms common to the planet. Between each cell are microcameras that broadcast the view outside to the colony inside. The interior of the shield displays the microcamera feeds which gives colonists the ability to see the outside as if the shield were still retracted. In order for the shield to work properly, Eudessan buildings are not very high but extend deep into the ground. A number of sublevels exist and provide shelter from the heat of the surface. Most interiors also maintain an easier to breath artificial atmosphere. The colony is directly connected to the subterranean mines that fuel much of its economy by way of long tunnels. Miners and equipment are often ferried by underground tramways or by independent transport vehicles. Eudessa's water needs are met by purifying groundwater from aquifers and regular supply drops from other worlds. Food is mainly cultivated native flora as well as some offworld species grown in separate facilities. Eudessa's military is not very noteworthy. A number of facilities are located on the surface with several more underground. Eudessa's forces are mainly light and medium hover vehicles. Mechs and even heavier hover vehicles fare very poorly in the sands of Hanamar. Aircraft are used as well but mainly those that are capable of withstanding sand and dust storms. Infantry are mainly deployed in close proximity to settled areas or through well-insulated transports. [[Category:IAE]][[Category:Jat371]] [[Category:Page]][[Category:Legacy Lore]] 6u1py07trsjmxychdeset3dprifymd8 Happy the BioMatter 0 76 17125 151 2021-11-17T03:37:30Z Amaker1450 26550035 17125 wikitext text/x-wiki <center> [[File:HappyRamorphind.jpg]] </center> == Happy the BioMatter == Faction: All Happy is a BioMatter. Unlike the rest of his kin, he doesn't hate. He loves. Everyone. He loves you. He loves everyone you know. He wants to give you a hug. He wants to give everything a hug. == Gear == Happy is best known for his Free Hugs sign. Everyone everywhere recognizes it. When Happy is carrying that sign, he will hug all those he meets. And the only time he isn't carrying that sign is when he is hugging someone. [[Category:Fiction]] [[Category:Page]][[Category:Legacy Lore]] 8nqr6o2ltbflw3w24supxqhlgyc8p1i Hard Light 0 1184 12280 2020-01-27T05:06:58Z Amaker1450 26550035 Redirected page to [[Hard Light Technology]] 12280 wikitext text/x-wiki #REDIRECT [[Hard Light Technology]] e5mefvfm9pin3f71gv9jgrpy3lhwok3 Hard light weapons 0 840 7770 2018-04-18T22:02:09Z Amaker1450 26550035 Redirected page to [[Hard Light Weapon]] 7770 wikitext text/x-wiki #redirect [[Hard Light Weapon]] md5031wj1hgeebe7fr7n70804ujq2d4 History of the Telkevan Union 0 1600 18098 18088 2022-02-27T06:20:45Z Amaker1450 26550035 /* The Great Tribulation to the Talziri Reforms */ 18098 wikitext text/x-wiki The following is a record of Telkevan history as recorded by the scholars of the Department of Education & Information. History is divided into two eras: before the oath (BO), which denotes the time leading up to the founding of the Telkevan Union, and after the oath (AO), which follows after. == Alkarian League == [[Alrukai]], the homeworld of the Telkevan Union, was once a colony of the defunct civilization referred to as the [[Alkarian League]], which included a number of races that now comprise the Telkevan Union, including the Union's founders, the [[Arkevon]]. It was once widely believed that Alrukai was the Arkevon's native world, but this was proven false after Vokstan was identified as the Arkevon's birthworld. As a colony of the League, Alrukai was likely a major commercial and military hub due to its position along the Rhzari substream; vast production plants produced a variety of products while fortresses and training facilities were built around the planet's space elevators, which were connected to a network of stardocks situated in Alrukai's lower orbit. A sizeable portion of the population are believed to have followed an early form of Galderim, the religion of the modern Kovas Republic. The events leading up to the collapse of the Alkarian League and the apocalyptic ruination of Alrukai itself remain unclear. Based on current evidence, it is hypothesized that the Alkarian League ultimately succumbed to infighting between the League's member species. At some point during the conflict, Alrukai's orbital defense network was disabled or destroyed, allowing an invading fleet to bombard the planet, ushering in the Alkari Dark Age, of which little is known due to a near-complete lack of surviving records. == Rebirth == The Telkevan Union traces its origins to a group of Arkevon who had survived the bombardment by taking shelter in Kalzevos, a large, isolated mountain fortress located in central Olukor. Kalzevos featured a thorough life-support system that provided enough food, water, and air to support a few thousand residents indefinitely. With no way to contact other vaults or survivors, those responsible for administering and maintaining the facility were deemed irreplaceable and given high standing among the inhabitants. The administrators gradually evolved into a pseudo-nobility that coalesced into the Nezekar royal dynasty, whose kaiser or kaiserin held absolute power over the affairs of Kalzevos. As the surface began to recover from the bombardment, the inhabitants of Kalzevos sent out explorers to survey the surrounding area. They soon discovered an abandoned, dilapidated mining facility which was subsequently rebuilt, though much of the machinery that had automated the mine was damaged beyond repair. Over the next few months, surveyors then established contact with scattered groups of survivors, a few of which had established permanent settlements. Some of these settlements, particularly the coastal town of Taklos, became valuable trading partners, providing Kalzevos with fish in exchange for metal ore. Unfortunately, Kalzevos soon attracted the attention of hostile groups who periodically attempted to capture the vault, which while never successful, greatly hampered Kalzevos' expansion. == Founding == In 32BO, Telkevon Nezekar I hatched alongside his three siblings, though only Telkevon himself survived into adulthood, his siblings either dying on the battlefield or succumbing to disease, which consequently ensured that Telkevon was next in line to inherit the throne. The heir apparent became famous among the populace for his levelheaded administration and for his courage in battle, and at the age of 31, was crowned kaiser following his successful offensive against the bandit camps which had been responsible for his brother and sister's deaths. A few days later, during the new year festival, Oltavar, god-king of the [[Oltari]], as well as his two advisors, Sarikarak and Saertu, appeared before Telkevon and his wife, Kilune. The god-king said that he and his brethren had taken notice of Kalzevos, which had been chosen to bear the god-king's message to the mortals of Alrukai. He then revealed the true nature of the world, speaking of the Builders who had sacrificed themselves to ensure the survival of the world, which was to be rebuilt by their children, of whom the Oltari were but one family. Oltavar Oltavar offered to teach and to lead Kalzevos in exchange for its loyalty. Telkevon asked only that the gods prove their divinity. Oltavar summoned fire from the heavens, Sarikarak used runes to animate ash molded into the shape of an animal, and Saertu, peering into Telkevon's eyes, told Telkevon all that the kaiser had ever done, sparing no detail. Convinced of their truth, Telkevon and Kilune swore their loyalty with a blood oath, permanently binding their family to the Oltari and marking the beginning of the Telkevan Union. Acting as the Oltari's mouthpiece, Telkevon and Kilune spread the gods' teachings throughout Kalzevos, encouraging his constituents to take the oath of loyalty. Oltarism swiftly became the dominant religion of the city, giving its residents a united sense of purpose and direction. Those who refused to take the oath were protected by Telkevon himself, who said that doubt alone was no reason for persecution. Of those skeptical towards Telkevon's new teachings, most would be swayed over the following years as Telkevon I boldly expanded the kingdom, converted and inducted Kelzevos' trading partners, and defeated the city's foes in battle, all of which were used to demonstrate that Telkevon I had truly been blessed by the gods. Nevertheless, some continued to doubt, including General Xarvok Olzian, who would convert only if the gods could resurrect his brother, an act beyond the reach of the gods. Xarvok and other skeptics would eventually leave Kalzelon and never returned. In the years leading up to his death, Telkevon I authored the first section of what would become the Keltular, the Telkevan holy book. In his final address, Telkevon urged his followers to unite Alrukai under the banner of the Oltari, for unity was the will of the gods. He died of a heart attack in 49AO at the age of 81. His body was cremated and the urn containing the ashes placed in the Nezekar shrine, where it remains to this day. The crown was passed to his appointed heir, Hralek Nezekar. == Conquest of Alrukai == Hralek followed in his father's footsteps. He expanded the Union's reach across Olukor in a long series of military campaigns. The king offered every settlement his forces encountered the chance to surrender and peacefully integrate into the Union, the king offering them a degree of autonomy in exchange for their loyalty. Those who refused were invariably conquered; if the defenders surrendered during the fighting they were spared further violence, whereas those who fought to the last would have their entire adult male population slaughtered and the women and children dispersed across the Union's territories. Conquered territories were administered by nobles appointed by Hralek himself. These nobles formed new dynasties, such as Olzilan, Vilikiah, and Kitoro. By the time of Hralek's death, the Union encompassed nearly all of the inhabited land of Olukor and had begun reverse-engineering surviving Alkarian technology on a large scale. The Union faced its first major hurdle in 97 as it expanded into the continent of Valakar. The larger and more populous continent was home to five vault-fortresses: Dalazir, Rolsdatch, Corsu, Tuhahn, and Kustatinye. Dalazir, located near the northern coast of Valakar, repeatedly harassed Union fleets and attacked those who managed to land. The Telkevon made no headway until they made contact with Rolsdatch, who sought revenge against Dalazir; a combined offensive finally saw Dalazir's surrender. After a pause to consolidate their foothold, the Telkevon resumed their campaign. Corsu surrendered following a prolonged siege which saw the first deployment of artillery and tanks on a large scale. Tuhan launched a preemptive offensive against the Telkevon and briefly captured Corsu, but they withdrew after the Telkevon released a cache of chemical weapons. Tuhahn then allied with Kustatinye. The resulting 9-year conflict spanned across Valakar and saw both Rolsdatch and Tuhahn crippled before the Telkevon successfully captured Kustatinye, which had fought to the last man. Kustatinye would prove a valuable prize, as it contained both a sizeable cache of Alkarian-era technology and the planet's only remaining orbital elevator, albeit the structure was inoperable due to extensive damage. Nevertheless, the technology salvaged from the city ushered in a scientific renaissance that brought dramatic improvements to the Union's quality of life. Kaiserin Vaalunar II led the Telkevon's campaign into Gahlrag in 233. A deadly plague had swept across the continent in the proceeding years, killing a vast portion of the populace. Most of the survivors eagerly joined the Union or were unable to put up a serious fight, but in doing so they had brought the plague to the Telkevon. Millions died in sporadic outbreaks until the plague was nominally contained in 241 through exhaustive vaccination and public health programs. Vaalunar II narrowly survived an infection, but at such a high cost that she stepped down in 243. The Union's weakened state caught the attention of the Yustaf Commonwealth, a growing power on the Kalrian continent which had been quietly monitoring Telkevan expansion. They seized on the opportunity and invaded Olukor in 246 with the goal of capturing the Nezekar Dynasty. Yustafan troops besieged Kalzevos for over a year, but they had underestimated the Union's resolve; an attempt to open a second front ended in disaster as the Olzilan Dynasty almost single-handedly repelled the attackers. Kalzevos was relieved after a subsequent series of costly counterattacks routed the Yustaf. The Telkevon launched their own invasion of Kalria, but poor logistics and heavy losses led to its failure. Three more major wars would follow before the Telkevon finally conquered Yustaf in 309. The Kalrian continent would be conquered in totality by 372. The Telkevon had been planning to establish contact with the remote continent of Feldras, but these expeditions were put on pause until after the Yustaf Wars. When explorers finally reached Feldras in 315, they found the continent to be entirely uninhabited; subsequent expeditions would reveal that the bombardment had likely triggered catastrophic tectonic activity, resulting in volcanic eruptions and earthquakes that killed virtually everything on the continent. Colonists were denied access to Feldras until 375, when the continent was declared safe. The first new structure erected on Feldras was a vast monument dedicated to the dead, regardless of their ideology or origins. The symbolic conquest of Ilutor, located near Alrukai's southern pole, in 387 marked the end of the Unification of Alrukai. The event is celebrated annually on Victory Day. By now, Telkevan officials had already turned their attention to the stars; having learned that they were once part of a larger empire, the Union's leadership was determined to fulfill the will of the Oltari by bringing all of the Alkarian League's former colonies under their wings. == The Bloodletting & Tagaran Reformation == The first functional subspace faster-than-light engine was created in 467 using parts salvaged from a derelict starship trapped in the ruins of Alrukai's orbital platforms. By 490, the Union had established a handful of colonies across the Alrukai system. Along the way, they encountered more survivors of the Alkarian League's collapse, particularly on Alrukai's brother planet, Vordolsus, where most of the inhabitants had regressed to an agrarian state. The ancient colony of Yinaka was, like Feldras, barren, having been reduced to an uninhabitable state. Though unification had brought prosperity to the Telkevon, it was predominantly the dynasties and the upper-classes that had reaped the benefits. These same dynasties quarreled among themselves as they sought ever more power while undermining their opposition. Oltarism had likewise been in slow but steady decline in favor of secularism and new religious movements, which xenophobic conservatives believed would corrupt and ultimately destroy the Union. At the same time, independence movements had emerged on both Kalria and Valakar and rapidly gained momentum despite the dynasties' efforts to forcefully suppress them. Heir apparent Hrivalga Nezekar, in a bid to usurp his brother, Toldri, the chosen heir, allied himself with select dynasties and organizations, promising them immense wealth if they supported his coup. In 503, after having bought the support of the royal guards, Hrivalga assassinated the Kaiser, his heir, and several military and political officials during a meeting. Hrivalga's accomplices then moved to seize control of key facilities, though they were unable to capture the planet's primary communications relay before an alert could be sent. Clashes between loyalist and Hrivalgan forces broke out across the Union within the next few hours. High Marshal of the Solar Navy Tagara Vukarn was the only survivor of the assassination attempt, having narrowly escaped thanks to the sacrifice of two loyalist guards. She escaped to the loyalist stronghold of Togaras, where she formally assumed the titles of both Grand Marshal and Kaiserin, as it was assumed that Hrivalga had killed the rest of the Nezekar bloodline. The majority of the Royal Military, which was still zealously loyal to the Oltari, joined Tagara, as did a number of dynasties and alien member states. Tagara and the loyalists waged a war of extermination against Hrivalga and his accomplices,who were finally apprehended in 517 following the Battle of Zyflis, bringing an end to organized resistance. The leaders of the rebellion, after being paraded across Kalzevos, were publicly disemboweled before having their wings torn off with rope, causing death by sanguination. The rank-and-file soldiers and civilians that had supported Hrivalga were given the opportunity to redeem themselves, but the dynasties and organizations which had supported the coup were dismantled their holdings being dispersed amongst the loyalists. Hrivalga had killed virtually all of the Nezekar bloodline, but had himself left behind four children who were too young to rule. Some advised Tagara to execute the children and form a new dynasty of her own, but Tagara refused; though she blamed the dynasties for the civil war, she was still loyal to Telkevon I and his legacy. Tagara instead rebuilt the government, issuing a new constitution which established military rule through the High Chamber. The dynasties and member states would remain intact, but had their authority substantially diminished; the Nezekar Dynasty would maintain a position in the High Chamber, but were subservient to the Grand Marshal and burdened with Hrivalga's sins. Tagara also led a revival of the Oltari faith which brought the gods back to primacy. Tagara reigned until her death in 583 at the age of 142. She is revered as a national hero sent by the Oltari to save the Union from its own avarice; her birth, death, and the day of Hrivalga's execution are all celebrated as federal holidays in modern times. == Wars of Unification == The Telkevan Union deployed numerous exploratory fleets to examine nearby habitable planets in 597. As many had predicted, the scouts discovered numerous planets that had once been a part of the Alkarian League; however, officials had significantly underestimated the scale of Alkarian civilization, as nearly every habitable world housed League successor-states. Worse yet, some of these successors had attained FTL travel and were in the midst of carving out their own empires. At the same time, foreign empires had claimed some of the Alkarian's holdings as their own. The High Chamber, determined to fulfill Kaiser Telkevon I's will, embraced the challenge, declaring that the Telkevon had come upon their final trial, the test that would prove whether or not they were worthy of ruling the stars. In 611, the Telkevon encountered the Imagi Federation. The Imagi were reluctant to join the Union outright, but possessed neither the will nor the strength to contend with the numerically and technologically superior Telkevan Solar Navy. The High Chamber, unwilling to commit troops to an unnecessary and potentially prolonged conflict in the midst of hostile space, opened diplomatic channels with Imagi leadership and began exchanging technology and resources, which in turn fostered a sizeable Oltari presence within the Federation. In 623, after assisting the Imagi in pacifying the Alzalam Enclave, the Telkevon and Imagi established a mutual defense pact. The Vokstani Wars began in 647 when the Vokstan Empire invaded Telkevan space after the union refused to join their empire. The Repzork scored several swift victories, occupying a number of colonies in the process, but their advance was halted after the Imagi struck at their vulnerable flanks. The death of Repzork Orochi Vusataku in 658 prompted the Vokstan to agree to a ceasefire. As diplomats were debating conditions for peace, both sides were preparing their forces for another round of fighting. The second conflict came in 683 after a Telkevan-backed uprising within Vokstani space was pacified; the Repzork launched a second invasion, but prepared Telkevan defenses shattered the invaders and launched a counterattack as the Imagi opened a second front. Telkevan forces were halted at the Vokstan fortress-world of Zykorus, and after more inconclusive, bloody battles, both sides agreed to a new ceasefire in 704. Hostilities began anew when the Repzork attempted to retake lost colonies in 710, but the conflict ended without a decisive victor in 719. In 728, the fourth and final war began with the Imagi launched a decoy invasion that drew a large number of Repzork troops away from the Telkevan-Vokstan border zone. Telkevan forces then pushed past Zykorus and, in 742, laid siege to Vokstan. The defenders surrendered to the Telkevon in 744 after their leader, Emperor Zuthukai, was slain in an arranged duel with Grand Marshal Olzga. Despite nearly a century of war, the High Chamber took a conciliatory approach with the defeated Vokstan, going as far as returning occupied Repzork colonies. The wars also greatly influenced Telkevan-Imagi relations; the Federation formally joined the Union in 749. By 850, the Telkevan Union had firmly established itself as a great power among the Alkarian successor states. Though this period saw an increased number of states peacefully inducted into the Union, many successors instead established defensive alliances to ward off the Telkevon and other great powers. One such alliance, the Belsyiv Compact, was amid a military standoff with the Ulrasni Commonwealth when the Telkevon moved into the region in 864. Both refused the Telkevon's terms and instead agreed on a temporary ceasefire to deal with the Union. However, while Ulrasni forces put up considerable resistance and forced the Union back on several occasions, the Belsyiv were crippled by inept officers, political infighting, and a near-total breakdown of the Compact's supply network. In 879, the Compact dissolved as members broke away and sided with the Telkevon, prompting the Ulrasni to occupy the remnants of Belsyivi space. Using contacts within the Commonwealth, Telkevan special forces assassinated key Ulrasni figures, including the chief minister, in 894. The Ulrasni military imposed martial law and again refused to surrender, intent on making the war so costly that the Telkevon would be forced to negotiate. This would ultimately prove futile as the Ulrasni had suffered irreplaceable losses and had lost the support of the public. The Commonwealth formally surrendered in 906 after one of it's largest remaining fleets defied orders and surrendered. Disorganized pockets of resistance were scattered across the Commonwealth and would wage a guerilla war against Union forces in the decades that followed. In 950, construction began on the Rhzari Canal, an ambitious project to control the Rhzari substream passage with a vast network of anchors and null-fields. Beginning as a joint-venture between the Department of Infrastructure and the Department of Internal Security in 946, the proposal was highly controversial, with critics claiming it would be an expensive waste of time and resources. Despite opposition from the reigning grand marshal, the project was approved by a narrow 5-4 vote after winning the support of the Civil Defense Service. Union explorers discovered the location of the Alkarian League's ancient capitol in 957. Scouts were subsequently sent to the location and found it to be occupied by the Galderan Imperium, an especially large and powerful successor state which had occupied much of the former Alkarian core and beyond. Later that month, after the Union sent a diplomatic envoy to open a dialogue between the two powers. A diplomatic crisis soon developed as the Galderans considered themselves to be the rightful heirs to the Alkarian's legacy and were devout followers of the goddess Ashjek, whose teachings were diametrically opposed to the Oltari's omnistic views. As the Telkevon continued their expansion and it became apparent that coexistence was not possible, both sides began military mobilization in 963. The Telkevon struck first with a four-pronged invasion aimed at the Galderan's member state. Catastrophe struck in 968 following the deceive Battle of Dorus, which saw the total destruction of the prestigious 1st, 6th, and 17th fleets. In the ensuing chaos, the Galderans routed the remaining Union fleets and pushed towards the Rhzari Substream; though they secured a foothold into Rhzari, the route was blocked by the incomplete but operational and fortified Rhzari Canal. They then invaded the Ulrasi, prompting a civil war as a number of colonies defected to the Imperium. The Belsyivi, eager to settle old disputes, played a pivotal role in tying down the rebels. The accidental killing of a noteworthy Zuthric patriarch in 981 incensed the Vokstani, which defied the Vukaran Constitution by deploying its own internal military in retaliation, successfully dislodging the Galderans despite heavy losses. A final attempt was made to break the Rhzari Canal in 986, but the Galderans were ultimately routed. Anti-war demonstrations erupted across Galderan territory as they failed to make any substantial progress. In 988, the Galderans offered to surrender under certain conditions, but the Telkevon refused and continued offensive operations until the Galderans surrendered unconditionally in 991, though some of the Imperium's member states continued to resist up until 1003. The induction of the last known Alkarian colony in 1239 marked the end of the Wars of Unification and the fulfillment of the Oltari and Telkevon I's will, but it brought no change to the Union as it sought to accumulate more influence and prestige. The next four centuries saw the Union enjoy relative peace and stability, during which time the Union enjoyed explosive economic and territorial growth as Telkevan settlers traveled beyond the former boundaries of the Alkarian League to claim pristine, uninhabited worlds. This period was also marked by rapid technological developments as as the Telkevon expanded its efforts to recover and study surviving Alkarian artifacts. Wars were predominantly small in scale and limited to the frontiers. == The Blossoming to the Coalition Wars == The Blossoming of 1411 to 2800 saw the Union open itself to the wider galactic community. Confident in their military prowess, the Telkevon had claimed a vast swath of new territory following a prolonged series of wars, but the conflict had diminished the AFTU's manpower, leaving their forces overextended and unable to effectively defend and govern their new holdings. Frequent foreign incursions forced the Union into a defensive stance. It was at this time that Sulfi Oztana, a devout follower of Lluawit, was appointed grand marshal. Sulfi believed that the Union had neglected the teachings of Lluawit with its rampant imperialism. Thus, Sulfi reformed the Union's foreign policy, placing a greater emphasis on diplomacy and soft power than on conquest. The grand marshal made peace with some of the Union's adversaries, some of whom would later become allies or even member states, in turn freeing up Telkevan forces. By the end of her reign, the Union had regained the initiative and the controversial marshal was regarded as an agent of the gods, though she remains a controversial figure in some circles to this day. The following centuries would see the Union accumulate a vast amount of wealth and prestige through careful alliances, expansive trade, and ruthless conquest. Increased trade brought with it the [[Xenochytrid]], which were first identified in 2884 after infected ships had spread the parasite to a number of colonies, starting a severe infestation which took nearly a year to eliminate. Telkevan forces then spent the next several years combing through space to locate and eliminate local Xenochytrid hives. Proposals were made to study and even weaponize the blight, but these were all rejected by the High Chamber, which deemed such efforts more expensive and dangerous than they were worth. A decree was instead issued declaring that the Xenochytrid were to be exterminated wherever found, and that any attempt to weaponize them was punishable by death. By 3200, some of the Telkevan's alliances had begun to unravel as the Union used its growing influence to establish a regional hegemony. Tensions came to a head in 3307 when a coalition was formed against the Telkevon. The betrayal caught the Union and its allies completely by surprise, and as a result they suffered a string of defeats culminating in the humiliating Treaty of Glios in 3330, in which they were forced to cede portions of their holdings to the victors. The Union launched a revenge campaign in 3337, but despite initial success they were defeated once more in 3345. The following year, the Parshkari Khanate, which had fought against the Telkevon, secretly reconciled with the Union after having been slighted by its allies, who were themselves beginning to lose cohesion. Using information provided by the Khanate, the Union instigated the Third Coalition War and scored a decisive if costly victory at the Battle of the Gherahos Gap 3349, in which the Union crippled the coalition's naval forces. The coalition sued for peace, but the High Chamber refused, declaring its intent to erase the coalition. A prolonged war of attrition followed in which the Telkevon and their allies systematically slaughtered the Coalition and its people. By the cessation of hostilities in 3491, the Coalition had ceased to exist, and between 80-95% of its population had been killed, the survivors fleeing to unexplored space. == The Great Tribulation to the Talziri Reforms == The Union's victory in the Coalition Wars had come at a high cost; the government had only narrowly avoided complete economic collapse, and the military was in a severely weakened state, leaving it incapable of maintaining order as unrest festered across Telkevan space as the Union grew increasingly divided over Grand Marshal Aldrezir, who had reigned since before the wars. A zealous Telkevan supremacists, Aldrezir disdained anyone outside of the faith and sought to bring everyone under the Telkevan banner. Aldrezir's critics, which included members of the High Chamber, denounced him as a heretic and a fool, while his supporters believed that Aldrezir's actions were necessary and that the Telkevon, as the chosen vessel of the Oltari, had the right to do as it wished. At the same time, Cindrism, the religion of the Galderans, had grown to become one of the Union's largest minority religions and had split into three sects: collaborators, who cooperated with the wider Union; reformists, who used diplomacy in an effort to peacefully transform Union society; and secessionists, a secret society which sought revenge against the Telkevon. The secessionists, having won the support of Emperor Nahkli V, gradually took control of the Galderan Imperium and had used the Coalition Wars to covertly amass strength as it waited for the moment to strike. In 3493, despite the Union's weakened state, Aldrezir, driven by his ardent xenophobia, secretly drafted plans for the extermination of anyone who refused to take the Oath of Loyalty. The plan was revealed by one of Aldrezir's own supporters, prompting the dissenting high marshals to murder Aldrezir and seize control of the High Chamber. Some of Aldrezir's allies escaped and waged a guerilla war against the High Chamber. Amid the chaos, opportunists seceded and carved out their own states, further extending the AFTU's limited manpower. The rebels were significantly outnumbered and had virtually no allies, limiting their ability to seriously threaten the High Chamber. The last rebel leader was captured and executed in 3514. Later that same day, the Galderan Imperium launched its long-awaited revenge campaign. With little regard for holding territory or even their own lives, the Galderans waged a war of annihilation, intent on killing as many Telkevon as possible. Union troops initially tried to hold their ground, but as they incurred unsustainable losses, High Marshal of the Navy Talziri convinced the High Chamber to lure Imperial forces into a trap. The Union made a fighting retreat, ultimately ceding the Rhzari substream to the invaders in 3526, beginning the Battle of the Telkevan Core. Galderan forces poured into the region and pressed the attack despite unexpectedly heavy resistance. Nearly a year into the battle, Talziri, with a fleet comprised of two experimental dreadnoughts and whatever other vessels he could acquire, infiltrated Galderan space, moving undetected until they drew near the colony of Cetralkyus. Before reinforcements could arrive, Talziri had routed the defending ships, and the two dreadnoughts, equipped with experimental dark-matter railcannons which out-ranged the planet's orbital guns, unleashed a volley which cracked open the planet and vaporized virtually everything caught in the blast radius. News of Cetralkyus' destruction sent panic throughout Galderan ranks. The Imperium tried to maintain order and responded with their own weapons of mass destruction, but prepared Union defenses largely nullified them. The Imperium's failure to eliminate Talziri and the subsequent destruction of both Ghilu and Nuthris the following weeks led to a widespread mutiny in the Galderan military and a revolution which saw the emperor deposed by his own family and form a new government which then surrendered. This administration was then disbanded as the Galderans were stripped of their status as a member state and were put under direct military control. Remaining insurrectionists surrendered or were subdued by 3527. Talziri was hailed as a champion of the gods for his actions, and in 3542 he was appointed to grand marshal. An ardent disciple of Grand Marshal Tagara, Talziri believed that the Union had strayed from her philosophy, but also that the grand marshal did not go far enough with her reforms. The first few decades of his rule saw Talziri make sweeping government and military reforms which, while keeping the AFTU in power, delegated certain responsibilities to a subservient and supervised civil administration overseen by the newly-established Council of Lords. As part of his military reforms, he created two new service branches: the [[Civil Defense Service (Telkevan Union)|Civil Defense Service]] and the [[Cybersecurity Service (Telkevan Union)|Cybersecurity Service]], to whom was given the task of building and managing the [[Social Scoring Network|social scoring network]]. Talziri also amended the Vukarn Constitution, expanding on the benevolence doctrine, placing an even greater emphasis on the Oltari in all aspects, and creating amendments based on the ideas of Grand Marshal Sulfi Oztana. Talziri's reforms revitalized the Union, ushering in the Reclamation, which saw the Union reclaim its lost territories between 3573 and 3693 and reestablish its position as a great power. The later half of his reign would see the Union expand into new territory, but Talziri placed greater emphasis on further developing preexisting settlements and terraforming planets to a habitable state. The grand marshal avoided direct confrontations with his neighbors, preferring diplomatic solutions and reserving the AFTU's strength for active threats. Talziri reigned until his death in 3876. == Modern Era == ''See also: [[Telkevan-Nephani Cold War]], [[Kosdahl Crisis]], [[Great War]]'' In 3827, after three centuries of 'pacification and cultural operations' conducted by the Civil Defense Service, the successor to the Galderan Imperium, the Federal Republic of Kovas, was granted status as a member state. This began a debate over whether the ban on the Cindric religion should be lifted. The Union's efforts to erase had been unsuccessful, and the ban itself was only enforced in particular circumstances. After an internal report conducted by Central Intelligence indicated that there was virtually no significant support for an armed insurrection within the church or other denominations, the ban was formally lifted in 3829, with the caveat that certain denominations and beliefs remained illegal or would deduct points from one's social score. By 4100, the Union had exceeded its previous territorial peak during the Blossoming, marking the beginning of what some have considered a new golden age of prosperity and religious fervor. === Tarsovis Era & Great War === In 4215 Tarsovis Visaria, High Marshal of the Solar Legions, was elected to the position of Grand Marshal, his former position being filled by one of Tarsovis' associates, Marshal Nuoh Gersalv. A tranquil and calculating leader, Tarsovis has seen the Union expand into the neighboring [[Tomastahl Sector]] and further expand and modernize its already vast military in preparation for a new age of diplomacy and competition with the superpowers Kentarus Sector. [[Category:Amaker]][[Category:Telkevan Union]][[Category:Page]] p96tbp7uxm85hvt7l3pt7s081v3rilc History of the Öhgyag Kurultai 0 1609 18343 18342 2022-05-12T22:46:20Z Amaker1450 26550035 18343 wikitext text/x-wiki === Origins === Both the [[Tzia]] and [[Jalahi]] evolved on Öhgyag, where the two species had developed a symbiotic relationship. Packs of Jalahi would protect the nests of Tzia from intruders; in exchange, the Tzia would provide the Jalahi a portion of their meals. This relationship persisted for millions of years up until two species began developing sapience. The more numerous and social Jalahi were the first to organize into communities and employ tools, rendering the Tzia unnecessary. While some tribes welcomed the Tzia as equals or even revered them as guardian spirits, most instead repurposed the larger, more powerful Tzia as laborers and beasts of burden, setting the stage for millennia of servitude and frequent warfare between Jahali slavers and independent Tzian groups. The tide turned against the Jalahi when improvements in medical care and food production brought about by an industrial revolution within the Tzian kingdom of Ulthubag saw an unprecedented population boom among the Tzia. These developments were swiftly exported to the kingdom's allies, and while the Jalahi had several opportunities to claim technologies for themselves, conservative groups, perceiving these foreign ideas to be a threat to their way of life, resisted modernization. Ulthubag rapidly militarized and initiated the Wars of Revenge, a period of nearly four centuries of sporadic warfare in which an estimated 50% to 70% of the global Jalahi population was wiped out before a technological stalemate and declining public support among the Tzia brought an end to hostilities, leading to a treatment which formally banned slavery across the planet. === Dak'ghar Compromise === Ulthubag emerged a global power following the Wars of Revenge, but a combination of political infighting and revolts would weaken its influence, allowing the Jalahi state of Jangzhim to unite the majority of the remaining Jalahi and assert itself on the international stage. At the same time, the predominantly Tzian Khonghan Republic, an ideological opponent of the monarchical Ulthubag, established a military alliance aimed at isolating and containing both Ulthubag and Jangzhim, whom they falsely believed to be preparing a revenge campaign against the Tzia. The competition between these three rivals would see much of Öhgyag fall under their sway one way or another. The development of nuclear weapons by Jangzhim birthed a cold war between the world powers as they competed to have the best and most numerous nuclear weapons. Several decades of testing saw thousands of tests and the development of more than enough warheads to devastate the planet. At the same time, conventional armies continued to expand in size as parts of Öhgyag became proxy battlegrounds for the superpowers. A global disarmament movement arose to call for an end to hostilities, but their demands went unheeded, as none of the powers were willing to cooperate. In 2BT (Before Treaty), Bulgamandi, the capitol city of Ulthubag, was hosting the annual celebration of the kingdom's victory in the Wars of Revenge. The celebration was to include a military parade featuring a variety of ICBMs, including four 50-megaton warheads which would have to be airlifted to the city. Officials raised concerns that the missiles were of an older design which lacked modern fail-safe systems, but they were overruled by the king, who saw their inclusion as vital to Ulthubagi propaganda, but he permitted each warhead to be transported by different aircraft. Three of the aircraft safely reached their destination, but for reasons which remain unknown, the fourth aircraft suffered a catastrophic failure and broke apart as it was approaching the airfield, causing the warhead to fall out of the plane and detonate upon impacting the ground. The detonation destroyed most of the city and instantly vaporized millions, including the king, his family, and virtually all of Ulthubag's leading government officials. The ensuing chaos paralyzed Ulthubag's remaining military units, narrowly preventing the outbreak of nuclear war long enough for officials to confirm that the explosion had been caused by an accident. A new provisional government was established in Ulthubag as cleanup work began in Bulgamandi, but it would take decades for the nation to fully recover; several territories within the superpower had used the opportunity to declare independence , taking with them small portions of Ulthubag's nuclear arsenal. Ulthubag and Jangzhim both stepped in to mediate the growing crisis and, in a rare show of solidarity, provide both material and financial aid to the restoration of Bulgamandi. The televised aftermath of the detonation spawned a global protest movement calling for the great powers to disarm their nuclear arsenals and begin formal peace negotiations. Military and political officials joined in the protest, with some nuclear launch stations mutinying and disarming their own warheads. Negotiations soon began in the neutral city of Dak'ghar. Ulthubag's delegation shocked the world by admitting that Ulthubag was in the process of developing a functional faster-than-light engine based on the wreckage of an alien starship which had been buried in the deserts of Ulaasbitor. They then claimed that the king had sought to use the technology salvaged from the vessel in a campaign of global conquest despite protests from numerous officials and that it may have been a contributing factor in the destruction of Bulgamandi, though it is impossible to confirm as all evidence had been evaporated. The revelation that they were not alone in the galaxy saw a fundamental political shift across Öhgyag. The rivalries that had divided the world became petty in light of the need to unite against any potential alien threat. Likewise, support for nuclear disarmament swiftly plummeted in favor of upgrading and expanding the planet's arsenal alongside its conventional armies. At the same time, few were willing to sacrifice their own sovereignty in favor of a single, global government. Negotiations would stall for nearly two years until delegates signed the Dak'ghar Compromise, which created a new federal governing body called the Kurultai which would manage certain institutions while allowing the states of Öhgyag to maintain their own laws and customs. The three great powers signed the agreement alongside the majority of minor states; the small few which refused were soon coerced into compliance through various means. === Interstellar Era === === Treaty of Zahgzhep === === Great War === [[Category:Page]][[Category:Öhgyag Kurultai]] s7qasx22k2xoazfrfybpgn036c4iond Holy Nephani Mandate (Branding) 0 1556 16838 2021-05-19T18:56:32Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16838 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Holy Nepharian Empire 0 12 17180 1858 2021-11-17T17:26:28Z Amaker1450 26550035 17180 wikitext text/x-wiki [[Category:Page]] <center>Spore cast: http://www.spore.com/sporepedia#qry=ssc-500569396142</center> <center>By Dr Chillgood</center> >>The following documents all known information of the body of aliens self proclaimed: The Holy Nepharian Empire. {{Infobox |above = {{{name|{{PAGENAME}}}}} |image = [[file:Spore 2011-12-14 20-43-28.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Nuetral |label3 = Homeplanet: |data3 = Location Unkown |header5 = Social Structure |label5 = Government: |data5 = Republic |header8 = Biology |label9 = Lifespan: |data9 = 45-50 years |header11 = Economy |label12 = Currency |data12 = The Ki |label13 =Economic System |data13 =Socialism/Capitalism |header14 = Warfare |label15 = Current Number of Wars (Present) |data15 = 2 |label16 = Number of Allied Empires |data16 = no official alliances }} =Summary= >>the Nepharians are classified as an expansionist zealot type government. There motives are driven by religion, they consider themselves superior products of "gods" yet except those that respect them and their faith. Their empire spans across 2 galaxies and a large cluster of stars. This cluster is their home. >>The Nepharian political system is an electoral Republic based off of a system large clans. These clans originated as independent empires early on in Nepharian history that were later on united under the "Common Unification Act" that forcefully united all Nepharians under a common Imperial banner. =History= The Nepharian history is actually quite long, in terms of other empires the Nepharians have been around for a long time, are well populated, but are simply confined to a small empire due to the time they spent on their home world. But first we must begin with the tail of the Holy Scripts. Or the Taran 'Seri as they call it. The scripts were not the first recorded example of any sort of writing but they were most certainly the most important one. ==Tale of the Taran'Seri== ===(500 Before scripts)=== The first major stronghold of the Tau clan (then the Kriisoo clan) was christened. The coveted city of Harkai was under their control, the power of the Kriisoo has now reached 4000 souls, a population unseen in Nepharian history yet. The race in itself had only been around for 7000 years and have just recently began to build permanent settlements. The Kriisoo had just recently fended off a band a of rouge barbarians in a series of skirmishes spanning over 30 years. In the last battle, the Barbarians' ruler was sized and his remaining forces executed. Harkai was said to be a city that sat atop a hill overlooking a fertile valley filled with scattered villages and farms. This area sat near the North-western coast of the southern peninsula of Tau 'Kari known as Harkai 'Kari (land of Harkai). ===(300-150 before scripts)=== A series of wars breaks out between the House States of Kriisoo, Karaj, and Siimul. These three houses compete for dominance over Karkai 'Kari. The Kriisoo have gained 2 other cities and most of northern Karkai 'Kari. Their population has reached about 70000 and have created a sizable military force. ===(150-100 before scripts)=== The Karaj and Siimul then realize the threat that is the Kriisoo nation wich now occupied 2/3 of the Karkai'Kari peninsula chiefly in the northern side (but in reality the Kriisoo only had a half of the resources in Karkai'Kari). They decide to end their conflicts and join in the greater Trii'Seul alliance. The alliance went to work after a few years of what seem to be peace, taking back almost a quarter of the Kriisoo territory in no less than a few years. The rush took the Kriisoo off guard but thanks to a series of battles on Kriisoo Moutains, they were able to destroy a large portion of the alliance's military and made a successful push back into their old territories and into alliance territory. Whilst being distracted by hit and run tactics in the northern part of their territory, the Trii'Seul alliance found themselves completely overtaken in their south by a Kriisoo landing force. The Kriisoo were soon able to blaze through Alliance territory with the majority of their forces stuck in the Northern sections, months away from the Kriisoo army. A year into the invasion and the Kriisoo were able to march to the Trii'Seul Capital, and captured it in only a 3 week siege. The Trii'Seul leaders were killed on sight, and the city was secured and repurposed as a military command center for the southern portion of Karkai'Kari. During those three weeks, the northern Trii'Seul forces tried to go back south to save their homeland but during their retreat were decimated by Kriisoo forces hiding along roads and amongst hills. ===Reclamation Period(100-0 Before scripts)=== With little military forces and no capital, the Trii'Seul Alliance was broken and the Kriisoo began to gain control of the rest of alliance lands by only threatening the governors of certain cities, and occasionally fighting a skirmish. This period was known as the "Reclamationn Period" for obvious reasons. During the Reclamation period, the surviving Trii'Seul cities and city states became divided and at odds with each other. With 3/4 of the peninsula controlled by the Kriisoo, there was some room for rebellion. In some cities the Kriisoo were seen as saviors when they came to protect them from the rebelling areas, to the rest, the Kriisoo were conquers, blood thirsty savages that brought an end to a once great era. After conquering some cities the Kriisoo were met with heavy insurrection, which was quelled quickly with certain "public demonstrations." But at the end of the reclamation period, the Kriisoo had only the citystate of Giiren'Hai left to hold. The state was no more than a port city and a few hundred acres of farm land but the Kriisoo decided to let the state come to them instead of anger the locals. This was overshadowed by something else though. ===The Scripts (0-500 after scripts)=== What appears to be fire raining from the sky lights up the lands of the Northern Karkai'Kari peninsula. The lights are also seen all over the southern edges of the continent but they carry something within them, a ship. The Seri, as they call themselves, begin to exploit the Nepharian home world for their resources. They establish megalithic structures, drills, operating bases, mining facilities all over the continent. The Kriisoo try to attack them at one point but their armor, swords and catapults are turned into ashes and splinters by plasma fire. the Nepharians soon resort to revering these beings as messengers of gods. Not much is known about these beings other than that they're gone now and were humanoid. They wore suits to protect themselves from the Nepharian air and diseases so to the Nepharians they appeared as metallic beings that glowed with light. Nepharians across the continent record their presence, their actions, and this becomes the first making of the Nepharian holy book: the Taran'Seri (holy scripts). The scripts were "revised" once they were all assembled and published as a holy book of course. The Nepharians didn't believe that the Seri were messengers of gods at first because it wasn't until after they left the Nepharian world did the Nepharians develop the god theory. In fact, the Nepharians first thought the Seri to be the wrathful spirits of their ancestors but this belief was quickly extinguished after the Taran'Seri was complete. "Fire falls from the heavens, balls of light they were. These balls became metal when they met with the earth, and what spawned from them were the Messengers of our gods dear. Beings of metal and light, teachers of Seri. they showed us their power, killed those who tried to attack them with light more powerful than our strongest sword. In their discontent with our rebellion, they began to consume the earth. So we came to them, asked them for forgiveness. And so they forgave." This is the first excerpt of the Taran'Seri. As mentioned, the Nepharians pleaded with these beings. The Seri, seeing the potential in them, began to work. They first genetically engineered certain Nepharians to be more intelligent and free of genetic disease, and seeded them amongst the populace and reclaimed them after they reached adulthood. "They instilled their wisdom in some of us, they found Conduits. These Conduits were taken by the messengers to be with the gods." They taught the genetically modified, and vastly intelligent, Nepharians how to operate mining machinery. Yet some they sent back to the Nepharian empires in an attempt to either have them control the city states by just using some of the Seri technologies or just make peace between them and the Seri. These genetically modified rulers later on became part of a sacred family line. These lines can actually can be traced back to the times of the Scripts and still exist today. "Some of the Conduits came back to bring us the word of the gods, they showed us their powers. Some came back with the power to create light like the messengers, others were able to cast images of the stars through their hands." The next generation of the Nepharians were safely introduced to Seri technologies and ideas. They no longer feared them as much as they enjoyed them. So the Seri began to teach Nepharians math, their language, sciences, and united certain Nepharian empires with the use of certain "acts of the divine" as the Nepharians called it (the Seri just knew it as wiggling flashlights around in the dark, playing electric music and occasionally making stuff blow up). The Seri did this primarily to establish better relations with "They taught us the divine Language of the gods, brought us to their temples, taught us how to farm better, they united empires at the verge of war, they taught us how to build cities larger than ever seem before. They did these things to protect the Gods' chosen, to protect the harshness of man from itself." But the Seri government began to see this interfearnce in the reports of mining and military captains, they had seen what has happened to races that were interfered with before. The Seri understood the dependencies this interference brought, they also saw a possibility of the Nepharians acquiring technology that they were not ready for. With this, they ended the mining operation, and the Seri left. "They ascended back into the skies in the balls of metal, their mission was finished, they awakened us to the knowledge of the divine." The Nepharians began to occupy the drills, the outposts, and the mines. They discovered a system of independent yet collective AI that were contained in a computer network based in the Seri mining outposts. "Then the gods spoke with us through the temples of the Messengers." The "Tau networking system" as it was called, was centered in Karkai'Kari. The Kriisoo man responsible for first interfacing with it became known as the "High Conduit" or "The Prime Sanctionary" as some Nepharians refer to him today. He was given the names of the rest of the AI from the core of the Tau system and was told how they were an extension of the Tau system yet were independent. This is how the Nepharians received their theology. The Kriisoo thusly renamed themselves the Tau. ===The Era of Tranquility(500-800 after scripts)=== The Nepharian race (mostly the Tau Empire) began to enjoy an era of peace and expansion. The Tau Empire began to expand quite freely across the continent as their superior knowledge in almost all affairs, derived primarily from their contact with the Seri, didn't just make their empire grow in population, but in culture, science and led to the Empire being the most stable at the time. This made a lot of lesser Nepharian states, unions and empires simply merged into the Tau empire. The Seri knowledge wasn't exclusive to the Tau empire but the Tau found quick allies with other factions that interacted with the Seri. This era Has also been accredited for the largest growth and expansion of the Nepharian religion (or as they name it Seri). As various other Nepharian factions joined the main Tau empire, they quickly accepted Seri as it was accredited for the revolutionary technologies and techniques of the Tau people. At this period of time, the Tau didn't much persecute those who didn't follow Seri as there was a fairly stable influx of new followers, and citizens that didn't believe were fairly helpful to the empire and accepting of Seri and its influences. This era also saw the arrival of the Sanctionary system. The Sanctionary system was made of hundreds of independently operating agents that used the teachings of Seri to regulate Nepharian law. They also held religious consoling and held some ceremonies, and thus were to a certain effect priests. Some Sanctionaries were assigned to specific military groups where they mostly filled priest rolls. After some time, they eventually were granted the power to regulated commanding officers if they got out of line and strayed from the words of Seri. During this era Nepharian priests were in strong contact with the Tau AI collective and were able to continuously enrich the Tau empire with what they called "sacred knowledge." Most of this knowledge was actually only specific to the refinement and processing of metals, emergency survival and equipment maintenance techniques and a plethora of architectural blueprints. However, that sort of information only came from the Seri data banks, hard disks, pads. (witch the priests were able to interact with as the Tau empire spoke the language of the Seri people). The Tau system was a lot more enlightening. In order to make the system effective, it was nessisary to give it information on multiple subjects that didn't just pertain to mining. Complex algorithms for architecture, geometry, weather conditions, even history was taught to the Tau system in order to be useful to the Seri miners. Among their politicians, it was a large topic of debate when the Seri left if they should have turned the system off. Oddly enough, the mining staff felt that they became what they saw as a parent figure to the Nepharians. They worried about them, they saw conflict and strife in their people that they have only read of in textbooks. The miners worried that if they left the Nepharians without a guide, their civilization would collapse. So the miners left the system on, to the knowledge of the Seri government however, it was turned off. The Nepharians, overtime, began to make these drilling sites where they interfaced with the AI more exclusive. Only allowing higher Nepharian religious and political figures to commune with the Tau system. This was met with rebellion from the Nepharian people, not violent but rebellious regardless. The Nepharian people mostly just protested in the streets or outside the temples. They weren't inclined to damage their government or religious figures. At the end of this age, the Tau system began to lose power. The Tau empire also found itself not gaining more territory through political gain. The Nepharian leadership accredited this to the recent loss of new followers and the protests and began to tell its people that "the gods are fading from us because of these non-believers." The empire found itself at war with the local Teru Empire, the power began to fade even more in the Tau system, the Tau government became even more restless. One day, the Tau system lost power, its last message was: "Goodbye to our children. We leave, but you will keep the light we brought." Then hell broke loose over the continent. =Sections of the empire= The Nepharian empire spans across 2 galaxies and one isolated stare cluster, (made of only about 1,000 stars). The colonies are too far separated to communicate with each other with the exception of the ships that go back and forth between them. ==Home Cluster== The Home Cluster was conquered long before the colonization of the Milky Way galaxy. This section of the Empire is the production center, military supplies, ships and raw materials are shipped from here to all reaches of the empire. Free of conflict, worlds in the cluster are highly developed, and a small amount of any wildnerness still exists. The cluster has yet to be discovered by any other EAW race, but perhaps not for long as trade vessles commonly ship resorces to the UCS. The insignia for the home cluster is a representation of the blue Nepharian homestar as it is the center of the empire just as the Home Cluster is: [[Image:Home Cluster.png]] ==United Colonial Systems== Nepharian colonies in the milky way are located in isolated pockets of star clusters around the western edge of the galaxy, which is the closest part of the galaxy to the Home Cluster. The UCS is the leader of military technoligy in the empire as the Nepharians have quickly aquired need for better technoligy since they are looking for an advantege over any other races that pose a threat to them. The UCS flag shows the Nepharian Home Star in the left coner, and fetures 7 stars representing the 7 original UCS colonies on the main flag. The blue lines seperateing them is also a referance to the Home Star. [[Image:UCS.png]] ==Ioria Frontier== The Ioria Frontier stretches out for around one hundred systems and is quickly expanding. Large pockets of native resistance still exists throughout the galaxy. Some Nepharians fear that the Natives might soon unite, under one banner to force out Nepharian occupation, but so far native empires have been separated by large expanses of space. Its also been discovered that that empires when found are large and developed. As s precautionary measure, Nepharian expansion is tightly regulated in the galaxy even though expansion it has just started. The Ioria Fronteer surpass in non-military technological research, they have been working on advanced ship drives for the most part, and are currently developing a new jump drive reversed engineered from the ones found scattered across Ioria, this research has only just begun. Ioria also produces a large number of resources for the other parts of the empire. Ioria has been known to be a safe haven for non-religouse Nepharians, as the Empire has decided to simply sanction the majority of Iorian colonies as tolerant zones. However, Non-Religouse Nepharians in thease zones usealy are penilized with higher work loads, taxes, or are pushed into government programs, rather then being exiled from their colony as they would be in a non-sanctioned zone. The insignia for the Ioria frontier also shows the Nepharian homestar but isn't shown with 7 points as it normaly is, this is supposed to be a symbol of progress to the Ioria Nepharians, but colonists in the UCS and Home Cluster see it as a form of herecy and seperation. [[Image:Ioria.png]] =Religion= Nepharian religion, or Seri, is a simple belief system containing 19 gods, or as the Nepharian see them, energies. The religion is heavily a part of Nepharian life, government and morals, so much to the point where it doesn't even have a name or isn't seen as a religion but rather a concept. The word "Sri" simply means "Holy" and isn't how the Nepharians usually refer to these beliefs(as their religion is just a factual thing to them) but alien races have recognized it as the name for the religion. ==Theism== Seri is a polytheistic faith containing 19 deities. Unlike most religions, each deity isn’t viewed as a being with a form, but rather a universal energy. All gods are simply a part of Tau, they operate as individuals and together form the god they derive from. Tau is constituted from Kran and Harun, the feminine and masculine gods, who are in turn constituted by 8 gods each. Both sets of the lesser 8 gods, (aka The Lo’Kran or The Lo’Harun) have a specific attribute that is matched with an attribute of another god in the other set. The only differences between both of these sets is that the traits in one abide to either the Feminine or Masculine aspects of that trait. For instance, Serik is the Femine god of Individuality while Jirsanun is the Masculine god of individuality. Tau is the word used when the Nepharians refer to all energies, or to the entire universe as a result of this division process. ===Flow chart=== Tau Divinity (perfection, the all) Kran : Harun Feminism : Masculinity (both balance) Feminine aspects: 1 Seraik, 2 Jaui, 3 Tauri, 4 Jamsiik, 5 Sherai, 6 Teriik, 7 Telltai, 8 Shermii Masculine aspects: 1 Jirsanun, 2: Siiuren, 3: Too, 4: Kirensol, 5: Rinsur, 6: Kinisau, 7: Terrisau, 8: Kiiro Devine traits: 1 Individuality, 2 Duality, 3 Spirituality (love), 4 Physicality, 5 life, 6 Order, 7 Devine self (higher self) 8 Mediation Note: In Nepharian culture, the feminine aspects of the Devine Triats usually represent the negative side of it, while the masculine represents the positive side. ==Worship== The worship of the gods are actually taken at a very local and individual level. There aren't necessarily houses of worship, such as many human religions, but rather things like monasteries and temples that are devoted to helping the individual improve himself. There are priests, and their are ceremonies, but these ceremonies usually are just time for mediation (prayer). ===Prayer=== Nepharian prayer, or as it is more accurately called: Mediation, exists in two forms, individual and group. Tau'Kiiro'Terrisau, translated into: Divine Mediation of the Individual,(or Individual Mediation, as some races have simplified it into) is the individual form of Nepharian prayer. This is carried out twice a day, after the Nepharian wakes up and before he sleeps. This is the most sacred and private form of prayer that is usually revolved around reflection, and protection/guidance from the gods. In individual Mediation, the Nepharian places a Sacralith (see Sacralith in next section) in front of him, keels, looks at the lith, closes his eyes, crosses his hands over his chest, and enters a form more likened to meditation. In this meditation theNepharian first calms himself down and depending on his circumstances either reflects upon himself, ask for spiritual guidance, both, or various other things or combinations of other things. Individual Mediation in the morning (Lo'Tau'Kiiro'Terrisau) is focused on finding ones position in their life, asking for guidance from the gods for the day, or reflection upon one's dreams. Morning Mediation's objective is to bring focus to the Nepharian for the day and it usually succeeds. Individual Mediation in the evening (Se'Tau'Kiiro'Terrisau) is focused on reflecting upon the day or asking for guidence from the gods. its main focus is to bring rest to the Nepharian's mind. Mediation isn't just self reflection, during the Mediation session, Nepharians believe that their thoughts are indeed being amplified by their sacralith to the gods, and that the gods are influencing their thinking trough the sacraith. Most Nepharians, after exiting Individual Mediation, do tend to have a better mood then before they entered it, but this is mostly the effect of the calming process of entering Mediation itself. In military settings the morning session of Prayer isn't always achievable (I.E. waking up in the middle of battle) but Commanders, or Sanctionaries (will get to them later)commonly apologies to the gods about this and tells them that the soldiers will carry out prayer as soon as possible, or will offer service to the gods if they will not punish those who did not pray but do later on in the day. Seri'Kiiro'Tau, translated into: Divine Mediation of the Whole is the group form of Nepharian prayer. (keep in mind Tau is the god of all things therefore his name also means "whole".) ===Sacraliths=== Seri'Seharin, translating into "Sacred Stones", have become known as Sacraliths to most of the galaxy. Much to the Nepharans distaste, the word was translated and recreated by most translating software companies into the term. Sacraliths are shaped pieces of quarts, usually 2 inches wide, 4 high and 3 thick, inscribed mostly with the symbol for Tau (but sometimes a symbol for another god) that a Nepharian places in front of himself during prayer. These Sacraliths come in a large verity of shapes and carvings and are almost a work of art on their own. ==Cultural influences == =Social order= Nepharian social order is very deep and formal. It is primarily clan bac baced and is governed by honor, and religion. Newer colonies and and mixed Nepharian-alien populations tend to break away from the clan system abit. The downside to the social order is the clan fueds that occasionaly break out and disrupt the empire. But this order also keeps the empire together and strong at its core, the Nepharians being united under one religion and to a clan makes them resitant to any sort of alien control that they do not wish for. ==Trade== The Nepharian trade system between Ioria, the home cluster and the Milky Way keeps the empire stable and balanced. However if there is to be shortage of one resource from one part of the empire, the whole empire suffers as a result. ==Clans== The building blocks of the Nepharian Social order are its clans. Clans useualy consit of hundreds, if not thousands of families. A Nepharian's status in the empire usually relies heavily on his clan's status as a whole. The Nepharian government is in fact largely discriminatory, and usually bases social status, assignments, and large decisions based on a Nepharian's clan. Clan names in themselves come from the names of Nepharian gods. ===Harun=== The Harun clan, like the Taus, boast a large role in Nepharian government. However many of them also play a large role in the command and sometimes engineering of Nepharian vehicles and spacecraft. ===Kran=== The Kran clan is constituted of mainly feminine Nepharians. They are usually very cultured, artistic, and a majority of them are well educated. Religion is not a major priority for them, however it still plays a large role in their culture. ===Tau=== The rulers of the empire, the Tau clan is noted for the uniting of the Nepharian race, and for both introducing, and forcing modern day Nepharian religion to the Nepharians. They make up the majority of Nepharian government, and are the most religion orientated clan. When the matter of religion is at debate, they are fierce and ruthless, and will never leave their position. They strive to keep all that do not believe in their faith out of power at all costs, that is of course, on the whole. ===Too=== A strong warrior like people, the Too clan i known for the involvement in the Nepharian military. They're homeland is in the northern ice cap of the Nepharian home world. They were the last clan conquered by the Taus, and they are notorious for not following the Nepharian religion. Their name in the Home cluster is almost always: Heretic. Their rights are usually restricted, and in order to escape this prejudice, the have fled to the Milky way colonies, and the Ioria frontier, where the demand for man power has forced toleration onto the colonial governments. In these places the Toos are seen as leaders, warriors, heroes. ==Naming Planets== The Nepharians actually have a sort of poetic system for naming their newly calmed worlds. first they find a trait that the world best represents and based on that trait they assign a god's name to it. In our example let's use Sherai. They add the word "lo", meaning "of", to the name. The planet is now Lo'Sherai or "Of Sherai". Of course with there being a limited amount of gods in the Nepharian faith the need to expand on a name so there aren't two Lo'Sherais is needed. So Lo'Sherai might turn into Lo'Sherai'Karia "Of Sherai's Buety". As you can see in planet names, the god's name doesn't show possession, but as a rule of Nepharian grammar, the possession is just implied. This naming system is also applied to continents cities and land masses. The largest planet name reads "Keon'se'Nepha'Jei'lo'Tau" Meaning: "(A)Home for men that are of Tau". =Biology= ==Circulation== Nepharian blood takes on an unusual orange color due to the large amounts of ammonia and other liquid waists in the blood. Instead of urinating, all liquid waists are discarded though an Osmotic process in the blood vessels near the top of the skin. As a result, the majority of Nepharian blood vessels are located near the surface of the skin witch makes all Nepharians particularly susceptible to heavy bleeding. To prevent this in civilian life, all civilians where an under suit beneath their cloths that is constructed of carbon fibers. This suit can prevent most accidents, but this suit is far from impenetrable. == Metabolism == Nepharians have a 2 chambered digestion system. The chamber, the mouth, is lined with tendrils covered in digestive enzymes. When food enters, it is absorbed into these tendrils and is broken down into smaller components. This material is then sent into, what we would recognized as, a primitive colon where they are broken down even further. This colon is lined with smaller tendrils that also contain a digestive enzyme and operate like the mouth tendrils. These tendrils are surprisingly well geared towards absorbing protein heavy food items but only to a certain extent. A Nepharian may decide to sample a steak, but it would take him about 2 minuets to have a bite go through his mouth. Because of this, Nepharians tend to gravitate towards eating plants and small insects aswell as as lighter meats. ==Life Cycle== ===Biological overview=== Being asexual, Nepharians have developed a system of reproduction involving eggs and pheromones. The first stage doesn't start with the egg, but rather a practice of pseudo-intercourse. Known as Siiuren'Nepha (duality of the mortal)witch is simply what we would see as a kiss. However, Nepharians instead contain a large amount of a liquid-based pheromone that is contained on a small film on their body. With this in mind, why does this process have to be a kiss? To simply put it, the only way for the Nepharian body to read the pheromone is through receptors that are located throughout the body, but are most receptive around the mouth. A nice historical tangent: Historical data has proven that the pheromone receptors were once far more receptive around the entire body. They were once effective so much to the point where Nepharians would go through the Siiuren'Nepha process just by being around other members of its kind. But due to the creation of the full body Nepharian suit (made exactly to prevent unwanted reproduction) and the Nepharian religious belief that the mouth is the only place where this sort of contact should occur, the receptors eventually evolved to be mostly receptive around the mouth. It's unclear exactly when the utilization of the full body suit came into place, but sometime around the rise of the Nepharian religion, royal figures could be seen wearing the body vales in paintings, tile work, and pottery work. And back to the biology: After Siiruen'Nepha only one of the partners actually begins to develop eggs. The eggs are developed much like they would in any bird or fish. About 2 months after Siiuren'Nepha the eggs are fully developed and exit the body. The eggs are about 6 inches tall, 4 inches wide, and are in a shape that is almost perfectly spherical. The shell is flexible and yellow. The eggs are then, now a days, kept in their own independent box that is padded with a sort of memory foam. There can be anywhere from 3-7 eggs per Nepharian. The egg itself releases a very strong Pharamone signal that is only detectable by the partner of the Nepharian that laid it. The reason being is that the same chemicals released from the sensory organs around the mouth not only trigger the formation of the egg, but defines the pheromone it gives off. The evolutionary reason for the eggs to do is so that the other Nepharian parent would not only avoid eating the eggs, but would protect them. Another reason for the egg to release pheromones is that at this stage of the egg's development it only contains half of the necessary chromosomes for development. So when the partner is around the eggs and detects the pheromones he is sexually aroused and deposits the other half of the chromosomes via a substance that is secreted through a gland in his mouth. In short, a Nepharian sneezes when he's aroused. (Fun fact it just looks like spit.) The egg then begins to develop a Nepharian inside of it and in about 6 months it is born into the horridly dangerous EAW universe. ===Social overview=== With Nepharians risking reproduction just by being in contact with each other, they've found a need to cover up. As mentiond before, in the early times of Nepharian society, they created full body vales to stop this contact. The only opening in them was a resealable opening to the mouth. In modern society the vale is now a skin tight black suit that still has the opening to the mouth. During meals, Nepharians simply just eat with their slits open as that in itself isn't considered sexual or rude, but trying to display your mouth to someone else, or staring at someones mouth is. Match making in Nepharian society is usual among the Harun and Tau clans, and in all cultures both partners usually live together until the eggs are hatched. =Technolegy= ==Biotech== Using a special form of electromagnetic wave Nepharians can manipulate nerve and brain functions. ===Paralysis wave=== The Paralysis Wave is fitted into the Biotech units and Certain Elite soldiers. The device that creates this wave is a wave generator fitted into a soldier's armor and creates an electromagnetic wave that disrupts brain and nervous functions that cause enemy units to be paralyzed for a few moments. The wave is generated inside the generators, is carried through wires in the soldier’s under suit, and is released at the end of the soldiers under suit at the spot where it meets their hands or fingers. This delivery method makes it look like the wave is released through the soldier’s hand. The effects of this wave is solely dependent on the biology of its target. The Wave has a long cool off period and only lasts for a few seconds. It has a short range so by the time it is deployed the user might have already sustained heavy damage. ===Swarmer drones=== Utilized primarily by Bio Techs, Swarmer drones are fly-like robots that can be used to disorientate, attack, and scout out the enemy. They are usually deployed in groups of a few hundred and are controlled by the bio Tech with his computer interface. To gether, swarmers can form a lage cloud to both demoralize the enemy, and obstruct its vision. Each swarmer has a set of cutting blades in place of its "mouth" so they can latch on to enemies and injure them. An individual swarmer may be deployed in order to fulfill scouting duties. Swarmers have a very short charge life of about 5 minuets, if they are not returned to their charger on the biotech before hand, then they will drop out of the air and simply deactivate. ==Armor systems== ===Under Suits=== A carbon weave suit is the first layer of clothing for not only the soldiers, but any Nepharian. The under suit is tough and flexible, and can usually protect a Nepharian from light shrapnel that would fly through the gaps of his armor. ==Weapon systems== Let it be noted that most Nepharian weapons are meant to be worn instead of than held. In earlier times in history, combustion based weapons were found to be quite hard to operate with a trigger system as Nepharians only have two fingers. To counter this, early rifles fired when a Nepharian pulled back the bolt of the gun. Small arms weapons were fired when the Nepharians pressed down a lever, similar to that on the top of a six shooter, with their thumb. When automatic weapons came along, there became a need to be able to hold down a firing mechanism so guns just started to be designed to be worn around a Nepharian's arm. The hand of a Nepharian (sometimes the fingers) rests (rest) right by a sort of lever that the Nepharian just has to pull back a bit on to make the gun fire. ==Ship Systems== ==Other== =Military= ==Stratigy== Nepharian strategy is surprisingly well adapted and deceptive for a race that prides themselves with honor. Many times they'll use devices that transmit fake signals for enemy surveillance to pick up, use signal blockers and jammers, and on occasion will retreat from a battle only to leave small scouting parties on-world and come back when the enemy is least prepared. ==General Invasion Stratigy== This strategy mainly applies to capturing enemy installations and positions after creating a landing site, a base of operations, and have and still are actively landing units, supplies and have expanded their base and may have created more. this stratigy is mainly applied to situations that aren't urgent. and this only applies to small-medium size forces. There are times where Nepharians will invade a world in haste, but on worlds with little development and military installations, this is applied. After arriving to a planet, The Nepharians will first crate a line between their Nava l units, and the enemies'. Usually, this lind will be drawn over remote areas of the enemies world at first, only after combat spesific ships have moved this line over positions of intrest do the Nepharians begin to deploy ground forces. The first goal of these forces is establishing a base for the Nepharians to operate, and to conduct scouting. Depending on the time between arrival to a world, and landing forces, a good portion of scouting can be done from hardware on the ship. Scouting usually is done from the ship anyways, only before the Nepharians attack are scouting parties sent into and around enemy controlled areas to assess the specifics of an enemies defense capabilities. After scouting is completed and after a sizable Nepharian force is gathered they will begin to attack enemy positions in very ignorant ways. Weak forces are sent to heavily guarded locations, stronger ones put themselves in locations where they can be easily flaked and over powered (places like roads, canyons, rivers ect.) And these forces retreat quickly. This is done so that the enemy may become cocky,so that they may begin to patrol around the positions that the Nepharians came into last, and so that they may develop a sense of security in the fact that they can recognize Nepharian tactics. After this, the Nepharians begin to use guerrilla tactics. Enemy patrols are taken out one by one, snipers harass enemy locations, and the occasional burning of flora isn't uncommon. Nepharians will occasional equip minors with a device that will actually create a large signal jamming field around him, as well as create holographic images of Nepharian soldiers. This minor is sent down enemy roads and pathways. In many occasions multiple units are sent with these jammers to create the allusion of large troop movements to confuse the enemy. Depending on the Nepharians' understanding of alien tech, they may re-program certain defensive structures and sensory devices to give false readings. Defensively, the Nepharians are t their strongest at this point. With only little forces being used the Nepharians will provide any force attacking their outpost This period usually lasts for 1-3 days. Of course it is also done with a purpose. Each small attack and jammer signal is deployed in a way that will both confuse and mislead the enemy, leaving them exposed. The next phase is a full out attack on the enemy location, unlike the last time the Nepharian forces will be well conducted and organized. The first few duties of the soldiers are usually to ambush enemy patrols and poorly guarded locations on one side of the enemy line, the main force will usually make a push to the main enemy outpost along a route that keeps them hidden. In the mean time more soldiers with signal jammers/synthesizers will make their way into enemy dense zones, usually they will create a fake force that looks stronger than the actual main force. From there, small elite task groups are tasked with destroying, or utilizing enemy support structures, (AA guns, watch towers, sensory structures ECT)behind enemy lines. As the main force begins an assault on the main objective, other forces are usually tasked with suppressing any incoming enemy forces that are trying to support troops whiten and around the base. Of course if those Nepharian forces are destroyed the main force should be able to handle most flanks as it was made with this possibility in mind. The Nepharians do try to preserve as much enemy resources and installations as possible, but when victory is threatened they will not hesitate to completely wipe enemy installations off of the planet. This last part of the strategy is heavily dependent on weather or not the Nepharians are attacking a city, or a military base. Usually the only difference is the speed in witch forces are moved and the amount of bombing conducted. In a city the Nepharians will quickly try to establish a presence, destroy buildings, roads, rearrange vehicles, or what ever they need to to make sure they're not flanked. From there small outposts are established and regulated amounts of forces are sent to disable AA defenses throughout the city. The meat of the Forces that are in city work to neutralize any enemy heavy zones. If possible, these zones will simply be bombed out by Nepharian air support. The ultimate goal for forces is to occupy the center of the city, and to evict the enemy with damaging as little of the city as possible. (I will devote an entire strategy section to city warfare, these is just the basics). Assaulting a military installation is completely different. The main force basically devides into 3rds. 1/3 attempts to assault it from the front , (very cautiously and slow) the 2/3ds attack from the side after enemy forces are drawn to the front. After the Military base is breached the force breaks up again. about 1/6 of this group works to take out enemy defences (AA guns, mounted turrets ect.)where they can, while the other works at flanking the remaining enemy forces at the main gate. After these forces reunite, its a straight push to the enemy command. ==In-Planet Forces== Nepharians are skilled warriors due to their weaponry and clear minds. Warriors are brought up with religious practices that both focus them and trains them. Their technology is well developed for combat and is normally cost efficient. Nepharians are trained isolated in the wilderness and are trained quite brutally as well. However training can cost a lot, but with the new improvements from the MKII program, equipment is becoming more cost effective. Nepharian military service is also optional not forced so the training can be wasted on recruits they may only serve for a minimum time. It is needed to note however, that most Nepharians do actually serve in the military. It's unclear if this was the product of some form of propaganda that took place during the later stages of Homeworld-confined Nepharian civilization, or if this occurrence is simply part of Nepharian mentality. Nepharian military strategy is also a little weak, sometimes religious duty will interfere with common sense and can have disastrous results. But more often then not, the battle doesn't have many religious ties, yet the commanders in battle sometimes develop unnecessary objectives to achieve honor or please the gods. It's solely dependent on the individual. This devotion also makes Nepharian soldiers extremely reluctant to surrender, it keeps them in full moral, and in full focus. This mentality makes battles with the Nepharians brutal. Scare tactics are fairly ineffective as soldiers have developed a strong sense of duty. Casualties are high, but prisoner rates are almost non-existence. The only downside to the Nepharian army is its inflexibility and the Nepharians' tendency to bleed all over the place. Nepharian soldiers aren't exactly problem solvers, with many of them just concerned about orders and shooting they don't try to afford a minuet to think things through, IE: they have a tendancy to get caught up in the fight. In our eyes, Nepharian commanders hold their hands regarding a lot of things. As for the bleeding, the Nepharian circulatory system has most blood vessels running very close to skin level (as a Nepharian gets rid of certain toxins through its skin) so a shot through the armor, or a knife could be very damaging. With this in mind, Nepharians have developed a wealth of knowledge regarding treating the wounded on the battlefield. ==Units== [[Image:Spore 2011-12-20 22-29-43.png|300px|thumb|left|Nepharian MKII Minor]] ===Nepharian Minors=== Nepharian minors are a weaker and more cost efficient infantry variant. Their weapon is a hand held, short-medium ranged, fast firing plasma cannon that serves best in most environmental conditions. Their armor is streamline and they boast a reinforced under suit, however unlike most infantry units,they lack any kind of shielding system. Minors usually make up a large part of scouting parties, and certain Nepharian commanders will use them in the first wave of an assault to gauge enemy defenses. Unlike many races' military hierarchy, minors are not always constituted of new recruits. Many times they are well seasons soldiers, and on occasions are Nepharian warriors that are trying to impress high commanders so they may receive a position as a commander. With this in mind, the minor unit helps levy the balance of military demand with military experience, the newer soldiers are able to more safely and effectively conduct operations, and the more experienced ones are able hone their skills and still be effective. In the end costs are reduced, lives are saved, and soldiers are trained in battle. [[Image:Spore 2011-12-21 14-23-24.png|200px|thumb|Nepharian MKII Infantry]] ===Nepharian Infantry=== The main class to the Nepharian army, they are armed with a 2-hand plasma rifle that has medium-long range capabilities. It fires at a slower rate than weapons held by Minors but it is far more accurate and effective. They are also a bit more heavily armor than the minors and are equipped with a light shielding system. These are the heart of the Nepharian military, the most common and effective unit. [[Image:Spore 2011-12-21 14-40-19.png|200px|thumb|left|Nepharian Sniper (green variant)]] ===Nepharian Sniper=== A Nepharian support unit that fights at a range. Snipers also lead scouting missions, and as a result dawn a gilly suit that can be easily changed to suit their environment. Snipers are hardly effective on their own and are very vulnerable, but behind a full Nepharian platoon they pose a large threat. Snipers also play large roles in scouting duties, and are specifically potent in a city battlefield. [[Image:Spore 2011-12-21 16-47-31.png|200px|thumb|right|Nepharian MKII Commander]] ===Nepharian Commanders=== Nepharian commanders lead a Command of Nepharians. They are heavily armored, posses a medium strength shielding system, and like minors, posses a hand held plasma cannon, of course a much more powerful one. Their armor was designed to be both terribly intimidating and functional. They are also equipped with a modified HUD, and a long range communications system to assist with their duties. Both as a combat unit and as a commander, this is truly a foe you should do best to avoid. [[Image:Spore 2011-12-21 18-09-58.png|200px|thumb|left|Nepharian MKII Biotech]] ===Nepharian Biotech=== A heavily shielded support unit, the Nepharian biotech uses a paralyses wave and a swarm of robotic insects to support Nepharians on the battlefield. The paralyses wave works, in application, like a biological EMP, being able to stun organisms for a time, making them vulnerable to attack. Its swarm of robotic drones, or referred to as "swarmers" serve to disorientate, demoralize, and attack enemy units. Biotechs also posses what can be equated to a hand-held shotgun. Plasmetic material inside of the gun are accelerated through a guass-like system, two nodes at the frond of the gun are able to compress this material into a U shape wave that travels with its flat side parallel to the ground. It is quite common that enemies shot by this weapon lose body parts, and are occasionally decapitated. In fact, Biotechs are trained to aim for the neck when possible. ==Mech suits== ===Nepharian Sentinel Mech suit.=== The Nepharain Sentinel Mechs suits were designed for heavy fire fights and for defensive positions. They are heavily armored and are equipped with a large blast shield as well as a heavy plasma cannon. They're also equipped with a light shielding system aswell as a visor system that is integrated within their helmet. Sentinel mech suits are primarily deployed into close combat situations, in cities, and in front of standing armies of Nepharians when they are defending any sort of location. this makes them versatile and in demand, a demand that is mostly well met. [[Image:Nepharian_Sentinal_Mech_Suit.png]] ===Nepharian Ech0 Mech suit.=== The Ech0 mech suit has become one of the most feared weapons in the Nepharian empire despite the fact that they are only under the command of the most elite Nepharian commanders in the empire. They have been mostly used by Grand Battlemaster Phyla'Kran on the Wingle front but have proven to be a key war asset to her and her forces. The development of these mechs is actually shrouded in mystery, not a lot is known about the facilities they were designed and tested in but what is known is that information is not public. The existence of Ech0 mechs was hardly known of to the general public until the attack on the Wingles in fact. This sort of secrecy has been seen as the tell tale sign of a conspiracy to lower, more uneducated and paranoid, members of the Nepharian society. The name of the Mech was coined by engineers due to the almost overwhelmingly loud sound of its forward firing gauss accelerated plasma cannons. Ech0 mechs are, surprisingly, produced on a small number of planets, the only major contributor to their production is a factory world that fell under siege by the Wingle forces. Ech0 mechs have been seen in 3 major variants: Standard, Cancer, and Custom. Standard Ech0s are about 30 feet high and have two forward firing gauss accelerated plasma cannons (as mentioned before) that are suited for engaging fair sized groups of infantry and light to medium armored vehicles alike. The potency of the mech comes from the cannon's rate of fire and the mech's powerful armor. A major downside to the mech is that it is susceptible to fire from the air, but its armor can deflect air attacks to an extent. Cancer Mechs are only about 15 feet in height and have 4 forward firing plasma cannons. These mechs are mostly geared towards urban combat and engagements with infantry. Their plasma cannons posses a small AOE and are fast firing. Unlike the standard mechs, they are considerably lightly armored and are highly susceptible to heavy hitting ammunition types. Cancer mechs are fairly cheap due to their armor and weapon load outs and because of this they don't exactly do well on the open battlefield. Custom Ech0 mechs are produced for commanding Nepharian officers and have a verity of shapes sizes and load outs. The only thing they have in common is that they are far above quality of standard Ech0 mechs. ==Mechs== ==Divisions== ===Basic=== Basic divisions usually contain mostly Infantry and Minors. Most other division types aren't mentioned when a Nepharian is numbering warriors except in priority military commands. Keep in mind, these are basic numbers. Squad- Contains 5 soldiers. Command- Contains 10 squads and 5 tanks. (50 troops) Commanding officer: Commander High Command- Contains 4 commands (200 troops 20 tanks) Commanding officer: High Commander Ter'ush- Contains 5 High Commands. (1000 troops, 100 tanks) Commanding officer: Grand Commander High Ter'ush- Contains 5 Legions. (5000 troops, 500 tanks.) Commanding officer: Battlemaster. Grand Ter'ush- Contains 10 High legions. (50,000 troops, 5,000 tanks.) Commanding officer: High Battlemaster. (The highest ranking military officer is the Grand Battle Master who leads the entire army.) ===Elite=== Squad- Contains 4 elites. Task Force- Contains anywhere from 4-20 squads. (16-80 elites) ===Recon=== (scout) Squad- 3 units. Scouting party- 4 squads (12 units). ==Militia== =Leadership= Nepharian leadership is deeply intertwined with religion butt yet still operates separately from the religious hierarchy for the most part. Nepharian officials are appointed by the next highest ranking official above them. The leadership hierarchy descends as follows. ==Notable figures:== ===Pharan 'Harun=== A High Naval Master of the Nepharian army, Pharan has proven to be the largest assets in the Norsus/Zaretian Naval front. During the conflict on Norsus, Pharan was tasked with directing patrols around Nepharian space that became infested with Zaretian ships after the arrival of the Nepharians on Norsus. "According to Aeveria intelligence, the Zaretians were quite hastey in sending forces our way, according to their scouts anyways. Evidently they became concerned with us." This was in fact the truth. The Nepharian presence on Norsus proved as a major threat to the Zaretians as they were able to help keep pressure on the eastern side of the main Norsus battleground. The Zaretians planned to keep the Nepharian supply lines cut off from the planet and attempted to conduct several raids on Nepharian listing posts. Pharan's forces were always on top of them however. He placed signal jammers where there wasn't an assets to defend, moved his fleets erratically, and ultimately threw off most of the Zaretian raids just long enough for his forces to come in on them un expectantly. In one skirmish, Pharan was able to draw a Zaretian fleet away from their route to attack a supply convoy to a deserted world that he was able to portray as a "vital research facility" through various transmissions, and certain signal jamming techniques. During Vipe Nite's Invasion of the Nepharian military base on Karii'Se'Harri, it was Pharan's fleet that was able to respond to the invaders and deploy Elites to kill Vipe Nite himself. Pharan was solidly regarded as a hero for this feat. After the Nepharians pulled out of Norsus, Pharan remained at his post as the Zaretian activity in his area never lessened. ===Phyla'Kran=== The most decorated high battle master of the Nepharian army, Phyla has a reputation of being quite outspoken when confronted with her mission. Phyla is in fact a feminine Nepharian. She's been known for barking at her superior officers, and committing cunning yet erratic assaults in battle. Phyla is currently leading the Wingle front and is being subjected to her military failures on it despite her reputation as a successful commander. "According to my men's reports, we're not just being attacked by Wingles, and when they are attacking, their targets are very specific. Research centers, prisons, even an investigation party was attacked while exploring an old Wingle outpost. Something more than war is going on here, and I intend to burn their empire before they even have a chance at following through with whatever they have planned." During Phyla's career, she's been known to surround herself in mystery, keeping her men and her superiors unaware of a lot of her doings. She's been regarded as "cruel and quiet" by her men. "You don't hear anything from her in 3 days, no orders, checks, nothing. Then out of nowhere men get reassigned, sent home. Things happen fast and we never know why." ===Keru'Tau=== Referred to by most government officials as a brilliant leader who has pushed the Nepharians into a new age of prosperity, Keru'Tau is renowned, next to the Tau'Lackren, as the most powerful force in the empire. Keru 'Tau has lead the Nepharian home cluster in its recent era of peace and expansion. With all alien threats inside the cluster completely extinguished, Keru focused on the expansion of the Nepharian empire and economy. "I am fortunate to be the Lo'Tau'Lackren of such a peaceful and mighty part of the empire. We are still getting some problems with supplying the Ioria and New front but my advisors tell me we may be able to start mass producing long distance transport ships soon." The home cluster in itself is an economic and productive stronghold, but its served as a haven to religious leaders in the Nepharian empire and as a hell to those who oppose the Nepharian faith. Keru is fully aware of this, but instead of fixing an age old issue, he is simply focused on making the entire empire grow. ===Maka'Too=== Maka 'Too was once referred to as the greatest military mind in the home cluster. He lead his people to victory against the Kiir revolts, and crushed a major force of Nepharian pirates (the Sejii'Jaui as they called themselves). He is now however the Lo'Tau'Lackren of the Nepharian colonization front in the Ioria galaxy. "How did the Tau'Lackren know that Ioria was going to be a military struggle? The way he does all his work. He just knows. It's a good thing he does too. I would have loved to see a bureaucrat trying to keep things in order there." Shortly after colonization in the frontier, Maka was met with opposition by multiple native alien races and the Luminarian empire. After almost total defeat Maka was able to rally the Nepharians and a few native allies to kick the Luminarians out of the frontier, assuring Nepharian dominance. "I lost a lot of good warriors, but in the end their service secured a greater future for our empire." Maka has also been said to be a traitor the Too clan, not only taking up the Nepharian faith but gaining the trust of the Tau hierarchs. He's also been infamous for certain policies against "non-believing scum" and is over all a very short sided leader. He's also been noted to be critical of the military failures of his men and other Lo'Tau'Lackren. ===Jarun'Tau=== Lo'Tau'LAckren of the Nepharians in the Milky way, or United Colonial Systems as the colonization front is technically called, has been referred to as a very generous and political minded leader. His main focus has always been the welfare of his empire being created through peace with other alien races. "I've been chastised by a lot of my advisors for being so reserved, but they weren't able to stop a Gronian invasion so I guess their merits are a bit more unreliable than previously thought." Jarun has obtained respect through the handling of the Gronian threat, allowing the Nepharians to help with Norsus, and being very politically involved with the Peacekeeper alliance. To the distastes of many bureaucrats, Jarun is actually very sympathetic towards non-religious Nepharians that have been chastised for their beliefs and driven out of their homes from the Home Cluster and into the United Colonial Systems. Jarun has been noted to have ongoing fights with Phyla 'Kran regarding his reserved nature and her eagerness to fight. "She is hasty, she's an excellent commander, but her haste worries me..." ===Pho'Too=== High commander of the Men on Norsus, Pho'Too is famous for conducting hundreds of men into the hands of death in order to secure the Rach retreat from the world. His success on the world have been more than just this however, he was able to push back the Zaretians from a major front with the help of the Rach, partially containing the Nalstros pirates to the east, and confront the Margan in the west. Pho'Too is easily regarded as a Commander of his men and of his empire. Assuring the safety of innocent lives before the mission, keeping his men well fed, armed and housed. Pho 'Too is by many standards a hero. Though despite his heroism, he has remained only a high commander even into his old age. The reason being is simply due to religious subjugation as he does not follow the Nepharian faith or any variations of it. "It hurts, but what I believe in is more important than rank. I've done many good things in my life, and I wouldn't mind dying tomorrow just as I am." ==Government:== ===Leadership=== ====Un'Lackren==== A city or town representative of a clan. There is a set number of these representative based on the clan's population in that city. Usually there is one Un'Lackren for every 20-70 clan members but that is solely dependent on the city's legislation. In large cities, there are representatives in the thousands. It's quite common that there is an unspoken social hierarchy among the Un'Lackren but they share equal power as far as their votes go. This word has no translation into English (or dutch for that matter) as this position is fairly unique to the Nepharians. ====Terran'Lackren==== A city's Un 'Lackren will congregate once every 4 Earth days to discuss important matters that effect their city. The Teran'Lackren organizes this meeting. He also is the equivalent of a mayor on earth in the fact that he runs the city. His job is to listen to the concerns of the Un 'Lackren and answer their questions. After the congregation is dismissed, he will either give direction to his city officers who will manage the city's function from there, or he will bring up his issues with the Kran'Lackren during the Planetary Congregation which occurs about every earth week. This process is tedious, but is a part of Nepharain a tradition that will never be broken. The Terran'Lackren is elected by the congregation every 3 months. Terran'Lackren are usually Un'Lackren before being elected. ====Kran'Lackren(also referred to as councilman)==== The Kran'Lackren has basically the same job as the Terran'Lackren except on a planetary scale.The Terran'Lackren are to them as Un'Lackren are to Terran'Lackren. Terran'Lackren will take turns speaking based on the population of their city. (fun fact: In difficult times, certain Terran'Lackren have actually payed for Nepharains to move into their city in order to speak first.)The Kran'Lackren also has a bit of control over military forces, however it only goes as far as advising military leadership. The planetary congregation is held every month, the Kran'Lackren is elected every year by the Terran'Lackren. ====Krana'Lackren==== Planets in the Nepharain empire are organized into districts based on their attributes, such as: resources produced, how "holy" it is (that's usually based on things such as religious artifacts, the clans ect.) and its militarily importance. In a fair amount of cases, a district's borders will not all be connected but rather broken up into pockets scattered throughout the empire as a result of this system. This system is fairly productive as Nepharains with the proper mindset and training will have no complications running their district as they usually don't have to worry about different needs among their people. The Krana'Lackren hold a Congregation with the Kran'Lackren about every 2 weeks. Unlike the Kran'Lackren, they have full control over military deployment. ====Lo'Tau'Lackren==== A Lo'Tau'Lackren runs a galaxy or star cluster. There are currently 3 Lo'Tau'Lackren, one for the Ioria frontier, one for the Home Cluster, and one for the United Colonial Systems in the Milky way galaxy. The Lo'Tau'Lackren holds congregations with the Krana'Lackren about every 3 weeks. ====Tau'Lackren==== Only a handful of Nepharians have actually seen the Tau'Lackren in person. He is illusive, and is said to live on a heavily armored spaceship flying almost nonstop in the Nepharian home cluster. He holds the ultimate power in the Nepharian Empire, but hardly governs it. Most major decisions in his empire are made by the 3 Lo'Tau'Lackren, if he disagrees with them, he will send them his opinion. The Lo'Tau'Lackren must send a log of their every political action to the Tau'Lackren. He is the highest ranking official and the empire is ultimately his. The Tau'Lackren holds a conjugation with his Lo'Tau'Lackren every month, an unnecessary process, but traditional none the less. ===Law enforcement=== Nepharians are surprising law abiding for the most part, but they do have an organized law enforcement system to keep things in order. The main force behind this is the Sanctionaries. Essentially priest police, Sanctionaries are well trained and knowledgeable in the field of Nepharian religion and law. Sanctionaries act as independent agents, coordinating with clan leaders and military officials to protect the law wherever they are. Sanctionaries usually don't do the dirty work in an investigation or in arrests, they instead use the military or militia to carry out their orders. With this in mind, it's necessary to say that Sanctionaries are granted power over military and military officials. Sanctionaries also occasional over see military missions in order to keep the soldiers in check, both in the realms of philosophy and policy. Sanctionaries are seen in every way imaginable across the empire. Some are honored as protectors of the empire, some seen as over forgiving heretics, others as handymen of the Nepharian government who only carry out the orders of corrupt politicians, others are even seen as corrupt themselves. The truth is, all of these personalities exists in Sanctionaries. Some are saviors, some are honor bound, some are forgiving and some are corrupt. Sanctionaries are given the choice to protect Nepharian law and Religion as they best see fit, but those who become corrupt are left unopposed. =Alien Relations= Over a short period of time, the Nepharians have quickly placed themselves in a community of various alien races. ===Peace Keepers=== General, Nepharians quite like the PKs. They see their philosophies as honorable and just. ====Averia Confederation==== Status: Freindly Relation summary: The Nepharians had have breif but pleasant contact with the Averia confederation through Norsus. The Averia generously give information regarding the Great War's main races and military information on the Zaretians (which have greatly helped the Nepharian fleets protect the Holy Empire's borders) and invited the Nepharians to the UEA. Jarun 'Tau and the majority of the empire alike quite like this help but certain Nepharian radicals have problems with the Aeveria's lack of cultural conformity and find their empire unstable. Most of these radicals also believe that the Aeveria will try to acquire the Nepharian empire forcefully, as they believe this is how they have so many races in their administration. These beliefs are solely derived from a lack of knolege on the confederation. ====Luminarians (non-xenophobic)==== Status: Nuetral Relation Summary: The Nepharians first encounter with the Luminarians was in the Ioria Frontier Galaxy. Aligned with a coalition of native races, the Luminarians and Nepharians declared war on one another. The Luminarian's allies were first crushed by the Nepharians, but the Luminarains made a strong push through Nepharian territory. But the Luminarains soon became overwhelmed by the Nepharian's allies, and they were soon conquered and removed from Ioria. The Nepharians viewed the Luminarians as a strong and honorable opponent, and decided attempt peace with them in the Milky way. They were able to begin doing so on Norsus. Shortly after the first Nepharian fleet arrived, the Luminarians were hailed and presented with a letter of piece and apology written by the Tau'Lackren. With this, the Nepharians were able to assure piece with the Luminarains, but an alliance with them, will most likely not be established for a while. ====Rach==== Status: Partially allied. The Nepharians are assisted the Rach in taking back their home world, Norsus. No other interactions have taken place between the two empires. ===Warlords=== The Nepharians are mostly hostile towards the Warlords, their tactics are dishonorable, and they see most of their cultures as degenerate and heretical. ====Margan==== Status: Weary Most Nepharians that know of the Margan useualy refer to them as "beasts" or "animals" which is exactly what they are in their mind. The Nepharians had brief reports of these aliens on Norsus but not until they encountered them attacking the Gronians did they discover their true intent. On the Gronian world the Nepharians discovered that the Margan strongly practiced total war and were ruthless in all ways. This reputation was highly exaggerated with the immense burning of the planet. The Nepharians are unaware of the Margan houses so they currently believe that this burning is common. The Nepharians wish to avoid conflict as much as possible in order to preserve their empire, but they will strike the Margan discreetly if an opportunity presents itself. ====The IAE==== Status:Aware The Nepharians have had little interaction with the IAE, they have only encountered them on Norsus, and the IAE have once thwarted a Nepharian attack on the crew of a crashed Wingle ship. Little is known about the IAE from the Nepharians perspective, but meetings with Peace Keepers on Norsus has suggested that the IAE are simply expansionists, however any claims of their hostility and ruthlessness has been passed off as mere exaggeration. So far all attacks conducted by the IAE are justified to the Nepharians as political favors, so surprisingly enough the Nepharians are not hostile towards them. (but they are a bit worried.) ====Zaretians==== Status: At war The Nepharians first encounter with the Zaretians was on the Rach Home world: Norsus, through military actions. The Nepharians have classified all Zaretian ships, colonies, and military units as hostile. The Zaretians have also successfully attacked and destroyed a Nepharian outpost on an arctic world. This world was the closest to Norsus, and served to relay communications between the Nepharians on Norsus to the rest of the empire. The nepharians now fear that the Zaretians have intelligence on Nepharian colonies and tactics, they are prepared for a full engagement some time soon. ===Neutrals=== ==== BioMatter Hordes==== Status: Avoid Relation Summary: The BioMatter suddenly attacked a small Nepharian border colony with no defenses. They took out the colony from the inside, mutating all military units and governing officials. The only Nepharians left to hold them off were a few militia men; the only trace of the attack was poor quality video footage that was sent out as soon as the attack on civilians began. No survivors were left. This footage has only been kept secret from the general public to stop the spread of panic. Nepharian scientists are reviewing this footage and are trying to see if any military knowledge can be taken from this attack and even the BioMatter themselves. In an attempt to keep fear from spreading across the empire, the Tau Lackren has personally advised his congregation to keep the truth behind this attack. If anyone were to inquire bout it, they are to be silenced by any means ====The Gronian Imperium==== Status: Nuetral A Gronain planet near the border of Imperium space was under siege by the Margan. This planet also happened to be quite close to the Nepharians so they decided to make land fall on this planet in order to deny the Margan of it. The Gronians however resented the Nepharian presence. With this in mind the Nepharians focused on putting pressure on the Margan behind their lines. Brief skirmishes between the Margan and Nepharians occurred before Gronian reinforcements arrived causing the Nepharians to retreat. Unfortunately, some Gronains (estimated at about 200) were killed at the hands of the Nepharians. The Gronians soon countered the Nepharians and wiped a planet near Gronian space off the map. The fleet responsible was a large fraction of all Nepharian naval forces in the Milky way, witch solicited the total evacuation of the planet with the exception of any military forces that wished to remain there. Diplomatic relation went underway with the Gronians. (see it here: http://epicadventurewar.toastyrobproductions.com/EAW/index.php?topic=204.0) In witch the Nepharians were able to achieve peace with them under the following terms: 1)The Nepharian Empire and all subordinates under it shall never enter Gronian controlled territory for any reason ever. 2)The Nepharians shall hold no claim to the colony currently under Imperium control and will make no attempts to obtain it once more, political or otherwise. 3)If any allies of the Nepharians attack the Imperium in any way, shape or form then the Nepharians will be to blame and will suffer the consequences. 4)For each Gronian serviceman who was killed by Nepharian forces, the Nepharian government will pay the equivalent of Seven-hundred platinum bar and for every one of those servicemen whom had yet to produce an heir an extra two-hundred platinum bars shall be added in order to secure the prosperity of their bloodlines. 5) The Commander responsible for the attack against Imperium forces will be delivered unto Imperium custody imminently to await sentencing by a Gronian officer of Captain or above. Should any of these terms be violated or broken then, under The Doctrine of Aggression, the Imperium will press upon the Nepharian people a war of genocide. The Nepharians accepted. As a race most honor the Gronian spirit,and respect their wish to isolationism. ====The TMC==== Status: Avoid The Nepharians first had a brief run in with the TMC after recovering a downed TMC ship on a world they began colonizing. The Aliens that arrived accused the Nepharians of destroying this ship, upon which they simply retrieved an unknown high energy device from this ship and left. The Nepharians were curious about these beings as they appear to be some sort of Coalition, a Coalition that could be terribly large. However now after the Gronain Peace talks the TMC engaged the Gronians. At the same time the TMC asked forepharian support in the Margan front. Nepharian law has decreed that contact will be avoided with this race for the following two reasons: 1) Contact with this race may cause a violation of the Gronian peace pact. 2) The volatile and erratic diplomatic actions of the confederation may jeopardize the empire. ====The Wingle==== Status: Partially at war As it stands, only one High Battle Master is engaged against the Wingle. Only a few small engagements have been conducted against the Wingle. However, according to Nepharian intelligence, there was an IAE plot to assassinate Wingle leadership and frame the Nepharians in an attempt to trigger a war. According to the Wingle, this IAE assassin was personally employed by the Tau'Lackren, a foolish claim as he would never interact with another race unless it was a matter that concerned the entire empire. Nepharians believe a small Nepharian sect of Too's attempted to do this in order to topple the Nepharian empire. Still, little is known about this event. =fun facts= -To fit in to some armors and bio suits, Nepahrians must have their horns clipped. They are given fake horns that they can simplex attach to their head. after this procedure of course. -the Nepharain language translates to English without containing any contractions. -they can best be described as amphibians. -Instead of urinating, they excrete waists through their skin. -A large majority of a Nepharians blood's vessels are near the top of their skin, therefore they tend to bleed easier then most races. -They're asexual. -This is what most Nepharian art work looks like and is generally how it is created. http://www.youtube.com/watch?v=4-cYsU_Rxr4&feature=player_embedded [[Category:Page]][[Category:Legacy Lore]] su3nk7aw07f08upjy9cdlzkirukjwbo IAE 0 507 867 2014-01-18T05:09:07Z Jat371 3361237 (Redirect Page) 867 wikitext text/x-wiki #REDIRECT [[The_IAE]] c8vniwit6yjbgsrjtnzkzyol4sane1c IAE-INN News Feed 0 5 10299 9 2019-08-25T16:06:25Z Amaker1450 26550035 /* Week 2 */ 10299 wikitext text/x-wiki Delivering the latest news from all across the empire, The IAE-Imperial News Network uses state-of-the-art galactic communication technology to ensure daily transmissions of the most important stories to wherever you are. Welcome to the IAE-INN News Feed. ==December== ===Week 1=== <br> <b>December 1 - Environmental Groups Criticize IAE Industry</b><br> - <i>Euskanian environmental organizations are calling out IAE industrial worlds on their emissions and insisting they reduce them for the good of their respective planets. They cite Euskana as a perfect example of quick and mostly painless de-industrialization. Industry leaders have returned fire saying that “it’s easy to criticize the ecological practices of a planet you’ve never visited. If these environmentalists want to enjoy the same quality of products we’ve provided for over 5,000 years they’ll find something else to complain about.” There's been no response from any of the leading environmental groups just yet. </i><br> <br> <b>December 2 – New Chapter in Diabloian Conflict</b><br> - <i>The IAE’s 48th invasion fleet broke through to the Diabloian planet of Kronovos only several hours ago. Offensive analysts isolated a gap in the Diabloian defenses and orbital drop forces were able to quickly establish a (now undisclosed) beachhead on the surface. Kronovos was targeted for its proximity to IAE space and its rich iridium and titanium deposits. The market demand for the two resources is already rising as the acting commander of the operation, Admiral Brosak, publicly predicts a swift victory.</i><br> <br> <b>December 3 – IAE Outer Rim Colonies Unite in Protest</b><br> - <i>Over three dozen of the colonies on the loosely defined Outer Rim are uniting to demand increased fleet presence and planetside protection. A spokesman for the loose affiliation was quoted as saying: “Over 90% of the attacks against our great empire are on the Outer Rim inhabited by brave colonists that want to make a peaceful honest living. We’re tired of being the battered shield for the rest of The IAE!” The protest movement is unlikely to become violent but it has already caught the attention of The High Council who has begun brief deliberations about the matter. A number of independent defense firms under The IAE’s scope have also started offering protection to several colonies for resource kickbacks and terrestrial development space.</i><br> <br> <b>December 4 – Isolated Skirmishes Escalate on Kronovos</b><br> - <i>It’s only been two days since IAE forces landed and already lightly armed units have begun hit-and-run attacks against vulnerable installations and several command posts. A small detachment of marines managed to briefly wrestle control of a mining town before being forced to retreat after superior Diabloian reinforcements arrived. The tactical resourcefulness of this one detachment has encouraged Adm. Brosak to push up the schedule for the full offensive citing that he has total faith in his soldiers and their abilities. “We’re here to make sure they know that their turf advantage isn’t enough to stop us,” Brosak was quoted as saying.</i><br> <br> <b>December 5 – Battle for Orbit Still not over on Kronovos</b><br> - <i>Although ground teams are set up and ready to deploy, the battle for orbit is quickly reaching a stalemate. Most of the Diabloian ships have retreated to Kronovos’ large moon and hold it with no opposition. Reconnaissance operations indicate that they may be quickly expanding on the moon’s existing infrastructure to establish a centralized military command. “I won’t deny it’s an effective strategy and all, but once we take the planet the moon will no doubt come soon after, that is, if we don’t take them both outright,” one senior officer had to say about the tactical retreat.</i><br> <br> <b>December 6 – Defector Caught During Transfer of Vital Information</b><br> - <i>One of Euskana’s own scientific minds, Dr. Aryev was caught in an attempt to sell vital information from a lab facility on the mainland earlier today. Apparently in a rush to upload the information, the doctor utilized a poorly decrypted offworld channel which was intercepted by an anti-cyber warfare satellite in orbit. The content of the transmission was quickly decrypted and analyzed and internal security forces stormed Aryev’s location within minutes, catching him in the act.</i><br> <br> <b>December 7 – Attempted Leak Analyzed</b><br> - <i>After yesterday’s data transfer scandal, investigators quickly but thoroughly went through the extent of the data in question. The lead investigator explained that “much of it was minor tactical data that was near expiring. It would’ve only been useful for punching a small hole in our defense lines in certain quadrants but only if the buyers were ready to attack immediately. In hindsight, I realize why the Doc was so hasty with sending the data but he picked a pretty bad way to defect and now he’s in my capable hands.” Dr. Aryev mentioned some of his buyers as the Volkaan Federation, the Diabloians, and others but it’s impossible to confirm his claims.</i><br> <br> ===Week 2=== <br> <b>December 8 – “Eumara Unlikely to Recover Soon” Analysts Say</b><br> - <i>Survey teams are finally returning with news about Eumara’s future habitation. “Eumara is unlikely to recover from the attack any time soon. It will take at least 100 years as well as extensive terraforming projects for the environment to substantially recover,” the head of the expedition said. Currently it’s impossible to safely inhabit the area near the disaster site without military grade breathing equipment and additional supplies for the unpredictable seismic upheavals. Many advocacy groups are calling for The IAE to set standardized rules of engagement with other empires to prevent further ecological destruction of this scale again.</i><br> <br> <b>December 9 – Controversy Over “Capitalizing” on Eumara Massacre</b><br> - <i>No one can forget the inspiring images of firefights with battle police alongside civilians, the powerful scenes of destruction, or the heart-wrenching relief of seeing the survivors being evacuated. However, one of the major Euskanian filmmaking firms, Inner Planet Productions, is attempting to produce a big budget picture dramatizing the massacre. Families of victims and survivors are intensely opposed to anyone making money from “the blood and tears” of Eumarians. Many of the directors interested in the project have justified it by saying that future generations are unlikely to scour news footage to learn about the event and that the movie will “be as much of a documentary as it is an action movie based on real events”.</i><br> <br> <b>December 10 – Full Offensive Launched on Kronovos</b><br> - <i>IAE forces finally launched Admiral Brosak’s grand attack against Diabloian positions earlier today. Casualties were high on both sides despite the use of heavy armor and unmanned forces. Major Diabloian targets including a fuel refinery, three mining outposts, a barracks, and a vehicle depot were all raided and occupied within the opening hours of the attack. IAE troops are already reinforcing the front lines for the inevitable counterattack. Brosak was quoted as saying “I’ve been fighting the Diabs for a couple years now; they won’t take a loss like this sitting down.”</i><br> <br> <b>December 11 – IAE Meets Brosak’s Expected Counterattack</b><br> - <i>As the Admiral predicted yesterday, Diabloian forces launched a vicious counteroffensive to reclaim territory lost yesterday in the IAE push forward. Diabloians made extensive use of infantry, aerial units, and artillery in an attempt to overwhelm The IAE’s new defensive positions. Friendly forces were able to hold all positions with moderate casualties except the fuel refinery which fell back into Diabloian hands after a seven hour skirmish. Brosak has not announced any intention to retake the facility as of now.</i><br> <br> <b>December 12 – Diabloian Forces Reel from IAE Trap</b><br> - <i>Unmanned recon drones caught footage of Diabloian troops reinforcing the oil refinery captured from IAE forces yesterday only for it to explode violently after remote charges placed during the retreat went off. All Diabloian forces in the area were either killed or heavily scattered and have yet to regroup, likely due to the loss of radio equipment during the blast. Enemy casualties are projected to be very high. Admiral Brosak declined to comment about anything related to the blast or if he ordered it to be executed personally.</i><br> <br> <b>December 13 - Reldar Z'Gion Celebrates Ten Years of Late Night</b><br> - <i>Tonight will be the special 10th anniversary broadcast of Late Night with Reldar Z’Gion, hosted by the famed veteran talk show host. Along with getting a whole new set, Reldar will be having guests like actress Ria Armin, comedian Nelo Kymia, an exclusive real-time interview with Admiral Brosak from his command post in the Kronovosian system, as well as musical guest Euskana Daytrip. “It’s gonna be a great night and I hope everyone stays up late and tunes in. You won’t regret it,” Reldar said with a smile during one of many promos.</i><br> <br> <b>December 14 – Recap of Reldar Z’Gion’s Anniversary Show</b><br> - <i>Last night, viewers were treated with Reldar’s all new stage set as well as his announcement that the network had renewed his contract for the next several seasons, which was met with much applause. After discussing Ria Armin’s new movie projects and playing around with Nelo Kymia, Reldar began his long-awaited interview with Admiral Brosak via satellite. The two made very casual conversation about the whole Kronovos conflict after which Reldar finally got Brosak to talk about the oil refinery incident. “It’s fair to say I’m a sore loser,” Brosak said chuckling, “and a firm believer in a tactical retreat. Who says running away has to mean you lost?” The Admiral was met with much applause before Euskana Daytrip performed a single off their new album and the show concluded.</i><br> <br> ===Week 3=== <b>December 15 – High Council Approves Outer Rim Defense Contract</b><br> - <i>After almost two weeks of convening on the matter, the HC finally approved the deployment of heavier forces in the Outer Rim. They also told colony leaders that they are free to seek protection from private defense firms as well as any outside mercenary corporations in good standing with the empire. “We’re really happy at this decision,” one colony leader commented, “All the citizens are partying and it’s good to know the HC never forgets about the little guys like us.” Nominal tax increases are expected in order to support the new contract.</i><br> <br> <b>December 16 – Unexpected Colonization Wave in the Middle Rim</b><br> - <i>Colonization boards were stunned to find totally uninhabited clusters in the middle of IAE space. A board member interviewed said “it seems like all these systems were totally overlooked during the initial stages of colonization in this area. We already have people lining up to inhabit the systems. We think their location being surrounded by settled space is a big motivator, the systems could develop pretty rapidly.” Scout teams have already begun deployment to map the new space completely.</i><br> <br> <b>December 17 – Surprising Find in Newly Discovered Systems</b><br> - <i>More unexpected news in the Middle Rim colonization front. Scout teams deployed to one of the clusters reported sightings and scanning reports that point to Euskanian pirates. “Not many Euskanians live independent of The IAE anymore, so this is an amazing find,” one expert commented, “these pirates have likely been living in these clusters for many generations. In my opinion, we should attempt to contact them and see how their culture has developed independent of our own.”</i><br> <br> <b>December 18 – Debates Rage Over Euskanian Pirates</b><br> - <i>Contrary to the statements expressed by the historical expert featured in yesterday’s story, many are now insisting the military take steps to exterminate the pirates. One colony leader said that “having pirates in our territory, no matter how historical they may be, is totally unacceptable. I can’t have my colony at risk because some scientists want to have tea with them.” Others like him are bolstering their colony’s defenses in preparation that the pirates may decide to leave their unnamed systems for whatever reason.</i><br> <br> <b>December 19 – Defense Council Makes Decision on Euskanian Pirate Issue</b><br> - <i>After less than a day of deliberating, the defense council decided that instead of blindly annihilating the pirates in the new clusters that they would do as many scientists have been suggesting and make first contact with them. Already an envoy is being prepared with a small number of ships specialized with heavy shielding and escape systems in the event they become hostile. The defense council stated that they would like to avoid any kind of confrontation and although the pirates are surrounded an outnumbered, “it’d be a shame to lose a piece of our empire’s history that’s been missing for so long”.</i><br> <br> <b>December 20 – Conflict on Kronovos Beginning to Reignite</b><br> - <i>It’s been over a week since the last major operation on Kronovos and the Diabloians have not forgotten the losses they sustained. IAE and Diabloian forces began pushing the battle lines back in forth, gaining ground only to loss it again. Both sides made extensive use of artillery in an attempt to temporarily stop reinforcements. Two IAE convoys were delayed by artillery fire but eventually reached their destinations in time. Both sides have reached a stalemate this time unable to overwhelm the other’s superior defenses.</i><br> <br> <b>December 21 – First Contact with Euskanian Pirates Made</b><br> - <i>After a tense couple hours of locating and opening communication with a pirate brigade, first contact has been made. “The pirates are less dangerous than we had imagined,” one of the team members said, “the weapons on their ships are specifically designed for cracking open asteroids for mining. They are pirates only the sense that they aren’t part of The IAE.” The pirates speak a unique dialect of Euskanian language that shares many words with modern Euskanian but is different in numerous ways. The contact team was reportedly able to get around the language barrier fairly easily and make formal conversation with the pirates. Numerous councils are now convening on what to do with the pirates.</i><br> <br> ===Week 4=== <b>December 22 – Tensions Over Acropolan Alliance</b><br> - <i>The IAE’s longstanding alliance with the Acropolan Republics is under fire today as allies of both entities are insisting that the agreement be nullified. As the IAE and Acropolans are on opposite sides of The Great War, correspondents have noted slow but surely increasing tensions on relations. Some senators are suggesting that the policies that give Acropolans automatic alien residency within IAE space be repealed. Some of the Acropolans more right-wing politicians are reportedly agreeing on the matter of their own similar policies.</i><br> <br> <b>December 23 – Four Thousandth Anniversary of Armaka Weapons Firm</b><br> - <i>Established in the heat of the Continuum Wars, Armaka’s technological contributions to the military have always been significant and are being recognized in light of their anniversary today. Founded by renowned IAE patriot and scientific mind Alero Armaka, the firm quickly grew into a multi-billion credit giant through a combination of The IAE’s desperate need for innovative weapons at the time, Armaka’s veteran marketing team (interestingly composed of many of his childhood friends), and a number of high profile scientists they were able to recruit from the start. Today, Armaka is one of The IAE’s top military technology development firms responsible for greatly extending the life of each soldier and keeping the empire’s enemies far from the Outer Rim.</i><br> <br> <b>December 24 – Story of Heroism from Kronovos</b><br> - <i>From the front lines comes the story of Pvt. Emero who inexplicably saved the lives of his entire platoon. After returning to camp from an intense firefight with the Diabloians, one of his injured comrades informed Emero that he lost a keepsake on the battlefield. Sacrificing the small time he had to rest before the next operation, Emero went to find the keepsake by himself. During his search he managed to spot incoming Diabloian bombers flying below radar. He radioed his platoon and they were able to scramble several aircraft accordingly, forcing the enemy attack wing to pull off and retreat. Emero never found the keepsake but his friend was reportedly very grateful for what he did accomplish.</i><br> <br> <b>December 25 – Accord Reached with Euskanian Pirates</b><br> - <i>After much convening on the matter as well as negotiating with the de facto leaders of the Euskanian pirates for the past couple days, the Council has reached a peaceful and mutually beneficial compromise with them. The pirates, now politically correctly named Bestelako Euskanians, have been absorbed as another protectorate empire under the IAE. The Bestalako have been all been granted full citizenship as well as token resource aid. The majority of political analysts are in agreement with the decision while a few claim that the Bestelako are no longer of the Euskanian species. There’s no scientific evidence to prove or disprove their claims at the moment. Social scientists are unanimously eager to learn about the Bestelako as hundreds of them flock to their clusters to set up.</i><br> <br> <b>December 26 – “Massacre at Eumara” Action Movie Already Cancelled</b><br> - <i>Following the ongoing and enormous backlash over their project, Inner Planet Productions has been forced to cancel their planned production of “Massacre at Eumara”. Protestors haven’t ceased reminding IPP that it’s too soon to capitalize on the massacre. “We at Inner Planet Productions admit we were a little overzealous with our project,” a spokesman had to say, “A nonprofit documentary about the incident is being planned it its place to assure the public that our intentions are only to preserve the memory of those lost.” Many of the families have backed down their opposition for the most part while many still remain united against any kind of Eumara based film.</i><br> <br> <b>December 27 – IAE Contacted by the Sauran Solidarity</b><br> - <i>“Seeing new races is never rare but you’re still never quite prepared,” said one citizen of the colony Aumera. Earlier today, a small diplomatic party from an enigmatic race of reptilian creatures calling themselves the Sauran landed on Aumera intent on learning about IAE culture. The towering but friendly ambassadors will have to wait for now as the colony’s local government arranges their accommodations and approves their request to tour the capital. “I had to give them all my suites,” said one hotel owner, “our regular rooms aren’t exactly… spacious enough.”</i><br> <br> <b>December 28 – Sauran Ambassadors Tour Aumeran Capital</b><br> - <i>There was a full interchange of cultures on Aumera today. The ambassadors from Sauran Solidarity that landed on the planet yesterday were given a full tour of the capital, all the while sharing information about their culture during conversations with locals and IAE diplomats. They approached many civilians that although were initially intimidated by their size were at ease with the polite Sauran. Diplomats that accompanied them reported that the Sauran were highly impressed by the sophistication of an Outer Rim colony like Aumera. However, they also mentioned the relative lack of nature integrated into the colony compared to their homeworld and more importantly that “the doors were too small”.</i><br> <br> ===Week 5=== <b>December 29 – Nalstros Capture Euskanian Orbital Colony</b><br> - <i>Not even two hours ago, a band of Nalstrosian pirates attacked and occupied one of the colonies orbiting the gas giant Iumira without warning. Faced with superior pirate forces, the colonial IAE forces were forced to evacuate as many civilians as possible and retreat. Surviving colonial board members have stated that not everyone on record has been accounted for, most notably including colonial director Iero Meutera. The station’s propulsion systems have been remotely deactivated but the Nalstros’ occupation still poses a grave threat to anyone in the system. More on this story as it develops.</i><br> <br> <b>December 30 – Tensions Mount Over Iumiran Colony Crisis</b><br> - <i>Colonists in the other stations above Iumira are actively expressing concern over the Nalstros held station. IAE forces are already mobilizing in response to the occupation of the colony. Special interception forces to prevent the Nalstros from escaping have already been mobilized around the station and have deployed troops to the other stations to prevent the Nalstros from capturing anything else. Colony board members have requested that the military refrain from destroying the stations in the event that the Nalstros have hostages. Nothing has been heard from the commanding officers of this operation as of now.</i><br> <br> <b> December 31 – Iumiran Hostage Standoff Begins</b><br> - <i>Minutes before midnight, Standard Euskanian Time (SET), the Nalstros occupying the Iumiran station delivered their demands via transmission from the colony’s central hub. The video was leaked to the public the following morning. Depicted in the transmission is the leader of the band, Lord Orro, saying (in poorly translated Euskanian) that the remaining colonists including Director Meutera are totally unharmed and will be released to The IAE if he and his band are able to safely escape with what they’ve stolen. The transmission cut to a number of restrained colonists (estimated by video analysts to be at least a dozen or more) before ending. </i><br> <br> ==January== ===Week 1=== <b>January 1- IAE Ambassadors Invited to Aradan</b><br> - <i>Following the Sauran Solidary ambassador's visit to Aumera several days ago, IAE ambassadors have been invited to tour the Sauran’s homeworld as part of diplomatic negotiations. Extensive communication has been happening between the diplomatic committees of both parties and just yesterday the Sauran’s said they would open up their homeworld to a visit. Already, ambassadors from all levels of the diplomatic division are fighting to be part of the expedition. The mission is set to launch later tomorrow and reach Aradan before midnight SET.</i><br> <br> <b>January 2- Secondary Base on Kronovos Compromised</b><br> - <i>The IAE’s secondary forward base on Kronovos was treated to an unpleasant surprise as Diabloian forces suddenly moved in to overwhelm them earlier today. They brought several tank divisions as well as a great deal of infantry and aircraft. IAE forces fought with all at their disposal for atleast 2 hours until it was clear that the Diabloians would not stop reinforcing their attack. Vital records were either destroyed or left with the retreating IAE forces. In a bold maneuver, Admiral Brosak ordered artillery to fire while moving in reverse to cover their escape. The IAE suffered heavy casualties but not without inflicting some on the Diabloians as well as successfully falling back to the IAE’s main forward base on Kronovos.</i><br> <br> <b>January 3 – Diplomatic Visit to Aradan “a sure success” </b><br> - <i>Reports of the visit to Aradan are in. Diplomatic team leader Karo Meura called the mission “a sure success”. The team members reported landing on a bustling spaceport nearly in the middle of the jungle. From there they traveled on the Sauran’s large public transportation system (similar to that of a train) that runs from city-state to city-state across the planet. The diplomat’s tram passed over one of Aradan’s white oceans to the planet’s capital, an enormous city structure with towering arcologies intermixed with natural elements all floating on the sea of white. Throughout their tour the diplomatic team made mention of the lack of civilian vehicles (and therefore pollution) and heavy integration of nature even into big cities like the capital. Ambassador Meura was also quoted as saying that “if this alliance goes through, this is the first place I’m buying a summer home”.</i><br> <br> <b> January 4 – IAE Responds to Iumiran Hostage Crisis</b><br> - <i>Following the hostage video leak late last month, defense council members announced that they intend to give in to the demands of Lord Orro. One member was cited as saying, “We’ve talked to many experts and Iumiran inhabitants about the matter and all agreed that the Nalstros’ demands were not out of the question. Colonial council members told us that nothing stored on the station is remotely worth the lives of those being held hostage and we’re going to hold them to their statements. We’ve already prepared a jump corridor for the Nalstros to leave peacefully once we’ve confirmed the safety of the colonists.”</i><br> <br> <b>January 5 – Iumiran Crisis Finally Over</b><br> - <i>IAE soldiers boarded the occupied Iumiran station today as part of the compromise reached with the Nalstros. Although the moment was not recorded, one of the security team members recalled the event for IAE-INN. “We entered the central hub very peacefully; the Nalstros were standing in plain view. The sergeant walked up to what was clearly their leader, I couldn’t hear exactly what was said but the leader motioned to the hostages at one point and the sarge and him almost shook hands at the end. Almost. Then sarge motioned for us to move into the hub and the Nalstros started walking out. If you’ve ever had time to look at one (while you weren’t shooting at it), they all have a hell of a death stare. Once we passed them I expected to be shot in the back. It obviously never happened and they went on their way to whatever hellhole they came from but... [the interviewee took a long pause here] I don’t feel like it’s over.”</i><br> <br> <b>January 6 – Ria Armin to Enter Rehab</b><br> - <i>Actress Ria Armin is set to enter drug rehabilitation after appearing to the set of her latest film heavily under the influence not just once but several times. The director, Boro Miuro, was cited as saying that he tried to ignore the problem but it’s impossible to make any progress on the filming. “We’d have to wait at least an hour for her to sober up, then she’d need heavy makeup, and even after that she wasn’t in any condition to shoot any real scenes. I’m done with her until she turns around or something,” Miuro said in a press release. Reldar Z’Gion, who interviewed her a couple weeks ago, said she seemed fine at the time and hopes “that she has a quick and painless journey to sobriety”.</i><br> <br> <b>January 7 – IAE Signs NAP with Sauran Solidarity</b><br> - <i>Following the trading of diplomatic visits and one of the fastest alliance drafting periods in recorded history, IAE and Sauran diplomats met at a conference on their planet of Rua Zo’ol to sign a non-aggression pact between the two empires. An elegant open-air auditorium in the capital was reserved specifically for the event. “May as well have done it at a resort,” said one delegate about the location, “I was waiting for them to take us to the sauna to sign the thing.” The pact was finally signed at the end of the event, to much applause from both sides of the aisle. Visual examples of Sauran can be found in the IAE-INN database for any IAE citizens wary of unknown visitors to their colonies or those looking to acquaint themselves with the species.</i><br> <br> <b>January 8 – Troop Deployment Escalates on Kronovos</b><br> - <i>Requests for more troops and supplies by Admiral Brosak have been granted today as he prepares to escalate operations. The Admiral appealed to his superiors with a lengthy request which notably included his belief that “losses and stalemates will only waste money. We may as well use our resources to defeat them sooner than later”. Brosak has not commented on how he plans to use his newfound strength but his ground commanders have said that they can only imagine that “it’ll be fun”.</i><br> <br> <b>January 9 – Spectacular Meteor Shower Seen From Iunira</b><br> - <i>Colonists of and visitors to Iunira will be treated with a celestial show later tonight as meteorologists from the colony have isolated a meteor shower with perfect visibility from Iunira. Colony leaders have even been successfully convinced to pass edicts to reduce light pollution during the event. “If people aren’t considerate enough to turn off their lights for just a little,” one petitioner said, “they’re gonna be shut off.” Roofs, observatories, and even the higher floors of some buildings are packed already with people eager to see the shower. “I think it’s really good that even in this day and age a lot of us have such an appreciation for nature,” said one citizen.</i><br> <br> <b>January 10 – Colonists Concerned About Mercenary Activity</b><br> - <i>"Mercenaries and mercenary companies in good standing with The IAE often find places to operate within the Outer Rim, sometimes going as far as setting up headquarters in our backyards," one colonist on Eutima, a newly established colony, had to say. Many others like him are concerned about the physical and social effects of mercenaries "running around" their compounds. Four civilian deaths have been directly or indirectly attributed to mercenary activity in the last seven cycles and people are taking notice. "I really think we need stricter merc laws, just for everyone's protection," said the same colonist.</i><br> <br> <b>January 11 – Offensive #2 Launched on Kronovos</b><br> - <i>With his new wealth of troops, Admiral Brosak ordered the next wave of attacks against Diabloian emplacements on Kronovos. The offensive has inflicted heavy casualties on the Diabloians so far and punched numerous exploitable holes in their defenses. Brosak expressed great satisfaction over the opening hours of the attack. Brosak commented that “we’re overwhelming their defenses one by one. Soon it’s going to be a straight shot to the capital and the military nerve centers of Kronovos. Hope the Diabs have some nice escape plans.”</i><br> <br> <b>January 12 – Friendly Fire Situation on Metvon</b><br> - <i>Conflict with mixed Peacekeeper forces on Metvon nearly turned tragic earlier today. An equipment malfunction at an IAE fire base designated another fire base as hostile. The two bases traded fire for nearly 30 minutes before the misunderstanding was cleared up. The shelling caused extensive damage to some number of equipment but thankfully no lives were lost. One soldier serving during the incident though that “it wasn’t much of a shocker when we figured the whole thing out, I mean, we knew the enemy couldn’t have been that tough,” he said with a chuckle.</i><br> <br> <b>January 13 – “Euskana Steel” Opens this Weekend</b><br> - <i>The long-awaited action thriller produced by Inner Planet Productions opens in theaters across the empire this weekend. Produced by famed Euskanian movie veteran, Uri Eurana, maker of such famous blockbusters like Blood and Crimson, Behind the HUD, and Terminal, the film is expected to gross millions of credits just in the opening weekend. Online critics at all levels of prestige are unanimous in their predictions. One that chose to remain anonymous was quoted as saying that “this is typical of a Eurana film, except Euskana Steel has been more hyped than the rest of his other films combined. He’ll be buying the homeworld by next week.”</i><br> <br> <b>January 14 – Unfortunate News for Sector 117 Subscribers</b><br> - <i>Due to recent space conflicts with the Ektar Imperium near IAE-INN substations, the IAE-INN News Feed will be unavailable in your sector starting tomorrow, pending important repairs after the conflict has been resolved. All subscribers in your sector will not be charged until service is restored and will exclusively receive a reduced subscription fee for the following month of service. Everyone at IAE-INN thanks you for your continuing support in this matter and hopes to continue delivering the most important stories to you as soon as possible.</i> ==February== ===Week 1=== <b>February 1 – Welcoming Back Sector 117 Subscribers</b><br> - <i>After IAE fleets quickly crushed remaining Ektar opposition three days ago, IAE-INN service has finally been restored to all subscribers in Sector 117. Staying true to our promise earlier, all subscribers in that sector have not been charged and will now receive a significantly lower subscription fee for the next month. IAE forces are expected to take the Ektar homeworld sometime next week, an action IAE-INN greatly applauds.</i><br> <br> <b> February 2 – Forces Make Steady Advance to Kronovosian Capital</b><br> - <i>After months off intense fighting, Diabloian lines are weakening in many exploitable locations, military reports say. Admiral Brosak has been described as being “his typical giddy self” throughout the past few weeks as operations have succeeded one after another. Brosak’s analysts (whom he now affectionately refers to as his “prophets”) believe that The IAE will be able to occupy the capital within a few days if things go as planned. </i><br> <br> <b> February 3 – Ecoterrorists Strike Again</b><br> - <i> Following the wave of devastating attacks started late last month, another colony was subjected to an ecoterrorist strike. Ausena was targeting by the so far nameless group who utilized bioengineered “hyperplants” to cause massive damage to the colony’s entire downtown area. Massive vines and roots tore through the streets and a fair majority of them have yet to be destroyed and removed properly. Several IAE-INN reporters commented that after comparing statements from the witnesses of several attacks they determined that the overgrowth of the Ausenan attack “grew twice as quickly as and many times more aggressively than known hyperplantforms.” </i><br> <br> <b> February 4 – Four Thousandth Twenty Second GEMA Graduation</b><br> - <i> Today marked the commencements of the 4022nd Grand Euskanian Military Academy graduation. Though not the oldest, GEMA is one of the foremost military universities in IAE space. From its doors came almost a thousand graduates tonight, all from the many corners of the empire, all with the potential to become The IAE’s next generation of admirals, generals, and all kinds of superior officers. Students at GEMA are rigorously taught myriads of military procedures, strategies, and the most up to date information regarding The IAE’s many member species and neighbors (friendly or otherwise). </i><br> <br> <b> February 5 – Ektar Homeworld Captured</b><br> - <i>After a short but brutal battle with the remnants of the Ektar Imperium’s military, IAE forces broke through the blockade around their homeworld and were able to take major points on the surface within hours. Analysts speculate that with the Ektarian’s major centers under full control the remaining disjointed pockets of resistance will quickly fall. IAE-INN would like to personally congratulate our men and women in white for the job well done and extend our deepest thanks for reconnecting Sector 117 subscribers. I’m sure they appreciate it too. </i><br> <br> <b> February 6 – Euskanian Species Given a New Chance</b><br> - <i>Using cutting edge scientific methods, a long-extinct species known as the Melenwi was brought back to the universe. Melenwi died out as far back as Euskana’s final industrial age. Scientists at the time had no way of stopping their crawl to extinction in the face of rapid industrialization and took genetic samples that survived to the present. Finally after years of working with the archived material, scientists were able to clone the first living Melenwi to exist in hundreds of years. The creature, nicknamed Mel, is unfortunately sterile but further grants have been received to produce a fully viable Melenwi in the near future. </i><br> <br> <b> February 7– Eudera Set for Full Evacuation</b><br> - <i>Following a sudden and violent upheaval of unknown origins in Eudera’s star, the entire colony has been ordered to be dismantled and evacuated immediately. Already the military is transporting civilians from every major settlement across the inhabited area of the planet. All possible public entities are being dismantled to be reused or recycled elsewhere in an attempt to save as much as possible so proper studies can evaluate the star’s condition. Research ships with specialized heat and radiation shielding are moving into place to assess the star.</i><br> ===Week 2=== <b> February 8 – Ria Armin Expected to Leave Rehab</b><br> - <i>After the shocking revelation of actress Ria Armin’s crippling substance addiction several cycles ago, sources inside her secluded rehabilitation center are saying that she might be ready to leave already. “Ria is really devoted to her acting career, she’s been cooperatively working with us since the day she got here,” said one employee. Armin has been described as “unbelievably humble and making excellent progress” by a number of employees. Boro Miuro, the director of the film Armin was working on when the story broke, has put the entire production on standby as an act of good faith. Sources say Armin is very appreciative.</i><br> <br> <b> February 9 – IAE Troops March on Kronovosian Capital</b><br> - <i>After months of fighting, IAE forces have finally breached the defenses of the Kronovosian capital. Tanks and troop transports rolled into the city limits after repeated raids and harassment from aerial forces broke their defenses. Reports indicate that Diabloian resistance is “fierce but not surprising”. Currently the IAE still holds only a small portion of the city. IAE forces have also reinforced their back lines in the event that remaining Diabloian forces from across Kronovos attempt to flank them. </i><br> <br> <b>February 10 – Frontier Solutions Prefab Recall</b><br> - <i>The prominent colonization technology firm Frontier Solutions issued an immediate recall of its latest Homefront 7 series of residential prefabs. The HVAC and power systems of the Homefront 7 model reportedly malfunction resulting in poor ventilation or sudden loss of power. An FS representative said that the problem is a hardware one and cannot be resolved with a software update. He has also warned all owners of the Homefront 7 prefab not to tamper with the HVAC system or generator. He stated that improper rerouting of power could flush the septic tank into the ventilation system. </i><br> <br> <b>February 11 – Deaf Man Becomes an Audio Technologies Researcher</b><br> - <i>On Aumera, one Nimor Dahni is doing what most people would consider fundamentally impossible. Dahni is irreparably deaf after a severe neural injury several years ago. In defiance of his injuries however, Dahni resolved to continue his dream of pursuing a career in the audio and acoustic field. Now with a grant from the Aumeran Foundation, Dahni has received a special treatment that allows him to detect sound with a device that transmits impulses directly to his brain. “I still can’t hear anything,” Dahni said “but I can feel the sounds in my brain and recognize them like any normal person. I can listen to music, hold normal conversations, and most importantly continue my research like nothing ever happened.” Different firms have looked at Dahni’s solution for a wide range of other applications. </i><br> <br> <b>February 12 – Civil Unrest Erupts on Deumira</b><br> - <i>After the already unstable colony of Deumira suffered a heavy depreciation of its Iridium-based export markets several weeks ago, reports of battle police brutality have surfaced much to the horror of the Deumiran administration. Already riots are breaking out across major cities to protest supposedly predatory economic policies and police brutality and corruption. Colony leader Baro Tessar has responded by saying that nothing is wrong with the Deumiran markets but the reports of police brutality are being thoroughly investigated. Military leaders on the planet say they are prepared to meet any potential insurgency with brute force if necessary. </i><br> <br> <b>February 13 –Admiral Merodac Transferred to Sector 117</b><br> - <i>Following a resounding and some say brutal victory against the Braidai in Sector 91, Admiral Telan Merodac is set to transfer to Sector 117. Merodac commented that he will immediately resume active duty on his arrival saying that “the Peacekeeper threat has yet to meet an admiral worthy of the title Warlord”. Senator Kemmo Daedion of Sector 117 has welcomed Merodac’s assistance with open arms. “Though I cannot completely agree with Merodac’s methods, he is a welcome addition to this sector’s military repertoire,” Daedion said when interviewed about the famous admiral’s transfer. Experts say that an admiral like Merodac will be able to orient himself with a new sector within a week or more and be staging operations not much later.</i><br> <br> <b>February 14 – Another Story of Bravery from Kronovos</b><br> - <i>From the front comes the story of gunship pilot Tiero Reu. Reu was part of the vanguard for the invasion of the Kronovosian capital. Unfortunately for him, massed anti-air fire tore through his gunship and he ended up crash landing far from friendly forces. Reu sustained multiple injuries to his legs in the crash but was otherwise fine. He ended up crawling his way back to safety. Reu told the IAE-INN that he often had to wait hours in the shadows for Diabloian patrols to pass long enough for him to crawl across a street or through an alley. Reu finally reached an IAE patrol after days of crawling and subsisting on whatever Diabloian food seemed safe. Reu is now being treated for possible food poisoning and the injuries he sustained and is expected to make a full recovery. </i><br> <br> ===Week 3=== <b>February 15 - Ecoterrorists Strike Commercial Spaceship</b><br> - <i>In another devastating ecoterrorist attack, a combination cargo-passenger ship was crippled after a hyperplantform set to grow out of control choked the engines and maintenance areas with enormous vines. Investigators isolated the source of the plant as a small shipping container filled with enriched soil and other chemical components. The documents as well as the scheduled destination of the shipping crate were found to be falsified. Investigators believe that the perpetrators accessed the cargo area of the ship mid-flight to initiate the hypergrowth process. It is unknown whether the person(s) responsible are hidden among the survivors or escaped the ship at some point. Life support systems were left undamaged during the crash and most passengers have suffered only minor injuries. </i><br> <br> <b>February 16 – New Orbital Colony Launched on Euskana</b><br> - <i>The launch of Eu-75 marks the first new Euskanian orbital colony in nearly a century. Eu-75 is equipped with above standard amenities as well as new features. It has state of the art communication arrays for clear realtime communication across several parsecs and the latest computer and information systems. It also boasts sophisticated automated defenses, armor, and shielding. Naturally, the price of renting or owning property inside the station is exorbitant but the colony administration says that they’ve already received a good number of prospective residents. The station is set to reach full functionality next week.</i><br> <br> <b>February 17 – New Potential Protectorate Contacted</b><br> - <i>Not far from the frontier of sector 125 is the small territory of the Dassnia Interstellar States. The Dassnia officially hold 6 star systems to the galactic east of sector 125 and stumbled upon an IAE military patrol while scouting an unoccupied system. Since then, negotiations have gone smoothly and many Dassnia representatives are favoring either an alliance or protectorateship with the IAE. The diplomatic division reported that the Dassnia said they are timid with regards to the rest of the universe and would be relieved to be able to better their species and infrastructure instead of defense. They also stated that their first contact with alien life was with the Nalstros and the affair went as one might predict. </i><br> <br> <b>February 18 – Holdouts After Euderan Evacuation</b><br> - <i>Even after the rapid and extensive evacuation of Eudera following solar upheavals, significant enclaves of residents are refusing to leave. Many of the holdouts are from long-standing Euderan families or particularly stubborn individuals. The most notable of these individuals is one of the colonial board members, Naro Tenia. Tenia has insisted that the evacuation is a result of “a totally overblown investigation” and likely the result of “faulty detection equipment”. Tenia has installed himself as colony leader and now a large number of remaining colonists have vowed to keep what is left of the colony running smoothly in anticipation of a retraction of the evacuation order. “The hoverails might be less than prompt but I assure you everything will be how you left it,” Tenia said in a general statement to the evacuated colonists.</i><br> <br> <b>February 19 – Remesa to Join Inner Planets</b><br> - <i>After a somewhat lengthy negotiation session, the planet Remesa and central authorities have finally reached an agreement in Remesa’s Inner Planet status. Problems arose from Remesa’s barely standard mineral economy, its distance from the major trade routes in its sector, and continued pirating issues. Agreements by the colonial board to bolster Remesa’s mining and mineral export operations upon receiving additional central funding helped move the meetings along. The board also argued that the additional military assets it would receive from Inner Planet status would greatly mitigate its pirating problem. Remesa’s new status is set to take effect in the coming months.</i><br> <br> <b>February 20 - White Collar Criminal Apprehended </b><br> - <i>Reports indicate that one of the treasury supervisors of the largest Armaka research lab on Aumera (17th largest in the IAE) was implicated in a significant embezzling scheme. Through a shocking amount of loopholes and cover-ups, the still unnamed supervisor managed to funnel billions of credits into his private accounts. He bolstered this already significant operation by slowly making unwarranted increases to his salary and pocketing the salaries of recently deceased employees. The size of typical Armaka facilities often meant that these tactics were difficult to detect. The guilty party involved is facing steep charges beyond full reimbursement of all stolen funds. The case has made some speculate that the current anti-embezzlement laws are not strict enough, at least in larger firms.</i><br> <br> <b>February 21 – Civil War Breaks out on Deumira</b><br> - <i>After days of constant rioting, colony leader Baro Tessar has reluctantly declared the planet to be in a state of civil war. Though more remote areas and smaller cities have yet to display any violence, larger urban areas have become highly dangerous. Military leaders have dispatched riot squads armed with volt pistols, nonlethal liquid nitrogen rifles, and various other pieces of equipment. Tessar has expressed concern saying that “if the rioters are determined to use lethal force, I will have to respond in kind whether I want to or not. I am not losing any battle police.” Travel to Deumira has already been restricted and only IAE military cargo crafts are allowed to enter the system for fear of weaponry being smuggled to possible insurgents.</i><br> <br> ===Week 4=== <b>February 22 – IAE Forces Take Kronovosian Capital</b><br> - <i>In one of the bloodiest battles since the beginning of the campaign on Kronovos, IAE forces stormed the remaining Diabloian held areas of the capital. Heavy use of low-flying aircraft and armored columns finally scattered enemy forces before they finally regrouped at the main capital building. The IAE took heavy casualties but wrestled control of the capital building in the final hours of the battle. Brosak reports that IAE forces have full control of the city as of last night. He continued however, saying that the campaign is far from over and expects extensive counterattacks and guerrilla action. Soldiers and analysts are now combing the city and capitals building for possible intel on the remaining Diabloian forces.</i><br> <br> <b>February 23 – EHAS to Excavate Euskana International Park </b><br> - <i>After a lengthy (though barely publicized) battle for an excavation permit, the Euskanian Historic and Archaeological Society (EHAS) finally won rights to study a small portion of Euskana International Park. Though it seems like little, an excavation permit for the park, nevermind the planet Euskana, is the dream of similar foundations across the empire. Ecological groups as well as a very eco-centric High Council outlawed any kind of disturbing of park ground several hundred years ago. Now, however, the Euskanian government has allowed the EHAS to excavate small areas of the park under certain stipulations agreed upon in their negotiations. Nothing has been heard from any environmental groups just yet. The dig is set to start less than a week from today.</i><br> <br> <b>February 24 – Powerful Solar Flare Occurs in Euderan System </b><br> - <i>Following a solar upheaval earlier this month, a high magnitude coronal mass ejection erupted from Eudera’s sun blanketing the planet in radiation. Numerous crew members of the scientific ships in the system are being treated for possible radiation poisoning, one source said. Apparently the flare was intense enough to (lightly) breach the specialized radiation armor plating of one of the ships and affect those on board. All those present at the solar event are now being screened to be safe. One scientist commented saying that “none of the Euderan holdouts could be alive. The colony was hit with the biggest blast of radiation I’ve ever observed.” Refugees from the planet are asking that the military attempt to definitively confirm the status of the holdouts or at the very least perform planetary scans. </i><br> <br> <b>February 25 – Admiral Merodac Opens Offensive Front Against Karahotdoum Empire</b><br> - <i>After a short period to acclimate himself, the newly transferred Admiral Merodac has wasted no time in escalating the Karahotdoum front. Previously a strictly defensive war front, the Karahotdoum conflict has long been a candidate for an offensive but has been the subject of debates about the efficacy of doing so. Numerous military leaders that have been arguing in favor of an offensive front against the Kara are glad to now have Merodac to put the debate to rest. The admiral declined an interview saying: “I’m sorry but I’ve got some dogs to put down.” Information about the offensive is naturally classified but reportedly already well underway.</i><br> <br> <b>February 26 – Euderan Refugees to be Relocated to Aumera</b><br> - <i>While the IAE forces in the Euderan area have approved the refugees formal request for a planetary sweep for survivors, the refugees are finally being relocated to a new location. “Remesa was the first colony we considered,” said one official, “however we felt that given Eudera’s advanced urban development the refugees would be better suited to a more advanced world like Aumera.” Aumeran officials have complied with the request and welcomed the refugees with open arms. A colonial board member was quoted as saying “We realize this is a very large amount of refugees, however, if we do everything in our power to make this work it could greatly benefit Aumeran culture and industry.”</i><br> <br> <b>February 27 – Kronovosian Capital Building Annihilated by Orbital Strike</b><br> - <i>In a shocking development of the Kronovos campaign, the Diabloian capital building captured in the battle for the city several days ago was destroyed by an orbital strike last night. Sources report that the attack came from a long range weapon located on the Kronovosian moon, a location firmly held by the Diabloians. There is also confirmation that a number of soldiers and analysts were present in the building during the precision bombardment and did not survive. Brosak has commented saying that the attack was “unexpected” and believes that “the Diabloians were shooting for minimum collateral damage during the strike in expectation of taking the city back.” The admiral continued by saying “they should’ve destroyed the whole city.” </i><br> <br> <b>February 28 - Uri Eurana to Release Extensive Memoirs</b><br> - <i>After the highly successful release of his latest movie, Euskana Steel, famed movie mogul Uri Eurana has announced that he is already significantly far along in an autobiographical novel detailing his life and insider experiences with the movie industry. He stated in a short interview with IAE-INN he has been creating the novel over a large period of time and is finally going to move towards publishing it now that he is slowly moving towards retirement. “I’ve seen and done my fair share of extraordinary things and have enough credits to last me three lifetimes, it’s time to settle down,” Eurana said during the interview, “don’t expect my memoirs to be half as exciting as my movies though,” he continued with a chuckle. The expected release date is undecided as of now. </i><br> <br> ===Week 5=== <b>February 29 - Naro Tenia Found Alive on Eudera </b><br> - <i>Following the intense solar flare in the Euderan system several days ago, planetary scans and search teams have located and extracted Naro Tenia. The very vocal de facto colony leader was found in an underground bunker with minor radiation burns but otherwise alright. Tenia stated that the colony was constructing radiation proof bunkers due to increasing concerns by the holdouts about the system’s star. “Time was not on our side however and the flare struck during a maintenance operation,” he said, “only a few workers were anywhere near the bunker and didn’t make it.” The military is still searching for survivors despite Tenia’s story.</i> ==March== ===Week 1=== <b>March 1 – Deumira Erupts into a Civil War Zone</b><br> - <i>Despite repeated attempts by colony leader Baro Tessar to resolve the situation, protests have become violent on the colony of Deumira. Already Battle Police have taken casualties against armed dissidents across its major urban areas. Tessar reluctantly authorized lethal weaponry yesterday as the capital became a hotbed for both peaceful but intense protests and violent insurgency. The military reports that the capital and a large majority of rural areas are still under IAE control while numerous cities have become greatly contested. Stricter travel restrictions have been put in place as well as closer internal monitoring of military resources to prevent the insurgents from gaining any supplies to further fuel their efforts.</i><br> <br> <b>March 2 – Sector 74 Markets Flooded with Metals</b><br> - <i>In an odd turn of events, the markets of Sector 74 have been inundated with an abnormal surplus of various metals driving prices incredibly low and shaking the sector’s economy. Economic authorities have been rushing to stabilize the market as prices for over 23 different commercial metals plummet. Analysts have noted that the metals have no discernible source and have entered the market too rapidly for a sector with relatively few metal producing worlds. They are pointing towards foul play and saying that they believe a person or persons stockpiled the metals for this odd purpose. Senator Terin has said she is gathering the best analysts and authorities to resolve the matter and will not be appealing to central economic authorities.</i><br> <br> <b>March 3 – New Spaceport to be Built on Ronena</b><br> <i>Despite not having progressed beyond the prefab stage of colonization, the colony of Ronena is receiving a grant specifically for the construction of a significant spaceport. The Aumeran Foundation, which made news several weeks ago for its contribution to deaf scientist Nimor Dahni, provided the grant with the stipulation that the Ronenan people use it for developing a spaceport and establishing trade routes. A foundation spokesperson commented saying that “other than simply being philanthropic, we at the Aumeran Foundation want to see how much a colony’s growth can be augmented with substantial trade and transportation early on. It could greatly increase overall growth in the Outer Rim and a strong Outer Rim is a stronger IAE.” Construction will take place in the coming weeks.</i><br> <br> <b>March 4 – Ausena Still Recovering from Ecoterrorist Attack</b><br> - <i>Following a devastating hyperplant attack in the colony’s downtown area, Ausena is finally doing significant repairs to its infrastructure. The long delay is the result of a lengthy removal process of the vines and roots obstructing the roads and buildings in the area. The process required extensive use of hazardous chemicals and laser technology. Attempts to preserve as much of the affected area for later rebuilding also contributed to the delay. The area is expected to regain much of its functionality in the coming weeks as relief funds from central authorities pour into the colony as well as donations from various figures with ties to the community.</i><br> <br> <b>March 5 – Nin Kanio Appointed to System Cluster 117-7 Administrator</b><br> - <i>Following the passing of the former administrator, Talor Rik, at the venerable age of 143, Nin Kanio was appointed to the position of administrator of System Cluster 117-7 for the remainder of Rik’s term. Kanio is one of Rik’s former advisors and was given the new position as outlined by the former administrator contingency plan (after approval from the subsector administrator). Kanio has never received much media attention so his policies are mostly unknown but some analysts speculate that his closeness to the late administrator means he will likely perform his job the same. Kanio is set to meet with Senator Daedion as well as his subordinates in the coming days. </i><br> <br> <b>March 6 – EHAS Uncover Blacktech Industries Labs in National Park Excavation</b><br> - <i>Following the very notable granting of a permit to the Euskanian Historic and Archaeological Society (EHAS) to excavate a section of Euskana International Park, workers on the site have found segments of research labs used by the Proto-Euskanian liberation company Blacktech Industries. The EHAS believes they could glean exciting new historical information from whatever they find in their continuing excavation. Some data drives have already been recovered but will not be decoded for some time given the vast gap in technology and programming language. The Society has pledged to keep IAE-INN and the general public informed of their progress.</i><br> <br> <b>March 7 – Diabloians Push Back on Kronovos</b><br> - <i>The skies above the contested Diabloian world of Kronovos were lit up yesterday following an attempted counterattack by enemy forces. The battle took place primarily in the middle and upper atmospheres of the planet as Diabloian ships and aircraft attempted to make planetfall near the capital. Admiral Brosak and his forces responded viciously, utilizing ground-to-air weaponry, aircraft and aerial infantry, and numerous spaceships. On the ground, enemy forces staged numerous raids against the nearly fortified capital but were repelled. IAE forces were able to hold the multiple fronts well and Diab forces were forced to retreat.</i> ===Week 2=== <b>March 8 – Power Outage Cripples Desera</b><br> - <i>A surge of unknown origin in the colony Desera’s power grid resulted in a crippling blackout across the colony. The blackout occurred during the early afternoon and gave the military police ample time to secure areas of the colony in the event of widespread looting. Numerous facilities and businesses were able to sustain themselves with emergency generators throughout the rest of the day. As night fell the colony stayed mostly peaceful save for some isolated incidents which were resolved fairly quickly by battle police officers. Much of the power grid has been restored though technicians are still trying to get the colony back to full functionality. No foul play is suspected to have caused the blackout.</i><br> <br> <b>March 9 – Nin Kanio Arrested on Bribery Charges</b><br> - <i>In a shocking development, Nin Kanio, who only a few days ago was given the position of administrator of System Cluster 117-7, has been charged with trying to bribe Senator Daedion. Authorities report that during the conference between system cluster and subsector officials, Kanio, and Senator Daedion, the new administrator waited until he was alone with Daedion and attempted to bribe him. Senator Daedion says that he listened to Kanio’s offer and then immediately called in his personal guard to take Kanio into custody. What Kanio was attempting to receive from Daedion and what he was offering is still unclear. Senator Daedion told IAE-INN that he wondered if Kanio “thought he was talking to a different Senator Kemmo Daedion of Sector 117,” or “was just exceptionally stupid.”</i><br> <br> <b>March 10 – Cargo Vessel Rid of Nalstros </b><br> - <i>The cargo vessel, Desia Sun, was intercepted by a small group of Nalstros in Sector 116 several hours ago. As they were boarding though, a military patrol stumbled upon the incident and immediately initiated a counterattack. The resulting skirmish resulted in the total destruction of the Nalstros ship and all pirates while several workers on the Desia Sun received varying injuries. The ship, whose drive systems had been thoroughly damaged, was towed to a nearby colony for repair and relief protocols. The military reports that the Nalstros may have had ties to Pirate Lord Varr. </i><br> <br> [[Category:IAE]] [[Category:Jat371]] [[Category:Page]] [[Category:Legacy Lore]] ocmhmfgxrs20ihm7e7vw19yygdp9bvd IAE (Branding) 0 1538 16748 2021-05-16T01:33:42Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16748 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq ITO 0 37 6503 2542 2017-10-14T17:22:44Z Amaker1450 26550035 /* Description */ 6503 wikitext text/x-wiki ==I.T.O/Intergalactic Technological Organizaion== Created by: Rocketdog1234 http://www.spore.com/sporepedia#qry=usr-rocketdog1...00202927581%3Assc-500335966826 ===Philosophy=== Scientist Ecologist, Shaman, Trader, Diplomat, Bard ====Description==== The ITO is a group of beings from across the galaxy, united by their commen goal to develop cleaner, more efficent devices. Even though they like to see what happens when new a civilization arises, they carefully moniter each one, and have a full aresenal of weapons- some of the most advanced in the galaxy. ITO Embassies are on many new planets, and we tend to be very nice. If a Warlord Empire comes too close, however, the ITO will strike out with great force" [[Category:Page]][[Category:Inactive]] am583s2mwqacx86mpyaime63zr6k3fz Iito’s Rest 0 1351 13941 2020-08-09T21:29:10Z Corv 30641571 Redirected page to [[Nova Corporation#Station 25: Iito.E2.80.99s Rest Penal Colony]] 13941 wikitext text/x-wiki #REDIRECT [[Nova_Corporation#Station_25:_Iito.E2.80.99s_Rest_Penal_Colony]] [[Category:Planets]][[Category:Nova_Corporation]] 0lc9zy8vy2of6p8fr78dkz1eocr547r Incident at Fehgrov 0 1044 15087 13719 2021-02-04T06:28:12Z Amaker1450 26550035 /* Aftermath */ 15087 wikitext text/x-wiki {{Conflict |prev= |conc= |next= 1st Battle of Fehgrov |name= Incident at Fehgrov |image= Elements of the 9th Battlefleet emerging from subspace.jpeg |conflict= Hostage Rescue (Betel Propaganda say its a defense probably) |date= |partof= *Betel-Xeverran Theatre *Betel-Luminarian Relations |notablebattles= |place= [[Fehgrov]] |result= Hostages rescued and the creation of the Fehgrov Accords |side1= [[:Category:Luminarians| Luminarian Rebels]] |side2= [[Betel Recyclers]] |side3= |side4= |commanders1= Luminarian Commanders<br/> * RADM Vetur <br/> * COL Hellas <br/> * CPT Belkas <br/> |commanders2= Betel Commanders <br/> * [[Betel_Recyclers#Voivode_Yodd_Wikrix|Voivode Yodd Wikrix]]<br/> * [[Betel_Recyclers#Brave_Commander_Faer_Kollerbas|Brave Commander Faer Kollerbas]]<br/> * Bulwark Lerdo Garvikon<br/> |commanders3= |commanders4= |forces1= *9th BattleFleet *956th Marine Division *Battalion 503 |forces2= * Garvikon's Company * 2nd North Grip * Fehgrov Garrison |forces3= |forces4= |casual1= * 3 frigates damaged * 3 troop transports destroyed * 4 strikecraft destroyed * 19 soldiers killed * 45 soldiers wounded * 7 hostages wounded |casual2= * 1 frigate sunk * 7 frigates damaged * 12 strikecraft destroyed * 95 soldiers killed * 224 soldiers wounded * 400+ civilians wounded |casual3= |casual4= |other= |notes= }} The Incident at Fehgrov was a diplomatic standoff between the Luminarian Rebels and Voivode Yodd Wikrix of the [[Betel Recyclers]]. Approximately 320 Luminarian R&D and Engineering personnel were held hostage for 14 days after Voivode Yodd Wikrix blockaded the Luminarian quantum gates and forbade any departure from Fehgrov in response to a mass evacuation of Luminarian Personnel from Fehgrov due to LCID intelligence of an impending Xeverran attack. Luminarian media described the incident as an "unlawful detainment of Luminarian citizens" and "a hostile endeavor determined to repeat the bunker incident." Speaker for the Assembly Adalasia called the hostage-taking "not just as a diplomatic affront," but as a "major treaty violation." Recycler depictions were unsurprisingly different - Voivode Wikrix would broadcast reports within his jurisdiction calling the incident a "violation of Recycler sovereignty" and "an attempt to exert military force to cow the Betel". When Fehgrov fell under siege and eventually fell the next year to Xeverran forces, Yodd would blame the failure partly on the Luminarians for the destruction of critical military installations and abandoning them when it mattered most. Outside of the Wikrix Wall, the incident was not widely circulated beyond upper-class foreign policy publications and clubs and even then only after Visas had settled the situation. The incident reached a climax after 5 days of negotiations. Speaker for the Council Gosaval, believing the Xeverran attack on Fehgrov imminent along with the increasing skirmishes between the 9th BattleFleet and Garvikon's Company, ordered the Luminarian Navy to attempt a rescue mission —Operation Haystack Needle— using the near entirety of the 9th BattleFleet and several battlegroups from the 2nd and 3rd BattleFleets. The mission was a success but resulted in the deaths of 19 Luminarian soldiers and 95 Betel soldiers. With the success of Operation Haystack Needle, tensions increased between the Luminarian and Betel forces at Fehgrov. It was until the appearance of High Chancellor Visas that tensions cooled, and eventually created the Fehgrov Accords. The Incident at Fehgrov is considered a pivotal episode in the history of Betel–Luminarian relations. Political analysts cited the incident as a major factor contributing to both Speaker for the Council Gosaval and Speaker for the Assembly Adalasia's re-elections, for their willingness to defend Luminarian interests. The Incident had also solidified the general distrust of the Betel within the Luminarian Grand Assembly, especially in light of the Bunker Incident. The Incident further proved to the Luminarian Rebellion that the Betel Recyclers were unable to reign in individuals and were unreliable as a central government. Luminarian policy would now attempt to influence individual Betel worlds to sustain the resource trade instead of wholly relying on the Recyclers. Within Helm's Hold and in the minds of other decisionmakers, this had all but proven that the Luminarians would be unreliable as allies. Policy would tilt towards the Karahotdoum as better allies, and brought back old closed-door discussion on the Asanian Syndicate. Luminarian-aligned Aeveria would cautiously restrict the extent of their support on the Repzork front. ==Background== ===Betel-Luminarian Treaty=== In the 9th Year of the Great War, the Betel Recyclers and Luminarian Rebels signed a treaty following the Bunker Incident. The treaty essentially stated that the Betel Recyclers would trade precious resources important for the Luminarian Military in exchange for technology that would better improve both the Recycler's Landwehr and the Sky Spears. The treaty would face considerable pushback within the Luminarian Grand Assembly. Many within the Assembly misguidedly believed that Speaker for the Assembly Othelus, had diminished the reputation and called into question the military ability of the rebellion by not retaliating against the Betel Recyclers for the leaks and not enough had been done to avenge the deaths of the representatives sent. For his part, Othelus had no intention of dragging the Luminarians into what could be a long and expensive campaign that would have resulted in the deaths of potentially billions of Betel citizens. Furthermore, Othelus knew from military experience in the colonial wars that the terrain in Betel Space would be "The Graveyard of Empires." Othellus also believed that the Bunker Incident was not entirely the Betel Recyclers fault and was also the work of Pact operatives. Fortunately for Othelus, he had managed to secure the backing of the moderates within the Assembly and Security Council, thus he managed to prevent war from breaking out and allowed the creation of the treaty. This unfortunately contributed to his landslide loss to the more militaristic Adalasia in Year 10. On the Betel side, the treaty was received with optimism. With the general population believing it to be a friendly agreement, having little to no knowledge of the Bunker Incident. Many within the Recycler Government had mixed views. Some understood the precarious state the Betel–Luminarian relations were in and had hopes that the treaty and resulting trade would cool down tensions, while others didn't fully grasp why the Luminarians were upset as they were not informed about the leaks and those who were believed that the leaks were not the fault of the Recycler Government, but instead rogue Doisu operatives. ===Voivode Yodd Wikrix=== When the Repzork begun their invasion of Betel space, resistance put up by the Betel was ineffective at best. Betel forces were unable to put up any form of organized resistance due to a number of factors, chief of which was that the Betel chain of command was fragmentary. Orders issued to Betel forces were constantly overridden by other authorities and contradictory. In an attempt to solidify command, High Chancellor Visas Jorental created the title of Voivode, bestowing it on Ruusad Hassai and Yodd Wikrix to take command of the Repzork and Xeverran theatres respectively. Yodd Wikrix immediately took advantage of his title and shut down all incoming and outgoing trade to the Xeverran theatre. Utilizing propaganda to control the inhabitants. As part of the Betel-Luminarian treaty, approximately 5000 Luminarian personnel were dispatched by the Rebellion to various places in the Xeverran theatre. Speaker for the Assembly Adalasia was alarmed by the shutdown of trade by Yodd Wikrix, fearing that the Voivode would strand Luminarian personnel within the sector. Her concerns were also shared by Speaker for the Council, Gosaval, who was the only representative to survive the bunker incident that occurred a year ago. Although Yodd Wikrix would not restrict Luminarian Movements within the Xeverran Theatre and LCID reports indicated that he welcomed the Luminarian presence and assistance. Gosaval directed LCID to redirect several stealth frigates from Operation Burning Lance to the Betel-Xeverran theatre to act as passive listening posts. ===9th BattleFleet's Entrance=== When it became apparent to the Luminarians that the Betel-Repzork front was on the verge of collapse, it threatened the stability and safety of the treaty and Luminarian personnel currently working in Betel space. Speaker for the Council, Gosaval convened an emergency session to deal with the potential threat the Repzork posed. Concluding within 5 days of debate, the Luminarian Defense Council voted to reactivate the 9th BattleFleet. Utilizing elements from the 2nd,3rd,7th and 8th BattleFleets, the 9th BattleFleet's official mandate was to secure and protect Luminarian personnel and interests within Betel held space. The 9th BattleFleet would be sent into Betel Space in the 11th year of the Great War with Rear Admiral Vetur, a seasoned veteran of the Schism and of several battles during Operation Burning Lance in command. The 9th would be primarily deployed in the Betel-Repzork theatre, with a smaller fraction of forces in the Betel-Xeverran theatre. The 9th would take up a defensive posture, but would not conduct any overt actions against the Repzork Invasion. Gosaval was very reluctant to authorize any offensives against the Repzorks as it would draw the Luminarians into a Betel originated war. Despite Gosaval's reluctance, the 9th would undertake several covert operations against Repzork forces that were capable of penetrating the Phylasio line without the Betel Recyclers finding out. Initial Betel reaction to the 9th BattleFleet's entrance was initially optimistic, with many believing that the Luminarians are finally arriving to assist. However, after many months of relative inaction from the 9th against the Repzork led several in the Recycler government to distrust the 9th's intentions. ==Prelude== ===LCID Information=== Near the end of the 11th Year of the Great War, the LNFg Octave on a deep space recon mission managed to locate a growing concentration of Xeverran warships. This piqued LCID's attention and assets were sent to gather more detailed information. Eventually, LCID managed to piece together from fractured communications, FTL vector tracks, the Xeverran OrBAT, led LCID to believe that a massive Xeverran assault was inbound. LCID predictions indicated that there was an extremely high chance that the Xeverran Assault would be launched within 3 months, with the gas giant fortress Fehgrov as its primary target. Furthermore, LCID predicted that Fehgrov would fall despite the defenses that the Betel had in place, and the spillover could potentially affect the entire Betel-Xeverran theatre. This information would be relayed to Admiral of the Fleet Lumira. Lumira believed that as this information concerned the Betel-Luminarian Treaty, informed Speaker for the Council and Assembly, Gosaval and Adalasia as this could potentially affect diplomatic relations with the Betel Recyclers and also potentially require a military response. Both Gosaval and Adalasia would instruct Lumira to begin the immediate evacuations of all affected personnel at Fehgrov while LCID predicted the extent of the Xeverran attack. However, this information would not be provided to the Betel Recyclers as both Gosaval and Adalasia, in light of the recent Bunker Incident, mistrusted the Recyclers OpSEC. Furthermore, if said information were to leak to the Xeverrans, it could potentially cause them to accelerate their assault, jeopardizing the lives of Luminarian personnel in the theatre. "There was a real lack of confidence that the Betel could keep this secret for more than a second," a senior Luminarian Naval Officer was reportedly heard to have said. ===Initial Evacuation=== When the order to evacuate Fehgrov came through to the 9th BattleFleet, Rear Admiral Vetur entrusted the task to Captain Elda, commanding the Battlegroup Xenlai which was currently orbiting Fehgrov. She immediately began the arduous task of evacuating 800 personnel all over Fehgrov with only 3 cruisers and 10 frigates. It did not take long before Yodd Wikrix noticed the Luminarian Evacuation. Luminarian personnel on Fehgrov were overseeing important military work and the loss of Luminarian personnel could potentially setback efforts by years. Yodd immediately demanded an explanation from Captain Elda, but Elda was given strict orders not to violate OPSEC and could not give Yodd an answer. ===Blockade of the Quantum Gates=== With the Luminarians suddenly packing up shop with no explanation and no plan in place to replace them was a perceived stab in the back to Yodd. He immediately ordered Garvikon's Company to blockade of the Quantum gates near Fehgrov as well as the 2nd North Grip to take into custody any Luminarians still on Fehgrov. By the time the blockade was in effect, 8 frigates had already crossed the gates, taking 480 with them. The remaining Luminarians had been taken into Betel custody and spread out throughout Fehgrov. Additionally, the Betel had cut power to the gates, rendering them inaccessible. With only 5 ships available to Elda, she was in no position to wrest control from the Betel. Additionally, her ships were composed primarily of Pre-Great War era ships and were not equipped with the latest modern communications package, and thusly required an active quantum gate to link up with the rest of the 9th BattleFleet. ==The 1st Week== ===Hostage conditions=== '''(Amad Insert Hostage conditions and how the Betel hate water ty).''' ===Luminarian Response=== With the sudden loss of communications with Battlegroup Xenlai, Rear Admiral Vetur assumed that Fehgrov was potentially under assault and electronic warfare was ongoing. However, the appearance of the frigates and the reports from their commanders proved otherwise. Unsure of what was going on in Fehgrov, Vetur contacted LCID and requested a recon run of Fehgrov. Soon after, reports indicated that the quantum links with the gates at Fehgrov went down. This worried Vetur, and further delayed LCID's run as a specialized frigate with an inter-system subspace drive had to be brought in. It took 2 days before LCID could prepare the LNFg Clandestine with an inter-system subspace drive. ===The LNFg Clandestine's Breakthrough=== When the LNFg Clandestine entered Fehgrov, the initial outlook was grim. The remains of Battlegroup Xenlai were moving erratically, avoiding attempts at contact with Betel ships who were in pursuit, attempting to prevent Battlegroup Xenlai from approaching and re-powering the de-powered quantum gates. The Clandestine immediately contacted Captain Elda, requesting a transfer of information, sensor logs and camera footage from the past few days. This was immediately accepted and forwarded to the Clandestine, who then begun to spin up her subspace drive for a transit back to the 9th Battlegroup. Yodd had anticipated that the Luminarians would return to Fehgrov in force as a result of his blockade, and needed time to shore up his defenses. What he needed was to delay the inevitable Luminarian response to buy time to create an impregnable defense that the 9th BattleFleet would not be able to breakthrough by interdicting Luminarian recon elements. As such, he had recalled the elite 2nd North Grip led by Brave Commander Faer Kollerbas, to begin entrenching the Fehgrov garrison. Additionally, Garvikon's Company would be placed on high alert, watching out for any Luminarian recon elements. When the LNFg Clandestine arrived in system, it was a shock for Yodd Wikrix, who had anticipated Luminarian recon elements to vector into the system via quantum gate as Luminarian forces in Betel territory were only seen entering systems via quantum gate, and not subspace as per LCID INFOSEC measures. This unexpected entry caught the Betel off guard, but the Byervid-Class frigate, the Aggressive Compactor was close to the Clandestine's arrival point and immediately vectored towards it. Yodd's standing orders were to not provoke the wrath of the Luminarian Navy, and so the crew of the Aggressive Compactor did not fire upon the Clandestine, but instead attempted a close run by and conduct a marauder boarding action. The Clandestine was also given strict ROE to not engage any ships. Keeping her beams offline, the Clandestine instead attempted to warn the Aggressive Compactor off by firing warning shots using its PDN. This was ignored by the Aggressive Compactor and it narrowly missed collision with the Clandestine but managed to offload its contingent of Marauders onto the hull of the Clandestine. The Marauder squads attempted to breach the Clandestine's hull via various methods, but the 4th generation active armor utilized by the Clandestine had proved rather resilient to Betel breaching charges. Attempts were made to breach the ship's hangar bay, but the array of AAA beams and plasma repeaters suppressed attempts to enter the ship via that method. However, Betel Marauders managed to find the underside docking port and successfully breached it. But at this point, it was too late. Yodd had originally planned for at least 4 frigates to launch a boarding team to quickly suppress a Luminarian vessel, but due to the Clandestine's subspace entry, only one ship managed to offload its marauder contingent. Additionally, delays in attempting to breach the Clandestine's hull had given it enough time for it to finish charging its subspace drive and thus take it back to the 9th BattleFleet with the Marauders onboard. When the Clandestine arrived back to the 9th BattleFleet's staging ground, it immediately reported Betel borders, which led to a quick reaction force of 5 Luminarian frigates immediately counter boarding the Clandestine and subduing the Betel Marauders onboard. The report was immediately transmitted to RADM Vetur, who upon reviewing the contents, immediately forwarded it up the chain of command, all the way to speakers of the council and assembly, Gosaval and Adalasia respectively. The Betel Marauders on the Clandestine were detained and moved to an LCID facility for interrogation. ===Impact in the Luminarian Rebellion=== When the report was received and read by both Gosaval and Adalasia, an emergency council session was convened by Gosaval, but despite furious debate and discussion, the defense council was unable to act due to disagreements between its members. In response, an emergency assembly session was convened by Adalasia, and was held within 6 hours. A majority of the Grand Assembly held the view that the Betel Government had essentially taken Luminarians hostage and was seen as a major treaty violation and an affront to diplomacy. Furthermore, in light of the Bunker Incident that occurred 2 years ago, had created a growing faction of anti-Betel hardliners within the Assembly, and this new incident had drawn more neutral worlds, with many declaring that the Betel-Luminarian treaty was null and void and as such the rebellion had the casus belli. Further fueling the anti-Betel hardliners was the fact that many believed that Voivode Yodd Wikrix was a representative of the Betel Government, as the title of Voivodeship came from Helm's hold and as such viewed the incident as Helm's hold essentially declaring war. However, the moderates within the Grand Assembly advocated for a more measured reaction and requested for the immediate negotiations with Helm's Hold. The moderates were backed by worlds who had benefited from the Betel-Luminarian treaty and posed credible opposition to the Anti-Betel faction. After much debate, the Grand Assembly had finally managed to vote on a concrete plan of action: *The immediate halt of the Betel-Luminarian Treaty, pending the end of Luminarian captivity in Fehgrov. *The deployment of additional forces immediately to the Betel theatre and Fehgrov to prevent any more hostage situations from arising *The immediate activation of the 7th BattleFleet to prepare for a potential war *Negotiations to immediately open with Helm's Hold to attempt a peaceful resolution. ===Negotiations with Helm's Hold=== Negotiations were opened with Helm's Hold involving Speaker Adalasia and High Chancellor Visas Jorental. Adalasia presented the situation to Visas and demanded the immediate return of hostages held at Fehgrov. Adalasia informed Visas that the Luminarian Rebellion would view this incident as a violation of the Betel-Luminarian Treaty, as the treaty stated that technology sharing would be conducted under the supervision of Luminarian personnel, and with the hostage-taking, the Betel had access to Luminarian tech without supervision. Additionally, Adalasia also stated that the hostage-taking of Luminarian personnel was essentially also a diplomatic affront and a Casus belli as a subordinate of Helm's Hold conducted said hostage-taking. High Chancellor Visas was not expecting such a development to occur and was caught off guard. Visas attempted to explain to Adalasia that Yodd Wikrix was not part of the Recycler Government and that only he and Helm's Hold were the Governing body. Additionally, Visas believed the incident was probably a big misunderstanding and promised Adalasia that he would make this a personal priority and visit the area to resolve the issue. Adalasia took Visas's words as an attempt to try and distance the government from a potential black op and was stalling for time. This was because Adalasia believed that Yodd was a subordinate of Helm's Hold as Visas himself had created the office of Voivode and was indirectly tied to Helm's Hold despite Visas claiming otherwise. Further complicating matters was Adalasia's general distrust of the Betel due to the Bunker Incident, and was not convinced that Visas would resolve the matter. ===9th BattleFleet Moves to Fehgrov=== Based on the Assembly's plan of action, Gosaval directed the Luminarian Navy to undertake measures to defend Luminarian personnel in Betel space. Admiral of the Fleet Lumira immediately ordered the entirety of the 9th BattleFleet to transit to Fehgrov, hoping that the show of force would be capable of cowing Yodd Wikrix and ending the hostage-taking with ease. Additionally, Lumira would also order elements of the 7th and 8th BattleFleets to secure and recover Luminarian personnel and technology on Betel worlds in the Wikrix Wall as per the Assembly's request to halt the Betel-Luminarian treaty. As per doctrine, LCID also inserted several stealth frigates into neighboring systems to keep track of Yodd's movements. LCID also drew up two plans to resolve the Incident using LSOC forces, the first was the assassination of Yodd Wikrix, and the other was the crippling of Fehgrov, allowing for a quick raid and retrieval. When presented with the plans, Lumira put the assassination plan on hold, believing that Yodd's death would cause the situation the spiral out of control and instead directed LCID to develop the plan for a quick and decisive raid. This led to elements of Battalion 503 to be chosen to be inserted into Fehgrov. On the 7th day of the incident, the 9th BattleFleet begun the transit into Fehgrov space, setting up 3 quantum gates on the system outskirts, before conducting a subspace jump near Fehgrov. The 9th BattleFleet immediately forced elements of Garvikon's Company that were guarding the original quantum gates into the safety of Fehgrov and covered Battlegroup Xenlai's return to Luminarian space. ==The 2nd Week== ===Siege of Fehgrov=== ===Initial Skirmishes=== ===Reinforcements from the 2nd and 3rd BattleFleets=== ===Operation Haystack Needle=== ====The Dance==== ====Suppression of Defenses==== ====First Wave of Landings==== ====Second Wave of Landings==== ====Hostage rescue==== ====Departure==== ===Visas's Arrival=== ==Aftermath== ===Luminarian Impact=== ===Betel Impact=== '''(Amad Insert Betel Specific Impact).''' [[Category:Page]][[Category:Legacy Lore]] 8k57uojfcr4zzdzurvzgylbnos0jjy9 Infantry Equipment of the Telkevan Union 0 1588 17784 2022-01-16T04:57:48Z Amaker1450 26550035 Created page with "The following is an exhaustive list of the armors and equipment currently utilized by the [[Armed Forces of the Telkevan Union]]. For the rest of the arsenal, view Telkevan..." 17784 wikitext text/x-wiki The following is an exhaustive list of the armors and equipment currently utilized by the [[Armed Forces of the Telkevan Union]]. For the rest of the arsenal, view [[Telkevan Military Arsenal]]. See [[Telkevan Infantry]] for details on infantry units. ==Armors & Battlesuits== ''See also: [[Body Armor]]'' === [[N80 XBA (Exoskeletal Battle Armor)]] === The N80 Exoskeletal Battle Armor is the standard issue armor for all branches of the AFRE. It uses an exoskeleton to assist the user's mobility while greatly increasing their strength. Over the course of its long history, the armor has been upgraded dozens of times to remain relevant and has had many variations produced for specific environments and duties. The N80 XBA's default features include:<br/> * Silua-type Artificial Intelligence Assistant<br/> * Type-I personal energy shield<br/> * Virtual Heads-Up-Display with weapon sync<br/> * Motion tracker<br/> * Day, infrared, & ultraviolet vision''<br/> * Built-in magnification<br/> * Audio & visual dampers<br/> * Audio & visual recording software<br/> * Universal translator<br/> * 'Vox box' voice amplifier<br/> * Short-range communicator<br/> * Life support system & temporary air supply<br/> * Insulated carbon-weaving undersuit<br/> * Air filters<br/> * Geiger counter<br/> * Medicinal foam injectors<br/> * Drug & stimulant injectors<br/> * Magnetic Soles<br/> ''Below are several variants of the XBA:'' {| class="wikitable" ! Name ! Description |- |XBA-CO (Command) |The command model features an advanced communications and intelligence suite and either a specialized Silua A.I or a Telkevon Iron Soul depending on the circumstances. |- |XBA-S (Shock) |The XBA-S has received additional armoring and type-II energy shielding for use by shock troops and general service on the Diab front. |- |XBA-M (Medical) |Medical armor features built-in tools, robotic limbs, and a specialized Silua A.I for treating and/or extracting wounded soldiers. |- |XBA-E (Engineering) |Engineering armor features tools, robotic limbs, and a specialized Silua A.I for maintenance and construction. |- |XBA-DC (Drone command) |Introduced after the [[First Battle of Norsus]], drone command armor is designed for infantry operating in combat robotics formations. It has also become standard for field drone operators. |- |XBA-I (Infiltrator) |Infiltrator armor has had some of its armor and shielding stripped in exchange for a personal cloaking field. |- |XBA-SA (Space activity) |Equipped with greater air capacity and anti-gravity jets for operations in low-gravity vacuum environments. |- |XBA-O (Oceanic) |Equipped with greater air capacity and propellers for operations in oceanic environments. |- |XBA-HE (Hazardous environment) |Hazardous environment armor features more robust protections against biological and chemical hazards. |- |XBA-A (Air) |Featuring streamlined armor and jump-jets for reconnaissance and rapid movement across urban environments. |- |XBA-CH (Chaplain) |An aesthetic variant designed for servants of [[Oltavaran Faith|the gods]] working within the AFRE. There is no concrete standard for CH armor's appearance, with it varying based on the denomination from which it originated. |- |XBA-C (Civil) |Designed expressively for those working in law enforcement. It is functionally identical to the standard, but features a distinct design for easy identification. |- |XBA-AUX (Auxiliary) |Auxiliary denotes any XBA armor produced for client states and allies. |- |} === [[N85 XBA]]=== The N85 is the latest generation of XBA armor. Though visually similar to the N80, the suit has been improved in every regard with the latest technology developed over the course of the Great War. The armor first saw action during the later stages of the [[Battle of Helia]], but would not be approved for mass-production until after the battle had concluded. The N85 is rapidly phasing out the N80, though it is expected to be several years before the N80 is fully retired. Several variant models based on those of the N80 have already been produced. ''Below are unique variants of the N85:''<br/> {| class="wikitable" ! Name ! Description |- |XBA-SEL (Selshazak) |Used exclusively by its namesake, Selshazak armor interfaces with the user's biological and mechanical augmentations, effectively transforming the armor into a new layer of skin. Many suits also feature Telkevon-type sapient A.I. |} ===[[N15 XIS (Exoskeletal Infiltration Suit)]]=== Though the XBA-I is sufficient for the chaos of the battlefield, it is not optimized for operations deep behind enemy lines. This role is fulfilled by the exoskeletal infiltration suit, which is equipped with a personal cloaking device, camouflage armor plating, and has had its joints tuned to reduce noise to a minimum. Though immune to most forms of stealth detection, the cloak only runs for a few hours before needing to recharge, and the camouflage plating can be rendered inert by damage. ===[[N65 'Hisla' HCS (Heavy Combat Suit)]]=== ::''The N65 model 'Hisla' Heavy Combat Suit is the standard issue battlesuit. It is designed to be worn over XBA armor and interfaces with the suit to share or enhance its features. Like its lighter XBA cousin, the Hisla has a wide assortment of specialized variants.'' ''Below are several variants of the HCA:'' {| class="wikitable" ! Name ! Description |- |HCS-CO (Command) |Command armor uses the greater component and energy capacity of HCS armor to enhance the capabilities of command-model XBA armor. |- |HCS-A (Artillery) |Artillery armor is designed to provide medium to long range heavy fire support through mounted mortars, cannons, and/or rockets. Depending on their armament, artillery suits can also operate as anti-air platforms. |- |HCS-U (Urban) |Designed for close-quarters combat, Urban HCS armor has had some of its armor stripped in exchange for a slimmer profile and improved speed and agility. To compensate, most users divert a greater portion of the armor's power towards shielding. |- |HCS-O (Oceanic) |Oceanic HCS armor has a drastically altered design to make it suitable for amphibious and oceanic operations. |- |HCS-B (Bulwark) |Bulwark armor features heavy frontal armor, a shield on one or both arms, and either a dome shield generator or shield booster to protect infantry during frontal assaults. |- |HCS-CHEM (Chemical) |Chem models feature built-in gas containers that leak their contents into the surrounding area, turning the walker into a walking cloud of poisonous fumes that can quickly clear buildings. |- |HCS-C (Construction) |Construction armor is used by engineers to aid in the construction and maintenance of fortifications and vehicles. Though not intended for battlefield use, the suit retains its weapons capabilities. |- |} ===[[N23 'Yuthar' HACS (Heavy Aerial Combat Suit)]]=== ::''Initially a variant of the HCS, the N23 'Yuthar' Heavy Aerial Combat Suit is designed specifically for aerial maneuvers. These can range from harassing enemy positions to eliminating low-flying aircraft and other flying battlesuits.''<br/> ''Below are several variants of the HACS:'' {| class="wikitable" ! Name ! Description |- |HACS-B (Bombadier) |Bombadiers harass enemy supply lines and provide support to ground forces with heavy weapons and various explosive munitions. |- |HACS-HA (High Altitude) |High Altitude armors are designed for prolonged flights and are equipped to eliminate aircraft such as dropships and gunships. Some pilots have managed to eliminate strikecraft, though such kills are uncommon and require considerable skill. |- |HACS-R (Ripper) |Rippers specialize in rapid, close-range assaults, and are equipped with powerful jump jets to allow them to get in and out of enemy positions. |- |HACS-SA (Space Activity) |Space HACS features many of the same enhancements of XBA-SA armor. |- |} === Auxiliary Armor Components & Accessories === {| class="wikitable" ! Name ! Description |- |Enhanced Power Supply |Appearing as a sizeable pack on the user's back, the enhanced power supply, or EPS, provides enough power to powered armor to allow it to function for several more weeks without needing to recharge. ESPs are also frequently used to provide power to energy weapons via a cable. |- |Energy Dome |Energy domes produce a sizeable dome-shaped energy shield around the user, protecting both them and everyone inside of the dome. Though durable, the shield is notoriously vulnerable to mines and other explosives due to the fact that the detonation will reflect off of the dome, magnifying the explosion and potentially killing everyone inside of the shield. |- |Shield Booster |As the vulnerabilities of the energy dome became apparent, designers began work on an alternative, eventually creating the shield booster. Rather than producing a shield, the booster creates a link with nearby infantry and significantly boosts their shields. The main drawback is that current models consume a good deal of power and infantry need to remain within a certain distance in order to receive any benefits. Nevertheless, the booster has steadily replaced the energy dome as the defensive measure of choice. |- |Wrist-mounted shield |Wrist shields can either be energy-based or made of metal coated with thermal-resistant materials and range in size from bucklers to full tower shields. |- |Weapons |Various firearms and bladed weapons have been miniaturized so that they can be mounted either on the wrist or on the user's shoulders. Among the most notable examples are wrist-mounted shotguns, micro-missile launchers, and retractable blades. |- |Weaponized Gauntlets |Weaponized gauntlets feature either plasma claws or razor-sharp high frequency blades where the finger nails would be. |- |Modular Arms |Up to four mechanical arms can be attached to the back of a suit of armor. Used chiefly by engineers and medics, these arms are equipped with various tools to help them perform their duties. Soldiers may also use the arms to wield additional weapons or assist in carrying certain heavy weapons. |- |Drone Dock |Drone docks are built into drone command armor and are used for carrying drones. They can also use the suit's power to recharge the drone's batteries, though this is generally only done if the machine's solar collectors are damaged. |- |High Capacity Air Tanks |A default feature on oceanic and space activity armor and a frequent choice for hazardous environment armor, high capacity air tanks, as their name implies, supply substantially more air than the XBA's default air tanks. Though specialized armors have the tanks built into the suit, up to three tanks can be attached to the user's back, though this leaves them vulnerable to damage. |- |Thrusters |Thrusters are divided into jump packs and flight packs. Jump packs are designed for jumping past obstacles and consists of a single set of thrusters on the user's back. Flight packs are designed for prolonged flight and feature additional thrusters on the user's shins to use in steering alongside their wings. |- |Anti-Gravity Thrusters |Though not as fast as jet-powered thrusters, anti-gravity thrusters are quiet and much easier to control, making them popular with infiltrators and saboteurs. |- |Propellers |Propellers are exclusive to amphibious armors and ease travel through water. |- |Wrist-Mounted Syringe |Popular with medics, wrist-mounted syringes feature retractable, replaceable syringes capable of piercing the thick weaving underneath XBA armor. The syringes can be loaded with painkillers and other drugs. They have also been used by special operations forces when capturing targets as the syringe can be loaded with tranquilizers. |- |Gillie Suit |Thousands of years after they had been first created, gillie suits remain in use as a practical way of giving a soldier effective visual camouflage in certain environments. |- |Chromatic Gillie Suit |Chromatic gillie suits adjust their colors and temperature to match their surroundings. Though superior to a standard gillie suit, they are more vulnerable to damage. |- |Srambler Suite |Scrambler refers to an array of components installed into battlesuits which disrupt hostile targeting software, making it difficult to get a proper lock on the battlesuit and anyone near it until the scrambler is disabled. |- |Personal Cloaking Device |A default feature on infiltration armor, cloaking devices render their uses invisible to the naked eye, though a careful observer may still be able to see faint shimmers as the user moves. Its duration is determined by how much power is devoted to it, and can range from a few minutes to several hours. |- |Decorative Fabrics |Fabric embellishments are common on many planets for aesthetic or ceremonial purposes, the most common among these being waist and shoulder capes. Though inferior to armor in every regard, the durable materials that cloths are made from offer a small degree of protection against shrapnel and low-grade firearms. |- |} == Tools & Gear == === Tools & Equipment === {| class="wikitable" ! Name ! Description |- |Universal Batteries |Military-grade batteries have been standardized for millennia so that they can be used interchangeably in as many devices as possible. A battery that powers a sonic shovel can be used to provide power to a plasma rifle, for example. There are currently five types of handheld batteries, with each type growing in size and capacity: A, E, R, T, and U. |- |Sonic Shovel |Standard issue battery-powered entrenching tool that uses a vibrating, bladed shovel to cut through dirt, clay, and rock. Can be used as a weapon in emergencies. The shovel can still be used if not powered. |- |Beacon |Beacons are used for a variety of roles including guiding subterranean vehicles, directing orbital and artillery strikes, and tracking the users. |- |Signal Flare |In emergency situations, all soldiers are trained on how to use flares.<br/> Signal flares are color-coded for quick identification:<br/> ''Red: Begin attack''<br/> ''Blue: Rally to/Defend this location''<br/> ''Green: Retreat''<br/> ''Yellow: Requesting bombardment''<br/> ''White: Location''<br/> ''Purple: Distress/Send reinforcements''<br/> ''Teal: Requesting extraction'' |- |Weapon Maintenance Kit (WMK) |WMKs contain all of the tools necessary for cleaning both ballistic and energy weapons. Specialized kits for specific weapons are also common. |- |Armor Maintenance Kit (AMK) |AMKs allow for routine maintenance and basic repairs of armor while on the field. |- |Deployable Energy Shield |Deployable energy shields produce a large force field that can protect up to two soldiers from one direction. |- |Short Range Jammer |Jammers temporarily disrupts sensors and communications in a relatively small area for a limited time. They are most often used by special forces to cut off a specific area or squad without producing a large-scale blackout that would arouse suspicion. |- |} === Food & Medicine === {| class="wikitable" ! Name ! Description |- |N3489 Ration |The latest iteration of battlefield rations, the 3489 is a large brownish bar densely packed with nutrients designed to keep a soldier running at optimum performance for between one to three days depending on their duties. Though emphasizing performance over taste, most soldiers find the bars edible or even tasty. It is not unheard of for enemy soldiers to steal the rations, though this can have adverse health affects for some, especially non-reptilians. |- |First-Aid Kit |Modern first aid kits include medication, materials for dressing wounds, treating burns, and performing field surgery. |- |Handheld Foam Injector (HFI) |Used by combat medics, the handheld foam injector, or HFI, uses the same medicinal foam found in power armor to stop bleeding. Though arguably redundant, most squads prefer to have at least one for emergencies. |- |Tryzenthol |Tryzenthol is a synthetic adrenaline that enhances a soldier's performance during prolonged and/or intense operations. It is most notably used by shock troopers, especially Chosen. The drug can become addictive if abused, so most officers are careful in how they distribute the drug. |- |Lizrekal |Known as either 'sunlight' or as 'Yinve's blood', Lizrekal is an especially powerful stimulant known for making its users markedly more aggressive. Used almost exclusively by Chosen, the drug is used in circumstances where the Chosen are not expected to survive, such as last stands or exceptionally dangerous operations. |- |Volitov |A medic's best friend', Volitov is a painkiller used by combat medics and by body armor's medical systems. |- |Heldatov |Heldatov is a powerful sedative and painkiller used on soldiers who are too wounded to fight and who need to be evacuated. |- |} === Miscellaneous === {| class="wikitable" ! Name ! Description |- |Oltelkar |Known also as the texts, the Oltelkar is the sacred texts of the [[Oltavaran Faith]]. There is no one version of the texts used by the military, with each community offering their own variation to their soldiers. |- |Teachings of Father and Mother |Teachings of Father and Mother is a book detailing various lessons Oltavar and Lluawit taught to their children, Hruthvar and Hruthvair. It is used as a guide on how one should live their life. Its chapters on warfare and honor make it a popular choice for military personnel. |- |Melodies |Another book derived from the texts, Melodies is a large assortment of songs and chants used for a myriad of occasions. Chaplains often keep the book on hand to raise the morale of their followers before battle. |- |Idols |Each god has one or more idols associated with it. Many depict the deity in their true form, though some may depict them with abstract concepts such as fire or a weapon. |- |Icons |For those unwilling to carry idols on their person, they can instead wear a piece of jewelry known as an icon which depicts the deity's rune. |- |113kg Rucksack |Named after its maximum weight capacity of 113 kilograms (250lbs), the 113 is made possible only through the use of powered armor and is the largest rucksack used by general infantry. It is seldom used on active battlefields due to its vast size, and is instead used by troops on patrol or who are expected to be far away from assistance or reinforcements. It and all other rucksacks are made of durable, weatherproof materials that can be colored to match the environment. |- |68kg Rucksack |The 68 (150lbs) is a downsized version of the 113 rucksack designed for general use. |- |22kg Rucksack |Worn on the lower back to avoid the wings, the 22 (50lbs) rucksack is designed for troops who are expected to be constantly on the move. It is the most common rucksack among the infantry. |- |9kg Pouch |A 9 (20lbs) is generally worn on one or both thighs and is used for carrying ammunition or grenades. |- |Utility Belt |Made either of metal or rucksack materials, utility belts can carry a variety of items including medical equipment, holsters, ammunition pouches, and more. |- |Bandolier |Most often used to carry extra grenades. |- |} [[category:Page]][[Category:Telkevan Union]][[Category:Armed Forces of the Telkevan Union]][[Category:Amaker]] r31utwo68b6wiy8qh76kt56f169yced Infantry Weapons of the Telkevan Union 0 1590 17893 17892 2022-01-28T22:33:03Z Amaker1450 26550035 /* Melee Weapons */ 17893 wikitext text/x-wiki The following is an exhaustive list of the firearms currently utilized by the [[Armed Forces of the Telkevan Union]]. For the rest of the arsenal, view [[Telkevan Military Arsenal]]. See [[Telkevan Infantry]] for details on infantry units. == Infantry Firearms == === Infantry Pistols & Submachine guns === {| class="wikitable" ! Name ! Type ! Description |- |SIS11 |Semiautomatic Ballistic Pistol |The SIS11 is a semiautomatic ballistic that serves as the standard service pistol for all branches of the AFRE. Designed as a jack-of-all-trades, the SIS11 is not especially effective in any particular situation, and is more often than not used a backup for emergency situations. |- |SIS12-G |Automatic Pistol |The SIS12-G is a modification of the SIS11 converting it into an automatic pistol. Due to the relatively low recoil of the standard model, users are able to comfortably and accurately use the SIS12-G without the need of a stock or any other attachments. |- |HTV30 |Shotgun Pistol |The HTV30 is a select-fire ballistic pistol which utilizes standard shotgun slugs. It has a notably reduced range compared to larger shotguns due to its significantly shorter barrel. It is especially popular as a backup sidearm among troops expected to fight in close-quarter environments such as starships and urban centers. |- |AVS70 |Flame Pistol |The AVS70 is a miniaturized flamethrower which produces a searing jet of napalm that can hit targets up to 4.6 meters (15 feet) away. Though an effective tool for emergencies, it has a very small fuel reserve and thus requires frequent reloading. It is widely considered a niche weapon but is popular in some regiments. |- |GAR81 |Railpistol |Often issued to shock troops, the GAR81 is the smallest railgun currently in the arsenal. Its slow rate of fire is compensated by its power, as each round can punch clean through most targets and will often overpenetrate, hitting anyone standing behind the target. The weapon produces substantial recoil, with the weapon requiring both hands for comfortable use. To reduce its bulk, the weapon draws power from the user's armor via a cord rather than through standard batteries. |- |CRL02 Crystal Pistol |Marganite Flechette Pistol |Inspired by the HCS20 (detailed in the 'Rifles & Carbines' section), the CLR02 crystal pistol was introduced in the 11th year of the war and uses Marganite flechettes to ensure a kill even if the target manages to escape. |- |QHY43 |Missile Launcher |The QHY43 is a semiautomatic, over/under double-barreled micro-missile launcher capable of locking unto targets. Each magazine carries enough rounds for two salvos which can fire within a second of each other. The missiles are effective against infantry, battlesuits, and light armor. |- |ZXF04 |Ballistic Submachine gun |The unremarkable ZXF04 is currently the only infantry-grade submachine gun employed by the AFRE. It is used chiefly by military police and other law enforcement officials operating in civilian sectors and sees very little use on the battlefield outside of Central Intelligence and other special forces operatives who prefer the ZXC04's light, compact construction. |- |} === Infantry Rifles & Carbines=== {| class="wikitable" ! Name ! Type ! Description |- |IAR20 (Retired) |Ballistic Assault Rifle |The IAR20 was a select-fire rifle that served as the AFRE's standard ballistic service rifle from its introduction in 3420 until 3488. It had a maximum rate of fire of 660 rounds per minute and was fed with a 45-round magazine. The IAR20 saw service in the early years of the Great War, but was found to be ineffective against heavily armored Peacekeeper infantry, especially Diab soldiers, leading to its retirement in the sixth year of the war. |- |VKR97 |Ballistic Assault Rifle |Affectionately known as the 'bone saw', the VKR97 was designed as a hybrid between an assault rifle and a light machine gun. It is a select-fire rifle with a maximum fire rate of 1,500r/pm, which can be adjusted to 750r/pm, a three round burst, or to semiautomatic. Soldiers wearing PPA often utilize the VKR97 as a squad support weapon whereas infantry donning XBA, namely the legionnaires of the [[Telkevan Legion|Legion]], instead employ it as a rifle as their armor can manage the recoil. |- |VKR15-C |Ballistic Carbine |The VKR15 is the standard service rifle of the AFRE. It is a downsized variant of the VKR97 created for auxiliaries and troops wearing standard powered plate armor. Compared to its larger counterpart, the VKR15-C has a modest fire rate of 550r/pm. |- |LLE11 |Plasma Bolt Rifle |The LLE11 is an automatic plasma rifle designed for short to medium-range engagements. It fires up to 600 bolts per minute, can fire 450 bolts before needing to reload, and produces only a moderate amount of recoil. |- |XYT90 |Particle Beam Rifle |The XYT90 produces a concentrated particle beam that can burn through targets up to 90 meters (295 feet) away. The beam persists for up to ten seconds before the weapon needs to cool, and can fire for a cumulative total of forty seconds before needing to reload. Despite its range, it is most frequently used in close-quarters as the beam gives away the user's position, leaving them vulnerable to retaliation. |- |XKS05 |Solid Light Assault Rifle |What would become the XKS05 was initially recovered on a derelict starship of unknown origins. 17 deactivated rifles of varying quality were recovered, but 14 were rendered inoperable before engineers restored one into working condition. The XKS05 produces powerful, pin-point accurate bolts of violet light which punch through most shielding and armor with ease, but each battery only holds enough power for roughly 75 shots, requiring careful ammo conservation. It remains unclear if the abnormally small magazine is due to current technological limitations or was a deliberate part of the design. Most XKS05s currently in service have been issued to Selshezak, chamber guards, and elite commando units. |- |} === Infantry Marksmen & Sniper Rifles=== {| class="wikitable" ! Name ! Type ! Description |- |VKR11-RD |Ballistic Marksman Rifle |The VKR11-RD is a modification of the VKR97 designed for designated marksmen. It has a longer barrel compared to the VKR97, is strictly semiautomatic, and uses a higher caliber round. It is otherwise completely identical to the VKR97. |- |HCS20 |Marganite Markeman Flechette Rifle |The HCS20 began as an attempt to develop a semi-automatic flechette rifle. Like many before it, the design was rejected due to the flechette's ineffectiveness against heavy infantry armor. When Marganite weapons were approved by the High Chamber, the designers integrated the crystalline substance into the weapon. The modification won over the AFRE, who approved the weapon and placed it in the hands of marksmen for disabling priority targets. |- |RGT80 |Railrifle |The RGT80 railrifle is classified as both a sniper rifle and an anti-battlesuit rifle, making it popular with snipers and marksmen alike. It is most often equipped with high-explosive armor piercing seeker rounds or APKEPs depending on the situation. By default, the weapon is powered by a battery, but users can opt to power the weapon via cable, leaving more room for ammunition. |- |} ===Infantry Machine Guns=== {| class="wikitable" ! Name ! Type ! Description |- |LXA77 |Ballistic Heavy Machine Gun |The LXA77 'bunker gun' is a belt-fed, tri-barreled, rotary, ballistic heavy machine gun. The barrels are surrounded by a hollow jacket filled with coolant to keep them cool even during sustained fire. This allows the LXA77 to maintain a maximum rate of fire of 3000 rounds per minute, which can be adjusted as needed. The weapon requires a crew of three soldiers: one to carry the weapon and its tripod, another to carry spare ammunition, and one more to carry spare barrels and coolant while also acting as an observer. |- |CHRN16 |Ballistic Medium Machine Gun |The box-fed CHRN16 is effectively an intermediary between the VKR97 and the LXA77; it uses a more powerful cartridge than the VKR97, but lacks the rate of fire, with a maximum rate of fire of 650r/pm. It can be reliably used at all ranges, though it requires stabilization for accurate long range fire. CHRN16s are frequently mounted on vehicles as anti-infantry weapons. |- |YRT54 |Plasma Bolt Medium Machine Gun |The YRT54 possesses a rate of fire of 750b/pm with a ammo reservoir of roughly 750 bolts. The weapon can fire for fifteen straight seconds before needing to cool, though doing so constantly has been known to damage its internal components. The YRT54 has two alternate fire modes: the first produces a beam similar to the XYT90 beam rifle, albeit with a reduced range; the second overcharges the battery to release a short-ranged torrent of plasma, temporarily transforming the weapon into a plasmathrower, though this has a very slow rate of fire as the weapon will need to cool for several seconds each time it is fired. |- |} ===Infantry Shotguns/CQC Weapons=== {| class="wikitable" ! Name ! Type ! Description |- |ITD57 |Ballistic Shotgun |The ITD57 is a select fire ballistic shotgun with an effective range of roughly 80 meters (263 feet). Many users, particularly boarding troops, refer to the ITD57 simply as 'the broom' due to its deadly efficiency at clearing rooms. |- |HFG38 |Micro-Missile Shotgun |Initially designed to combat battlesuits, the HFG38 semiautomatic shotgun uses shells resembling miniaturized MIRVs that can either focus on one target or simultaneously lock unto several targets at once. It features a bullpup design to make the magazine harder to shoot. |- |QAT70 |Laser Bolt Shotgun |The QAT70 is an automatic laser shotgun. Its high powered batteries discharge powerful blasts that make quick work of most targets at the cost of a short effective range of roughly 10 meters (33 feet) and a magazine of only 15 shots. Conversely, due to its small magazine, overheating is rarely a concern as there are simply not enough shots in each magazine to overheat the weapon. |- |FLX42 |Plasma Wave Cannon |The FLX42 began as an effort to design a semiautomatic plasma shotgun. During initial testing, the weapon, rather than producing individual plasma bolts, produced a large 'wave' of plasma due to a defect in the plasma generator. Rather than repairing the defect, it was integrated into the design and refined for stability, producing the modern FLX42. Though not especially effective against shielding, the FLX42 burns through flesh and metal alike, often vaporizing much of the target in a single shot. |- |QXCH71 |Hard Light Shotgun |The QXCH71 is a select-fire shotgun that produces 8 bolts of light in a tight scatter with a battery capacity of 30 shots. The original QXCH71 was recovered from the Nepharian contested zone in a dilapidated underground vault. When it was discovered that it shared many similarities with the XKS05, several components were modified to restore the QXCH71 to working condition, though this likely altered the QXCH71's functionality. |- |} ===Infantry Projectors (flamethrowers etc)=== {| class="wikitable" ! Name ! Type ! Description |- |AGZ32 |Flamethrower |The AGZ32 uses an adhesive, napalm-like substance capable of burning through infantry armor and can hit targets up to 70 meters (230 feet) away. Ammunition comes in the form of either small tanks loaded into the bottom of the weapon or a tube that feeds from a set of tanks mounted on the user's back. The AGZ32 is typically issued to infantry wearing specialized armor, as despite efforts to make the ammunition tanks less volatile, they can still explode when ruptured. |- |XND17 |Acidthrower |Used exclusively by bio/chemical warfare units, the XND17 coats targets up to 60 meters (66 yards) away in incredibly volatile acid that melts through flesh and metal with equal fervor. A special lining within the weapon prevents it from melting. The acid produces toxic fumes that burn one's lungs and eyes and can asphyxiate infantry in enclosed spaces. |- |TGD99 |Electroshock Gun |Also known as 'Teknar's Wrath', named so after its eccentric creator, the TGD99 was developed in the early years of the Interim era with the aid of Margan technology. A switch allows the user to adjust the weapon's output, ranging from a mildly painful stun to a bolt of lightning capable of severely damaging armored vehicles, though such powerful blasts will rapidly drain the TGD99's large and heavy batteries. |- |} === Infantry Launchers === {| class="wikitable" ! Name ! Type ! Description |- |FTI65 |Missile Launcher |The FTI65 is a magazine-fed missile launcher with semiautomatic and automatic firing modes. Magazines contain five missiles and are loaded into the top of the weapon, which can unload at a rate of about one missile per second. The FTI65 can fire both guided and unguided munitions and can use both radiation signatures and laser guidance to steer missiles towards their target. |- |FLE50 |Missile Launcher |The FLE50 is a lightweight, single-shot missile launcher designed for short-duration operations where speed is of the essence. It can fire both unguided and guided ammunition and tracks targets via radiation signatures. The FLE50 has also earned a reputation for being used as a melee weapon when the user runs out of ammunition as its simplistic but sturdy construction makes it particularly resistant to damage. |- |DHG80 |Railgun |The DHG80 is a magazine fed, shoulder-fired, anti-tank rail weapon which can be loaded with both standard and Marganite-based APKEP rounds. Magazines are loaded into the very end of the weapon and contain four shots. There is a roughly seven second delay between each shot as the weapon cools and recharges. The DHG80 can be cable operated, though this is not advised unless the user is wielding an enhanced power supply as the amount of energy needed for each shot can temporarily disrupt components of the suit. |- |GRG63 |Laser Beam Cannon |The GRG63 is an anti-tank laser weapon which produces an exceptionally powerful beam capable of piercing straight through most vehicles. This makes up for its battery capacity of three shots and the long delay between each shot. Given its limited effectiveness against shields, the GRG63 is most often used to deliver a killing blow to damaged or crippled vehicles. |- |HZL52 |Plasma Bolt Cannon |The HLZ52 is a short to medium range cannon which fires anti-tank plasma bolts in a slow arc, making the HZL52 an effective improvised mortar. Recent models feature an alternate fire mode which transforms the weapon into a beam cannon effective against targets in close range. Magazines carry fuel for 8 bolts. |- |UFL21 |Grenade Launcher |The UFL21 is a single-shot, breech-loaded grenade launcher used by both soldiers and law enforcement officials. |- |OTN99 |Assault Grenade Launcher |The OTN99 is a select-fire grenade launcher fed by a six round drum magazine. It possesses a maximum rate of fire of two grenades per second. |- |FVH37 |Heavy Grenade Launcher |The FVH37 is a crew-served, belt-fed automatic grenade launcher that operates similarly to a heavy machine gun. Each crew consists of two members, one to hold the weapon and its tripod, and another to hold its ammunition. With a maximum rate of fire of four grenades per second, the FVH37 can send a withering hail of fire towards infantry charges and battlesuits. |- |QWX18 |Infantry Mortar |The QWX18 is a smoothbore, muzzle-loaded mortar built to provide rapid fire support. The device is equipped with a sensor suite to streamline aiming, allowing the QWX18 to maintain a steady rate of fire even if a target is on the move. Though not entirely designed for it, QWX18s have been used at point-blank range in emergency situations with effective results. |- |} ==Battlesuit Firearms== === Battlesuit Pistols === {| class="wikitable" ! Name ! Type ! Description |- |KV-GTR77 |Railpistol |The KV-GTR77 is effectively an upscaled version of the GAR81. At nearly twice the size of the original, the KV-GTR77 is substantially more powerful, with rounds capable of reliably piercing tank armor. |- |KV-VKR10 |Ballistic Machine Pistol |The KV-VKR10 is a modified VKR97 designed for use by battlesuits as a slightly oversized machine pistol. It retains its predecessor's cartridge and rate of fire, and comes in both standard and wrist-mounted formats. |- |KV-TTD59 |Rocket Pistol |The KV-TTD59 is a select-fire micro-rocket pistol which utilizes an 8-round drum magazine. It comes in both a traditional and wrist-mounted format. |- |} === Battlesuit Rifles & Carbines === {| class="wikitable" ! Name ! Type ! Description |- |KV-EFE96 |Ballistic Assault Rifle |The box-fed, select-fire ballistic KV-EFE96 is the standard battlesuit rifle. It has a maximum rate of fire of 700r/pm and can function as a marksmen rifle when set on semi-automatic. |- |KV-GGD24 |Plasma Bolt Assault Rifle |The KV-GGD24 select-fire plasma rifle can hold up to 1000 bolts with a maximum rate of fire of 600r/pm. It has become particularly popular for its effectiveness against heavily-armored Diab infantry. |- |KV-VNV86 |Particle Beam Rifle |The KV-VNV86 functions identically to the XYT90 Beam Rifle but features a substantially longer range of 270 meters (885 feet) thanks to its capacitors. |- |} === Battlesuit Marksmen & Sniper Rifles === {| class="wikitable" ! Name ! Type ! Description |- |KV-RRU48 |Railgun |The KV-RRU48 railgun is a long-range anti-tank rifle. Capable of hitting targets up to several miles away, the KV-RRU48 can double as a light artillery piece with targeting assistance. |} ===Battlesuit Machine Guns=== {| class="wikitable" ! Name ! Type ! Description |- |KV-LXA94 |Ballistic Heavy Machine Gun |The KV-LXA94 is an LXA77 that has been modified for use by battlesuits. Wielded like a standard assault rifle, the KV-LXA94 can be fed through either a box magazine or a belt. A few simple modifications allows the KV-LXA94 to be mounted on a barricade or vehicle for use by standard infantry. It otherwise inherits all properties of its progenitor. |- |KV-GTR60 |Micro-Rocket Machine Gun |A large weapon even by battlesuit standards, the KV-GTR60 is a belt-fed, underslung heavy machine gun that fires unguided micro-missiles at a rate of 180 rounds per minute. Though incredibly effective against infantry and vehicles alike, it is heavy and unwieldy; combined with its inability to lock unto targets, the KV-GTR60 is ineffective against fast-moving targets and at long distances. The sizeable belt has also proven vulnerable to sniper fire. For these reasons, users tend to stay in the rear of a formation to provide support fire against slow-moving units and clustered infantry. |- |KV-HFZ18 |Ballistic Rotary Gun |The KV-HFZ18 is a four-barreled, belt-fed, wrist-mounted machine gun with a fire rate of about 1000 r/pm. Its range falls somewhat short compared to other machine guns due to its shortened barrels, which were designed to keep the weapon compact. A variant with longer barrels has since been produced, but sees more use on vehicles and as a turret. |- |VK-UTR44 |Ballistic Anti-Air Autocannons |The VK-UTR4 consists of two computer-assisted anti-air autocannons mounted on the user's back. |- |} ===Battlesuit Shotguns/CQC Weapons=== {| class="wikitable" ! Name ! Type ! Description |- |KV-FLR46 |Ballistic Rotary Shotgun |The KV-FLR46 is a belt-fed, tri-barreled automatic shotgun with a maximum fire rate of 500r/pm. It comes in both a standard and shoulder-mounted format. The KV-FLR46's most notable user is Field Marshal Likana Raldalvi, who has a KV-FLR56 mounted on her battlesuit's right arm. |- |KV-TYI71 |Railshotgun |The KV-TYI71 is a semi-automatic railgun with a special round designed to split upon leaving the barrel, producing a shotgun-like scatter. The hypersonic projectiles boasts superior armor penetration to the KV-FLR46, but has a considerably slower rate of fire. |- |KV-IYU36 |Plasma Wave Cannon |The FLX42 Plasma Wave Cannon proved so successful that it was upscaled for battlesuits, producing the KV-IYU36 Plasma Surge Cannon. Users will often attempt to ambush targets, burning massive holes into vehicles at point-blank range and physically ripping any surviving crew members out of the vehicles so as to dispatch them by hand. |- |} ===Battlesuit Projectors=== {| class="wikitable" ! Name ! Type ! Description |- |KV-UCHV07 |Flamethrower |The KV-UCHV07 is handheld, tube-fed, and can spray napalm up to 90 meters away. A smaller wrist-mounted variant can hit targets up to 70 meters away. The 500th armada is known for using battlesuits equipped with two wrist-mounted KV-UCHV07s to combat the Xenochytrid. |- |KV-DTCH44 |Plasmathrower |The KV-DTCH44 is typically used in its wrist-mounted format, with most would-be users of the handheld variant preferring to instead use the KV-IYU36 surge cannon. The KV-DTCH44 can hit targets up to 60 meters away and can fire for up to 8 seconds before needing to cool. |- |} === Battlesuit Launchers === {| class="wikitable" ! Name ! Type ! Description |- |KV-GLK28 |Rocket Launcher |The KV-GLK28 is a magazine-fed select-fire rocket launcher of similar functionality to the FTI65. Its magazine can carry a total of 8 missiles. |- |KV-ZUR51 |Wrist Rocket |The KV-ZUR51 is a single-shot, wrist-mounted rocket launcher. Though lacking the firepower of the larger KV-GLK28, it is significantly more compact and can be concealed to catch hostiles off guard. |- |KV-RRY68 |Plasma Bolt Cannon |The KV-RRY68 functions similarly to the smaller HZL52 and can be powered either through an attached battery or a battery backpack. |- |KV-FTR95 |Laser Beam Cannon |The KV-FTR95 functions identically to the GRG63. |- |KV-XCL74 |Railguns |The KV-XCL74 are a set of two railguns mounted on the back of a battlesuit which transforms the machine into a mobile artillery platform. |- |KV-NVF62 |MLRS |The NV-NVF is an missile system available in two formats: one mounts a small KV-NVF62 on each shoulder for direct fire support, while a back-mounted variant acts as an artillery weapon. |- |KV-OLU58 |Plasma Bolt Mortar |The KV-OLU58 is a back-mounted artillery piece effective against infantry and armor. |- |KV-FVH76 |Heavy Grenade Launcher |The KV-FVH76 is a FVH37 modified for use by battlesuits. It can be belt or magazine fed. |- |KV-TLV93 |Solid Light Bolt Cannon |Also known as the sun cannon, the KV-TLV93 is a hard light boltcannon that functions similarly to the GRG63. Though it is undeniably the most powerful weapon in either the infantry or battlesuit arsenal, it is also the single most expensive handheld weapon in the empire's history. As a result, the KV-TLV93 is granted only to personnel of exceptional skill and is employed only in the most dire of circumstances. |- |} ==Weapon Attachments== {| class="wikitable" ! Name ! Description |- |Bayonet |Bayonets have fallen out of favor but still exist in limited numbers. Most bayonets are plasma or frequency-based and feature either three blades arranged in a triangular shape and/or serrated edges to produce grievous wounds that are difficult to mend in battlefield conditions. |- |High Frequency Bayonet Saw |Sometimes referred to as 'bayosaws', bayonet saws inflict grievous wounds that are difficult if not impossible to mend on the battlefield. |- |Shotgun |Rail-mounted shotguns have become a popular alternative to bayonets and exist in various formats. The most common is a magazine-fed, semiautomatic ballistic variant that can hold five shots. |- |Grenade Launcher |Rail-mounted grenade launchers are breech loaded and can fire a single grenade at a time. |- |Missile Launcher |Rail-mounted rocket launchers fire are muzzle-loaded and use unguided missiles. Exhaust is vented from a muzzle brake. |- |Micro-Missile Launcher |Rail-mounted missile launchers launch a barrage of unguided missiles. |- |Wave Gun |The Wave gun is a miniaturized, rail-mounted plasma wave gun with a capacity for two shots. |- |Shield |Gun shields are mounted towards the end of the barrel and cover either the left, right, or top side of the gun (and therefore the user) depending on their configuration. |- |Laser Sight |Used for the same rationale as tracer rounds. |- |Flash Suppressor |Usable only on ballistic weapons. |- |Muzzle Brake |Usable only on ballistic weapons. |- |Silencer |Usable only on ballistic weapons. |- |Bipod/Tripod |Available in various formats. |- |} ==Melee Weapons== {| class="wikitable" ! Name ! Description |- |3480 Utility Knife |The 3480 utility knife is a multi-purpose knife issued to all infantry units. It features a 19cm (7.4 inch) blade with a serrated component. The 3480 can be attached to most rifles for use as a bayonet |- |3460 Dagger |3460 daggers feature a 45cm (17.7 inch), straight-edged, plasma or high-frequency blade and are popular among assassins and special operations units. |- |3478 Infantry Sword |The 3478 infantry sword features a 130 centimeter (4.3 foot), straight-edged, plasma or high-frequency blade. Specialty high-frequency variants can deliver a debilitating electrical discharge while stabbing targets. |- |3490 Crystalline Sword |3490s use Marganite blades between 100 cm (3.2 feet) to 155cm (5 feet) in length which can be either straight or curved depending on its purpose. |- |3492 Greatsword |The greatsword is used by battlesuits and features a 3.5 meter (11.5 foot), straight-edge, high frequency or plasma blade. Greatswords have a reputation for cleaving entire groups apart or decapitating tanks in one fell swoop, making them potent psychological weapons. |- |3465 High Frequency Saw |High frequency saws are typically mounted on a user's wrists and can slice through flesh and armor with relative ease, though the sound they produce makes them entirely unfit for stealth operations. |- |3480 War Hammer |The 3480 War Hammer is a one-handed hammer with both a flat hammer head and a high frequency spike for puncturing armor. Some later models have replaced the spike with a Marganite variant. |- |3485 Great War Hammer |The great war hammer is a larger, two-handed variant of the 3480 typically used by battlesuits, though some infantry have also been known to use it. |- |3450 Mace |Maces are one-handed and feature high-frequency flanges for increased effectiveness against armor. |- |3475 Spear |Though typically used ceremonially, spears have seen limited use on the battlefield by specific units. The 3475 features a 60 centimeter (2 foot), plasma, high-frequency, or Marganite blade and a telescopic staff for easy carrying. |- |} ==Grav-Artillery== Grav-artillery refers to the descendants of towed artillery. As implied by the name, grav-artillery guns use anti-gravity pods to move from place to place, making them self-propelled artillery in their own right. The gun is remotely led to its destination, where its grav pods are then disabled as the weapon latches itself to the ground for stability as it begins firing. Grav artillery can fire while on the move, allowing guns to be used as improvised tanks, though their lack of armor and the high recoil of their weapons render them unsuited for this role. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |GA-IS20 Infantry Support Gun |Gecko |Howitzer |The GA-IS20 is a short to medium range artillery piece that can double as an anti-tank weapon. |- |GA-HR10 Heavy Railgun |Lizard |Howitzer |The GA-HR10 is the standard heavy grav artillery weapon. It is equipped with a railcannon and is best suited for long-to-medium range engagements. |- |GA-HG15 Heavy Gun |Monitor |Howitzer |The GA-HG15 is an alternative to the GA-HRG10 which utilizes a ballistic cannon. It is common for deploying specialized weapons such as bio/chemical warheads. |- |GA-SG19 Siege Railgun |Komodo |Howitzer |The GA-SG19 is a superheavy grav railcannon tasked with destroying heavily fortified positions. |- |GA-SG26 Siege Gun |Gila |Mortar |The GA-SG26 is a serves a similar purpose to the GA-SG19. |- |GA-LG07 Plasma Gun |Iguana |Mortar |The GA-LG07 is a short to medium range gun that sends large globs of pure plasma towards its targets. Though lacking the range of a standard plasma shell, it is substantially more powerful than most of its shell equivalents. |- |} ==Grenades== {| class="wikitable" ! Name ! Description |- |Fragmentation Grenade |Fragmentation grenades release shrapnel and are effective against lightly-armored infantry. |- |Concussion Grenade |Concussion grenades produce a powerful explosion designed to stun or incapacitate targets. Most concussive grenades use plasma for added effect against armored targets. |- |Sticky Grenade |Sticky grenades, as their name implies, adhere to targets before detonating. |- |Cluster Grenade |Cluster grenades split apart and release numerous explosives upon deployment. |- |Contact Grenade |Issued only to specially-trained infantry, contact grenades instantaneously detonate upon contact with a surface. Though useful for surprise attacks, this characteristic also makes them dangerous in the hands of an inexperienced user. |- |} ==Mines== {| class="wikitable" ! Name ! Description |- |Proximity Mine |Proximity mines detonate when they detect targets within a certain radius. |- |Pressure Mine |Pressure mines detonate when they detect pressure in their immediate vicinity. |- |Shrapnel Mine |Shrapnel mines propel their payload roughly a meter into the air before detonating it, sending shrapnel in all directions. |- |Magnetic Mine |Magnetic mines are proximity explosives that attach themselves to metal surfaces. Depending on where they are attached, they can either drop from a ceiling or propel themselves from walls. |- |Latch Mine |Latch mines are equipped with three hooks that they use to embed themselves into surfaces. When triggered, they unlatch to fall towards their target before detonating. |- |} [[category:Page]][[Category:Telkevan Union]][[Category:Armed Forces of the Telkevan Union]][[Category:Amaker]] 3zsmevso1ocuhffqttcwew9gqynyydg Ion Storm 0 1344 15178 15176 2021-02-07T08:15:39Z Corv 30641571 15178 wikitext text/x-wiki An '''ion storm''' is an astronomical phenomenon caused by a supernova. Although referred to as storms, they are in fact wind cells of natural gas ejected from the upper atmosphere of supernovae. When a star explodes, it typically expels this gas at speeds of up to several percent of the speed of light, driving a radially-expanding shockwave out into space. This gas is ionised on account of the supernova's production of copious amounts of ultraviolet light and cosmic ray spallation. An ion storm forms an expanding bubble of ionised gas around the supernova’s epicentre once the warm, expanding wind cells encounter the cold, interstellar gases of neighbouring space. This bubble can become an insurmountable barrier to spacecraft because contact with high densities of ionised gas can interfere with spacecraft’s electrical systems. Long-distance communication and accurate, safe computer-assisted [[Space_Travel#Faster-Than-Light_Travel|FTL travel]] through ion storms are untenable as electrical signals cannot penetrate them. Eventually, the bubble expands to such a large diameter that the density of the ionised gas becomes diminished and the ion storm dissipates. The duration of time this takes is dependent on the size of the supernova and therefore the volume of ionised gas it expels. Large swathes of [[Necraal]] territory were rendered untraversable by ion storms, a factor that played a role during the [[Necraal Schism]]. [[Category:Public Access Page]][[Category:Page]] loh0dscq8rhm3k0m8r252jlh2hre4w2 Jalahi 0 1608 18304 2022-05-03T20:35:33Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:Species]][[Category:Amaker]][[Category:Öhgyag Kurultai]][[Category:BrandingHold]]" 18304 wikitext text/x-wiki [[Category:Page]][[Category:Species]][[Category:Amaker]][[Category:Öhgyag Kurultai]][[Category:BrandingHold]] k8lky4aldnucdicu53kw0y49yrnbox4 Juast 0 867 8385 8382 2019-01-08T04:36:28Z AmadeusReborn 30459495 /* Geography */ 8385 wikitext text/x-wiki Juast is a Recycler owned and controlled planet. While not a core world, it is not on any ongoing warfront. ==Geography== Unusual for a Betel world, Juast's non-polar landscape is primarily covered in mostly flat steppes, rolling hills, and large rocky crevices. Interesting, many species of herbivore primarily in the flat areas have burrowed massive warren networks under the ground. The animals on the planet have long since been killed off following colonization, but the warrens have been repurposed into an underground living network. The rocky crevices have been converted into natural "skyscraper" style buildings built into the ground or exploited as mining sites. With all the living space underground, the Planetary Government opted to not invest into a full terraforming of the world, let alone turn it into a junk world. While the environment has suffered from the Betel presence, it has not been destroyed and scaled back ecosystems still exist. ==Economy== ==Culture== ==Military== ==Government== mktmkmy2by0ixoytox4fs0thwfctww2 Kandron Materials 0 1441 16892 16889 2021-05-20T02:38:34Z Corv 30641571 16892 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:KandronMaterialsLogo.png|250px|]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label1 = Organisation Type: |data1 = Arms Manufacturer |label2 = Allegiance: |data2 = [[:Category:Neutral|Neutral]] |header3 = Status |data3 = Active }}As a private corporation belonging to no one state or military, '''Kandron Materials''' has risen to prominence as one of the [[Local Sector]]’s most prolific brands for independently-sourced military-grade equipment. Renowned for producing less expensive versions of items carried by high-end imperial manufacturers, Kandron Materials' weapons and armour have become a staple of mercenaries, [[pirate|pirates]] and militia on account of the fact that they are affordable, easy to repair and accessible almost anywhere in the Local Sector. Although not the sole makeup of its extensive product line, laser weapons are inarguably the focus of Kandron Materials' arsenal. Their expertise in the area can be attributed to their long history of research and development with repurposing high-powered lasers in various commercial avenues. Of all of the company's laser ventures, only weapons development has proven lucrative. Products manufactured or sold by Kandron Materials include: *[[G-83 Laser Projector]] [[Category:Public Access Page]][[Category:Page]][[Category:Weapon Manufacturers]][[Category:Corporations]] cyosqafyve75n9v80mxbiy1lj5yu93w Kara 0 698 5753 2016-10-10T05:50:37Z Drag0n0us 3365896 Redirected page to [[Karahotdoum Empire]] 5753 wikitext text/x-wiki #REDIRECT [[Karahotdoum_Empire]] 7n91eszauivijz5yf32qm9rdajde59o Karahotdoum 0 697 5752 2016-10-10T05:50:13Z Drag0n0us 3365896 Redirected page to [[Karahotdoum Empire]] 5752 wikitext text/x-wiki #REDIRECT [[Karahotdoum_Empire]] 7n91eszauivijz5yf32qm9rdajde59o Karahotdoum (Branding) 0 1544 16760 2021-05-16T04:01:45Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16760 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Karahotdoum Empire 0 38 17162 9116 2021-11-17T17:16:48Z Amaker1450 26550035 /* Military */ 17162 wikitext text/x-wiki http://www.spore.com/sporepedia#qry=ssc-500502154031 Made By: jadow11 [[File:Karahotudoum Wiki Banner edited-1.jpg|750px|center| ]] {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Karahotdoum Empire |image = [[File:Metropolis.jpg|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Peacekeeper |label3 = Homeworld: |data3 = Karem |header5 = Adminstration |label5 = Government: |data5 = Magistrates /Political Oligarchy |header8 = Biology |label9 = Lifespan: |data9 = 179-300 years with genetic enhancements |label10 = Race: |data10 = Karahotdoum |header11 = Economy |label12 = Currency |data12 = The Dove , Intergalactic Basic (Sporebucks)(Credits) |label13 =Economic System |data13 = Free Market Economy |header14 = Established |label14 = 27th Millenium (Karem time) |data15 = 27th Millenium (Karem time) |label16 = Governing body |data16 = High Magistrate |label17 = Population |data17 = unkown, likely tens of quadrillions |header18 = Military forces |label18 = Primary |data19 = Karem Armada |data20 = Karem Army |data21 = Lancers of Jakat |data22 = Mujahadeen |data23 = Variuos Planetary Defense Forces }} ''' == The Empire == ''' The Karahotudoum empire is a vast and magnificent,the current form of government and administration has lasted for 12 millennia the space they control when mapped out forms a spherical shape in the middle of one of the galactic arms. The Heart of the empire is the Karahotudoum homeworld, Karem a small moon orbiting a large gas giant. Karem is culturally and politically the heart of the empire. Thus being the seat of power from which the magistrate runs most of the empire. The empire itself usually puts its own interest first and will not hesitate to exterminate more primitive species when suitable profit is to be gained, they are however avid traders well known throughout the galaxy of their willingness to engage in lucrative trade with other political entities. The Karahotudoum also love arid and tropical climates and will more often than not terraform worlds to suit their preference. Most Karahotudoum are content to live under the magistrate although this has allowed the wealthy to create and aristocratic society. Upper class citizens control most of the empires wealth and over 70% of the militaries officers are of noble birth. That said the one thing that unites nearly all of the Karahotudoum is faith and their belief in their deity Hekkesh who guides and safeguards their species and promises bliss to those who follow him. === Key worlds === '''Karem''': The Karahotudoum homeworld once covered in lush jungles, savannahs and deserts Karem is essentially one large city floating in space on a giant rock. It is from here that the magistrate the leading politically body of the empire takes care of nearly 90% of all administrative duties required to run a vast interstellar state. It Is also the cultural home of the empire, evident by the nearly countless number of jazz bars found on the planet. '''Cassarh''': while Karem is politically and culturally the home of the empire Cassarh is where the money is. Located in a section of the empire known as “The Wallet” Cassarh is home to nearly 67% of the empire companies and countless headquarters of various private businesses can be found their. As such the planet is obviously home to thousands of crime syndicates and corruption is so bad law enforcement has been placed under the command of the self proclaimed “incorruptible” church of Hekkesh so as to help increase the resistance to bribery within the police. '''Bataok''': Bataok is the military headquarters of the Karahotudoum armed forces. Originally the Karahotudoum kept a small regular force of a few billion men and machines however one their entrance into the epic it became nessarcy to have a much larger force in order to defend the empire from attack and fight a war on multiple fronts seeing as how putting this under the command of the magistrate would have been a nightmare due to the sheer volume of information that would have needed to be processed a new command structure was created and moved to Bataok a planet in a key position directly next to several major trade routes. The planet itself is essentially a huge factory with a shipyard rapping around the world like a snake made to simultaneously house 35 of the empires 70 fleets and one of the largest shield generators in the galaxy covers the world (and most of the space surrounding it) in a protective bubble forcing attackers to move into range of the shipyard and planetary orbital defenses and making an attack by some long range planet destroying super weapon an impossibility. Bataok is also where the headquarters KNA or Karahotudoum national army resides led by “Supreme commander Yazid Ali Jolof” known as the head of the snake he is the height ranking officer in the Karahotudoum military and the most decorated warrior in his part of the galaxy. ''' ==History == ''' " For Over 10,000 moons we fought, we killed each other massacred our own kind, but then we looked up, we looked up from the blood and the dirt and we say the stars " Purik Khan -first karahotudoum in space. BE-before enlightenment AE- after enlightenment 3210 BE- establishment of the first Karahotudoum state in the Hecak Desert. 3110 BE – First major war between Karahotudoum in Goodrad. 2311 BE – City of Bufaest founded deep within the jungles of pooap. 2091 BE – first laser gun invented and used on a gobo, gobo instantly vaporized. 1731 BE – first vehicle created, powered by gobo brains. 1444 BE – oil used in vehicles as a substitute for gobo brains. 741 BE – Karahotudoum scientist unknowingly makes contact with extraterresital beings Karahotudoum technology beings to advance. 210 BE – fearing a hedonistic and depraved society advancement of technology slowed down first space program instituted by the Goodrad empire. 100 BE – Karem united under the Goodrad empire 0 BE – Hekkesh appears to Umad bora gives Karahotudoum moral code and establishes himself as the principal deity of the people via miracles and his ability to halt natural disasters at whim. 12 AE - first gobo sent into space. 32 AE -100th gobo sent into space. 34 AE - first Karahotudoum sent into space 110 AE – first alien species econuterd 22 AE – establishment of the Karahotudoum galactic empire under the first magistrate. 240 AE – massacre of the Kri-va a tribal species by Karahotudoum captain. 400 AE – third expansion consolidated. 555 AE – Karahotudoum approach the peace keepers to offer a military alliance. 556 AE- Karahotudoum join the Epic War on the side of the peace keepers. 560 AE – Karahotudoum launch massive front against the IAE. Once the sufficient technological advancements had been made, namely the invention of the Roan War drive the Karahotudoum rapidly expanded out of their home solar system. Due to lack of interest the space programs of the various nations on Karem were not as developed as the could have been so there was not adequate knowledge about the various dangers and hazards about space travel or locations for possible planets that could be colonized, the karahotudoum essentially learned these things the hard way. It was over 200 years before they encountered another species of sentient life forms. The Raxn were a species of arthropods their planet was divided into several hundred independent hives, each vying for dominance. First contact with the Raxn ended badly as the Raxn attacked the karahotudoum ambassadors, the Karahotudoum attempted to open up long range communications with the Raxn hives instead of landing on the planet proper, the communications with those hives interested lasted for 13 years before the Raxn depleted their planets resources the Homeworld magistrate ordered no karahotudoum to interfere and the died out. The next sentient races the Karahotudoum encountered were tribal’s. The Magistrate at the time decided that these primitive beings were “in the way” of progress and had their populations sterilized their populations eventually dying out until only a few remained, later magistrates however found these practices to be unacceptable, instead sentients were either ignored or uplifted slowly being integrated into Karahotudoum culture until little of their own remained still many historians see this as a sign of progress rather then a step back. The first sentient space faring species the Karahotudoum encountered were the Zeerakai. The Zeerakai were a race of insectoids who made a living off of scavenging and mining everything from wrecked ships to asteroid fields. The Zeerakai civilization had split into several different factions, some not even in that arm of the galaxy anymore, their Homeworld however was right in the path of the Karahotudoum’s expansion and in the middle of a civil war. The Magistrate and Yokoy debated on whether or not to get involved surprisingly the Zeerakai Loyalist sent a request for aid, the might of the Karahotudoum military easily brushed aside the armies of the separatist and the Zeerakai agreed to become a protectorate of the Karahotudoum empire. Along their exploration and expansion into the galaxy the Karahotudoum encountered several other sentient species violent and aggressive empires that chose to go to war with the empire were crushed, their populations sterilized friendly or simply non aggressive factions became protectorate states being absorbed into the empire but having no real say in its affairs. Through their travels the Karahotudoum never encountered a single empire that came even close to rivaling theirs in measure of scope and power. For several Millennia expansion was halted the Karahotudoum began to consolidate their hold on their slice of the Universe. Small dusty mining towns were transformed into urban metropolises almost overnight the wealth and power of the empire was so great that no one governing body could manage it all, each planet got its own Magistrate a single member representing a billion citizens. The empire did however have problems. === The Kask War === As the empire expanded it was impossible for the Homeworld magisterial government to run the entire empire, planetary governments were allowed to run their designated star systems with impunity, obviously however it was only a matter of time before one group of selfish government officials wanted to become independent of the established order. This is exactly what happened at Kask, a star within the inner sphere, the magistrate declared the entire system independent of the Karem Empire. The Homeworld Magistrate however would have none of it and immediately declared war on the Kask State. Kask however was in no means weak, several of the barren planets within the system had moon bases, armed with sensor ways that could detect cruisers through Roan space several light years away, in addition Coomi the System capital was heavily guarded with several orbital gun platforms and a garrison of over 900,000 regulars and several million militia men. When the Homeworld Fleet arrived in Kask they were prepared for them, the bloody battle that ensued ended in an Imperial victory, the Traitors were executed but millions of soldiers and civilians had died in the fighting as well as the lost of the dreadnought class ship Qupen. The Kask war however sent a message to the rest of the Magistrates that the empire would not tolerate rebellion. Kask was one of the most heavily fortified worlds in the inner sphere its swift defeat meant that it would take the simultaneous rebellion of a large swath of the empire to even attempt at breaking away. === The Epic War === Several more millennia later the empire was relatively peaceful although by now is was a galactic power in its own right. Few threats were big enough to warrant the attention of the Homeworld Magistrate until news of the epic war reached the empire. Initially the karahotudoum were uninterested in picking a side, they did however sell the Peacekeeper forces weapons and from time to time supplied the less fanatical warlord races such as the IAE and the then Unified Necraal aid of various kinds but kept there distance from the war. The Magistrate was much more concerned with its closest competitor the Yami Trade union, the union was becoming a galactic power as well, and its sour relations with the Karahotudoum made more a very possible outcome. The Karahotudoum’s “allies” at the time consisted of various tiny protectorate states who contributed little to the empire and controlled very few star systems. The Yami Trade Union was a combination of several dozen alien empires a common wealth partially replicated in the image of the Aeveria confederation. If war had broken out with the Karahotudoum in such an isolated state the results may not have been as disastrous as the destruction of their empire however it would have certainly caused the deaths of billions of lives and a loss of much of the empires territory and prestige, the Yokoy began taking steps to align the state with the peace keeps until they were fully accepted, once the karahotudoum realized the true horrors of the universe much of the population was eager to help the peacekeepers beat back the uncivilized and imperialistic warlords (ironically). The empire quickly lost track of production and recruitment once the empire was fully mobilized to the point where if the number of Citizens in the armed service was over 700 Billion keeping track was pointless. This has led to a growing black-market within the empire which somewhat aided in the downfall of the Yami as crime lords in that sector attributed to the economic decay of its member states. Once the Karahotudoum had massed its necessary force it launched fronts against the IAE and Zaretian Empires. The attack on the Zaretians going far better to the war against the IAE in comparison. The IAE’s advanced weapons and tech caused casualties in the millions during the first years of the invasion and the Karem Army has not made much progress. The Zaretian front on the other hand has been much more successful although the Zaretians are not necessarily spread thin they cannot reinforce every planet attacked with billions of troops. Still battles with them have been bloody but the Karahotudoum have been able to take and hold entire worlds from the green skins. To aid their peacekeeper allies, the Karem army officers the peace keepers expeditionary forces, Fleets and armies made to work in cohesion with peace keeper forces, and fight thousands of light years away from home. ''' == Culture/Biology == ''' The culture of the empire is deeply seeded in the traditionally ways of the Karahotudoum on karem before the planet was completely industrialized. Although the empire posses your average space age technology and then some many Karahotudoum who choose to live outside of the large sprawling cities do so in large crowded traditional towns, modeled after those made before 100 BE. These people make up approximately 58 % of the empire population, they try to use as little as possible and are friendly and open to alien travelers and particularly superstitious about what lies beyond in the deserts and jungles. It is usally east to determine what kind of planet a karahotodum was born on, those from jungle like words usually have light purple, with a yellow belly and blue marking on their bodies akin to that of a Zebra. Those born on the scorching desert planets have shorter dark purple hairs. === ''' Art''' === Karahotudoum have an incredible love for jazz so much that they have practically intergrated it into their society, jazz history is taught in school, many Karahotudoum learn to play the saxophone and jazz parlors can be found in nearly every single Karahotudoum colony or city or places in the galaxy where large numbers of Karahotudoum reside. === ''' Sports ''' === Karahotudoum enjoy various leisure time activities like any other race, no sport is restricted to any single class although the more expensive ones are practiced by more wealthy kara's then others. Of all the various types of sports Karahotudoum enjoy the thrill of racing the most. Kara's make a habit out of going on of their way to locate huge cold stars where they periodically hold racing tournaments...on the surface... of a star. === ''' Psychics ''' === [[File:Magic powerz.jpg|300px|thumb|A military Sycho]] Very Recently many karahotudoum have begun showing signs of psychic ability. Why this is occurring now is unknown however many scientist believe it is a natural part of evolution, as a species mind evolves and gains experiences and insight into the universe it begins to learn its inner working and gain the ability become one with the cosmos as well as bend space and time to its will. Some of the abilities catalogued include telepathy, Clairvoyance, seeing into the future, as well as being able to manipulate the minds of less evolved animals and sentients. These empire has had mixed reactions to these new beings which have been called “Sycho” meaning reality bender in Di. The Magistrates and the rest of the Oligarchy, fearing that the sycho may *displace* the order of things within the empire, as such many magistrates within the inner sphere have developed polices that repress Karahotudoum with even a small hint of psychic ability having them imprisoned or even executed for being a ‘threat’ to the safety of the citizens. The empires religious and military factions however hold a very different view on the Sycho. Being able to communicate messages via the mind at long distances without having to worry about the enemy spying on you can come in very handy in a fight as well as their other abilities make them high ranking assets in any battle. This forces many Sycho to run to the empires outer rim where the weaker undeveloped magistrates are more heavily influenced by the wishes of the military. Religious leaders also believe that the sycho can help the empire many priest have recognized the Psychic link that the Sycho can connect with the mind of Hekkesh, or rather beings similar to him some Sycho have even reported receiving messages directly from the Karahotudoum deity it is for this reason that many of the religious leader sometimes conceal Sycho and help them reach the outer rim where they can do the most good for the empire. The Sycho debate is one of the most heated in the empire. While the magistrates still oppose their existence the military and religion seem them as a benefit and many think that their arguments will come to a head very soon. [[File:Killing blow.jpg|300px||left|thumb|A skilled Sycho Warrior can best even the most fearsome of foes]] === '''Social ''' === In addition the Karahotudoum have an odd fascination with rugs all thought they see them as more symbolic and are found in almost ever Karahotudoum home. the patterns on a rug can display the owners personality, if one has a rug with black and red stripes they have had a difficult and hard life. A rug with bright colors usually means that the person is usually happy and easy going or are color blind. A tradition among the Karahotudoum is to rap newly born babies in prized rugs to give them good luck and help them be successful in life.Karahotudoum when speaking are harsh and to the point much like their desert livelihood. When speaking to a friend a relative or someone they have great respect for Karahotudoum usually refer to them as “Sadiq” to show their good will towards them. Karahotudoum’s generally stand at about 4ft , and are covered in short purple hair that covers their entire body. Kara’s are born with most of their hair and it does not usually grow much more after their birth. Being mammals Kara’s give live birth in addition Children will usually be nursed by the mother until they can feed on their own physically Kara’s share many outward characteristics to the creatures known on Earth as “Bears” however internally they are very different with complex brains also with their ability to breath solely through there noses therefore a karahotudoum cannot choke on his food a large evolutionary advantage over the creatures of earth and other planets. Contrary to popular belief around the galaxy Karahotudoum’s do have eyes however whether they were put there by a cruel deity, “or possibly one with a bad sense of humor” or just nature randomly taking its course they are generally useless. The main sensory organ for the karahotudoum are the 3 ears that cover their face, which gives them the ability to use a sonar like vision not too different from that of the bats of earth, Karahotudoum however can see there surroundings in much better detail then bats. Karahotudoum being of a different species do share some similarities with their actions with other species for example when amused a Kara will laugh, when sad they will cry and when angry they will raise their voices however being aliens this only goes so far and they [the karahotudoum] have their own methods for expressing their other emotions. When shy a Kara will bend over and walk away, when feeling particularly greedy or selfish they will stomp their feet rapidly, when being cautious Kara’s will display their teeth. When afraid they may curl up in a fetal position. When showing gratitude they will stand on their toes and salute whomever they are showing gratitude towards and when in greif it can be noted that some karahotudoum remove the feathers on their heads. === ''' Language ''' === Within the Karahotudoum empire there are 3 main languages, Durragoen spoken by the majority of the populace. Dagan Spoken by many of the social elite and found primarily within the inner sphere. And Dai an ancient nearly forgotten language spoken only by the Homeworld magistrate and some of the magistrates within the inner sphere and mid rim. Karahotudoum are only capable of making a very small array of pitches many of which are not much higher from the “Normal” Human bass voice They hear in roughly the same frequency ranges that Humans do with an additional edge into the sub-sonic. Common Usage. The difference between the 3 dialects is not terribly large in fact they share many similarities however the more “elite” one of the dialects is the less words are used. For example the Dai Language has one word for every single movement of the feet, Curk. When a Kara is walking he/she is Curkin when he/she is jogging they are Curkin when he/she is running he/she is Curkin when he is sprinting he/she is Curkin, when he is jumping he/she is Curkin and so on and so on. The lack of verbs in the sometimes leads to confusion when the magistrates attempt to talk with other species. I will elaborate more on this subject in the future. === '''Jazz ''' === The development of Jazz was one of the most pivotal moments in karahotudoum history, the karahotudoum do have eyes, however there main mode of visual sensory is done in a very similar way to the creatures known on the Human Homeworld of earth as “bats” thus they react to sounds much more profoundly then many other species in the known universe. Thusly the creation of Jazz sat extremely well with them they smooth and sexy tones put the Kara’s in a near trance like state of bliss similar to some drugs but with none of the negative side effects. Many scholars had debated whether or not the extreme similarities to the karahotudoum jazz, and the form of jazz developed on earth where one in the same, indeed many of the instruments used by both species where pretty much identical, however there was no solid proof that a Karahotudoum had visited earth until the discovery of a wrecked karahotudoum ship and a skeleton of a deceased karahotudoum with a saxophone in his hands was discovered in a remote region within the swamps of what was once known as Florida, the karahotudoum seemed to have crashed landed and been stranded their until it died of starvation. This leads many scholars to believe that the karahotudoum didn’t just influence the creation of jazz on earth but that it was simply a run off of their own music. Jazz plays a large role in the life of the modern karahotudoum being used in the form of help stressed out citizens relax, make child birth easier and in almost all leisure time activates. The phenomenon has gotten to the point where at least one Jazz parlor can be found on every single karahotudoum outpost or colony, As stated above sound has a more profound effect on Kara’s then most other known races so it is not difficult to grasp how Jazz has made its way into nearly every facet of karahotudoum society. === ''' Class System ''' === Officially there are 3 social "Classes" within the Karahotudoum empire the normal citizenry who make up about 92% of the empires population, powerful merchant, military families as well as those that have ties to a worlds ruling magistrate, and the magistrate themselves. WIP === '''Government ''' === ''' Politics ''' Politics within the empire are complicated as they are with most civilizations of the size of the Karahotudoum Empire. Politics and legislation within the inner sphere is run strictly by the Homeworld magistrate which oversees every facet of political, economical and within the inner sphere, save worlds with populations large enough and governors bold enough to have the ability to form their own quasi states within the empire, with their own militaries and economies, the magistrate allows this to go on due to the level of economic opportunity this can bring to core worlds if the economies of the worlds in neighboring sectors begins to waver these economic power houses can lend a hand in addition a good deal of military production and innovation takes place on some of these worlds, as not all of these planets may share the same ideals as the rest of the rather superstitious population of the empire, although the ‘superstition’ comes mainly from the lower and middle classes. In addition military production that takes place on these quasi independent worlds is monitored heavily by the magistrate as the magistrate does not share military power but it does delegate Outside of the inner sphere the magistrate usually interferes little, strategically important planets serve as “provincial capitals” who oversee surrounding worlds like their own mini magistrates, the Homeworld only interferes with them directly if a matter of great important arises in that particular sector. This has lead to discontent on some colonies as their populations have felt a disconnect with the main part of the empire, being so far away from the Homeworld they have developed their own cultures, built up their own economics and are affected by influences from alien empires, this is why even before the outbreak of the epic war, the bulk of the empires Military power was stationed outside of the Inner sphere. The Karahotdoum, being a fairly diplomatic people, various political parties with various political Ideologies exist on the various colonies throughout the empire. Magistrates, and government officials typically hold large amounts of the economic and political power within their empire. '''"Political Factions "''' Political Factions within the Karahotdoum empire are either run soleply by indivdiuals with vast power and influence or by both Magistrates and the people that they rule over,the relevant polotical entities are. ''' K.U.R ''' The United Karahotudoum Republics is a political organization with many democratic values. Provinces that are affiliated with the K.U.R elect officials to represent them and their best interest in dealings of public policy. The K.U.R are one of the largest factions in the empire and are currently attempting to expand their influence thought the rest of the empire. The KUR also actively pushes for diplomatic relations with non aligned species in order to seek profit from selling their goods to alien markets. The KUR has reached out to the nepharians,wingles and gronians all with varying degrees of success. ''' B.B.C ''' The Blue Blood clan are less of a political organization and more of a tribal confederacy. quite literally a huge clan of karahotudoum who have existed for centuries and for become large and powerful enough to run several systems. The Blue Bloods operate very similarly to a corporation of which all members who are born into the clan are a part of, and who work and live for its betterment. their skill in such areas as metallurgy helps them provide various forms of capital, and the Blue Bloods being a particularly violent group of people many of them have joined the military, to the point where male populations of star systems affiliated with the blue bloods has dropped. The Blue Bloods were particularly upset with the recent ceasefire between the karahotudoum empire and the IAE. Due to their militaristic agenda many BBC chiefs or CEO's have attempted to provide resources to various non aligned empires such as the wingles and the TMC, although this is outlawed it is believed that the BBC has given large amounts of aid, in the form of various, war materials and even military intelligence to the TMC to assit them in their current conflict with the Gronians. '''L.H ''' The League of Hekkesh is another strong party within the empire, its members are none to be deeply religious and based on the tenets of their faith, non violent. members of the L.H are none for their extremely low opinion of the war, rarely becoming soldiers and sometimes even forcefully rejecting conscription. the LH and the BBC are none to hate each other, and LH spies are believed to be actively searching for ways to expose the BBC's illegal activities. ''' D.P.E.R ''' The Democratic Party for total Equality and equal Rights are the socialist faction of the karahotudoum empire, they champion secular socialist ideals throughout the empire, planets where they have strong influences on tend to be non religious and have socialist policies such as equal wages for all of the workers on the planet a planned economy, The DPER have a generally weak influence through the empire, due to their dismissive attitude toward religion and are not well liked, their social policies and disregard for the environment however means that the planets affiliated with the DPER have some of the highest industrial outputs in the empire. [[File:KaraCity.jpg|300px|thumb|A typical city that can be found within the middle and outer edges of the empire]] The Yokoy (Yo-Kee). The Yagani acts as the head of all karahotudoum military operations for the entire empire. He acts independently of any magistrates even that of the Homeworld and is totally loyal. The magistrate rarely goes to war, signs alliance or treaties with other alien empires without first consulting him so that the military implications of any such treaties can be worked out and made sure that they are for the benefit of the empire. so in a way he is both the supreme commander of the military and in part the minister of foreign policy. The Supreme Commander rules by superior intellect, strategic and tactical acumen, leadership ability, charisma, and sheer dumb luck, the Yokoy can be any karahotudoum general who proves himself to have exceptional military prowess in various wars against a myriad of foes. The way a Yokoy rises to power is similar to the methods of Julius Cesar, Napoleon or Hannibal however instead of being self instated their positions where traditional. The magistrate itself cannot directly command troops as now karahotudoum solider would ever follow the orders of the magistrate without receiving orders from the Yokoy to do so. === ''' Religion''' === The Karahotudoum being an open minded people subscribe to any number of religions and their eagerness to trade with alien species means that their faiths as well could have been accepted in small parts of the empire, however the most dominant faith in the empire is undoubtedly Hekkeishm the worship and veneration of the warp being Hekkesh who lead the Karahotudoum out of their dark ages and “enlightened” them. The basic belief is that by worshipping Hekkesh (in what way was never specified) you will have good luck for the rest of your life and your soul will be able to enter his paradise upon death. Over 87% of all Karahotudoum subscribe to Hekkeishm. The empires "Preisthood" Is divided into two groups of clergy the "Madye" Who oversee relgious operations on any given planet, such as the raising of funds for new places of worship, and making pilgramiges to holy sights and the preist who carry out most of the "Work". Madye only oversee their only planets and rarely make contact with any other. The Moodye (Moe-die) is equivialent to the Karahotdoums Pope, in away as he is the spirtual leader of the empire. He rarely if ever leaves the confies of the holy temple on Karem as he is beleived to have a direct link to Hekkesh and leaving the planet for any reason would disturb this "Pshycic bond". The discussion the Moodye claims to have with Hekkesh are rarely shared with the public but he seems to have steard the Karahotdoum towards the epic war and has urged his people to attack the "Virsus" threat however he can be quoted calling them a different name. Based on many of the holy text most Karahotudoum have gathered that Hekkesh does not look down upon most forms of "Self improvement" this has led to great scientific stride in terraforming and genetic enhancement as karahotudoum have developed near perfect "templates" for terraforming their planets to their liking and have become adept at changing nearly any world into a suitable Arid or Jungle planet, Albeit the planet is in its stars "habitable zone" or the moon of a gas giant. The Military has taken a considerable consideration into Genetic alteration and enhancement often taking criminals and testing out the latest in bio drugs on them before implementing them into the military. Most of these are to increase the natural limitations of the species such as sight and strength to able to have advantages over their enemies in most, if not all of combat situations. Some of these Experiments have produced wonderful results such as the Super Kara Lancers and other "Super soldiers" However secret documents have indicated that the casualties rate of these experiments is "Extremely High" === ''' Economic System ''' === The Economic System of the empire is that of a free market economy, banks exist nowhere in the Karahotudoum empire, the karas seeing banking systems practiced by other empires to be incredibly stupid, due to the fact that only tiny parts of the population would control large amounts of wealth, the magistrates themselves regulate the ebb and flow of money on a colony, the closest thing a kara would get to a loan would be asking a relative or friend for money. Civilians that have vast amounts of wealth can have their own personnel banks, but having a centralized planetary banking system, is rare. Places were the combined wealth of the population is stored do exist, but this is simply for safe keeping and easy access, any money put into a "bank" is yours forever and cannot be touched by anyone but its owner. == ''' Technology ''' == === ''' FTL Travel ''' === Karahotdoum ships acheive faster then light speeds by using a "Nav Roan Warp" or the Roan Warp for short. the device works by essentially transporting all the molecules on the ship starting from stem of the ship to the stern outside of space time into a parrallel dimension enabling them to cover vast distances at incredible speed. Once the Ship(s) have reach there destination the Roan Warp Is Deactivated and the ship renters real space. little is known about the Dimension that the ships teleport into besides the fact that it looks like regular space but lacks stars,is filled with a strange mist and is inahbited by energy beings known as specteres which appear as clouds of energy. These Energy beings sometimes "attack" ships. However these encounters have only been recorded as attacks since most of the crew is left dead when the Specteres engulf the vessel. [[File:Warp jump.jpg|330px|right|thumb|A Karahotdoum Ship activating its warpdrive.]] [[File:in the warp.jpg|290px|left|thumb|A Cruiser inside the parrallel dimension]] === ''' Bio Tech ''' === Karahotudoums have made considerable leaps in the feilds of biological research. On worlds designated to be Colonized settlers can Volunteer to go through "Atmospheric Conditioning" Improving the respiration system of the Colonist and making population growth faster, this is further increased by the creation of fast growing bacteria which aid in the terraforming of the planet making a price that sometimes can take decades into several years. Nanites are also used in some colonization projects their ability to break dawn unwanted or harmful chemicals in a planets athmoshpere to make barren worlds uncolonziable is a large asset the Karahotdoum do not waste, however for fear of an accident causing to Nanites to spread uncontroablly makes some companies weary about using them. On the other hand nanites are used by many officers and other elite troops nanite healer devices, which appear as large glowing prurple dots on the chest of users are activated when cells in the users body are destroyed, the nanites work to repair any damage done by any kind of attack, physical or mental. This process altough slow helps to increase the longevity of officers and aiding them to keep fighting in tough situations without having to use a medic. === ''' Weaponry ''' === On the Ground the Karahotudoum favor ballistic and Energy Weapons, Lasers in particular. Most vehicles are armed with high penetration shells known as "Keeg" These shells cause the materials around them to cave in allowing it to perice armour making it look like a hole is sucking in the enemy vehicle whereever the round landed, the round then explodes, inside the tank causing increased damage. as well as corrosive heat rounds that can hit a target, burn through its amour plating and explode within the cockpit. In addition there are the Nav Rocea rounds, rockets and shells with tiny built in Nav Roan drives that can be activated at a specfied time to allowed the projectile to pass through solid matter by going into the Nav Dimension and then deactiving on the other end of say a wall, or within an enenmy bunker. Infantry are usually armed with pulse weaponry most of which is very standard and relatively unremarkable. Melee weaponry however is a subject of intense research the militaries R&D department is always looking for ways to increase the killing power of its hand to hand weapons to make the job of assault troops easier. Vast amounts of resources have been allocated to the search for new easily obtainable alloys to use for weapons such as the Halberds, Lances and bayonets. Most metals used in such weapons are mined from asteroids however to need to keep up in the race fo newer and better weapons has led to the exploitation of many previously untouched systems were the once pristine ecosystems have been ravaged by strip mining operations. Body Armour for Karahotdoum troops consist of the a place of reflextive panels and durable Jute. The Reflex panels can absorb energy so when soldier is hit with an energy weapon, a small amount of the damage is abosrbed by the panels. The Jute armour is mainly to protect against ballistic small arms fire, when small weapons fire hits the jute it merely bounces off altough it has trouble doing this for rounds bigger then 56.6m. In outer space Karahotudoum fleets are armed with an array of pulse and beam weapons for a long range style of combat. These weapons are extremely accurate however do light damage depending on the type of laser red being the weakest and purple UV beams being the most potent but much harder to arm. The Most feared weapon of the Karahotudoum navy is the synchro cannon a weapon that fires a beam of condensed charged particles at an incredibly distance the technology behind it is intricate but not intricate enough to keep ships armed with these weapons form being massed produces. Small versions of the synchro cannon are placed on nearly all ships specialized frigate class vessels are armed with huge syncho devices that take up most of the space of the ship but make up for it by being extremely deadly with long ranged firepower that forces enemy fleets to close on a Karahotudoum armada rather then the other way around these “Mek” Class frigates have become the mainstream of the Karem Navy. === Anti Matter === Anti matter technology is used in both the military and (to a somewhat lesser extent) civilian craft as well as many weapons systems. Anti matter propulsion systems are used in Capital and Dreadnought class vessels as well as small, scout and stealth vessels usually reserved for elite teams of highly trained spies to conduct espionage deep within enemy territory. Weapon based anti matter tech consist of the devices like the Antimatter disk, or Icegen. The Icegen is a dish like weapon that has a large array of anti matter generating nodes and then projects them in a forward direction creating a deadly storm of anti matter. Small version of this can be armed to other vessels to create single shot anti matter weapons, or massive Icegen systems can be attached to ships to create specialized vessels. === Teleportation === Instantaneous molecular transportation is not by any means a new technology for the empire, used widely in both scientific and military fields. As a living being would surely die when entering the Nav Roan dimension outside of a spaceship scientist needed a new method for entering more hostile environments as well as getting past obstacles that would otherwise require huge amounts of force and effort. Karahotudoum teleport are personalized as moving large amounts of molecules (several Karas) can sometimes cause unwanted results it is much more safe to have a single personal teleporter then a large device. Teleportation devices work by the use of a remote spotter, a point is selected and the teleporter transports the users molecules to it faster then the speed of light. In the Military teleporter are reserved for elite troops such as the feared Lancer Divisions. Being able to teleport directly behind an enemy position and avoid waves of defenses has its advantages in war. === Cloaking === Camouflage in jungle and desert biomes for nearly any karahotudoum trained in the art of war. However there are better alternatives and still their are different terrains that the Karahotudoum never truly mastered. The return of the rach and the subsequent friendly relations between the two empires the rach have been teaching the karas their art of stealth, which is arguably one of the best in the universe. Stealth fields were never really perfected beyond the use of small star vessels which stopped the reflection of light on a medium sized ship although the device used for this technique was so big that it took up a large part of the front of the ship with help form the rach new more advanced stealth technologies are being implemented into the military. === Flying Rugs === The Secret behind the Karahotdoum flying rugs is well kept and will not be shared wit the likes of you. === Star Manipulation === When the defenses of a particular planet or solar system are considerably large enough to require fleets of hundreds of ships and planets well defended enough to cost the lives of millions of troops the military turns to other alternatives. Manipulation of stars such as the use of red matter an experimentally artificially made form of matter that can sap massive amounts of energy or cause chemical reactions within stars to shorten their lifespan considerably, forcing these empires without the technologically ability to reverse its effects to flee the planet, or force the giant ball of gas to produce deadly solar flares at an alarming rate, wreaking havoc on fleets and orbital impalements through out the system as well as scorching any planets caught in their wake. Technologies such as this obviously have their restrictions stars bigger then that of a red giant are too large and would require to much red matter to create any real damage. === Throwing Rocks === When a star system has a considerably large amount of asteroids within it and enemy commanders do not like the foes numbers, or alternatively if an invading force decides to stop on a nearby planet within the solar system to prepare for their invasion. Kara's are known to use asteroids to crash into the enemies defenses utterly obliterating them, the natural phenomenon of the universe being more potent then almost anything that has thus been made be sentients. The method of doing this is incredibly simple, simply pick the rock you want to use, and fire a rocket or use a tractor beam and point the thing in the direction you want it to go then after a number of rotations, the asteroid collides with its target, the results of such an impact are much cheaper then using say, anti matter based weapons however the damage they do to a planets ecosystem and the necessary terraforming needed to get a planet back to a habitable state are some times seen as too costly. == '''Warfare and tactics''' == [[File:Drill.jpg|200px|right|thumb|Army Recruits Conducting Drill]] The Karahotudoum Military Doctrine on land , known as the "Fez Doctrine" favors direct attacks and brute strength, a karahotudoum army will, usually attempt to overwhelm its adversaries with sheer force of numbers and firepower rather then finishing a campaign quickly with cunning. At the Soul of any Karahotudoum army is the infantry Kara. Excellent at defense but will need heavy support from amour and artillery to make serious gains on the ground. Infantry Kara are equipped with the Pulse rifle an incredibly simple weapon that fires a pulse of energy that fires anything it touches and can also be massed produced at a freighting rate to the point where no one exactly knows the number of pulse rifles that have beam manufactured of the centuries. [[File:Trooper.jpg|100px|left|thumb|The Empires Standard Warrior]] Most Melee weapons in the Karem army attack the subjects nervous system causing them to feel intense pain. Kara assault troops are equipped with the standard halberd, and light body amour. The Spear point and blade of the Halberd is made out of Praxite, a powerful but common Metal that can be cut through most light amour and some medium and heavy amours. The Spear point can also be electrically charged through a crystal power supply in the staff that travels though to the tip of the weapon to deliver a nasty shock to the enemies nervous system causing horrible pain whenever a blade stabs something. any creature with liquid blood will die if a halberd spear tip is allowed to remain in them for long. Anoter type of assault trooper used by the empire are the pyro units, Brave warriors with a knack for burning things, used mainly for getting enemey troops out of entrenched positions like houses or any number of creatives tatics officers can come up with. [[File:Pyro.jpg|100px|right|thumb|Specialized Assault Troops used to get enemies out of well entrenched positions]] [[File:Officer.jpg|100px|left|thumb|Officers Lead Troopers and assault troopers into battle]] Support Troops include Karahotudoum who have Volunteered for genetic enhancement and have had rocket packs strapped to their backs, they bend over and go down on all fours lowering their heads while one of their comrades launches the missiles and then reloads for another salvo. [[File:Grenadier.jpg|200px|right|thumb|A genetically enchanced Karahotdoum]] In addition Armies use several types of battle suits both used as long ranged artillery or front line fighting. The Broadside is a large mech suit developed for long range accurate bombardment and can usually destroy a target before they learn where the enemy fire is coming from. While the Battle suit is used in a support role to help out Assault infantry, able to move quickly and armed with an upgraded pulse rifle these troops can wreck havoc on even well prepared enemy lines. The Broadside uses powerful Nuetron Beams that fire concentrated Nuerons that deliver intense heat and kinetic energy to a target. Unlike other empires the Kara's special forces are usually used in direct combat rather then going around an striking cutting blows at the enemies infustratcure or taking out leadership they are also mainly act in an assault role. The "Lancer" Divisions of the empire are feared for their ability to cut down huge numbers of enemy troops and often support from amour and artillery is not enough to stop them. Each Lancer was once an Assault Trooper who has proven himself in Combat over and Over gain. After going through rigors is training and painful genetic enhancement they become nearly unstoppable killing machines, each is also armed with a small portable shield which protects them from enemy fire so that they can close with well fortified enemy positions. Due to their genetic enhancement they are also incredibly fast and incredibly strong able to throw down with much bigger opponents if their lance is lost and to thrust their weapons through Heavy infantry with relative ease. Experienced Lancer troops also do not have much trouble taking on enemy amour likely having faced the foes standard vehicles numerous times they know where the crew are and can plunged their weapons through the plating to Kill the crew, or to strike something vital causing the machine to become immobilized and easier to neutralize. Karahotudoum Tanks are some of the toughest in the Galaxy, made from Ditin A highly durable metal that can be artificially created by combining various normal metals. Their Durability however is not the only thing that makes Kara tanks stand out, its their firepower, the standard Kabrass tank has an Mk seeva Class Cannon Mounted on it, the same type used by space cruisers. Karahotudoum scientist achieved this by experimenting with different vehicle Chassis’s, by putting the turret on a large flat Chassis they can equip their tanks with powerful guns. Some of the drawbacks of this are the fact that the turret on the Kabrass Cannot rotate and the small cockpit leaves little room for the crew to move around in. addition its lack of sloped amour makes it easier to penetrate then it could be, still however Commanders can counter these drawbacks simply by not giving their enemy an opportunity to flank them, with the numbers of troops at their disposal Commanders prefer to encircle their enemies so that their Metal Juggernauts need not worry about anything coming at them from anywhere but directly in front of them Artillery Is also staple within the Karahotudoum Military , the standard Military artillery piece the Miraj Cannon, has a very good range and is very powerful however what it has in range and firepower it lacks in accuracy. Commanders make up for this by mass producing them and bringing hundreds to any given engagements, firing dozens of guns at any specified location guaranteeing the destruction of the target. [[File:Mercs.jpg|170px|left|thumb|A Marakash Mercenary covering a Karahotdoum scout]] === Auxiliaries === Auxiliaries within the Karahotudoum empire are those sentient (or semi sentient) species whose planets/empires have been conquered by or fallen within the Jurisdiction of the Karahotudoum empire. Auxiliaries are used in a support rule in the standard Karem army, Commanders of expeditionary fleets however must pay for these elite units. their species unique abilities and traits can come in use in a variety of ways during battle. ''' Auxilia Centopedos ''' The Auxilia Centopedos are a class of Auxiliaries taken from the Voon race, a species of semi sentient gargantuan worms who come from the planet Drok a proteceroate of the Karahotudoum empire. The Voon are subterranean in nature able to navigate well and quickly underground using the magnetic feild of the planet to find their way around the Voon are perfect for digging under enemy lines and starting absolute havoc amongst the foes ranks. Voon however are extremely small in number thus no army of expeditionary fleet may own more then 2 at any given time. ''' Auxilia Gasados ''' The Auxilia Gasados is comprised of the enigmatic Hoosor. The Hoosor were a highly advanced race when the Karahotudoum first made contact with them, with an almost balloon like biology their bodies were filed with Hydrogen and trace amounts of several other elements that caused them to essentially float around everywhere. Once the Hoosor allied with the Karahotudoum scientist began experimenting and discovered that they could be filled with other various types of gasses. The Hoosor can be filled with everything from smoke screen to poison gas, the exhale or rather "fart" out these gases at will this making them an interesting assets to any Karahotudoum force squads of Hoosor Auxilia can exhale smoke screen to cover advancing troops or poison gasses to choke out enemy forces, they can even turn into small hydrogen bombs if filled with the right stuff and sent towards the enemies lines (but this usually does not work well). ''' Auxilia Spikodos ''' The Auxilia Spikodos consist of members of the Barralos race who have chosen to fight for the Karahotudoum their empire being "allied" to the Karahotudoum. the Barralos can launch hundreds of tiny spikes from their backs which can cause paralysis once they make contact with the flesh of any victim. the spikes on the backs of Barralos can also be used to make ammunition for exotic weapons. == '''Orginization''' == === Land === [[File:Commander.jpg|100px|left|thumb|A Karahotdoum Commander]] On the Ground Karahotudoum are lead by the "Land Commander" this officer has command over all ground forces and the most senior officer in the strike force. He keeps in touch with a number of other HQ's spread throughout the battlefeild. these smaller HQ's are commanded by captains each captain is responsible for a single Orta, an Orta consist of at least 2 brigades of infantry and 1 special brigade which is used depending on what kind of mission the orta has and what terrain they are currently fighting on. these 3 brigades of about 9000 troops are transported in karem - m80 tanks if possible. In addition Land Commanders are allowed to hire units of alein mercenraies to bloster their forces altough at their own expense. In total an average Orta would be made up of 12,000 Soldiers. === Air === In the skies the Air forces of the strike force are under the Command of the "Air Boss" he usually resides in space however onboard the same ship as the admiral. he is in charge of communicating ariel assults on key targets and making suer that squadrons are at full strenght and know what they need to do. He has a staff of air traffic control agents with him to make sure that planes dont crash into each other. === Space === ''' Fleet Hierarchy ''' Oddly enough in space, Female Kara's make up the bulk of the navies officers as opposed to ground forces whose commanders and general are always male. in space Karahotudoum captains and Admirals are mostly female. This is in part due to the fact the female Kara brains have the ability to process information at rate 5% faster then males and thus are much better at managing the myriad of information that goes into fighting a naval battle. the common name for a ship captain is Viily (V-lie) translating in English to "Boss" and the word for Admiral is Di Viily (Die V-lie) translating in English as "Big Boss". All fleets whether small squadrons of destroyers or Armada's are led by a Di Villy whose rank depends on the class of ship they command. their vessel serves as a command and control center from which they can orchestrate the battle as it plays out. If the Di Viilly is killed in battle then the entire fleet will go into disarray unless another Di Viily is present for this reason command ships will stay as far away from the battle as possible. Next are the individual ship captains. Captains can be given complete control from their ship or receive direct commands from the Di Villy themselves right down to where and when they can fire there weapons however this is not usually done as it distracts the Di Viily form the rest of the fighting. Below the Viily are the various personnel who monitor the ships vital systems at all times. these are considered officers and any one of them can take the place of the Viily if she (or less likely he) is killed during combat. Next are the gunners who man the ships batteries. these men spend most of their lives in their turret pods and are known to get a little... strange. After these operators are the various crew members who are tasked with keeping the ship running mostly men who are given some training on how to repel boarders but usually lacked the discipline of professional soldiers. [[File:Sphess battle in sphess.jpg|600px|thumb|A Karahotdoum cruiser takes on 2 margan warships]] ''' Life in the Karahotudoum Fleet ''' The Karahotudoum Navy is mostly dominated by females, even so this is not seen as any form of sexism as female kara's are extremely intelligent leaders and potent at keeping their male crews in line and focused on the task at hand. In some cases Male Kara's in space sometimes act immature often becoming lazy or begin to lose focus while in a very small confined space surrounded by. nothing. Female officers are expected to keep the males "In Line". This however can sometimes cause tactical problems as many warlords have come to learn this and when boarding will go straight for the female members of the crew, that way even if they are pinned down or even killed the male members will be totally lost. Personnel in space although like are soldiers uphold the duty and valor of the rest of the military they do not share the same sense of "dying with honor" or "Fighting to the last Kara" as their land based comrades do. Preferring to live t fight another day, if a situation become untenable a fleet will withdraw. Captains Uphold the strategy of fighting at a "safe and tactical distance" and also Karahotudoum ships are known for their maneuverability they do usually not have many powerful broadside weapons. Karahotdoum's who serve in the Navy are cautious, cool and Calculating veterans of various campaigns are sometimes even considered robot like in their interactions with other living creatures. During their free time Male and Female leisure time activites are usually seperate unless some sort of relationship between crew members has been formed which is not usually frowned upon unless it inhbits the crew's ability to function in action. Male Kara's enjoy playing games of chance and betting on things such as which crew members will live the longest. In addition as Kara's in the navy often interact with other species in a way that does not involve them trying to kill each other many Naval personell have adopted the relgious and societal beleifs of alein empires as opposed to Hekkeshism. Female officers may indulge in games similar to the ancient earth game of scrabble expect using alein languages instead of their own the more complex the language the higher the level of the game. [[File:Cruiser bridge.jpg|400px|thumb|A Captain on the bridge of her ship]] More updates to come === Sea === On the Seas fleets (usually known as wet fleets) are also commanded by an admiral the smallest part of the Military as situation that cool for large waterbased forces are extremely rare. [[File:On ze roll.jpg|300px|thumb|A group of Kabrass tanks moves through the jungle during the Night]] [[File:Thats a kill.jpg|200px|left|thumb|A TDM butterfly about to shoot down any enemy Aircraft]] == Peacekeepers and the epic war == Not long before the Karahotudoum joined the Peacekeepers and eventually their seemingly endless war against the Warlords the empire was competing economically against an intergalactic body known as the "Yami Trade Union" the Trade Union was essentially a conglomerate of various empires who sought to challenge the Empires economic dominance in that part of the Galaxy, 17 years before the Karahotudoum Joined the Epic War the Trade Union almost rivaled the empire in size and the two were preparing for interstellar war. The Yokoy at the time Sin-dat Vroolken knew that the empire would likely lose a large part of its territory to them without help from other empires and appealed to the Homeworld Magistrate to seek to join the Peacekeepers. The PK's agreed and not long after the Yami Trade Union was besieged by Everything From Bio-matter infestations to Grox invasions. Needing every available ship it could muster they signed a treaty with the Empire giving up many of their western border worlds so that they could shift troops to where they were needed and not have to worry about an invasion by a powerful military alliance on their flank. The Magistrate then began deciding whether or not it should dissolve the alliance and open up a new front and launch an invasion of the terribly exposed Yami. That is until word of atrocities committed by the various warlord races reached the empire, slavery, murder, genocide the people now saw it as their obligation to fight with the peacekeepers. The military and Magistrate agreed, after all if the PK alliance where to lose the war then the warlords would be able to trample their empire with ease. The Karahotudoum empire opened up several fronts against the largest of the warlords, the IAE and the Zaretians whilst sending hundreds of expeditionary armies to aid in the fights of the other Peacekeepers and to bolster the galaxies defenses against Alien Menaces. The Karahotudoum have since become one of the leading forces in the Peacekeepers along with the Diablonians and Averia Coalition, and the empire has benefited greatly with new lucrative trade routes, access to new technology and the opportunity to test their mettle against worthy foes, and fight side by side with great allies. What was originally an underhanded political move has changed the course of the empire, and the galaxy Drastically. == Foregin Affairs == == Peacekeepers == The Karahotudoum Empire attempts to have positive relations with all Peacekeeper races, opening embassy's on their homeworld, and giving them "Expeditionary" armies to command, whether these are Fleets, Ground Armies or Both they are at the full disposal of whichever empire they are serving with . === '''Diabloains'''=== " Hey, hows the weather up there? " Herak That Assault Trooper to a Diablain Soldier. " There probably the peacekeepers greatest Asset." Karahotudoum General. Karahotudoum have an odd sense of respect for the Diabs, not just because they are tall and don’t brag about it, but because of their sense of honor in duty that they find to be lacking in too many other empires. Currently 34% of the empires expeditionary armies are stationed on fronts with the Empire of Diablos. === ''' Delani ''' === Kara-Delani Relations were simple at best, not much interaction was made between the two and the homeworld magistrate never met the Delani's Top Governmental Leaders, The Karahotudoum did sends several expeditionary forces to help them against the Asanians, but after taking heavy losses these elements were recalled. === ''' Luminarians ''' === " Im afraid if I say the word cute out loud they'll bit off my ankles. " - Jarak Hevraz 4012nd Infantry Division. " I dont remember there being any small moons in this sector. " -Admiral Sehla Horoot Upon seeing a luminarian battlestation for the first time. Kara - Lumi Relations are very positive. Both races have an embassy on each others homeworld and work together to share recourse and trade between empires is extensive. Currently 12% of Karahotudoum expeditionary Fleets are fighting with the Lumi's on their fronts. === ''' Rach ''' === "The Rach are the universe's masters of stealth" " Looking for this? heh heh just kiddin " A rach stealth trooper to a Karahotdoum trooper after pickpocketing him. The Karahotdoum and Rach species have excellent relations altough the two sides have very different methods of waging war the Karahotdoum respect them as the orginal peacekeeper race. The Magistrate has provided the Rach with millions of tons of material in order to build new ships as well as weapons and other resources in order to make them a more potent for in the fight for justtice in the universe. === ''' Aeveria Confederation ''' === " Are you sure those guys over there are peacekeepers? I could have sworn I've seen that same exact tank being used by the IAE " - Karahotdoum commander. " The are possibly one of the best hopes for unity in our time "-- Soobek Wikit of the Homeworld Magistrate. The Karahotudoum and Aeveria Confederation are close allies both Military and Economically the Confederation is one of the Empires largest trade partners and the Aeveria have begun to attempt to influence Karahotudoum behavior and traditions such as their music and treatment towards prisoners. In addition the Magistrate is attempting to convince the Confederacy, (as well as other Peacekeeper members) to join in their front against the IAE or to at least help their war effort buy supplying the empire with materials, weapons and technologies many heated debates have been had between the two sides diplomats over viable reasons the Aeveria should help, one of them being the well being and freedom of the universe. === ''' Necraal ''' === " How many of us have they killed? - How many of them have WE killed? If they want our trust they will have to earn it " Commander Zibasg 316th Jabat Brigade. " Hey thats some nice hair you've got there " - Karahotdoum Assult Trooper to a Necraal warrior. Necraal/ Karahotdoum relations are a tad shaky the Magistrate realized that it'd be foolish to ignore the Necraal's attempts to incorpate themselves into the peacekeepers at the end of their civil war however many front line commanders were hesistant to trust their new comrades. That said Necraal warrior have been more then willing to prove themselves in the eyes of their new peers. == Warlords == === ''' The IAE ''' === " This is what we feared, the pale faces our demons the only thing they feel at all is greed. Beneath that milky hide theres emptiness inside. I WONDER IF THEY EVEN BLEED! THEIR SAVAGES SAVAGES! - Unknown source " Why do they hide behind mask? They cant be THAT ugly!can they?" Borten Surahey Karahotudoum Trooper while overseeing IAE prisoners. The Karahotudoum and the IAE are in a state of open war, any Karahotudoum ship that detects and IAE one will attack it immediately, when enemy troops or colonies are discovered they will be fired upon and bombed, respectively. Enemy Shipping is also fair game and Karahotudoum raider fleets hunt down and attack IAE merchant vessels as often as possible. === ''' The Margan ''' === " These Primitive savages are the bane of sentient life, they must all be put to the blade. " Karahotudoum Captain before ordering an attack on Margan Positions. The Karahotudoum have been in a state of war against the Margan ever since they returned to the Epic war and countless fronts have been opening up against their empire. The Empire was totally unprepared for the incursion of the so called "Reaper fist dynasty" and several star systems were captured before Imperial intelligence could even discover "What" was silencing their border outpost. When the Empire begin engaging the Margan in convential battles the fears of having chemical weapons used against them were realized horribly thousands of troops were killed by the plagues of the Reapers before battle was even joined gas mask offered little protection. Salvation came in the form of Bionics, the poisons of the Margan were studied carefully and suitable vaccines were created. Soon troops destined for the Margan front were injected with serums that would greatly help on the front lines. In open battle Karahotudoum and reaper tactics were amazingly similar both were methodically in their campaigns and relied heavily on the use of powerful artillery. Once the Reapers initial biological attacks have ended Troopers will attempt to expel the Margan from the planet as quickly as possible utilizing large numbers of Assault infantry and shock troopers to attack the Margan lines relentlessly backed up with waves of artillery fire and seas of amour. In addition many colonies have been outfitted with powerful anti ship weaponry so as to prevent the Margan from bombarding there assaults from space once their landing parties touch down. In space Karahotudoum have an advantage, their large navy can pick off Margan vessels from a distance causing heavy damage to the slow moving Margan fleets before they can even get into range, Margan admirals have usually had to rely on superior numbers in order to force the Karem armada's to be overwhelmed by the sheer volume of ships, still these strategies work better if ground forces can keep the Margan from stripping the planet of its resources. In addition the Corvette class has taken on a new role using their speed and fire power to hunt down "Civilian" Craft during engagements in space and attack the Margan population directly. These Strategies have been met with mixed results as one Karahotudoum captain was reported saying "You win some you lose some" and the front against the reapers is still intensifying. === ''' Zaretians ''' === " The Safest place from Zaretian fire is wherever the little green shit is aiming " - Karahotdoum Veteran. " What the, that ones taking of his pants he's putting his OH HEKKESH NO! " - Karahotdoum scout observing Zaretian activity during a lull in the fighting. The Zaretian empire has been on of the Karahotdoum's main opponents, Many Campagins and Jihad's Have pushed deep into Zaretian territory but the sacrifices have been great. Most Kara's see Zaretians as primtive and unintelligent and most zaretian prisoners taken are usually executed. === ''' Asanians ''' === "Their just a bunch of filthy stinking SAVAGES SAVAGES DEMONS, DEVILS, KILL THEM! DESTROY THEIR EVIL RACE UNTIL THERES NOT A TRACE LEFT NOW WE SOUND THE DRUMS OF WAR " - Karahotdoum war chant during the Battle of Prixata. The First Contact with the Asanians was extremely violent, an Asanian force attacked a Karahotudoum colony known as Prixata and butchered the populace and most of the defense forces, who were at the last second able to get out a distress signal. High Command sent Several huge armies to Prixata and a terrible battle ensued with acts of extreme violence on both sides. The Asanians gained a reputation among the Karahotudoum for being violent and barbaric as well as extremely primitive to the point were the Homeworld Magistrate has decided to their species should be exterminated as soon as possible and has begun recruiting billions of volunteers and combat veterans from within the empire and other peacekeeper armies for a jihad into Asanian space. On the battlefield the Karahotudoum empire has, for the time being favored a defensive strategy whenever the Asanian attack. Strong lines of troopers dug into trenches with heavy support weapons, sand burms, minefields ,artillery as well as anti-orbital guns to keep Asanian cruisers from bombarding their lines from space insuring that any Asanian victories are pyrrhic at best. Colonies that have been deemed vulnerable to Asanian attack have been outfitted with large bunkers located miles underground and huge stores of food to be able to easily withstand these siege tactics enabling the Navy to formulate a proper plan of attack to relieve the planet. === ''' Biomatter ''' === " Possibly on of the best examples that the universe has untold horrors in store for us.'' - Unkown " I swear one of them was smiling and waving at me back there." Karahotdoum trooper while withdrawing from the front. "NOM NOM ON NO" The Biomatter are in the "Eyes" of the Karahtodoum are abomination and the Homeworld Magistrate has invested considerably into helping the rest of the peacekeepers exterminate them. Nearly all of the empires border colonies have been garrisoned with troops trained to fight off biomatter and specialized weapons used to take down hive ships and spores before they make orbit. Data gained from a raid on a biomatter hiveship and the IAE frigate that accompanied it. have the Karahotudoum considerable insight into the Hive's plans around the Galaxy and the Empire has, for now gained the upper hand against them with months of logistical and tactical advantage due to the knowledge of the movement of many biomatter fleets. [[File:Hand2Hand.jpg|400px|left|thumb|A small group of Margan and Karahotdoum Melee troops prepare to clash.]] == Other == === ''' Sauran ''' === " It was only a matter of time until we encounterd a race of hippies " - Karahotdoum diplomat in a private conversation with her colleagues. The Karahotudoum wish to have a very positive relationship with the Sauran, and since have openend up trade with them and attempted to share some of their technology with one another as well. The Magistrate also does not wish for the Saurans to have such close ties with the IAE either and often appeals to the Sauran Government for it to join the Peacekeepers and declare war on the IAE, or at least to break up there positive relationship. Progress with this end has been...slow. === ''' The Gronian Imperium ''' === " They should take a second to stop being so short sighted and see what the galaxy can offer them " - Captain Aluzo of the 653rd Fleet. Many of the Merchant families within the Inner sphere have seen a large amount of potential for lucrative trade with the Imperium, however due to their Isolationist nature this cannot happen until they open up their markets. The Magistrate has attempted many times to appeal to the empire to change its policies displaying the benefits of an alliance with the empire such as increased protection from various galactic threats, trade, the vast arsenal of technology available to the peacekeepers as well as helping them defeat their common enemies. not much progress has been made as the aliens prove to be incredibly stubborn. === ''' Nalstros '''=== "Prepare to be boarded, Pirate scum" Boodakai captain prior to boarding a Nalstros frigate. The Empire has seen the Nalstros as more of a nuisance then a threat most Karahotudoum border worlds are heavily militarized and most pirate lords aren’t stupid enough or don’t have to full capability to launch full scale planetary invasions that is if the colonies defenses aren’t recovering from a recent attack. Nalstros usually stick to raiding merchant vessels leading to the creation of specialized escort vessels built to counter boarding parties and out maneuver Nalstros ships. These troop include the new boodakai who have had great success in fighting back Nalstros boarders and taking over pirate cruisers despite being greatly outnumbered. ==Notable Karahotdoum== == ''' Aziz ''' == Name: Aziz "The Merciless" [[File:Aziz.png|200px|left|thumb|Aziz during the battle of Norsus]] Age: 49 Rank: Expedition Commander Notable Engaements, Battle of Weylu, Battle of Prixata, Battle of Norsus Description. Aziz entered the military at a young age, born the sun of a noblemen on a small colony in the inner sphere although his family did not have a history of serving in the military Aziz began his training for war at an early age. Traveling across the Galaxy testing himself in some of the Cosmos harshest environments. Instead of enrolling in an officer academy which would have been considerably easy to do due to his status Aziz started out as a grunt and was sent to he frontlines were he saw action against the Zaretian empire. Quickly making a name for himself for his brutality Aziz rose through the ranks until he was the Commander of the Army group. He gained the Nickname "The merciless" during a battle with the Zaretians on a jungle planet using their natural affinity in jungle combat the Aziz ordered a small force to engage the Zaretian positions, then taking the rest of the men around the Zaretian flank thus tricking the green skins into thinking that they were facing a much larger force and many of the Zaretians attempted to surrender. initially many prisoners were taken but late into the battle Aziz stopped accepting prisoners and simply ordering that all the Zaretians be killed, the battle was a massacre. Although such treatment of enemies was not unheard of in military the upper brass decided that this gave them Karahotudoum a "bad image" in the face of the other peacekeepers and had Aziz reassigned to a border outpost. Aziz complied and spent about a year on the barren moon outpost until it was attacked by IAE raiders, contact with the station was lost and a fleet was sent to investigate, once they arrived they found that the IAE attackers had all been killed, single handily by Aziz. Seeing as how his current placement was obviously a waste of his talents he was reassigned to his old unit fresh from the Zaretian campaign, the army was to be re designated as an expeditionary force. It was during this time that Aziz acquired his legendary power fist the origins of which are steeped in mystery. Aziz latest campaign was against the Warlords on Norsus once the Rach distress signal was detected Aziz and his troops were sent their to help in any way they could. Aziz lost his left hand as well as many of him men on Norsus and is currently in the protective custody of the Lumiarian empire he has not been heard form since being split of from his troops. == '''Jarak Heptdan ''' == Age: 67 Status: Traitor Notabale Engagements: Seige of Baal Jarak was born into a noble family on heavily developed planet within the Inner Sphere, born into a relatively wealthily metropolitan family. Once he was old enough Jarak started his on street gang, to the horror of his parents. He showed that he was a very adept leader even though he led by fear and with an Iron fist, often publicly beating members of the gang who disobeyed him in front of the others to prove a point or keep the others in line. His tiny group of thugs soon turned into one of the biggest crime syndicates on the planet. He was able to use his connections to worm his way into the planetary Magistrate where he could directly control much of the planets actives effectively turning the planet into a mini dictatorship. This was his first real taste of power and he loved it. Unfortunately once word spread of his actives the Magistrate sent troops to "Clean up" his administration, most of the members planetary Oligarchy were imprisoned, including Jarak. While incarcerated Jarak knew that if he wanted to make it in the universe he’d need some certain “skills” He joined the Karem Army and was assigned to one of the expeditionary fleets, being sent to a Diablonians colony called “Baal” which was under siege by force of the IAE empire, Jarak showed respectable ferocity in front of the diabs. During their stay on the planet Jarak trained there learning to move freely within the planets increased gravity and learning much about various alien cultures. As he traveled the galaxy he gained more knowledge, gained more skill. Once he decided his skill was great enough he deserted the army and became a freelance mercenary fighting for whichever side paid the most, as he gained fame he attracted a large following of likeminded mercs as well as the attention of the Karahotudoum empire who put a bounty on his head for treason. Jarak pretended disbanded his mercenary band, and went off the grid fleeing to the farthest reaches of the Galaxy away from the Epic war itself find a suitable world far away from any of the empires then engaged in the war he began adverting his planet as a peaceful utopia for those scarred by the galaxy wide conflict. Millions came but they soon learned the terrible truth the promise of utopia were obliterated, Jarak merely needed pawns to help carve out his own empire within the cosmos he was back on top again. Imperial intelligence agencies have had trouble tracking him down however there’s been news that he has had fiscal trouble of late and has joined a group known as Nova corp although not much else is known. == Military == "Sucsess in war is not measured in how many lives we lose, but how many worlds" Yokoy Seriin. ''' Army ''' The Army is by far the largest part of the Military consisting of of billions of soldiers. [[Category:Legacy Lore]][[Category:Page]] 46lrlrljhtid7wr3733bwa1a2f0v2ha Karahotdoum Theatre 0 1086 17196 17146 2021-11-17T17:33:36Z Amaker1450 26550035 17196 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= Ongoing |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> * [[Margan Empire]] (01-05 - 15-)<br/> * [[Zaretian Monarchy]] (01-)<br/> * [[Saracin Empire]] (01-10)<br/> * [[Repzork Empire]] (02-)<br/> * [[Skrey Nation]] (05-) <br/> * [[Necraal Sovereignty]] (03-)<br/> |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]]<br/> * [[Karahotdoum Empire]]<br/> |side3= |side4= |commanders1= * General Apulon<br/> * Vipenite<br/> * Grand Beyir Yalacin<br/> * Siveris Halz <br/> * Xatka Yuvaki<br/> * Bhatuzorig<br/> * Var the Stareater<br/> |commanders2= |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} == Background == == Course of the War == === Years 6-9: Karahotdoum Entry === === Years 10-12: Collapse of Pact front === === Years 13-14: Operation Counterweight === === Years 15-Onward: Margan Return === [[Category:Legacy Lore]] [[Category:Page]] quz5wdgntmt1um7824pi61c0at4o94l Karem Magistrate (Branding) 0 1535 16745 2021-05-16T01:31:50Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16745 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Kastalian 0 696 5751 2016-10-10T05:49:29Z Drag0n0us 3365896 Redirected page to [[Kastalian Survivors]] 5751 wikitext text/x-wiki #REDIRECT [[Kastalian_Survivors]] imkw9tkgtkbqi8qfxfk39l4iwt78wjk Kastalian (Branding) 0 1552 16769 2021-05-16T04:07:53Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16769 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Kastalian Survivors 0 39 17225 17224 2021-11-23T21:23:26Z HangLang 30544936 /* Biology : */ 17225 wikitext text/x-wiki [[Image:KS_WikiLogo.png|center]] {{Infobox |bodystyle = border-spacing: 4px 4px; |above = '''Kastalian Survivors''' |image = [[File:KS_Infobox.png|400px]] |headerstyle = background: {{{color|#232323}}}; color: {{{color text|#EEEEEE}}}; |header1 = ''Summary'' |label2 = Faction |data2 = Peacekeeper |label3 = Homeplanet |data3 = Vidieran ''[Destroyed]'' |label4 = Empire Goals |data4 = Universal stability and peace |label5 = Known For |data5 = Ancient technology, passive views, near-extinct species |label6 = Strengths |data6 = Powerful equipment, elite personnel, unmatched tactical superiority |label7 = Weaknesses |data7 = Minimal population, no permanent holds |label8 = Population |data8 = Under two-hundred-thousand within the connected empire fleets |header9 = ''Administration'' |label10 = Government |data10 = Meritocracy |header11 = ''Economy'' |label12 = Economic System |data12 = Barter/Trade |header13 = ''Biology'' |label14 = Lifespan |data14 = 1,000 Years average lifespan |label15 = Height |data15 = 8.5 - 9.5 feet. ''(2.6 - 2.9 Meters.)'' |header16 = ''Warfare'' |label17 = Notable Conflicts |data17 = Involved in Norsus 1 & 2 electric boogaloo whatever else we add here |label18 = Military Personnel |data18 = Approximately 98% of remaining population. |label19 = Positive Combat Situations |data19 = Raid encounters, skirmishes, hit-and-run scenarios, prepared defensive situations |label20 = Negative Combat Situations |data20 = Holdout situations, battles of attrition |header21 = ''Diplomacy'' |label22 = Alliances |data22 = N/A |label23 = Enemies |data23 = N/A |label24 = General Xenomorph Views |data24 = Positive, willing and open }} ---- == '''Summary :''' == The Kastalian Survivors, often times simply referred to as the Survivors, are some of the last members of one of the largest empires in galactic history. However, time proved against them and they were betrayed both within and without. Now a shadow of their former selves, they still seek to prove right in the universe, aiding those that cannot aid themselves and promoting positive connections and relations with and between species. Many a race has heard rumour of these near-legendary beings, and their wandering nature and monk-styled mannerisms can, and have, made even some of the most dangerous and aggressive species in the Great War lower their weapons in reverence. While not an empire in the most direct term, the Survivors roam the stars in large colony ships, often times in minimal numbers to make ease of movement possible alongside creating less attention when not. The Survivors are a dwindling species, the Kastalian race in a general decline and their participation in the war only adding to the pressure they have and feel. However, they cannot stand by while the younger races continue to rip apart the universe, and they will stand once again to bring unity and peace to the cosmos, with what little they have left. They will not go quietly into the dark. == '''History :''' == === Early === === Mid === === Late === === Great War === === The Wandering === === The Return === === Interactions with other races??? === Long as fuck so I'll probably just do specific important sections of history == '''Biology :''' == === Physical Description === Describing a Kastalian physically is not difficult. Massive avian forms, covered in a layer of short black feathers, with stripe-like streaks of white plumage along their chests, arms, and back. Large three-toed talons compliment their impressive stature, dwarfing most species not only in sheer height but overall size. Kastalians are wide, imposing individuals, with pairs of dark spines lining their back to make a set of eight. Webbed tri-fingered hands and a thick, layered beak complete their physical features, a standard that has been set longer then some species have even existed in the universe. Although many features are only noticeable by their own species, there is always an air of eerie calm and focus around them. They are remarkably intelligent creatures, even their young can make the elders of some species sound void of experience. Considered exotic by some, they can certainly bring a powerful presence into any location they reside, and often times the sight of one could be considered fortuitous, even to those that oppose their monolithic ideals. Beneath a visible examination though is the rich history of a predator, both from their home and of entire empires. While they may seem physically cumbersome and simple, this is betrayed by the millenia of evolution that they have up on other species. Their soft feathers are incredibly tough to impacts and cutting implements while remaining soft, their muscles resist impacts and provide impressive strength when needed, and their intellect is rarely matched when it comes to recollection and processing. However, these strengths come at a great cost. A single Kastalian requires centuries to reach their full potential, fostered by their long lifespan and safety in the stars. Their numbers are minimal, and their strength of mind comes with a terrible vulnerability, the greatest way to disable a Kastalian is through severing their nerve spines, a heinous act as they are one of the few things that will not regrow on their hefty frames. ==== Nerve Spines ==== One of the most noticeable aspects of a Kastalian is the rows of rubbery spines protruding from their back. Perhaps visibly strange when compared to the dark sheen of their short feathers, the spines serve an important role of processing their environment and retaining information. They act as important nerve clusters for the Kastalian, and are often treated with care as they are quite sensitive. While these spines can be retracted to reveal only a small nub in case of danger, this muffles the senses, a Kastalian would be left feeling quite slow and vulnerable when being forced to rely only on the senses from their head. These nerve spines are believed to have propogated from the Kastalian's ancestors, which were covered in massive armoured feathers as thick as bulkheads. They were suitably blind to anything that wasn't visible, and it was likely a defensive adaptation to be able to feel something crawling upon their feathers. As they adapted beyond the need of these protections, their nerve ends remained, and continued to provide information of their surroundings. Rare is any situation in which another individual is allowed to touch these, as they are the most vulnerable portion of a Kastalian's frame. While rather flexible and not easily crushed, a spine can be cut, and is excruciatingly painful for even the mildest of afflictions. Completely severing a spine is nearly always a case of unconsciousness for the Kastalian involved due to shock. Even their massive frames and mental fortitude have a weak point, and while this is an important vulnerability to anyone that wishes to do them harm, actually reaching a spine to properly damage it is the challenge. === Biological Characteristics === === Sexual Dimorphism === === What millenia of age can do === ==== Eggs ==== If an egg has been maintained properly and circumstances are right, a [[#Younglings|youngling]] cracks the egg apart with its serrated beak, though there is little else the child can do. Kastalian are born [https://en.wikipedia.org/wiki/Altricial altricial], being that they have nearly no ability to take care of themselves. Physically blind, unable to walk, and exceptionally vulnerable to the outside, they are often swaddled in cushions and blankets for several years as they complete their development. Their eyes won't open for nearly five years, and they won't be able to walk for at least ten, but they instead feel and see the world around them with the nerve spines along their back, which are already fully developed enough for them to be able to determine directions and distance of those nearby, often turning to face even if they cannot see them. At five years of age they are taken from the nursery and given to a [[#Guardian|Guardian]], who will act as their mentor until their coming-of-age ceremony. While many would consider this guardian as a parent, they have no blood relation and make note of this if it comes up. Despite this, the bond between a youngling and their guardian is exceptional, and rare are the occasions in which they will ever be separated. Every aspect of the guardian's life now involves the youngling, and they will often be granted other permissions to allow the child to experience every aspect of life on a colony ship and, rarely, beyond the ships as well. While not every guardian is good at dealing with children, there are extensive networks of support available, and most younglings during their early years are exceptionally easy to handle, rarely spending time doing much beyond sleeping and interacting with their immediate vicinity. They are often only considered a fully-fledged youngling once they reach twenty years, as by that period they can formulate sentence, structure, and understand actions and consequences. ==== Younglings ==== The life of a Kastalian is centuries in length, and this is further showcased in both the long incubation time of an egg and the extended period it takes for young to grow. A single Kastalian child is referred to as a youngling, and will be considered a child until their final coming-of-age ceremony when they reach one-hundred-fifty. While the time to reach similar milestones to other races may be greatly increased, the expectations and knowledge they retain greatly surpass their colleagues once they understand a given subject. Though like most children they are energetic and eager to see the world, the key difference is this factor remains for decades. A youngling the size of a [[Rach]] could be nearly fifty years old, and with as much experience as a typical expert in a field of any other species. They are inherently social with everything and everyone, always seeking to further their knowledge and understanding of the world around them, and it is often that younglings are While their childhood may be long, it is hardly uneventful as they are trained in nearly every aspect of maintaining their colony ships, learning the cultures and politics of other species, and even learn the art of warfare, though this is often a mature subject and not approached until they reach at least a century old. Each one is hand taught by the numerous experts available to them, extensive layers of knowledge and experience offered up through many apprenticeship methods and teachings, and many are considerably trained to handle most situations they may encounter by fifty years of age. Younglings are an exceptionally rare sight on colonies away from the nomadic fleets of the Survivors, both due to the low rate that Kastalians are able to successfully breed alongside the extensive period of time it takes to manage one of their eggs and young to an acceptable age. Few, if any environments exist that can proper facilitate such situations outside of the extensive arrays of support provided by the colony ships, and the environments are often considered quite harsh on young Kastalians due to their childlike tendencies. Those that have grown in such situations are known to be quite depressed and withdrawn, having to constantly witness either the arrival and departure of those they know, or the progressive ageing that species fall victim to over time. Few will ever understand the hardship of learning the lifestyle of a friend, playing with them as children do, but then continuing to see them grow further out of reach. They leave to work, they leave to start a family, to retire and eventually expire, and throughout the entire period the youngling has merely lost some of their down feathers, a grim situation to experience. To be a youngling is a challenging but positive task, as they are the future of this dwindling race of beings, their lifestyles and ways on the edge of fading into the dust of the stars. === A species on nomadic ships changes over time === == '''Culture :''' == ===Monking it up?=== ===Sects=== ==== Guardian ==== The Guardian sect is easily the largest sect within the survivors, comprised of almost every able bodied individual that is not directly involved with another sect. As the population is so minimal, mandatory conscription of all individuals of mature age occurs, although being willing to serve the survivors as a whole is considered a simple fact of life. Guardians perform all duties of ship maintenance and general services of life when not participating in a conflict, and the sect itself has split into numerous subsects that self maintain and promote a cohesive connection between all individuals in the survivors. The main motivations and goals of the Guardian sect is to serve as a basis for all other sects, and for the Kastalian species in general. Unity, order and knowledge dictate the actions of those participating, and guardians being this to the forefront both on and off the battlefield. Civilian duties for guardians range from mechanical maintenance to teaching their cohorts the passed down knowledge of ages. All younglings are brought up and cared for by a guardian, and it's considered a rite of passage to maintain the tradition as one ages. Beyond this, they are the farmers, the assistants and pilots, the still beating heart of the survivors as a whole, and every sect can trace their routes and heritage to the guardians of old. On the battlefield they are considered the basic infantry of the Survivors, although they are far from basic. Trained from early in their childhood, every Kastalian is expected to take up arms if they are needed, and they are properly equipped to bring the fury of the ancients on their foes. Standard equipment tends to be a full suit of powered armour, the reputation of Kastalian infantry being tough as other species tanks holding true. Dwarfing most species vehicles in sheer bulk, they hold the line and fulfilling general battlefield roles. While not being specialized they fulfilling a jack of all trades role, working with other sects to take down elements of an opposing force they cannot handle normally. ==== Sentinel ==== ==== Architect ==== ==== Templar ==== Templars were officially the first militarized sect of the Survivors, although they were not considered standard until two generations after the Architect sect was officiated. Templars are one of the more common specialized sects as well, primarily due to their icon as the challenge to other races heavy threats. Vehicles, infantry swarms, even aircraft and low orbit ships are considered targets for a properly equipped Templar, and many an opponent has mistaken how much firepower they bring to the field. ==== Partisan ==== ==== Bane ==== === What it's like being a dying species === === Ancient ethics === === Colony Fleets === === Terminus Survivors === == Military == ===Infantry=== ====Guardian==== [[File:LangsPlaceholder.png|thumb|right|Guardian shooting lasers. (placeholder)]] :'''"The first, and the last. A guardian is the step before oblivion, and the last gasp of our time. I am pained that they must serve, but we have little choice but to do so." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ====Templar==== [[File:LangsPlaceholder.png|thumb|right|Templar getting set up. (placeholder)]] :'''"A reminder of what we were before. Templars were the few warriors, the few that wished to fight. And so they fought, setting the sky alight and leaving our enemies with only fear within." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ====Partisan==== [[File:LangsPlaceholder.png|thumb|right|A pair of Partisans preparing to engage an army. (placeholder)]] :'''"What we can achieve is immeasurable, but our time is little. Alone, we are swallowed by the dark, but together, we are more than has ever been seen by the stars." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ====Sentinel==== [[File:LangsPlaceholder.png|thumb|right|A Sentinel standing guard over its Luminarian charge, the devastation of an orbital barrage around them. (placeholder)]] :'''"Purity of self. Purity of purpose. The true feeling of safety, more than any that can be expressed. A life encasing another life, solely dedicated to its preservation." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ====Architect==== [[File:LangsPlaceholder.png|thumb|right|An Architect going over rapid construction plans to create a chokepoint during a precision strike operation. (placeholder)]] :'''"What is a miracle, if life itself is not? Seek not the end of one, but the beginning of many." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ====Vigilant==== [[File:LangsPlaceholder.png|thumb|right|A Vigilant plotting advance routes, watched over by its XYZ mech and drone support units. (placeholder)]] :'''"We will not go quietly into the dark of night. For every step they take, they will understand what we have lost. Tell me when the night is come." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ====Herald==== [[File:LangsPlaceholder.png|thumb|right|A Herald showcasing the technological peak it wields, shutting down a high ranked foe. (placeholder)]] :'''"We believed ourselves to be gods, only to fall. However, we have not fallen as far as they wanted." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ====Juggernaut==== [[File:LangsPlaceholder.png|thumb|right|. (placeholder)]] :'''"We believed ourselves to be gods, only to fall. However, we have not fallen as far as they wanted." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ====Bane==== [[File:LangsPlaceholder.png|thumb|right|A Bane showcasing its superiority over the younger races and their audacity. (placeholder)]] :'''"A deadly serenade. A different appearance. All good forsaken, leave nothing but the sweetness of raging thunder." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ===Mechanized (Terrestrial)=== ====Criterion Multi-Support Carrier==== [[File:LangsPlaceholder.png|thumb|right|A Bane showcasing its superiority over the younger races and their audacity. (placeholder)]] :'''"Seek out the angered, the pained, the lost. We give them our steps, if only to watch them surpass us in the search for the light." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Kastal landing vehicle, support vehicle, hauling vehicle, etc. Basically one of their mainstays for general work. Can be outfitted with weapons, or just used to transport or haul things.'' ---- ====Flare Rapid Engagement Unit==== [[File:LangsPlaceholder.png|thumb|right|A Bane showcasing its superiority over the younger races and their audacity. (placeholder)]] :'''"Seek out the angered, the pained, the lost. We give them our steps, if only to watch them surpass us in the search for the light." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Kastal landing vehicle, support vehicle, hauling vehicle, etc. Basically one of their mainstays for general work. Can be outfitted with weapons, or just used to transport or haul things.'' ---- ====Angel Eternal Engagement Suit==== [[File:LangsPlaceholder.png|thumb|right|A Bane showcasing its superiority over the younger races and their audacity. (placeholder)]] :'''"This world is but one of many. The light may be dark, but we are never truly lost in these skies, and our brethren return with a vengeance." '''EVERYTHING HERE IS LOREM IPSUM FOR PLACEHOLDER''' ''Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Volutpat diam ut venenatis tellus in metus vulputate eu. Faucibus a pellentesque sit amet porttitor eget dolor morbi. Vel fringilla est ullamcorper eget. Tellus integer feugiat scelerisque varius morbi enim nunc. Viverra vitae congue eu consequat ac felis donec et. Magna sit amet purus gravida quis blandit. Lobortis scelerisque fermentum dui faucibus in. Ut enim blandit volutpat maecenas volutpat. Est ultricies integer quis auctor elit sed. Id donec ultrices tincidunt arcu non sodales neque sodales. Dui faucibus in ornare quam viverra orci sagittis eu. Ac tortor vitae purus faucibus ornare suspendisse sed nisi. Est pellentesque elit ullamcorper dignissim cras. Lectus proin nibh nisl condimentum id venenatis a. Vel pretium lectus quam id leo in vitae turpis massa. Tempus urna et pharetra pharetra massa massa. Mauris cursus mattis molestie a iaculis. Ut ornare lectus sit amet est. Gravida rutrum quisque non tellus. A diam sollicitudin tempor id eu. Volutpat lacus laoreet non curabitur gravida arcu ac. Pulvinar elementum integer enim neque volutpat ac tincidunt vitae. In iaculis nunc sed augue lacus viverra vitae congue eu. Fermentum posuere urna nec tincidunt praesent semper feugiat nibh. Cras sed felis eget velit aliquet sagittis id consectetur. Arcu bibendum at varius vel pharetra vel turpis. Sagittis purus sit amet volutpat consequat mauris nunc congue nisi. Cursus in hac habitasse platea dictumst quisque sagittis purus sit. Vehicula ipsum a arcu cursus vitae congue mauris rhoncus aenean. Gravida dictum fusce ut placerat. Faucibus turpis in eu mi bibendum neque. Pretium aenean pharetra magna ac placerat. Dignissim enim sit amet venenatis urna cursus. Elementum nibh tellus molestie nunc non. Scelerisque felis imperdiet proin fermentum leo. Arcu felis bibendum ut tristique et. Pretium vulputate sapien nec sagittis aliquam malesuada. Mauris rhoncus aenean vel elit scelerisque. Lectus quam id leo in vitae. Neque volutpat ac tincidunt vitae semper quis lectus nulla at. Magna fermentum iaculis eu non diam. Purus faucibus ornare suspendisse sed nisi lacus sed viverra. Scelerisque in dictum non consectetur a erat nam at.'' ---- ===Mechanized (Supernal)=== == Individuals of Note == === Vesteras === === Vael === === Senedis === === Kell === == Dissidents == == Headline text == ---- To do : - Summary - Header and indicia - Brief history - Brief biology - Relations - Military - Significance and role in war - Terminus Survivors??? [[Category:Peacekeepers]][[Category:Page]][[Category:BrandingHold]] lynga9jw029jerxcbo1w637mmkideve Kentaurs Sector 0 1597 18221 18220 2022-04-15T21:27:51Z Amaker1450 26550035 /* List of States & Territories */ 18221 wikitext text/x-wiki == History == === Ancient Era === === Modern Era === ==== Great War ==== == Astrography == The Local Sector is composed of numerous [[Astrography#Taxonomy|clusters]]. These include, but are not limited to: * [[Sedramitan Threshold]] * [[Golver Expanse]] * Newverian Demilitarized Zone* == Demographics == ===List of Sapient Species=== {| class="wikitable" ! Name ! Taxonomy ! Homeworld |- |Aumpnuuk |Amphibian |N/A |- |Arkevon |Reptilian |Vokstan |- |Asanian |Amphibian |Tornash |- |Barrakru Kaat |Mammalian |Kaat |- |Barralos |Mammalian |Drok |- |Brathumis |Mammalian |Dothdremas |- |Bulorian |Avian |Bulor |- |Chiv |Insect |Ghi |- |Croylarys |Mammalian |Croylar |- |Chromorum |Reptilian |Chromis |- |Dagorro |Amphibian |Dagorro |- |Delani |Mammalian |Demosrakus |- |Diab |Mammalian |Diablos |- |Doraman |Reptilian |Aserai |- |Euskanian |Mammalian |Euskana |- |Filiot |Amphibious |Iobei |- |Ge'Va |Mammalian |Tornash |- |Gurzzen |Mammalian |N/A |- |Hoosor |Insectoid |N/A |- |Human |Mammalian |Earth |- |Hyfon |Reptilian |N/A |- |Ic-Shan |Mammalian |Nabor-ran |- |Izahk |Avian |Izaketh |- |Jalari |Mammalian |Uulth |- |Jaset |Reptilian |Nathazk |- |Kaia |Mammalian |N/A |- |Kastalian |Avian |Vidieran (Destroyed) |- |Karahotdoum |Mammalian |Karem |- |Kyran |Mammalian |Kyra |- |Margan |Mammalian |Marga (Destroyed) |- |Nalstros |Cephalopod |Holstros |- |Nepharian |Insectoid |N/A |- |Nesaprosia |Insectoid |Nemressia |- |Neziim |Reptilian |Ilsur |- |Rach |Reptilian |Norsus (Destroyed) |- |Reevit |Insectoid |Viital |- |Renduura |Amphibian |Rengaris |- |Sauran |Reptilian |Aradan |- |Subturgen |Mammalian |N/A |- |Umagra |Mammalian |Imag |- |Valdar |Synapsid |Ulra |- |Vechtramil |Mammalian |Vechtra |- |Vikkurl |Synapsid |Ivn[*] |- |Voon |Insect |Drok |- |Xio |Reptilian |Uulth |- |Yugadd |Insectoid |Kegudd |- |Zaretian |Reptilian |Zartar |- |Zenura |Cephalopod |Folom |- |Zomali |Amphibian |Zomala |- |Zulvokaria (Zn) |Reptilian |Zanforrin |- |} == Political Astrography == === List of States & Territories === {| class="wikitable" ! State ! Capital ! Government ! Leader(s) |- |Asanian Syndicate |Tornash |Corporacracy |Mixed |- |Barrakru Kaat |Barrakru | | |- |Doramis Monarchy |Aserai |Monarchy |King Gatoris |- |Empire of Diablos |Diablos |Polycracy |Elder of Diablos |- |Holy Nephani Mandate |N/A (Outside of sector) |Republic |Tau'Lackren |- |IAE |Euskana |Representative Republic |Iralo Ezori |- |Kastalian Survivors |N/A (Migrant fleet) |Meritocracy | |- |Karahotdoum Empire |Karem |Oligarchy |Karem Magistrate |- |Margan Dynasties |Holy Thereia |Absolute Monarchy |High Priestess |- |Nuveria Federation | |Federation | |- |Rach Cabal | | | |- |Sauran Solidarity |Aradan | | |- |Telkevan Union |Valakar Station |Stratocratic federation |Tarsovis Visaria |- |Transmetallic Confederation |Zanforrin |Meritocratic stratocracy |Triad |- |Vechtramil Directorate | |Directorate |Rialto |- |Vikkurl Sovereignty | | | |- |Xiongul Confederacy |Uulth |Confederacy | |- |Zaretian Monarchy |Zartar |Absolute Monarchy |Breys |- |} === List of Intergovernmental Organizations === ==== Peacekeeper Alliance ==== ==== Warlord Pact ==== ==== Anti-Chytrid Task Force (ACTF) ==== === Nova Corporation === ===Notable Locations=== [[Category:Page]][[Category:Locations]][[Category:BrandingHold]][[category:Public Access Page]] 20318149nnz2gbpng6bj19unzp3esy1 Keros Offensive 0 1319 15657 13732 2021-02-24T01:08:30Z Amaker1450 26550035 Redirected page to [[Operation Thaelvak]] 15657 wikitext text/x-wiki #REDIRECT [[Operation Thaelvak]] j4s1r8q183r5eyyjo5ha3s24duwblsl Ketekan Diplomacaries 0 878 8559 8555 2019-01-18T20:22:12Z Amaker1450 26550035 Adding tags for organizational purposes. 8559 wikitext text/x-wiki Placeholder for the Syndicate company, Ketekan Diplomacaries. [[Category:Page]][[Category:Asanian Syndicate]] panjqu3hck6rod10vr0gkg4xi4rg8eq Kleinos 0 1573 17038 2021-11-08T02:53:50Z Corv 30641571 Redirected page to [[Named Planets#Kleinos]] 17038 wikitext text/x-wiki #REDIRECT [[Named_Planets#Kleinos]] [[Category:Planets]] ltvedd112e8tsdbtowaoiuusrqdj3jr Korvar 0 825 7422 2018-03-25T20:20:07Z Amaker1450 26550035 Redirected page to [[Repzork Empire]] 7422 wikitext text/x-wiki #redirect [[Repzork Empire]] 9i5dmhjpr3p0dttdalldsmwqr8ax9nu Korvar Empire 0 605 7423 4977 2018-03-25T20:20:41Z Amaker1450 26550035 Redirected page to [[Repzork Empire]] 7423 wikitext text/x-wiki #REDIRECT [[Repzork Empire]] mkgnccqmjv6swwsmfe0wymihrt4lfdl Korvar Military 0 614 5184 5182 2016-07-09T20:19:18Z Amaker1450 26550035 Redirected page to [[Galderan Armed Forces]] 5184 wikitext text/x-wiki #redirect [[Galderan_Armed_Forces_]] jw3xxoks1xesj166t82qh62v3236avx Korvarian Empire 0 604 1930 1928 2014-07-30T20:40:37Z Amaker1475 3369066 Redirected page to [[Korvar Empire]] 1930 wikitext text/x-wiki #REDIRECT [[Korvar_Empire]] 4pxe435r48z4s8xcf2x833sgplc08va Kovas 0 576 5155 5147 2016-07-08T19:00:27Z Amaker1450 26550035 Redirected page to [[Kovas System]] 5155 wikitext text/x-wiki #Redirect [[Kovas_System]] jy2eesns2fu0d5wm98i90sjqcofl2bd Kovas System 0 671 14085 12003 2020-08-28T17:53:25Z Amaker1450 26550035 Replaced content with " [[Category:Amaker]][[category:Systems]][[Category:Locations]][[Category:Page]]" 14085 wikitext text/x-wiki [[Category:Amaker]][[category:Systems]][[Category:Locations]][[Category:Page]] l6sn3sv1f0k68cjsw6vjcigvia3eb3b Kurultai 0 1610 18360 2022-05-18T00:18:42Z Amaker1450 26550035 Created page with "=== Member States === ==== Triad ==== ===== Ulthubag ===== ===== Jangzhim===== ===== Khonghan ===== ==== Minor States ==== ===== Tazorag ===== ===== Otguhl ===== =====..." 18360 wikitext text/x-wiki === Member States === ==== Triad ==== ===== Ulthubag ===== ===== Jangzhim===== ===== Khonghan ===== ==== Minor States ==== ===== Tazorag ===== ===== Otguhl ===== ===== Tulbok ===== ===== Khonghan ===== ===== Hiyalu===== o64ghgn8tvtyjt0l6mre4imwjzojlch Kusheen Empire 0 1052 13866 13864 2020-08-07T22:04:24Z Amaker1450 26550035 /* Present day */ 13866 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = The Kusheen Empire |image = [[File:meow.png|225px|]] |caption = ''meow bitch'' |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label3 = Years Active as an Interstellar Race: |data3 = |label4 = Philosophy |data4 = |label6 = Faction: |data6 = [[: Catagory: Third-Party Races | Third-Party Races]]<br /> |label7 = Home Planet: |data7 = [[Kusheenus]] |header11 = Governing Body |label12 = Central Government |data12 = Military Dictatorship(Former) Stratocracy(Current) |label13 = Current Ruler: |data13 = Gorge Von Khat |label18 = Currency: |data18 = Nibs(Planatary), Credits, Revnic(After vassalization) |header26 = Diplomacy |label27 = Allies: |data27 = [[The Remusian Republic]] |label29 = Enemies: |data29 = [[The Collection]] }} The Kusheen Empire are an interstellar empire who are the client state of the [[The Remusian Republic]]. In the past their former government led them as a military dictatorship, effectively declaring war on anything that moves. After the Remusian led [[Kusheen Campaign]] and the [[Kusheen Coup]], the government has become more akin to a stratocracy, with supervision from the Republic. Despite their cute appearance, they are very aggressive and militaristic, which lead to them starting the Kusheen Conflict with the Republic. Seeking an oppertunity to claim a newly established race, the Kusheens thought the conflict would be an easy win. Despite initial success in Remusian Space, the Kusheens suffered a loss that ultimatly resulted in the vassalization of thier small empire to the Republic after the creation of the Military Codex. = General Information = The Kusheen Empire is a race of large, grey bipedal space cats that neighbor the [[Remusian Republic]]. Despite their cute appearance, they are very aggressive and militaristic, which lead to them starting the Kusheen Conflict with the Republic. More recently, they have begun to become less aggressive as per the reformation of their former government. == Culture == The Kusheens Empire is more or less a large warrior clan. Combat and battle has remained an important aspect of their culture for generations, but has led to them being prone to aggressive tendencies and behaviors. In practise the Kusheens have always focused on melee and CQC related combat, but after their defeat in the [[Kusheen Campaign]] they have shifted their focus to be of a more mixed approach. = Government = For much of the Kusheen's early civilized and spacefaring days, they were predominantly run my a military dictatorship, who ran the Empire in a very strict manner. Propaganda to support the government and oppose opponents was a key part of the government, as well as censoring things the government did not want their populace to see. Unless they were at war with that particular race, the existence of other empires was often suppressed or censored as well. In the past there has always been some form of resistance to the overcontrolling government, riots are very commonplace but were dealt with by their Kusheen Government Police force, often resulted in heavy casualties and fatalities. With the presentation of a war against another large space power, the resistance leader, Gorge Von Khat, launched a full scale coup d'état against High Command, and was successful. Some of this success is leant to conspiring with the Republic to Jointly take down and eliminate High Command. Von Khat would become to new High Councillor for the Kusheens, and start leaving behind the old path of continuous bloodshed. == Vassalization == After the Kusheen Campaign and the the successful coup d'état, The new High councillor Gorge Von Khat has reformed the government to be more like a stratocracy, keeping true to the Kusheen's military focus. However, an Vassal state agreement was signed between him and [[The_Remusian_Republic#Vithem_Templesmith|Vithem Templesmith]] to allow the Republic to monitor them, while also assisting them monetarily and militarily upon request. The republic has allowed the Kusheen's to mostly operate independently provided they tone down their previous aggressiveness they demonstrated in the past. = Present day = Currently the Kusheens are recovering from the long war with [[The Collection]], and continue to aid the Republic as Vassals. Citizens of the two empires are very amicable with each other, but there remains a general distrust between the two governments. [[Category:Tertiary Powers]][[Category:Page]][[Category:Factions]] r39ifhx0bip16aqc0dvffxlid01pkh8 LNBs Claymore 0 989 17111 11970 2021-11-17T03:26:27Z Amaker1450 26550035 17111 wikitext text/x-wiki {{ShipInfo | image = [[Image:Claymore.jpg|400px]] | name = Claymore-Class Battleship | role = Heavy Command Battleship | built = [[Sirdariim shipyards]] | length = 5.6km | 1stapp = Luminarian Schism | inservice = Luminarian Schism - Present | race = [[Luminarian Rebels]] | preceded = [[LNBs Relentless]] | succeeded = [[LNBs Herrscherin]] }} {{Quote|Our sharpest sword|Admiral Cyrillus}} ==Development== ===Origin=== ===Project LONGSWORD=== ===Finalized Prototype=== ===Production=== ==Armaments== ===Block 1=== {| class="wikitable" ! Weapon Type ! Amount |- | [[Prominence SuperHeavy Beam (Luminarian)|Prominence SuperHeavy Beam ]] | 1 |- | [[Radiance Heavy Beam (Luminarian)|Radiance Heavy Beam ]] | 1 |- | [[BlazeFire Beam (Luminarian)|BlazeFire Beam]] | 4 |- | [[Blizzard Heavy Plasma Cannon]] | 10 |- | [[MK50 Railgun]] | 4 |- | [[CloudBurst Flak System]] | 28 |- | [[Interdictor CIWS]] | 38 |- | [[Trampler Torpedo Battery]] | 14 |- | [[Vector Interceptor Launch Ports]] | 20 |} ===Block 2=== {| class="wikitable" ! Weapon Type ! Amount |- | [[Prominence SuperHeavy Beam (Luminarian)|Prominence SuperHeavy Beam ]] | 1 |- | [[Radiance Heavy Beam (Luminarian)|Radiance Heavy Beam ]] | 1 |- | [[BlazeFire Beam (Luminarian)|BlazeFire Beam]] | 8 |- | [[Blizzard Heavy Plasma Cannon]] | 10 |- | [[Solaria Medium Beam]] | 8 |- | [[Hailstorm Plasma Pulse Cannon (Luminarian)|Hailstorm Plasma Pulse Cannon]] | 28 |- | [[Icicle Plasma Repeater]] | 38 |- | [[Trampler Torpedo Battery]] | 14 |- | [[Vector Interceptor Launch Ports]] | 20 |} [[Category: Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] bngp8kupz9673pkybv3f8fguo8l88sh LNBs Herrscherin 0 1000 17110 11971 2021-11-17T03:26:23Z Amaker1450 26550035 17110 wikitext text/x-wiki {{ShipInfo | image = [[Image:Herrscherin.jpeg|400px]] | name = Herrscherin-Class Battleship | role = Strategic Command Battleship | built = [[Sirdariim shipyards]] | length = 3.9km | 1stapp = Operation NightFire | inservice = Post 2nd Norsus - Present | race = [[Luminarian Rebels]] | preceded = [[LNBs Claymore]] | succeeded = N/A }} {{Quote|Crowned in the name of the primodials, the Queen descends from the void, our foes beware.|Speaker for the Council Gosaval}} The Herrscherin-Class (Translated from an old Luminarian word) is a 5th-Generation Strategic Battleship. The Herrscherin-Class was constructed as part of the [[Quantum Strategic Integration Refit]] to replace the [[LNBs Claymore]]. It has a typical complement of 6500 personnel, with 1400 required to support the hangar bay. The Herrscherin-Class was designed to dominate the post-2nd Norsus battlespace, utilizing cutting edge technology such as the [[VERDRANGEN Quantum Barrier]] and [[REPUDIUM Electronic Warfare Suite]] to negate Margan Shock Jump attacks and Zaretian ECM disruption. It is also equipped with a plethora of "Over-the-Horizon" weaponry such as [[Meridian Quantum Torpedos]] and the [[Selah SuperHeavy Quantum Beam]], allowing it to strike multiple targets regardless of its location within the star system at a much greater rate than its predecessors. The huge costs taken to produce a single Herrscherin-Class have heavily limited its production. Navy analysts believe that mass production of Herrscherin-Class Battleships will take a long time before it's viable. ==Development== ===Origin=== After the [[2nd Battle of Norsus]], the Luminarians faced 2 major threats in the form of a resurgent Zaretian Navy and the Margan reappearance. Despite the huge technological advancements made during the interim period, Luminarian ships were still threatened by Margan hunter-killer teams, backed up by devastating Zaretian ordinance and strikecraft. Once able to constantly deploy ships without fear of retaliation, Luminarian commanders are now having their ship deployments limited, or risk losing assets. This would be reinforced during the 2nd Battle of Norsus, where even a [[LNBs Claymore]] Block II can be taken out by a dedicated warlord hunter-killer team. What was needed was a way to engage and destroy these hunter-killer teams before they could strike or alternatively adequately protect ships from the first salvo and provide them enough time to strike back. Additionally, the [[Luminarian Navy]] needed a way to also heavily limit Warlord ship deployments, to negate their numbers advantage. Alongside the general upgrade of 3rd and 4th Generation ships as part of the [[Quantum Strategic Integration Refit]], new ships would be developed to adapt to the changing battlespace of the Post-2nd Norsus era. ===Project MONARCH=== One such design was codenamed MONARCH and was helmed by Admiral Cyrillus and the [[Quantum Analysis Wing]] with support from the [[Strategic Research and Analysis Wing]]. Intended to supplement and eventually replace the [[LNBs Claymore]], the Herrscherin was designed to resemble the Claymore in both weaponry and role. Its basic hull shape is extremely similar to the Claymore's, including turret mount spots and beam cannon locations. However, it's internal structure is radically different, accounting for 5th Generation systems and improvements in damage control. The project set out to utilize as much cutting edge systems to future proof the ship as much as possible. However, in contrast with the 5.6km long Claymore, the Herrscherin 's hull length measures at 3.9k, owing to improvements in 5th Generation plasma beam construction. There has been debate amongst the design committee to upscale the hull to match the Claymore's to allow the fitting of more defensive systems and weaponry. However, due to exponentially rising costs, the debate was ended. ===Finalized Prototype=== The finalized prototype would be armed with a plethora of 5th-generation weapons. Armed with a single [[Selah SuperHeavy Quantum Beam]], 6 [[Caelestis Heavy Quantum Beam]]s and 20 [[Kaustos Quantum Beam]]s provide the Herrscherin with an immense amount of firepower unseen by any ship in the Zaretian front (not counting Battlestations), making it a tactical and strategic nightmare. An ER point defense suite provides the Herrscherrin with the ability to suppress hostile strikecraft at twice the range of existing 4th-generation ships. All those weapons are powered by an integrated power system fed by multiple redundant reactors. The Herrscherin's power grid can overload systems ranging from sensors to weapons, allowing for tactical adaptability in different combat environments. Buttressed electronic countermeasures managed by a [[PRAECIS Combat Management System]] and [[REPUDIUM Electronic Warfare Suite]] degrade and hinder opposing weapons and sensors, ranging from capital-grade beam weapons, down to the basic missiles utilized by strikecraft. That same power system feeds an experimental quantum drive that provides the instant transition a quantum gate provides but without the need for a launch gate and a receiving gate. The Herrscherin also uses the tried and tested FORESIGHT strategic communications and sensor fusion, allowing for networked combat battle group coordination in non-permissive comm environments. Defensively, Herrscherin sports the 5th Generation [[ERINNERN Quantum Displacement Field]], capable of neutralizing hostile warheads and safely eliminate point defense busting munitions at a greater distance than typical interceptor missiles. A [[VERDRANGEN Quantum Barrier]] can completely nullify fire from a single side of the ship, while any remaining weapons are interdicted by [[KUKLOS Multilayered Shielding]] and the [[PROPHULAKTIKOS Active Armor Suite]]. Its Hangar bay can support up to 30 [[LNCv Maelstrom]]s or 120 [[LNF Orphidan]]s The first OPEVAL deployment of the Herrscherin-class was conducted by the lead ship, the [[LNBs Suzerain]] during Operation NightFire. ===Production=== Mass production of the Herrscherin-class has met a number of problems. These include its immense cost as well as 5th generation system bugs that have not been fixed. Until then, the Claymore still continues to be the main heavy capital ship the [[Luminarian Navy]] fields. ==Armaments== ===Standard=== {| class="wikitable" ! Weapon Type ! Amount |- | [[Selah SuperHeavy Quantum Beam (Luminarian)|Selah SuperHeavy Quantum Beam ]] | 1 |- | [[Caelestis Heavy Quantum Beam (Luminarian)|Caelestis Heavy Quantum Beam ]] | 6 |- | [[Kaustos Quantum Beam (Luminarian)|Kaustos Quantum Beam]] | 10x2 |- | [[Glacier Plasma Pulse Cannon (Luminarian)|Glacier Plasma Pulse Cannon]] | 6 |- | [[Talon AAA Beam Block II]] | 26 |- | [[Hailstorm Plasma Pulse Cannon (Luminarian)|Hailstorm Plasma Pulse Cannon Block II]] | 16 |- | [[Icicle Plasma Repeater Block II]] | 26 |- | [[Meridian Torpedo Battery]] | 6 |- | [[Vector Interceptor Launch Ports]] | 24 |} [[Category: Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] imj1y1amhror2b4f4w6mpic0keiojvv LNBs Unyielding 0 1007 9662 2019-06-30T11:55:40Z Kylelck 30541006 Kylelck moved page [[LNBs Unyielding]] to [[LNBs Unyielding (BB-4)]]: Added ship registry 9662 wikitext text/x-wiki #REDIRECT [[LNBs Unyielding (BB-4)]] o90zg107b3dxklc7yffh7ma0em0ytax LNBs Unyielding (BB-4) 0 888 17109 11972 2021-11-17T03:26:21Z Amaker1450 26550035 17109 wikitext text/x-wiki {{ShipInfo | image = [[Image:LNBs_Unyielding.jpeg|400px]] | name = LNBs Unyielding | class = [[LNBs Claymore | LNBs Claymore Block 3]] | 1stapp = Luminarian Schism | inservice = Luminarian Schism - Present | faction = [[Luminarians]] | commander = Admiral Aslai | fate = Survived 2nd Battle of Norsus }} The LNBs Unyielding is the flagship of the Luminarian Navy's 2nd BattleFleet under the command of Admiral Aslai. A Claymore-class Battleship, she was the 4th of the first 5 Claymore class battleships to be launched. She participated in more major actions of the [[Great War]] against the [[Zaretian Monarchy]] than any other Luminarian ship. These actions included several engagements against Monarchy sector HQs in the Zaretian campaign, the [[Battle of Rigni]], the [[Attack on Nu-Zartar]], and the [[2nd Battle of Norsus]]. She also has the most capital ship kills amongst the Luminarian Navy and on several occasions during the conflict, the Zaretians announced that she had been destroyed in battle, inspiring her nickname "Spectral Blade". ==Construction and Commissioning== The fourth battleship of the Claymore-Class, the Unyielding was launched during the Schism. Assigned to Battlegroup Telethia of the 2nd Battlefleet under then Rear Admiral Aslai, the Unyielding would serve alongside then 2nd BattleFleet's flagship, the LNBs Magnificient. ==Service history== ===Luminarian Schism=== During the schism, the Unyielding would serve as 2nd BattleFleet's counter to the threat of the Empire's Battlestation. The Unyielding would engage the Battlestation many times over the course of the Schism. Only until the [[Defense of Akkada-2]] would the Unyielding score her first victory against the Battlestation. The Unyielding also participated in the [[Battle of Luminaria]], the final battle in the war. She would take over the position of 2nd BattleFleet's flagship after the destruction of the LNBs Magnificient. ===Zaretian Campaign=== The Unyielding would take to the forefront once again during the Zaretian campaign. Admiral Aslai's tactics often put her right in the middle of enemy formations, forgoing the escort that Luminarian doctrine requires in order to spearhead offensives. However, this operational tempo comes at a high price, both in terms of personnel and logistics, and she was almost destroyed during the Battle of Rigni. After a few months in the fleetyards after the Battle of Rigni, the Unyielding was upgraded to Block 2 standards just in time for the [[Battle of Nu-Zartar]]. The Unyielding would be credited with the kills of the Galaxy-Class Battleships, ZMS Tempest, ZMS Vengence and ZMS Shredder along with countless Cruiser kills, shattering the Monarchy's presence within the region. ===2nd Battle of Norsus=== When the 2nd Battle of Norsus commenced in earnest, the Unyielding was at the forefront of many Luminarian offensives, such as the Battle of the Norsus sector HQ. Dueling with the ZMS Bloodhound and ZMS Varthos's Fist, the Unyielding managed to fend off both Battleships allowing for the invasion to proceed. After many operations against the warlord forces after the Margan Reappearance, the Unyielding would later be ambushed by a Margan hunter-killer team. Although managing to fight off her attackers, Admiral Aslai judged the damage to be too extensive and pulled the Luminarians out of the 2nd Battle of Norsus. ===Present=== Currently, the Unyielding has completed the upgrade to block 3 standards and is once again on the frontlines. [[Category:kylelck]] [[Category:Luminarian Ships]] [[Category:Luminarian Named Ships]] [[Category:Page]] [[Category:Legacy Lore]] adxqmgxsbv8i3qe5sbfrg8zl196iqzf LNC Dauntless 0 911 17108 11973 2021-11-17T03:26:16Z Amaker1450 26550035 17108 wikitext text/x-wiki {{ShipInfo | image = [[Image:DauntlessCombat.jpeg|400px]] | name = Dauntless-Class Cruiser | role = Strike Cruiser | built = [[Sirdariim shipyards]] | length = 1.4km | 1stapp = Operation Dynamo | inservice = 2nd Battle of Norsus - Present | race = [[Luminarian Rebels]] | preceded = [[LNC Halcyon]] | succeeded = N/A }} {{Quote|Smart, Agile, Adaptable|Captain Numoz}} The Dauntless-Class is a 4th-generation strike cruiser. It is the first ship class in the [[Luminarian Navy]] to adopt the next generation adaptive nanomesh defense alongside the upgraded FORESIGHT strategic communications and sensor fusion. It has a complement of 1000, with 700 crew required to keep the ship running and the remaining 300 crew to support the hangar bay. The Dauntless class served as a testbed for some experimental technology, although not to the same extent as the [[LNCv Maelstrom| Maelstrom-Class]]. Lessons learned from the construction and design of the Dauntless would be used for the upgrade and refits of Schism era ships like the [[LNBs Claymore]] and [[LNC Oculus]]. The Dauntless-Class would begin its OPEVAL period after the [[Attack on Nu-Zartar]], participating alongside the 2nd BattleFleet during the [[2nd Battle of Norsus]]. The Dauntless-Class would officially begin mass production and integration within all BattleFleets during the 2nd Battle of Norsus. ==Development== ===Origin=== Lessons learned during the Schism and Zaretian Campaign would show that the lethality of the current battlescape made frigates unviable for the role of frontline combatant. Cruisers are now the frontline combatant for many races, their versatility, firepower, and survivability have allowed them to thrive in the current battlespace. However, the [[LNC Oculus]] could not fulfill the role of a frontline combatant, as it was designed as a rear line combatant, that role would fall upon the aging [[LNC Halcyon]], a pre-schism era ship that despite the many refits, was not flexible enough for the current naval doctrine. 6 years after the first battle of Norsus, Admiral Zircha formally requested for a next-generation frontline combatant. The new ship had to be capable of fulfilling multiple mission profiles, able to operate independently for long periods of time and also capable of serving as part of a battlegroup as well as being tactically flexible and mobile. ===Project GLADIUS=== A team from the [[Luminarian Naval Design Bureau]] would undertake the project under the codename GLADIUS. The design requirements were both vague and flexible, leading the team to draw inspiration from the [[LNBs Claymore]]. Many design philosophies utilized when designing the Claymore would be used during the design of the Dauntless. The team had already identified several key features the Dauntless needed to have to fulfill Zircha's requirements *A powerful torpedo salvo to allow the ship a long-range attack option *Strong front facing beam weaponry to allow it to serve in a shock jump capability *Large amounts of Plasma Pulse Cannons to allow it to deal with multiple types of hostiles *A hangar bay to allow it to run its own strikecraft escort *An intrasystem subspace drive for tactical mobility within a star system The proposed design would actually be a scaled down Claymore, which was approved by Admirals Zircha and Cyrillus. Prototype vessels would be constructed and finalized after the Attack on Nu-Zartar. ===Finalized Prototype=== Initial OPEVAL tests against Zaretian Monarchy ships proved promising. Considered one of the smoother OPEVALs, with only a change to elevate the front plasma pulse cannons to add their firepower to a shock jump. The resulting ship would be primarily armed with 2 ER Spinal beams on the front, secondary armament would be 7 QuickFire Beams, tertiary armaments would consist of 10 plasma pulse cannons, 7 small plasma pulse cannons. Long Range Firepower would consist of 5 torpedo launch bays, giving the Dauntless an opening salvo of 20 torpedoes. Point Defense would be geared towards warhead interception, with Pulsar AAA beams littered all over the ship, alongside Plasma Repeaters. All in All, the Dauntless could fulfill multiple mission profiles just through its weapons alone. To further enhance it, the Dauntless has a hangar bay that can contain 35 [[LNF Orphidan]]s, allowing it to run its own escort or deploy its fighters to support other friendly ships. ===Production=== During the 2nd Battle of Norsus, Mass production of the Dauntless Class was undertaken by [[Sirdariim shipyards]]. The prototype vessels were kept by 2nd BattleFleet, where they saw action during the 2nd Battle of Norsus. Data gathered from those vessels would prove instrumental for the preparation of the block 2 upgrades. ==Variants== ===SOC Variant=== Much like its smaller cousin the [[LNFg Vigilant]], the Dauntless would be one of the few ships that are in use by [[Special Operations Command]] due to its versatility. The SOC variant reduces the ship's shield generators, removes 2 QuickFire Beams and the adaptive nanomesh to mount an intersystem subspace drive and the next generation stealth nanomesh. ==Armaments== ===Standard Variant=== {| class="wikitable" ! Weapon Type ! Amount |- | [[Radiance Heavy Beam (Luminarian)|Radiance Heavy Beam ]] | 1 |- | [[Solaria Medium Beam (Luminarian)|Solaria Medium Beam]] | 1 |- | [[Quickfire Beam (Luminarian)|QuickFire Beam]] | 7 |- | [[Glacier Plasma Pulse Cannon (Luminarian)|Glacier Plasma Pulse Cannon]] | 10 |- | [[Hailstorm Plasma Pulse Cannon (Luminarian)|Hailstorm Plasma Pulse Cannon]] | 7 |- | [[Incisor AAA Beam]] | 12 |- | [[Icicle Plasma Repeater]] | 10 |- | [[Trampler Torpedo Battery]] | 5 |- | [[Vector Interceptor Launch Ports]] | 8 |} [[Category:Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] i4aa3917pvacp6npklscdueb1invoik LNC Halcyon 0 988 17107 11974 2021-11-17T03:26:13Z Amaker1450 26550035 17107 wikitext text/x-wiki {{ShipInfo | image = [[Image:Halcyon.jpg|400px]] | name = Halcyon-Class Cruiser | role = Cruiser | built = [[Sirdariim shipyards]] | length = 1.6km | 1stapp = Colonial Wars | inservice = Pre-Schism - Post 1st Norsus | race = [[Luminarian Rebels]] | preceded = [[LNC Whirlwind]] | succeeded = [[LNC Oculus]]</br>[[LNC Dauntless]] }} [[Category:Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] 4a9aefrfz8yusyuf9oce95pv7woeht3 LNC Oculus 0 980 17106 11975 2021-11-17T03:26:10Z Amaker1450 26550035 17106 wikitext text/x-wiki {{ShipInfo | image = [[Image:Oculus.jpg|400px]] | name = Oculus-Class Cruiser | role = Shock Attack Cruiser | built = [[Sirdariim shipyards]] | length = 2.1km | 1stapp = Battle of Akkada-2 | inservice = Luminarian Schism - Present | race = [[Luminarian Rebels]] | preceded = [[LNC Halcyon]] | succeeded = N/A }} The Oculus-Class is a Schism-era (3rd Generation) rear-line shock attack cruiser. Built primarily to counter the threat of Empire Battlestations and serve as a companion ship to the [[LNBs Claymore]]. Block I Oculus cruisers have a complement of 2500 personnel onboard, while the Block II Oculus cruisers have a complement of 3200 personnel, an additional 700 personnel required to support the hangar bay. The Oculus-Class boasts one of the strongest opening salvos amongst Luminarian ships, beating out the [[LNBs Claymore]]. Normally employed in the shock jump attack role, Oculus cruisers are rarely seen operating alone, usually with a [[LNFg Bellerophon]] team to support its shock jump capabilities and anti-strikecraft screen or in conjunction with a [[LNBs Claymore]] for hardened targets. The Oculus-Class was designed and mass produced during the Schism. Since then, Oculus cruisers would see integration within all 3 major BattleFleets as a potent strategic deterrent. Recent upgrades from the post-1st Norsus era [[Naval Modernization Program]], and post-2nd Norsus era [[Quantum Strategic Integration Refit]] have continued to increase the lethality and survivability of these ships. ==Development== ===Origin=== With the threat of the Empire's Battlestations looming over the rebellion after the massacre at Aphu Prime, Rebellion leaders scrambled to adapt to the changing situations. An entire philosophy of warship design was buried alongside the 80000 men and women at Aphu Prime, forcing the Luminarian Navy to create crash-response program as a result of the battlestation threat glimpsed at Aphu, setting out a series of short and long-term goals for the rebellion’s military survival. It would take something new to challenge the Empire’s Battlestations. And here was where the rebellion had disagreements. Some factions pushed for an end to the battleship class, instead fully moving to a doctrine of light carrier battlegroups. Others wanted Super-Monitors, massive flying cannons with limited defensive capability, designed to pound battlestations from far away. The end result was the creation of 2 new capital ships, the LNC Oculus and the LNBs Claymore. While the Claymore was designed as an all around combat ship that could duel battlestations and contribute to general offensive actions, the Oculus was designed as a massive beam platform, capable of destroying ships in a single salvo. ===Project BACK BREAKER=== Oculus development would be undertaken by the newly created [[Luminarian Naval Design Bureau]] under the codename BACK BREAKER. The first attempt attempted to merge the cancelled Fury supercarrier concept and the ill-fated Prominence super-monitor design. However, due to the huge power spikes overloading the ship's power grid each time it attempted to fire the main beams the project was put on hold. A 2nd attempt would begin with advancements with the [[LNBs Claymore]]'s design. Major changes to the ship's power grid involved improvements to the ship's surge protectors, allowing it to sustain firing its main beams. Additionally, reactor improvements featured in the Claymore would make its way over to the Oculus, increasing the lethality and range of its spinal beams. However, the plan for a hangar bay was scrapped due to insufficient space and would only be added back in its Block II upgrade. ===Finalized Prototype=== The Oculus OPEVAL tests would be primarily conducted against Empire capital ships. Initial tests proved promising, with the opening salvo being able to incapacitate or outright destroy them. Testing against the empire's battlestation also proved promising, with the Battle at Akkada-2 being the deciding factor in begining mass production. The Oculus main armament is 3 [[Radiance Heavy Beam (Luminarian)|Radiance Heavy Beams]], providing the ship with its devastating frontal salvo and making it a strategic deterrant. Secondary armaments would be in the form of heavy railguns, backed up with flak and CIWS point defense combination to deter hostile strikecraft. 8 torpedo batteries provide the Oculus with 360 degree long range striking capabilites. However, unlike many Luminarian ships of its generation, the Oculus does not have as strong shielding as its counterparts, relying on thick armor to protect it against hostile forces. ===Production=== Mass production of the Oculus would be undertaken by [[Sirdariim shipyards]]. All BattleFleets utilize the Oculus heavily as a potent shock jump attack vessel as well as a strategic deterrent, limiting enemy deployment of their heavy capitals or risk losing them to an Oculus strike. To this day, Oculus-Class cruisers are still in demand by the navy and have gone through numerous upgrades to keep them modernized and capable in the current post-2nd Norsus era. ==Variants== ===Block II Upgrade=== As part of the lessons learnt during the Zaretian Campaign, Admirals Cyrillus and Aslai would oversee the Block II upgrade of the Oculus. Notable changes include overhauling the old Flak and CIWS point defense systems in favor of the new plasma based systems. The now unused ammunition storages were converted into a hangar bay, allowing the Oculus to maintain 60 strikecraft for its defense. Reactor and power grids were also enhanced, improving the Oculus's shielding and allowing the installation of 4 [[Talon AAA Beam]]s, to assist in strikecraft suppression. The most notable addition was the inclusion of the intrasystem subspace drive utilized by the [[LNFg Vigilant]]. In conjunction with the FORESIGHT strategic communications and sensor fusion and the experimental PRAECIS combat management systems, allow the Block II Oculus to conduct pinpoint subspace jumps without the need of a dedicated AWACS craft. ==Armaments== ===Block I Variant=== {| class="wikitable" ! Weapon Type ! Amount |- | [[Radiance Heavy Beam (Luminarian)|Radiance Heavy Beam ]] | 3 |- | [[Quickfire Beam (Luminarian)|QuickFire Beam]] | 2 |- | [[Mk45 Heavy Railgun]] | 9 |- | [[CloudBurst Flak System]] | 10 |- | [[Interdictor CIWS]] | 13 |- | [[Trampler Torpedo Battery]] | 8 |- | [[Vector Interceptor Launch Ports]] | 12 |} ===Block II Variant=== {| class="wikitable" ! Weapon Type ! Amount |- | [[Radiance Heavy Beam (Luminarian)|Radiance Heavy Beam ]] | 3 |- | [[Quickfire Beam (Luminarian)|QuickFire Beam]] | 2 |- | [[Glacier Plasma Pulse Cannon (Luminarian)|Glacier Plasma Pulse Cannon]] | 9 |- | [[Hailstorm Plasma Pulse Cannon (Luminarian)|Hailstorm Plasma Pulse Cannon]] | 10 |- | [[Talon AAA Beam]] | 4 |- | [[Icicle Plasma Repeater]] | 13 |- | [[Trampler Torpedo Battery]] | 8 |- | [[Vector Interceptor Launch Ports]] | 12 |} [[Category:Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] ey21qq36xchq6cw65tsiy9y53q0qhkl LNCv Maelstrom 0 884 17105 11969 2021-11-17T03:26:07Z Amaker1450 26550035 17105 wikitext text/x-wiki {{ShipInfo | image = [[Image:Luminarian Maelstrom Bomber.jpeg|400px]] | name = Maelstrom-Class Bomber | role = Fortress Bomber | built = [[Sirdariim shipyards]] | length = 80m | 1stapp = Operation Seawall | inservice = 2nd Norsus Era - Present | race = [[Luminarian Rebels]] | preceded = [[LNCv Tempest|LNCv Tempest]], [[LNB Kodiak|LNB Kodiak]] | succeeded = N/A }} The Maelstrom (Warlord reporting name: Backfire) is a 4th-generation 6-man fortress bomber designed by the Admiral Aslai. It is the only Corvette class vessel fielded by the [[Luminarian Navy]] in the 2nd Norsus-Era. Because of its considerable capital, operating costs and reliance on experimental technology, the project was controversial even within in the Luminarian Navy. However, with the resurgence of the [[Margan Empire | Margan]] and the Warlord Revival dramatically increased the need for the Maelstrom. Entering service 3 months after the Margan reappearance, the Maelstrom is currently being fielded by the 2nd and 3rd BattleFleets as it undergoes its OPEVAL phase. The Maelstrom-Class has been undergoing multiple upgrades to its electronic systems and engines based on pilot feedback. ==Development== ===Origins=== By the 6th year after the 1st battle of Norsus, Luminarian naval analysts had concluded that corvette-class vessels were simply unsuited for the current modern battlespace. Corvette-class vessels were simply under-gunned, under-armored and under-sped in regards to modern enemy vessels. To compound on that decision, both Corvettes in the Luminarian Navy, the [[LNCv Tempest]] and [[LNCv Adamant]] were Pre-Great War era vessels and were not designed for the current naval doctrine. It was clear that a radical design change was necessary in regards to the Corvette Class. Advocates of the [[LNBs Claymore]] wanted a backline support vessel that could support heavier warships, while advocates of the [[LNC Oculus]] wanted a lightweight Hunter-Killer that could be deployed to quickly destroy OPFOR flanking vessels. However, both factions within the [[Luminarian Naval Design Bureau]] would not work on their proposed plans as they had their hands full with the Future Frigate program. It would take 2 years later before the Corvette redesign project was undertaken by Admiral Aslai. Admiral Aslai became aware of the need for a fast tactical hunter-killer vessel after several years of fighting in the Zaretian front. Although strategically maneuverable, the [[LNC Oculus]] was tactically sluggish and like most Luminarian vessels, the Oculus could only be repositioned quickly through the use of quantum gates. Moreover, the [[LNFg Bellerophon]] would also continue that trend, not meeting Aslai's requirements. As such, Aslai would begin drafting plans for his own proposed Corvette. ===Project VORTEX=== Development began under the codename VORTEX. Aslai's design requirements set out for a heavy weapons platform that utilized an intrasystem subspace drive for tactical mobility, as well as enough firepower to gut a frigate sized vessel within a single salvo. The initially proposed vessel was a 150m long ship built around a single [[LNC Oculus]] beam, however, prototypes showed that in order to mount such a weapon, the ship had to be upsized, armor had to be reduced and the ship's power grid could not support shields. The idea was scrapped and Aslai went back to the drawing board. This time, Aslai would utilize the major threat of operations in the Zaretian theatre as a base, The [[ZMS Gemini]]. A superheavy bomber armed with an anti-frigate railgun and battleship killing torpedoes, Gemini squadrons were the main reason preventing both Luminarian and Aeverian offensives from steamrolling the Zaretian theatre. As such, Aslai began designing a Luminarian version of the Gemini. ===Finalized Prototype=== The resulting prototype would be finalized a year before the 2nd battle of Norsus. The resulting prototype was an 80m long heavy bomber, that could unload a salvo of 28 torpedoes as well as an assorted amount of other missile based munitions. A quad bank of plasma bomb cannons was also installed to give the bomber an additional attack option. First trials of the prototype showed some problems. Pilots complained about the lack of maneuverability, as well as the lack of anti-fighter capabilities resulting in diminished survivability. Pilots also felt that the craft's primary armament of 14 torpedoes was simply not enough for a heavy bomber. Aslai and his design team took the feedback and reworked the prototype, incorporating technology discovered during the schism. The revised prototype would see the addition of 6 fighter grade CIWS to provide 360 degrees anti-fighter and anti-missile coverage, 6 additional plasma repeaters would also be mounted to give the ship some form of dogfighting capability. An additional torpedo rack was installed on the underside of the prototype, bringing its torpedo salvo size to 28. However, despite the changes, pilots still felt the lack maneuverability sorely affected the survivability of the ship. Aslai would take an inspired step, and began integrating the experimental "Hyperborea" bomb pump torpedo, which would drastically reduce enemy interception rates. This allowed the Maelstrom to standoff and lob torpedoes, making close-in bombing runs obsolete. As such, the payload of the Maelstrom would focus on long-range standoff attacks. With the salvo size of 28 bomb pump torpedoes, the Maelstrom could unload the equivalent of an Oculus Battlegroup's firepower onto an unsuspecting target. Additionally, Aslai would incorporate multiple experimental technologies within the Maelstrom, such as FORESIGHT strategic communications and sensor fusion integration that provides the Maelstrom with full AWACS capability and the ability to command flights of drone bombers, self-defense EMP charges, armor hardeners, conformal plasma jets to degrade shot packaging, programmable colloidal suspensions that can detect and react to kinetic impacts, next-generation adaptive nanomesh, next-generation multi-layered adaptive shielding, an intrasystem subspace drive as well as the ability to launch subspace or quantum missile strikes. It is believed that the Maelstrom contains more classified equipment per hull volume than any other Luminarian vessel. ===Production=== The final design of the Maelstrom would begin production 2 months prior to the 2nd battle of Norsus. As the Maelstrom was designed with the cutting edge of technologies discovered during the schism, production costs skyrocketed. Many within the Naval Design Bureau were unconvinced that the ship was worth the cost. Advocates of tactically independent vessels believed that the Maelstrom's reliance on torpedoes heavily degraded its combat endurance, while Advocates of overwhelming firepower believed that the Maelstrom's "Hyperborea" torpedoes could not penetrate next-generation Zaretian armor. Despite the opposition from the Naval Design Bureau, Aslai managed to procure Maelstrom bombers from the Sirdariim shipyards, thanks to Admiral Cyrillus's influence. Maelstrom bombers would be produced at low rates due to their technical complexity of both the ship and the ammunition. ==Operational history== ===Introduction=== The first batch of operational Maelstroms was finished 3 months after the 2nd Battle of Norsus. Assigned to Battlegroup Vasrius, they would see action against the Margan and Zaretian fleets during Operation Seawall. Initial deployments against the combined warlord fleets showed that the intrasystem subspace drive would prove helpful against Margan and Zaretian shock jumps. Maelstroms would be deployed the moment a hostile warship attempted to jump on an allied ship. Most Margan and Zaretian ships were not prepared to deal with the Maelstrom's opening salvos and as a result were unable to deploy their heavy capital ships or hunter-killer teams effectively. The Maelstroms defenses were adequate enough to neutralize or deter hostile strikecraft presence, giving them free rein over the battlespace. ===Present=== In the current day, Maelstroms are currently still undergoing OPEVAL within the 2nd and 3rd battlefleets to iron out the kinks. Many pilots still require time to get used to FORESIGHT as well as the inherent sluggishness of the ship. The current design focus is spent on improving FORESIGHT's electronic warfare capabilities and engine performance. ==Variants== ===Lancer Variant=== The Lancer variant removes the plasma bomb cannons, 4 plasma repeaters, and 2 CIWS to mount a single "Switchblade" beam emitter. Giving the Maelstrom Lancer even more range at the cost of close range defense. [[Category:Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] orv40nzz1lrz54urv44taqmteqatrfy LNF Spatha 0 963 17104 11976 2021-11-17T03:26:04Z Amaker1450 26550035 17104 wikitext text/x-wiki {{ShipInfo | image = [[Image:SpathaInterceptor.jpeg|400px]] | name = Spatha Interceptor | role = Interceptor | built = [[Feris Spaceframes]] | length = 18m | 1stapp = [[Operation Isomer]] | inservice = Post 1st Norsus - Present | race = [[Luminarian Rebels]] | preceded = [[LNF Myrmidon]] | succeeded = N/A }} The Spatha (Warlord reporting name: Fire Fang) is a 4th-generation, single-seat interceptor designed for use in the Zaretian Campaign. The result of the [[Luminarian Navy]]'s Modern Space Fighter program, the Spatha was designed primarily as a space-superiority interceptor, but also has limited warship attack, electronic warfare, and signal intelligence capabilities. The Spatha is designed to have the highest top speed of any known Luminarian craft, with impressive maneuverability and limited stealth capabilities to overcome the next generation Zaretian StrikeCraft as well as warship point defense networks. The Spatha entered service with the Luminarian Navy in Year 10 of the [[Great War]]. The primary role was long-range interception of [[ZMS Gemini|Zaretian Gemini]] and [[ZMS Crusher|Crusher]] bombers, Rapid response disarmament against hostile warships and escort for [[LNB Kodiak|Luminarian Kodiak Bombers]]. ==Development== ===Origins=== Analysis of defensive actions during the Zaretian Campaign revealed systemic failures in defensive fighter coverage. Multi-axis attack by Zaretian bombers demanded rapid redeployment across kilometers of space, and in terms of pure linear speed, the [[LNF Myrmidon]] was simply unsuited for the task of rapid interception. Furthermore, [[Luminarian Combined Intelligence Division| LCID]] learned of the Zaretian [[ZMS Wailer|Wailer]], [[ZMS Prowler| Prowler]] and [[ZMS Ambassador|Ambassador]] projects. The Luminarian Navy leadership soon realized that the new Zaretian strikecraft would represent a serious threat to Luminarian operations. In response, the Luminarian Navy begun an effort to rework both doctrine and ship design to counter the increasing threat of hostile Zaretian strikecraft. One such response was the Modern Space Fighter program, designed to create new strikecraft to replace the aging [[LNF Myrmidon| Myrmidon]] fighter. 2 teams from the [[Luminarian Naval Design Bureau]] begun work on creating the next generation strikecraft. The first team took inspiration from Aeverian strikecraft such as the Monsoon and Lamia, developing a multirole heavy fighter capable of launching swarms of long-range missiles to intercept hostile strikecraft and disarm warship turrets. The other team developed a fast, agile interceptor with a blistering array of gun ports and missile banks, although at a cost of armoring and shielding. Both teams prototypes would eventually be used as the basis for the creation of the Spatha and the [[LNF Orphidian| Orphidian]]. ===Production=== The Spatha would be developed after the Orphidian. With the success of the Orphidian in OPEVAL trials, the Naval Design Bureau greenlit the trial production of Spatha interceptors. Initial tests had many pilots impressed with its stunning speed and impressive firepower, and it wouldn't take long before it became a pilot favorite. After the conclusion of [[Operation Isomer]], [[Feris Spaceframes]] won the contract to mass produce Spatha Interceptors. ==Operational history== ===Introduction=== The first batch of operational Spathas was finished in time for [[Operation Turbulence]], but the first deployment of Spatha interceptors would be in [[Operation Isomer]]. Due to its poor armoring, the Naval Design Bureau held back its deployment to the Zaretian theater for fear that it would be easy prey for Zaretian point defenses and the newly introduced [[ZMS Wailer|Wailer-Class Gunship]]. These concerns were largely unfounded, with many Luminarian pilots utilizing the speed and agility of the Spatha to outmanuever the heavier Zaretian strikecraft, and the sheer firepower of the 8 particle cannons to outright destroy the lighter strikecraft. ===Present=== The Spatha is commonly utilized by the Luminarian Navy alongside the Orphidian. Both strikecraft would serve as part of the multi-layered interception doctrine utilized by many next-generation warships. The Naval Design Bureau is currently preparing a Block II upgrade for both the Orphidian and Spatha strikecraft, integrating the new FORESIGHT strategic communications and sensors, as well as improving the electronic warfare capabilities to disrupt hostile missiles. ==Variants== ===SOC Variant=== Unlike the [[LNF Orphidian|Orphidian]], [[Luminarian Special Operations Command|SOC]] operatives which emphasized speed and stealth tended to prefer the Spatha over the slower Orphidian, as such, SOC developed a customized Spatha Interceptor that offers increased speed, greater maneuverability, and improved afterburner consumption rates, sacrificing some more of its durability by removing the standard nanomesh for a stealth nanomesh. [[Category:Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] fynayimobtlpjnkj9xknwc1m3uv4sa6 LNFg Audacious (FG-34) 0 1009 17103 11977 2021-11-17T03:26:00Z Amaker1450 26550035 17103 wikitext text/x-wiki {{ShipInfo | image = [[Image:Audacious and Valorous.jpg|400px]] | name = LNFg Audacious | class = [[LNFg Vigilant| LNFg Vigilant]] | 1stapp = [[Operation Isomer]] | inservice = [[Operation Isomer]] - [[Rigni CounterOffensive]] | faction = [[Luminarians]] | commander = Commander Orlas | fate = Destroyed during the [[battle at NGC-4261]] by Zaretian Gemini Bombers }} LNFg Audacious (FG-34) was a [[LNFg Vigilant|Vigilant]]-class frigate of the [[Luminarian Navy]] during the Great War. Audacious was laid down in the 9th year of the Great War at the Corth Fleetyards, launched 60 days before Operation Isomer and commissioned 15 days before Operation Isomer with Commander Orlas in command. She was lost in action during the [[battle at NGC-4261]]. ==Service History== After shakedown off at the Corth Fleetyards, Audacious headed for the Zaretian Theatre as part of the 2nd BattleFleet, arriving at Lagoth. When Operation Isomer began, Audacious was assigned to Battlegroup Noxia, Sub-Battlegroup Citera, Quick Response Squadron 6. Audacious had her first fleet action in the Battle of Aphiri. The frigate operated with Captain Raghriz's Quick Response Squadron 6, acting as a quick response force to intercept Zaretian reinforcements. Audacious, alongside the LNFg Valorous and LNC Wisdom received a reinforcement request from the LNC Spirit, who was tackled by the ZMS Broke Dick and ZMS Salami whilst engaging the ZMS Love Stick. Jumping into the fray, the 4 ships engaged the surrounding Zaretian ships, and within 8 minutes, drove the Zaretian ships off and destroying the ZMS Salami in the process. After the battle, Audacious participated in many more battles as a quick response element, including the [[Battle of Rigni]], where during the defense of Quantum Gate Beta, she dueled the [[ZMS Oppressor|Oppressor]]-Class Cruiser, ZMS Star Wyrm and sunk her. However, Audacious took too much damage and had to be pulled out of the frontlines. As the Battle of Rigni ended, Audacious and the remaining ships of Battlegroup Noxia made their way to NGC-4261, where a repair and rearm staging area was set up. For the next 4 months, Audacious underwent repairs, conducted by the LNCr Principled. When the Zaretians launched the [[Rigni Counteroffensive]], NGC-4261 was one of the systems swept up. Audacious, alongside the Valorous, defended the Principled against the ZMS Crimson Leviathan. After managing to drive off the Crimson Leviathan, Audacious responded to Rear Admiral Xentha's distress call, jumping in alongside with the Valorous to assist the LNBs Redoubtable. Upon arriving on the scene, Redoubtable had a massive hole along her port stern, with a massive number of Zaretian bomber craft flying around and 2 Galaxy-Class Battleships, the ZMS Bloodhound and ZMS Tempest launching salvos of torpedoes at the Redoubtable. Audacious immediately moved to block the hole in Redoubtable using her own hull, and attempted to suppress Zaretian bombers with her fighter squadron and point defense network. Audacious managed to hold off Zaretian attacks at the exposed Redoubtable for 4 minutes, but had suffered 16 direct torpedo hits and lost 75% of her point defense network. Even with her point defense network knocked out, Audacious utilized her quickfire plasma beams in an attempt to suppress strikecraft from getting close. 6 minutes into the battle, 8 [[ZMS Gemini|Gemini]] bombers managed to plant 6 Iconoclast-Type Heavy Penetrator torpedoes into Audacious, completely snapping the frigate into 2. Mere seconds later, Audacious's power core exploded, ripping the remnants of the frigate apart and killing all 296 onboard. ==Summary of Combat Actions== {| class="wikitable" ! Battle Involved ! Ship ! Class ! Fate |- | Battle of Aphiri | ZMS Broke Dick | Oppressor-Class Cruiser | Damaged |- | Battle of Aphiri | ZMS Salami | Oppressor-Class Cruiser | Sunk |- | Battle of Aphiri | ZMS Love Stick | Silencer-Class Cruiser | Damaged |- | Skirmish at Helena | ZMS Wardog | Onslaught-Class Frigate | Sunk |- | Skirmish at Helena | ZMS Target Practice | Misery-Class Frigate | Sunk |- | Battle of Vangis | ZMS Not Us | Desolator-Class Frigate | Sunk |- | Battle of Vangis | ZMS Meat Shield | Infinity-Class Cruiser | Damaged |- | Bombardment of Ukras | ZMS Bullet Sponge | Misery-Class Frigate | Sunk |- | Skirmish at Jelana | ZMS Cyclone | Command-Class Carrier | Damaged |- | Defense of Quantum Gate Beta | ZMS Star Wyrm | Oppressor-Class Cruiser | Sunk |- | Battle of NGC-4261 | ZMS Crimson Leviathan | Silencer-Class Cruiser | Damaged |} [[Category:kylelck]] [[Category:Luminarian Ships]] [[Category:Luminarian Named Ships]][[Category:Page]][[Category:Legacy Lore]] 3sdazh8e9qqwdalmi4esh54ee7gxgv0 LNFg Audacious (FG-824) 0 1010 9669 2019-07-01T12:45:57Z Kylelck 30541006 Kylelck moved page [[LNFg Audacious (FG-824)]] to [[LNFg Audacious (FG-34)]] 9669 wikitext text/x-wiki #REDIRECT [[LNFg Audacious (FG-34)]] 5p130fwop77xf4059hfjq3c1qzbb5wp LNFg Bellerophon 0 993 17102 11978 2021-11-17T03:25:57Z Amaker1450 26550035 17102 wikitext text/x-wiki {{ShipInfo | image = [[Image:Bellerophon.jpg|400px]] | name = Bellerophon-Class Frigate | role = Shock Jump Frigate | built = [[Xycon Shipyards]] | length = 590m | 1stapp = Bombing of Thales | inservice = Post 1st Norsus - Present | race = [[Luminarian Rebels]] | preceded = [[LNFg Thunderbolt]] | succeeded = N/A }} ==Armaments== ===Standard Variant=== {| class="wikitable" ! Weapon Type ! Amount |- | [[Solaria Medium Beam (Luminarian)|Solaria Medium Beam]] | 3 |- | [[Hailstorm Plasma Pulse Cannon (Luminarian)|Hailstorm Plasma Pulse Cannon]] | 6 |- | [[Incisor AAA Beam]] | 10 |- | [[Icicle Plasma Repeater]] | 12 |- | [[Vector Interceptor Launch Ports]] | 4 |} [[Category:Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] 776muiyxcbgk8qpqo9ojn0r2d5pt0jh LNFg Vigilant 0 991 17101 13812 2021-11-17T03:25:54Z Amaker1450 26550035 17101 wikitext text/x-wiki {{ShipInfo | image = [[Image:Vigilant.jpeg|400px]] | name = Vigilant-Class Frigate | role = Strike Frigate | built = [[Corth Fleetyards]] | length = 650m | 1stapp = Operation Isomer | inservice = Post 1st Norsus - Present | race = [[Luminarian Rebels]] | preceded = [[LNFg Pike]] | succeeded = N/A }} {{Quote|Thrown into the fire, often alone, often undersupported|Rear Admiral Jios}} The Vigilant-Class is a 4th Generation Strike Frigate. Built primarily to replace the aging [[LNFg Pike]], and incorporate many requirements of the [[Naval Modernization Program]]. Vigilant-Class frigates have a complement of 320 personnel, with 60 required to support the hangar bay. Designed primarily for independent operations as well as able to complement other existing ships regardless of classification and role, the Vigilant is widely used throughout the [[Luminarian Navy]] since its inception. Its versatility and maneuverability both strategically and tactically have made it a favored ship for many rear admirals. The Vigilant-Class would begin its OPEVAL period during Operation Isomer. Success during many battles has fast-tracked its mass production and as such is the most common frigate in the [[Luminarian Navy]]. ==Development== ===Origin=== For 3 generations, the [[LNFg Pike]] was the frigate heavily utilized by both the Luminarian Empire and the Luminarian Rebellion. The venerable frigate had proved its worth during the colonial wars and the schism. However, it became very clear to the Luminarian Navy that the aging Pike was no longer suitable for the rigors of what would be deemed 4th generation naval combat. Lessons learned during the initial stages of the Zaretian conflict emphasized the need for rapid, decisive engagements. Zaretian ships armed with sprint drives could quickly reposition on the strategic level. Combined with the numerical superiority the Zaretian Monarchy routinely enjoyed in almost all conflicts meant that defending against a Zaretian offensive was near impossible even with the hastily retrofitted 2nd generation ships. Many aging Luminarian spaceframes were quickly retrofitted with intrasystem subspace drives to provide in-system strategic mobility, but it still paled in comparison with the Zaretian sprint drives. This meant that should the Luminarian Navy lose the initiative, it would result in a swift defeat. This led to a request for a new modernized frigate lineup from Admiral Aslai with a focus on strategic mobility and rapid decisive engagements, which eventually led to the creation of the Naval Modernization Program. ===Project CHAINMAIL=== ===Finalized Prototype=== ===Production=== ==Variants== ===SOC Variant=== ==Armaments== ===Standard Variant=== {| class="wikitable" ! Weapon Type ! Amount |- | [[Quickfire Beam (Luminarian)|QuickFire Beam]] | 6 |- | [[Hailstorm Plasma Pulse Cannon (Luminarian)|Hailstorm Plasma Pulse Cannon]] | 6 |- | [[Incisor AAA Beam]] | 2 |- | [[Talon AAA Beam]] | 8 |- | [[Icicle Plasma Repeater]] | 6 |- | [[Trampler Torpedo Battery]] | 3 |- | [[Vector Interceptor Launch Ports]] | 4 |} [[Category:Luminarian Ships]][[Category:Page]][[Category:Legacy Lore]] 6auww1rcuoioh8xqytgo39n65bn22t4 Laser 0 1050 10074 2019-07-31T16:41:45Z Amaker1450 26550035 Redirected page to [[Laser Weapon]] 10074 wikitext text/x-wiki #REDIRECT [[Laser Weapon]] oo7xazi0vaz5ciz6ba04pqeqtqhozza Lasers 0 1180 12276 2020-01-27T05:05:47Z Amaker1450 26550035 Redirected page to [[Laser Weapon]] 12276 wikitext text/x-wiki #REDIRECT [[Laser Weapon]] oo7xazi0vaz5ciz6ba04pqeqtqhozza Lastua 0 744 6443 6435 2017-10-09T22:43:30Z Jat371 3361237 6443 wikitext text/x-wiki (made by Blaster) ==Summary== <b>Faction:</b> none <br> <b>Philosophy:</b>use technology to make sure the will of the creators is done, at any cost. <br> <b>Home Planet:</b> Euroa (its in another galaxy) <br> <b>overall goal:</b> get the universe back up to the level that The Creators expect as quickly as possible, and by what ever means necessary. ==description== the lastua are small, about 5 and a half feet tall, they have hollow bones and are physically week compared to other races of the same size. the personalty of a average lastua is to make a choice and then stick with it unless there is a serious reason for them to change their mind. ==history== the lastua where originally created by a race called the Caman who at the time controlled the whole galaxy, because they where the only sentient race in the galaxy (another race of mine) the Caman then placed the lastua on there current homeworld, shortly after this the Caman disappeared (like the ancients ascending on stargate). the lastua thrived on there planet but had no real purpose for there life and turned to inventing more and more advanced technologys to try and find happiness. eventually they found a underground facility on one of there planets two moons, it had been left by the Caman, when the lastua discovered this and decoded/translated all the information inside the base they suddenly had a purpose to there life. there goal was to "recivilizes" the universe and return it to the glory of when there creators controlled everything, this was what they had been made to do, they left there solar system for the first time a year latter and found an abandoned city with guard drones, the lastua 'removed' the city (and any tall hill) from the planet using there new gravity wave weapon since ruins of some lesser race lying around doesn't fit there vision of a perfect and civilized universe, they soon found a race known as ice rangers who happily joined the lastua and interstellar trade was soon established. with a good economy and efficient interstellar travel the lastua began spreading further colonizing uninhabited worlds, inviting inhabited ones to join and destroying the the ones that refused. the lastua spread incorporating many races into there confederation and then discovered an ancient artifact, a hyperway gate, which could teleport you many millions of miles to another hyperway gate, only a few seemed to exist and the lastua used them to establish bases in the far flung corners of there galaxy. Lastua scientists eventually unlocked the encoding system the Caman had put on the hyperway gates when they built them and discovered there where more hyperway gates, thousands of them, at least one in every galaxy in the universe. it seems that the Caman had become quite efficient at traveling when they had trillions of lightyears to go and only a few hours to get there. the lastua then began the hyperway campaign, a campaign to discover and secure every hyperway gate and build sectors of colonization around each one, then expand and take over that galaxy. the lastuas quest for universal civilization seems endless, but there belief in there creators will and power gives every warrior, explorer, colonist and diplomat courage that even if they fail in one attempt they will succeed eventually. ==important people== ===Las Alea=== Las Alea was a great pilot and good negotiator, more races joined the 5th arm confederation because of him than any other individual. due to his huge role in the expansion of the 5th Arm the Alea memorial constructed in his honor. the Alea memorial is a planet with a mountain sized statue of Las Alea and many channels and forests perfectly placed to make the area look perfect. ===Armin=== one of the greatest leader in the fire cast, he started off as a captain and lead the third ranger company to conquer a fortress-world, litasin III, this attack was named 'operation skyray', the name of the empire that controlled it has been long since forgotten, the world fell in just 4 days the defenders had lost thousands of men while the third ranger company had only lost 15. that was the first of many victorys for Armin as he rose through the ranks, he is now a conquest general which is the highest leadership rank a fire cast lastua can receive. he also spearheaded the hyperway campaign, which was a campaign to reclaim every hyperway gate, and the sector around it, in the universe. Armin is always calm even in extreamly bad situations and is often viewed as perfect by lower ranking fire casts officers. ===The Emperor=== although it is a confederation the lastua nation is still ruled by an emperor, The Creators choose him thousands of years ago and are still influencing the galaxy to make sure he survives, although he is incredibly old he still appears youthful and has gathered a great amount of knowledge and wisdom over the past few thousand years. with the help of The Creators spirits and various living assistants he manages to control the whole confederation closely and knows everything that happens at most 5 days after it happens ==military== the lastua military is small, made up of well trained, well armed lastua as well as small number of alien allies, every memeber of the military is part of the fire cast. there normal units are a squad (5 men) a company (6 squads, 30 men) and a battalion (10 companys, 6 squads, 300 men). the lastua soldiers are very specialized each one is trained for at most 3 jobs, however they're extreamly good at what they're trained for. there main advantages are mobility and extreamly high tech weaponary, thier weaknesses are numbers and Mélee weaponry. the lastua's lack of numbers is often a serious disadvantage for them, they're often outnumbered 10 to 1, so they tend to avoid direct attacks and instead make sure each soldier only has to do what he's been trained and equipped for. ===The Creator knights=== The creator knights are complete zealots, they would die or let thousands of others die before letting a single artifact of The Creators be touched, this zealousness and devotion makes them very dangerous enemies and a useful part of the lastua confederation. they commonly use weapons such as flame throwers and don't understand the concept of diplomacy and will not stop until everything there is to know of the Creators is known. if you happen to have a item made by the Creators on your planet, or even near your planet you'd better look out for The Creator knights and if possible stay a long way out of there way. == The Creators == === overview === the creators are the 'gods' of the lastua and were what encouraged the lastua to make this mighty confederation in the first place, there are large number of them and they're pure energy, they've made sure to only show them selves to those who want to see them so as not to just increase the tension as hostility already in the universe. they believe that the only way to have peace in the galaxy is if one race, or group of races controls everything and is run by one person or small group of people. The Creators have a lot of influence over the emperor of the lastua and so, by extension, a significant influence over the confederation as a whole. === history === many trillions of years ago the creators were a race known as the Caman, they were a fairly ordinary race for there time, and since only a small number of races existed at the time the Caman soon controlled a large amount of space. They had two large corporations that was each very important to the race as a whole, Aplex created all there vehicles in large forge worlds that used the magma at planets cores to power there factory, the Aplex engineers were always using cutting edge technology and innovative designs and Batorian Ltd. built many well designed solid buildings and saw no need to change from what worked, with these two seemingly opposite companys the Caman built large structures and mighty vehicles they soon used this power to expand and seemed to have covered the whole universe. during there rule of the universe there was peace and civilization. they had incredible technology there most notable achievement was the hyperway gates, which allow for instant travel between galaxys. The Caman eventually reached the pinnacle of possible technology but were sure there was still more that could be discovered, this lead to a few scientists building a large tower with a machine inside called the "Lathin Device". when activated this device turned the entire race into energy allowing them to move much more freely and discover the inner workings of reality. however the Caman did not want all there construction and civilization to go to wast and so made a number of races to look after the galaxy once they were no longer physical creatures, one of these races was the lastua. but they miscalculated the amount of time it would take a race to develop by many milliner and so the Lathin Device was activated before any of these new guardian races were ready to step up to there roll, with out the Caman guiding and genetically edit the guardian races when ever they needed, as they had been been, before these races soon started devolving and becoming dumber. during the absence of the Caman and the rescission of the guardians many other races sprung up and soon expanded to fill large sections of the universe, with so many races each trying to expand and grow more powerful there was great conflict and most of the Camans creations that had not already been destroyed by time were destroyed by war. after the nearly all trace of the Caman had been lost the guardian races finally managed to recover from there massive evolutionary backlash and begin developing again, many of these races appear just like the other normal races having lost any memory of the creators, a few how ever discovered ancient artifacts or encoded messages and begun worshiping the Caman as 'Creators'. In there energy form the Caman are only able to speak to those willing to listen and have no way of effectively manipulating things on there own, but after these few races rediscovered the Caman the Caman began guiding them again and leading them to the stars. Now the Caman speak to the mortal races often and appear as a glowing green light, visaable only tho those who want to, and try to, see it. ==culture== ===language=== the language of the lastua is called Lastoria. Lastoria is greatly different to many other creatures since it's based on Camanin (the language of the creators) which died out when the Creators ascended. lastua conversations often sound like a series of clicks, chirps or squawks but its actually a constant sound but changing pitch, but few races can hear all the different pitches used in Lastoria so only hear about half the conversation. the language is very complicated and lastua often don't learn to talk until they're about 5, and if it wasn't for translation technology other races would find it very difficult to communicate with the lastua. ==casts== the lastua confederation is divided up into four casts, each one having specif jobs to do and not being expected to do what its not suited for. all the casts are considered equal so a low ranking fire cast guy is no more or less important than a low ranking sand cast guy. the cast system has been part of lastua culture for longer than any records can remember. ===fire cast=== these are the warriors, police, guards and generally anyone who's going to be doing any fighting. the fire cast aren't very strong, but they're agile and can make decisions quickly. they are the best suited for harsh conditions and have the most best senses (sight, sound, etc.) ===sand cast=== these are the leaders, scientists, and generally any job that needs some people. the sand cast is small both in numbers and the members of it are generally shorter and thiner than the other casts, they also take the longest to make a decision who ever they are the smartest of all the casts. ===stone cast=== the stone cast makes up the workers of the confederation, doing any job that requires strength. the stone cast are dumb, really dumb, but very strong and can lift/carry/pull up to 10 times as much weight as the other casts. ===gold cast=== simply put, traders, there are no lastua in this cast and it is instead made up entirely of aliens they have obsorbed, the gold cast is pretty much free to do what ever it wants to get money for themselves and the other casts with out the government/sand-cast getting in the way. ==official relations with other races== ===Zaretians=== from the lastuas experience with the Zaretians is that they are a savage and uncivilized race. the lastua are attempting to remove the Zaretains from the galaxy. ===Scyth'Jol=== as members of the 5th arm confederation, the lastua are close allies with the Scyth'Jol. how ever the Scyth'Jol still have a few things about them that the lastua dislike, for instance they are allied with the Zaretains. ===Kri'Thun=== as members of the 5th arm confederation, the lastua are close allies with the Kri'Thun and believe that their race that could easily fit into there view of the perfect universe. ==Nepharians== as a whole the Nepharians seem to be a misguided race, but not entirely uncivilized. there worship of inanimate objects such as drills confused the lastua and made them doubt the Nepharians. how ever a large group of Nephairians were sent away from there empire since they didn't worship drills, this group then joined the 5th arm confederation and are good allies of the lastua. ===Luminarian=== the lastua don't like them, they have proven to be xenophobic and uncivilized, but the lastua have faith that the small group of non-xenophobic Luminarians will expand and that eventually there race will be 'civilized' enough to survive. ===Aeveria confederation=== they seem to be allies of the luminarians and the lastua and Aeverai both have similar enemies, so far the lasuta are friendly with the Aeveria confederation but they haven't officially 'judged there character' so this could easily change shortly. ===other aliens=== the lastua are normaly very accepting of civilized aliens, how ever there view of civilized is dependent on the length of time the races has existed for, for instance they will be much more forgiving to a race that has only just begun its existence than one who has been around a long time and should know better. when ever the lastua discover a new race they attempt to evaluate there civilization level they then either attempt to remove it from the galaxy or help it get up to their standereds depending on how good they decide the race is. [[Category:Page]][[Category:Inactive]] 4bnpqs0kwtub1lhen6t4t21eababex5 Legion 0 78 7158 155 2018-02-27T20:38:29Z Amaker1450 26550035 7158 wikitext text/x-wiki ''Please note that this is '''not''' canon.'' Legion is a deity in the EAW. He is worshiped by the Virisus as their one and only god. Believed to be of the same plane of existence as the Biomatter Hive Mind, it is actually a shard of the Hive Minds personality that has separated from its former body and grown into its own malevolent form. == Origins == ===Early History=== The being that came to be known as Legion actually first manifested shortly after the first space faring races took to the stars. The combined psychic force of so many ships utilizing seemingly impossible technology all within such a small period of time caused a rent in the very fabric of time and space, enabling a creature to crawl into the materiel plane. This creature, The Hive Mind, was incredibly powerful in its own realm but when it crossed over a vast majority of its power vanished, leaving its physical form nothing more then a swollen heap of muscle and flesh. The force of the creature smashing through the rift in space decimated millions of worlds in the vicinity of its emergence. However, it eventually landed on one of the few remaining planets. Almost instantly, its mere presence drove the populace to insanity, resulting in mass suicide. Within the space of a few years the inhabitants had become so warped, that their true forms have disappeared from history entirely. However, these creature are believed to be the first ever Biomatter. For hundreds of years the creatures consumed everything on the surface of the planet. However, this wasnt enough. The Hive Mind set its sight to the stars. It wouldnt be content until everything in its mind eyes was devoured. However part of it wasnt happy with that course of action. It started to dream up a grander plan. But with no means of escaping the confines of its own mind, this subconscious part continued its existence trapped within itself. That is until the arrival of the Necraal Omega, Glad'mere. ===Birth of a God=== With the arrival of Glad'mere on the surface on the planet, the separatist part of the Hive Mind finally had a way off the world. With such a powerful psychic in the Hive Minds presence, the subconscious burrowed itself deep into Glad'meres mind, preventing the rest of the Hive mind from warping it like it had done to the world previous occupants. By this stage the subconscious had grown to form its own personality of sorts. Whispering promises of power to Glad'mere as he slept, the subconscious referred to itself as Legion. This voice told Glad'mere to lead his men to the summit of the highest mountain on the planet. And so they went. On the summit, the Necraal found nothing but a figure wearing a long flowing robe. The figure introduced itself as the the Voice, convincing Glad'mere that he possessed many secrets that would benefit the Necraal. The only catch however, was that Glad'mere had to kill all those that had followed him to the spot, right then and there. Glad'mere, trying to think of the larger picture, dispatched his men without so much as a thought. However, he had been deceived. Legion had used the blood shed that had been wrought on that very mountain side to break away from the Hive Mind, becoming its own being entirely. Using its new found strength, it took control of Glad'mere, traveling back to the Necraal Ships with its eyes set on escaping the planet. However, with Glad'meres final shred of will, he regained control of himself, setting the ships to self destruct. Legion was furious, its howls of rage heard systems away. However, it refused to be defeated so easily. Using Glad'meres psychic prowess, he sent out a psonic signal of sorts, sending the same promises of power to the rest of the Necraal race. Although the signal wouldnt be heard by the Necraal for well over a thousand years, the being was content on waiting. And so it did. ===Whispers in the Dark=== When the signal finally hit the Necraal, it was King Horr'or that heard it the loudest. To some it was a mere voice on the wind, there for only the shortest moment and barely audible, to others sit was like something screaming words pure hate into their minds. To most, what they had heard lasted mere moments. However for a select few, the whispers festered and grew like bacteria, infecting the Necraal's minds. This was the case with Horr'or. Focusing on the source point of the signal, Horr'or set out on a secret expedition to the far reaches of space. There, he found Glad'mere. He felt the immense presence on the world and at first believed it to be source of the signal. It wasnt until Glad'mere spoke to him in private, that Horr'or realized what had become of the Omega. Locking him deep within the ship, Horr'or left the world with all due haste, heading back to Ivn. Once at Ivn, he chained Glad'mere under the surface, near the core. Little did Horr'or know, this was Legions plan from the very start. To corrupt the very heart of the Necraal. Months pasted by and the deep levels of Ivn remained locked to all save a handful of Horr'ors most trusted lieutenants. Legions whispers grew louder every day. Soon, the lower levels of Ivn had been deemed unsafe to operate within. Tales of a shadowy figure walking the halls of the various facilities began to spread through the Necraal. Many tried to find reason behind these occurrences, the Sor caste finally coming to the conclusion that it was merely a side effect of the Necraals proficiency with magic. Still, most Necraal found the stories terrifying, claiming the lower levels were haunted. It wasnt long until most Necraal were sick of not being able to work just because of some ghost story. The Forgemasters, ancient Necraal engineers, needed to be near the core to work Titansteel and without the cores immense heat, no new war machines could be created. Leading an incursion into the so called haunted levels, the Forgemasters finally came to the source of the problem, Glad'meres prison. Agreeing right there to kill him and be done with it, the Forgemasters were surprised when they instead turned their weapons upon each other. The entire Forgemasters caste was destroyed. If it wasnt for the timely intervention of the great Sor caste member, War'sorac the Darkwarden, Legion could of very well of tore his way into the material world right there and then. War'sorac, sacrificing himself, bound Legion to the core of Ivn, praying that he would be undone in the immense heat. However, it was to late. Legion was to powerful by this stage. Although he was unable to move again he continued to corrupt all around him. By this stage, the first round of Necraal-Biomatter gene splicing had finished. Needing somewhere secret to keep the subjects, Horr'or opened the long closed labs close to the core. Legion, seeing this a a perfect opportunity, began to mold the minds of the relatively weak test subjects. By the time Horr'or came to see these test subjects for himself, he was deep under Legions influence. "Suggesting" that he rename the Necraal and bring them into a new era of bloodshed and war, Legion began to seep into Horr'or. However, Horr'or resisted. Instead, he pledged allegiance to Legion willingly, making a deal with the being. Taking a portion of the core to fuel his new flagship, he gave Legion new form. Fleeting Hope became Legions new body. ==Cult of Legion== When the Necraal finally split apart, Legion guided Horr'or and the Virisus to the edge of the galaxy. There, Legion finally took material form, speaking to all those that had followed him there. Preaching about a new way of life, of chaos and its never ending brilliance, he gave the Virisus new purpose. Promising them the power to do as they please, when they please, Legion almost immediately won all those that still doubted him over, taking control of the Virisus. However, Horr'or refused to be done in that easily. Bringing up there agreement, he told Legion that although the Virisus will always fight in the name of Legion, Legion will never have direct control over them and never will he ever re-materialize again after that night. Grudgingly agreeing to Horr'ors terms, Legion returned to his place within Fleeting Hope. To most Virisus there, they saw what Horr'or did as the right thing to do, so that they do not truly forsake their former selves. To some others however, they saw Horr'or as a fool. They believed that only if Legion were to take form once more, would the Virisus ever truly receive their "gifts". They wanted Legion to rule. And so it was that the Cult of Legion was formed. [[Category:Uncategorized]] [[Category:Page]] [[Category:Inactive]] o4fvodp4enxe6zxh2xf54oit9xovfkd Leopods Heimaaric Empire 0 40 5129 2541 2016-07-08T06:55:08Z Amaker1450 26550035 /* Leopods colony */ 5129 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Leopods EAW.jpg|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Peacekeeper |label3 = Homeplanet: |data3 = TransHeim |label4 = Population: |data4 = 59 000 000 |header5 = Administration |label5 = Government: |data5 = Witenagemot |label6 = Major Factions: |data6 = 6: Hurlos, Grallti, Hrolfii, Fjorkin, Groolkaar, TransHeim |label7 = Minor Factions: |data7 = 2: Fenris, Baalian State |header8 = Biology |label9 = Lifespan: |data9 = Average: 127 years |label10 = Race: |data10 = Leopods |label11 = Height: |data11 = 4ft10 ( 1.5m approx ) |header12 = Economy |label13 = Currency |data13 = 1 Fruskaar - 600 Grii -12 Draal (1 Fruskaar = 0.7892 Sporebucks) |header14 = Warfare |label15 = Current Number of Wars |data15 = 2 major 7 minor |label16 = Number of Allied Empires |data16 = 12 outside of EAW factions }} ==Background== The Leopods are driven by a will to hone their race, and themselves to succeed in their chosen field. They do so with a undeniable drive and focus, denying themselves any luxury until they have succeeded, to the best of their ability. This drive is partly beaten into them by their government, and partly is in their own mind, but it cannot be denied that when a Leopods has potentail in something they will strive to succeed in it as well as they can. The Leopods aim to achieve their own strengths, and work together with others whose strengths compensate for others weaknesses. The Leopods themselves are a strange species, much like a large proportion of the wildlife on thier homeworld. A quarter of the way through their evolutionary history, a large wanderring planet/ failed star collided with their sun, dragging their homeplanet closer to the sun, heating it up significantly, and increasing surface radiation to. As such most creatures retreated underground for many millions of years, into burrows and cave networks, evolving to life in these caves, very well. Their Planet's orbit, and their sun later stabilised , cooling their planet down, but by that time the Leopods had already emerged as sentients living partially in below ground burrows, and above ground too. The Leopods lifecycle is interesting as when they are first born Leopods, like other species from TransHeim, from a class called Bjoratiks, they are born as small baby sized Leopods, with a large sac of essential nutrients. They then are buried in nutrient rich soil, and they use these nutrients and the nutrients from their sac, to develop to a point where they can survive by themselves. The vast majority of their essential structure will already have been created, such as all their organs, but their cartillagenous bones ossify, using minerals from the surrounding rock, and their tough skin, and much of their muscle mass will be created using compounds from the soil. This leads to the Colour of a Leopods Bones, and to a lesser extent skin, being determined by the soil, and rock type. This is most noticeable in their antlers. This has to be done in very nutrient rich soil, which is not much of a rarity on TransHeim, due to the wide wooded valleys, and it is thought this strange development mechanism evolved to shield the offspring from predators, and radiation, and also because a large, and pregnant Female may be unable to traverse underground tunnels. This is still done in large purpose built Nurseries on Leopods colonies, and sometimes in special jelly. Leopods however don't use caves as much anymore, they still use them for getting around over long distances, but now they just sleep and live in above ground buildings. Leopods are generally small, but very bulkily built, and are muscular but slow and quite cumbersome, yet with an affinity for tight spaces. Their sense of sight is extraordinary, and they can see near perfectly in low light levels. Their hearing is poor, as is their smell and also taste. They have a good sense of touch however, with whiskers. They also have bony extrusions on their elbow, which can be used as weapons, but are more commonly repleced by intricate sheaths, which act as armour and can also be used for burrowing. Leopods are generally quite temperamental, and quite xenophobic, especially towards those who don't share similar philosophies. However Leopods are also very loyal once they are befriended. ===History & Culture=== The Leopods don't have social classes , they have the governing body, and everyone else. The everyone else are all treated the same and are called the dísir and form the working class. strangely There is a slightly larger number of women in the dísir, and the dísir roles can range from labourers, to soldiers, to designers, to manufacturers, to health workers etc. These dísir are the voting body, and they vote for their representative, from their colony in the Heimaaric council, called the Witenagemot. These Witenagemot are the diplomats and politicians and governors, who are elected by the Dísir to make the laws of the Heimaaric empire. The Leopods Heimaaric empire is an organisation of the Leopods empire and it's protectorates. It controls approximately 182 Star systems, mainly concentrated around their Homeworld, but with about 21 outpost colonies, spread elsewhere. Two main events in the Leopods history are when two colony fleets using warp travel were sent to their planets, but upon arrival they found their colonisation efforts were plagued by unfortunate events. These two planets weren't allowed into the Heimaaric empire, and as such were not allowed to carry the status of a "Heim" planet. These two cursed planets were Baal and Fenris. Baal has since crafted it's own small empire, and stayed loyal to the Heimaaric empire. Fenris however had more severe problems, and is now avoided by almost everyone, and is slowly dying, and they blame the Heimaaric empire. despite this it is known that in their time of need sometimes Heimaaric forces will be relieved by feral and ferocious hosts of Fenrisian soldiers. The second major event was when they encountered the Jacaaris, and almost instantly began a war with them. the war lasted about 50 years, and involved both forces stretched to their limits. Eventually the Heimaaric empire won with the help of the Baalians, and the Jacaaris were wiped out. The baalians were awarded the status of honorary protectorate of the Heimaaric empire. The Heimaaric empire were brought into the Epic war when they encountered a galaxy wide "underground" threat, called the Echonyix. Their violence was particuarly strong against the Leopods, so they decided to investigate, and they found that the Echonyix were rarely aggressive towards other races, unless provoked. This puzzled them and they decided to work out why this was true. On doing so they encounterred the Peacekeepers, and saw their good cause and joined it. ==Society== ===Dísir=== Leopods society is fairly simple, almost all Leopods are workers of one form or another. Some of the most common forms of employment are Manufacture (33%), Mining (27%), Agriculture (16%) and Timbering (9%). As such most Leopods are not rich, but due to government measures, almost all workers earn a standard wage, which is enough for a family of 4 to live off. It is rare for Leopods to have luxurious and extravagant lifestyles, and most live in cramped apartments. Leopods don't mind these cramped conditions as it reminds them of the cave systems they are familiar. On Leopods Colonies, the Leopods often have large underground transport links and also large chambers and facilities under the surface, Most Leopods don't usually live underground, and most spend the majority of their time above ground. In modern Leopods society in fact, those who live underground are actually considerred by many as poor and are called Hrishhoorj (lit. Inconvenient ones). Regardless of employment all Leopods are expected to work as hard as they can in their area of skill and expertise, and those who don't are scorned. All Leopods are educated from a young age that hard work rewards them, and Leopods Government has taken measures to ensure this is true. The state given pension for example is based upon how hard the Leopods works and what they achieve in their working Life. Most Leopods work from ages 26 or so up until 95, and regardless of their role within the Dísir they will earn the same wage as an equivalent worker in another field. eg A good quality miner earns the same as a good quality interior designer. Leopods role within society is determined by what they show a natural aptitude for. These traits are passed down from generation to Generation within the familys of workers. As such it is common to have the Traits of workers in one sector honed genetically over the generations, and their are significant differences in the Physique of Hard Labourers and those who do less energetic jobs. Hard labourers will often be as much as 15% larger and more bulky. It is usual that a Leopod born into a family specialising in a particular work sector in society will be raised to fulfill this role in their later life. One case where this is untrue is for the Military. The Military have a unique selection process, and this involves the Military selectors touring the schools of a Planet on a set day every year. This day is a National Holiday and is called Jiibjok (lit. Calling). These military selectors will go to all the schools and observe all of the 22 year old Leopods in a set of exercises. Any who show a particular aptitude are selected to become permanent members in the Military. There is almost no way to get out of it if selected, and about 1 in every 31 Leopods is selected. The day is a national holiday as a sympathy day for the families of those whose children are selected, who will only see their child 1 more time before they go into training and eventually to fight on some horrendous front of war, with very little break. All capable Leopods also have to do a 4 year Military service to the empire starting from age 30. this involves 1 year of training and 2 years of active service. These conscripts on their Criin Hgjorl (lit. Glory day) form the Large FGS squadrons which are the bulk of Leopods fighting forces. All members of the Dísir class about 91% of the population work long days of approx 10 terran hours, and recieve a wage of 10 Fruskaar per annum. These conditions to many empires would be appalling, but to the Leopods it is worthwhile, due to intense fanaticism in the Leopods populace, and also a number of not well understood biological reasons. ===Other classes=== ====Witenagemot==== The Witenagemot are the Governors and Lawmakers, as well as rich company owners. All companies are owned by the Government and so it makes sense for them to appoint their members as the senior members of these companies. There are 2 ways to get into the Witenagemot, the most common way is by proving oneself as a Dísir and then be selected to take a managerial more senior role in the Leopods Heimaaric Empire. The second rarer way is a quite well kept secret within the upper echelons of the Witenagemot. In this way a Leopods can devote their lifetime of service to a member of the Witenagemot, and to be able to accompany this member of the Witenagemot everywhere, they are also made a member of the Witenagemot. The most senior members of the Witenagemot are called the Grittoorj (lit. Empowered ones) and there are 3 of them, 2 female and 1 male under most circumstances. These three stand for 15 years, and are strictly regulated in their control by an unknown organisation called the Hjarloorj (lit. peaceful ones) These are under the control of the Ascendant Peacemaker, indirectly and they are an emergency organisation to ensure no Grittoorj ever becomes power crazed and cruel. as such the majority of Leopods Laws remain constant, and the government spends most of it's time dealing with the empires expansion. ====Bjoratoorj==== The Bjoratoorj (lit. Animal ones) are the "slave class" of the Leopods. They aren't actually Leopods as enslavement of a Leopods is illegal. This class is composed of xeno-criminals who have committed crimes against the Heimaaric Empire, and been stupid enough to get caught. They are put into large prisons, and those more dangerous ones are sent to Prison Planets, of which there are two. In their Prisons the Prisoners are forced to do Criin Jokokor (lit. Repentance days) and will produce products to make up for the crime they committed. once they ahve done this they are set free, but kept under a watchful eye. Jacaaris are very common as Bjoratoorj after their defeat. ===Culture=== Leopods Culture, is quite slow paced, being based upon sustainability, and drive to contribute to the empire. Respect is reserved for those who make substantial contributions to all the subjects of the Empire. This equal and just contribution, is what drives Leopods, and they strongly believe, in broadly allowing all Leopods equivalent rights, and giving extra rewards for hard work and achievement. Through a mix of propaganda, and Leopods nature, the Leopods work ethic is phenomenal, and they strive to contribute as much as they can. They feel this is a way they can devote themselves to a greater power. ===Leisure=== Leopods Free time is left almost entirely up to them. The government provide a wide range of leisure facilities, including computers, connected to the "Jyfjeraak" (lit. Wired web)in every habitation area, and dedicated exercise and physical play areas. These habitation areas, are very large flats blocks, with Large communal dining, living and cooking areas, shared between families, with small cramped sleeping areas. They keep living and sleeping areas strictly separate, and these living areas are communal, and Leopods that share these areas are very closely socially linked. Often the same familys will live with each other for generation after generation, such are the strength of these links, and this close social circle are called the "Fjorasonoorj" (Lit. Supported Ones). Leopods will choose a partner and keep them for life, and will have children with them, only in the breeding period. This is to allow the prime soil areas to replenish their nutrients before the next batch of larval/pupal Leopods need to use the nutrients. The Government restrict the Leopods couples to only 2 children each, to control population levels. The Leopods will gestate for 5 months in the Mother, and will be born, with a large sac of essential nutrients and proteins, which it can't make using nitrogen compounds and other compounds in the soil. In it's large sac which is the same size as it's small body (1/6 of it's final size), there are a number of special organs often with some symbiotic organisms, to allow them to create amino acids from the soil compounds. These shrink and become redundant once the Leopods finishes it's underground gestation. This underground gestation takes 6 months, and builds skin, and muscle, and it will emerge once it is 1/3->1/2 it's adult size. This long gestation means once they emerge the Leopods are quite well developed and once they emerge they are already a year old. They stay with their family normally until they are 18 or 20. Retired Leopods live off the pension they earn throughout their life, and this is the main way that Leopods are rewarded for service to the empire. They will often help their children look after their own children, and perform small jobs, such as decorating and cooking, whilst workers are away working long hours. ===Leopods colony=== [[File:Leopods_Colony.png|400px|thumb|left|A typical Leopods off-world colony. There is also substantial underground infrastructure]] Leopods colonies are typically quite compact, and made up of tall Buildings, arranged seemingly sporadically around the Colonies town hall, it's nucleus. They don't pave over large areas, and the area is generally left as grassland, or similar vegetation. Much of the transport infrastructure exists underground, and is composed of large tunnels, with storage basements in all the buildings, and underground Bio-fuel power stations. The preferred Biofuel is Wood that has been digested to create ethanol, and this ethanol is burnt as a fuel. The digesters are also found in underground installations. On the Capital TransHeim There is alot more underground infrastructure, and the cities are more ordered, as they are generally confined to the Fjords that make up most of TransHeim's land mass. The buildings on TransHeim are also often much older, and often made of stone, usually limestone, with marble decoration. On Colonies, and in New Phase Buildings across the empire, Concrete panels are the main building material, along with steel framework, and some steel panels. There are a number of Designs for Leopods buildings which are standard across the empire, and these are mostly made as pre sized panels of concrete and steel with air con, and internal environment maintainment fixtures already built in. These are assembled in factories, and can be transported to the New colonial world, and quickly assembled on site in a number of hours, using cranes, and Civilian Hersir exosuits. This allows the buildings to be pre fabricated and build on site very quickly using equipment that has a protective interior environment, so doesn't require beforehand terraforming. The system has been very successful, and has allowed the rapid expansion of the Heimaaric Empire. [[Category:Page]][[Category:Inactive]] 75jf0viq731w2yvi3wi72c1q86ff7pp List of Canon Races (Branding) 0 1514 17536 17535 2021-12-08T00:41:53Z Amaker1450 26550035 /* Peacekeepers */ 17536 wikitext text/x-wiki == Peacekeepers == * Empire of Diablos * Karahotdoum Magistrate * Kastalian Survivors * Nuveria Federation * Rach Cabal * Remusian Republic * Sauran Solidarity === Tertiary Peacekeepers === * Delani Republic/Remnants * Doramis Monarchy (formerly Dragoneterans) == Warlords == * Asanian Syndicate * Margan Dynasties * Vikkurl Sovereignty (Formerly Necraal) * Telkevan Union * Zaretian Monarchy === Tertiary Warlords === * Barrakru Kaat * IAE * Skrey Clans * Vechtramil Directorate (Formerly Tegotians) == Neutral/Other == * Holy Nephani Mandate * Nova Corporation * Transmetallic Confederation * Virisus (Require new name) * Xenochytrid Blight [[category:BrandingHold]][[category:Page]] hxdz9nyzdreh27jbqbkhlp6zpor8skg Local Sector 0 1504 18215 18214 2022-04-08T23:10:37Z Corv 30641571 /* Astrography */ 18215 wikitext text/x-wiki == History == === Ancient Era === === Modern Era === ==== Great War ==== == Astrography == <font color="red">'''WORK IN PROGRESS - REMEMBER TO UPDATE ASTROGRAPHY PAGE TAXONOMY TO INCLUDE SEGMENTS.'''</font> The Local Sector is composed of numerous '''segments'''. These include, but are not limited to: * Grand Radial ::The segment that contains the many planets of the Nuveria Federation. Conventional space travel is confined to a bottleneck to enter the Grand Radial, a cluster known as Braker's Dip where the Nuverian navy has formed a permanent blockade against outside threats. ::*''Nuveria Homeworld'' ::*Braker's Dip :::*Nuverian Border Blockade :::*[[Nova_Corporation#Station_16:_Braker.27s_Dip_Space_Station|Nova Corporation Station 16: Braker's Dip Space Station]] * The Junction ::A segment with high intersegmental traffic which acts as a trade hub for the local sector. ::*Junction Free Economic Zone ::*[[Nova_Corporation#Station_451:_Satellite_in_Agniemia_Orbit|Nova Corporation Station 451: Satellite in Agniemia Orbit]] ::*[[Nova_Corporation#Station_888:_New_Venturia_Luxury_Resort|Nova Corporation Station 888: New Venturia Luxury Resort]] * Searchlight Expanse ::A segment with minimal colonial activity. It is home to pirates gangs and dubious mining operations. It's term is derived from the high density of asteroids which require ships to move slowly and rely on telemetry to avoid collisions. ::*[[Nova_Corporation#Station_67:_Mortis_Fen_Command_Centre|Nova Corporation Station 67: Mortis Fen Command Centre]] ::*[[Nova_Corporation#Station_935:_Sirrune_Mining_Initiative|Nova Corporation Station 935: Sirrune Mining Initiative]] * [[Sedramitan Threshold]] ::The segment that is adjacent to the Sedramitan Sector from which the [[Margan]] came. ::*Marganite Saturation Zone * Orphan Verge ::A secluded segment on the edge of the Local Sector with negligible colonial activity. Imperial governments often used the verge to conduct clandestine activities away from prying eyes. ::*[[Nova_Corporation#Station_25:_Iito.E2.80.99s_Rest_Penal_Colony|Nova Corporation Station 25: Iito's Rest Penal Colony]] == List of Known Sapient Species == * Aumpnuuk * Asanian * Croylarys * Chromorum * Delani * Diab * Dragoneteran* * Euskanian * Filiot * Gurzzen * Gyrr* * Human * Ic-Shan * Kastalian * Karahotdoum * Khasii * Kizanthe * Margan * Nalstros * Necraal* * Nepharian * Nesaprosia * Rach * Reevit * Renduura * Repzork * Sauran * Subturgen * Tegotian* * Umagra * Xeverra * Yami * Yivakne * Yugadd * Zaretian * Zulvokaria (Zn) == List of Nations == * Asanian Syndicate * Dragoneteran Monarchy* * Empire of Diablos * Gyrr Clans* * Holy Nepharian Empire (Milky Way colonies) * IAE * Kastalian Survivors * Karahotdoum Empire * Margan Empire * Necraal Sovereignty* * Newveria* * Rach Empire * Repzork Empire * Sauran Solidarity * Tegotian Empire * Transmetallic Confederation * Xeverra Federation * Zaretian Monarchy == List of Notable Organizations == === Peacekeeper Alliance === === Warlord Pact === === Anti-Chytrid Task Force (ACTF) === === Nova Corporation === ==Notable Locations== [[Category:Page]][[Category:Locations]][[Category:Proposals]][[category:Public Access Page]] ca6i5aee201p0gm4cnzrdmpcipbwpkf Lumi 0 705 5760 2016-10-10T05:55:53Z Drag0n0us 3365896 Redirected page to [[Luminarians]] 5760 wikitext text/x-wiki #REDIRECT [[Luminarians]] 0qgs6v4rpy1jixirwan8fc51s1mgaqn Luminaria Armistice Agreement 0 896 17093 14303 2021-11-17T03:21:56Z Amaker1450 26550035 17093 wikitext text/x-wiki The Luminaria Armistice Agreement is the armistice which brought about a complete cessation of hostilities of the [[Luminarian Schism]]. It was signed by Admiral of the Fleet Lumira representing the [[Luminarian Rebel Military]](LRM), Grand Admiral Severunt representing the [[Luminarian Empire Military]] (LEM). The Armistice was designed to "ensure a complete cessation of hostilities and of all acts of armed force to preserve the Luminarian species." Attempts throughout the Post-1st Norsus era to implement a peace treaty have consistently failed. A final peace settlement has never been achieved. The signed Armistice established a demilitarized zone between Empire and Rebel space, the de facto new border between the two nations, put into force a cease-fire, and finalized repatriation of prisoners of war. ==Background== Midway through the [[Luminarian Schism]] after the battle at Aphu Prime, the Luminarian Rebels's [[Luminarian Grand Assembly| Grand Assembly]] were discussing terms for an agreement to end the Schism. However both the [[Luminarian Navy]]'s Admiral of the Fleet and the [[Luminarian Ground Forces]]'s General of the Army strongly opposed the Armistice, believing that proposing an Armistice at that point in time would be tantamount to surrender. The [[Luminarian Defense Council| Defense Council]], supporting the advice of the military, put a stop to the [[Luminarian Grand Assembly| Grand Assembly]]'s plans. At the climax of Operation Alacrity, Emperor Ulran offered an Armistice to the Rebels with the appearance of 2 Battlestation-Class vessels. Many believe that the 6 Empire aligned [[Luminarian Great Caves| Great Caves]] forced Ulran to capitulate, considering the sheer amount of destruction that both sides have wrought on the Luminarian species. Although the [[Luminarian Defense Council| Defense Council]] still opposed the Armistice, the logistics situation for the Luminarian Rebel Military was at its breaking point and support for the armistice was widely popular amongst both the [[Luminarian Grand Assembly| Grand Assembly]] and the civilian populace, leading to the acceptance of the Armistice. ==Armistice Discussions== Armistice talks were conducted on Luminaria, as a symbolic gesture. The two primary negotiators were AF Lumira, and Head of the Aeternus Novax Cave, Throla. After two days, a five-part agenda was agreed upon and this guided talks until the signing of the armistice. The items to be discussed were: # Adoption of an agenda. # Fixing a military demarcation line between the two sides so as to establish a demilitarized zone as a basic condition for the cessation of hostilities. # The independence of the Frontier Worlds as a space-faring empire. # Arrangements relating to prisoners of war. # Ownership of the J-2801 Anomaly. After the agenda was decided, talks proceeded slowly. Both sides attempted to gain the advantage in negotiations using military demonstrations, leading some to believe that the negotiations were futile. A major, problematic negotiation point was regarding the ownership of the J-2801 Anomaly. Both sides wanted ownership over it and were not willing to budge on the issue. Talks regarding the issue only moved forward when it became clear that the Rebel Navy was able to hold on to the anomaly despite repeated attempts by the Empire to reclaim it. 2 months after the end of Operation Alacrity, the Armistice was signed by Severunt, delegate of the Empire Military, and Admiral of the Fleet Lumira representing the Rebel Military. 2 days later, transport ships belonging to both sides would begin bringing POW back to their respective factions and 5 months later, both sides would fall back to the agreed-upon border. ==Effects== The signed Armistice established a "complete cessation of all hostilities by all armed forces" that was to be enforced by the commanders of both sides. The armistice is however only a cease-fire between military forces, rather than an agreement between governments. No peace treaty was signed which means that the Luminarian Schism has not officially ended. Recently after the 2nd Battle of Norsus, the Empire has begun a large scale build up of forces along the border. [[Category:Luminarians]][[Category:Page]][[Category:Legacy Lore]] 2890exkv0qvib4quv9yvff1oa9kb6wp Luminarian Combined Intelligence Divison 0 889 12193 12192 2020-01-23T10:53:30Z Kylelck 30541006 12193 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Luminarian Combined Intelligence Division |image = [[File:LCID.png|256px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = Luminarian Schism |label3 = Empire |data3 = Luminarian Rebels |label4 = Branch |data4 = Military Intelligence |label5 = Size |data5 = Unknown |label6 = Part of |data6 = [[Luminarian Military]] |header8 = Commanders |label9 = Director |data9 = Gaviar |header13 = Conflicts Involved |label14 = Pre 1st Norsus Era |data14 = [[Luminarian Schism]] |label15 = Post 1st Norsus Era |data15 = [[Zaretian Campaign]] |label16 = 2nd Norsus Era |data16 = [[2nd Battle of Norsus]] }} Luminarian Combined Intelligence Division (LCID) is the intelligence-gathering branch of the Luminarian Military. It is one of the main entities in the Luminarian Intelligence Community alongside the [[Council Intelligence and Research Office]]. Officially, the LCID's mission is to find information on forces hostile to the Luminarians, however, the extent of LCID operations, as befits a group working from the shadows, is not known. Conspiracy theorists suspect LCID of conducting operations against allied empires and civilians, but there is no concrete evidence backing that claim. LCID was formed from the defectors from the Empire's own military intelligence department, the Military Secrets Directorate. Since then, LCID is an independent service and not part of the ground forces or navy and is only answerable to the Speaker for the Council. ==Branches== ===Strategic=== *[[Strategic Research and Analysis Wing]] ===Operational=== *Betel Analysis Wing *Aeveria Analysis Wing *Zaretian Analysis Wing *Margan Analysis Wing *Asanian Analysis Wing ===Research=== *[[Covert Research and Design Wing]] *[[Quantum Analysis Wing]] *Darkwing Camp ===Operations=== *[[Luminarian Special Operations Command | Special Operations Command]] [[Category:Luminarian Organizations]] [[Category:Page]] f6hahfukk4e1jwlmupvj325mji7y4e5 Luminarian Defense Council 0 912 8810 8809 2019-01-28T14:18:03Z Kylelck 30541006 8810 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Luminarian Defense Council |image = [[File:CouncilLogo.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = Pre Schism |label3 = Empire |data3 = Luminarian Rebels |label4 = Type |data4 = Sub Governing Body |label5 = Status |data5 = Active |label6 = Current Speaker |data6 = Gosaval }} The Defense Council is the governing body guiding the might of the Luminarian Military. The Luminarian Military is controlled by elected members of the [[Luminarian Grand Assembly|Grand Assembly]] who issue orders and set objectives for large campaigns. The Defense Council does not interfere with the day to day operations of the Luminarian Military, nor does it dictate what the military should do, it only sets out the strategic goals and requirements that the military should undertake and handles any diplomatic emergencies that may require a military response. Like the Grand Assembly, the Defense Council currently meets under its Speaker for the Council in annual sessions. Each session lasts till the budget for the military is established and any military issues are resolved. ==Representation== The Defense Council is made up of members elected by the Grand Assembly, with the number of members fluctuating depending on how many qualified candidates in each 5 year period. Members elected to the Defense Council must have significant military experience in the navy or ground forces or diplomatic experience. Any members elected to the Defense Council will no longer be a representative for the Grand Assembly. Member Colonies must send a replacement representative to the Grand Assembly. ==Election== Like the Grand Assembly, the position of Speaker for the Council is chosen by vote. [[Category:Luminarian Organizations]][[Category:Page]] 8wbgoij89ymwt3crmpuxed7kkhc3ekm Luminarian Excerpts 0 866 17092 12891 2021-11-17T03:21:48Z Amaker1450 26550035 17092 wikitext text/x-wiki =Pre Schism= <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> EXCERPT FROM RECORDS distribution CIRC_LAF_INF_HC, keyword AUSPICE, source CIRC_INNER FROM: GEHENNA DATE: {ERR: archival functions timed out...} The main factor in ground forces losses is simple, an unfamiliar environment and unfamiliar equipment. When we send troops down on the ground, they are exposed to an environment unlike what they've trained in. A group of troops may be trained in the hilly mountains of Algath IV, and then sent to defend the deserts of Bharak. Unfamiliarity kills in war, one slight mistake and you're dead. And yet, we're surprised by the mortality rate of companies forced to operate on multiple planets, and we're only looking at hospitable environments. What about the soldiers forced to fight on hostile environments? Using the recent battle at the volcanic world of Aphu Secundus as an example, as it was a surprise assault, most soldiers were not given enough time to train with the survival gear and as such were simply unfamiliar with the weight of the survival gear or its correct usage. When soldiers are presented with unfamiliarity, they make mistakes, and mistakes cost lives. Even the logistics are affected. It takes time and resources to gear up divisions to deal with unfamiliar and hostile environments, we're seeing a 30% increase in time required to deploy if the target world requires specialized equipment. The solution is simple, make the Blazeforge battlesuit the standard for all infantry operations. The Blazeforge is vacuum proof, allowing it to be deployed in all environments. Without the need for specialized equipment, soldiers need only be trained in the use of the battlesuit, and as such we've eliminated a major factor of soldier unfamiliarity. We also can see an increase in soldier survivability as well as a reduction in deployment time. We will also see a short-term cost increase as we begin the switch from the Gladius power armor, but we will gain much more in the long term. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> UNKNOWN COMMUNICATION UNKNOWN TIME It is done. The subversive elements on the planet have been purged. We do not believe any of them remain. It is a shame that we must do this. I do not like turning on those we swore to protect. It is not your fault. They turned to heresy, to try and commune with things above them. We can not let them linger, lest the infection festers. The damned fools. Even now they still repeat their follies. What more do they wish to take from this graveyard? It does not matter, we must do what those who came before us should have done. You are right, old friend. My father was kind, good and just. But he was weak. I would not blame him. He was led astray, like me. It is a daunting task is it not? To find out our opponents are beings that are armed with weapons that shatter realities and have tactics devised by universe-spanning minds. It is, but we must see it through. We must prepare our own godslayer from the blood of one. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE COMMUNIQUE FROM: BLACK DOVE TO: INCLUSIVE MATTER What the hell are you thinking? Ulran for emperor? How can you even think that HE be our replacement for Emperor Baryoto? I can understand why EXEMPTED, EXECUTIONER and CELTIC want him, but you, MAGIC TURNBALL and COLD WIND? He's a fucking zealot, a warmonger, a literal buffoon [TRANSLATED]. There are a lot better candidates within the Great Caves but you chose him to rule us? I know the previous emperor was fond of his son but you have to look at the empire as a whole, even if you were Baryoto's closest aide. Ulran's been agitating for war against the frontier and when he becomes emperor, we'll be looking at civil war in the damned near future. I hope that you're right and I'm wrong. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE COMMUNIQUE FROM: BLACK DOVE TO: FRIGID EVENING It's over, we've lost. He had kompromat on them all. Watch your back, I still have the majority of the naval forces answering to me, so he can't eliminate me easily. You on the other hand... </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CINCHQ, keyword WEBS, source CINCHQ FROM: TROUPE TO: LAUGHING HIEROPHANT Welcome to SNI. I'm your new director. No one elects us and no one gets rid of us which makes us, as much as everyone would like to think otherwise, the only enduring policymakers in this mess. Our first priority is the safety of the species. I understand your reaction to ASCENDANT ZEALOT. Few of us were prepared for that scenario, but the situation is still salvageable. War is a means to strengthen the species, technology develops rapidly with an active hostile threat. So, what does this mean for the species as a whole? We can easily predict a civil war within the next 2 years, the question is how much splintering is going to ensure, are there going to be more than 2 major players in the upcoming war? And if so, what is the plan to prevent too much widespread damage to the species while encouraging growth? In any case, the guys down at TREASURE ROOM are correct. We still need to avoid this upcoming war by any means necessary. There are way too many variables currently in play to be assured that we can contain this without too much harm. Let's get to it. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CINCHQ, keyword WEBS, source CINCHQ FROM: LAUGHING HIEROPHANT TO: NIGHT DIRK We're 4 months deep and I feel like I've heard more doubletalk and lies than a rach salesman. Each of us are making plays to contain the upcoming situation and we've been fucking ourselves over. So give it to me straight. No lies, no doublespeak, we've wasted too much time fucking each other and we only have a limited window before this spills over. did you aim ASCENDANT ZEALOT at midale? Or was it the enforcers? I know the enforcers wanted midale. Midale has something you want and they want? </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> NIGHT DIRK -> LAUGHING HIEROPHANT We're still people up here. We hate this as much as you do. Predictive modeling is showing that no matter what we do, the war is going to happen. We aimed ASCENDANT ZEALOT at midale to prevent major fracturing of powers, modeling indicates that with the sanitization of a major frontier world, the frontier will unite, instead of ASCENDANT ZEALOT hitting small backwater worlds which will fracture the frontier into multiple minor factions. No matter how much you want to prevent it, this war is going forward. </pre> =Schism= <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> FLASH FLASH FLASH DATE: 3402-29-28 FROM: WINTER TO: CINC_CONDUCTOR_HC ARINTHA HOSTILE REPEAT ARINTHA HOSTILE MIDALE UNDERGOING SANITIZATION. NEED ALL AVAILABLE FLEET ASSETS ARINTHA REFITTED WITH BLUEFORGE BEAMS. REPEAT REQUESTING ALL AVAILABLE FLEET ASSETS SENDIT SENDIT SENDIT </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CINC_APH, keyword UNKNOWABLE, source CIRC_MIL_ADM FROM: CONDUCTOR TO: TROUPE I don't care about extenuating circumstances or whatever shit you guys are trying to pull. How the fuck did you guys miss a literal 60km long fucking ship. We've lost 7 fucking battlegroups in their entirety, 4 battlegroups are seriously degraded beyond repair that I need to break them up and merge them with others. And the most important of all, we've lost a major logistics base at Aphu. You know what that means? In a year or so, 10 more battlegroups are going to have to be mothballed to ease the logistical strain or we'll be running ships on hopes and dreams. We're on the defensive now, those bastards can force a battle anytime with that ship and we can't do anything to stop it. SPEAR and EMINENCE are going apeshit at the situation and HC is in a state of panic. Even BRICK is in a state of stupor. I need actionable intel to destroy or at the very least slow the damm thing down. We cannot afford a fuckup of this magnitude anymore. Get me something actionable within 72 solar hours or we'll be hanging from the gallows. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution ARGOS, keyword IRON HUSK, source CIRC_ADM FROM: EMINENCE TO: CONDUCTOR What's the deal with LONG SWORD? We're losing a lot of ground out there and our repeated attempts to hit CASTLE's logistics is not going to work for long. BACK BREAKER is nowhere close to done and DOPPELGANGER is such a far-fetched idea by the civvies that we don't have the resources for. I need assets on the field to hold the line, and yours is the only one that has a reasonable chance of standing up to it. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> CONDUCTOR -> EMINENCE I need 1 more month, the Sirdarim yards are working overtime on it and we're still trying to get LONG SWORD's main beams to pierce CASTLE's armor without overloading the power generators. It's not easy integrating WINGED SHIELD assets into LONG SWORD. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE COMMS CHANNEL "You know who I am and I know who you are, so let's cut right to the chase. I can win this war for you, but first get me out of empire space." "And why should I believe this?" "Ulran killed FRIGID EVENING. He's attempting to consolidate the power within the throne to end this civil war. Contrary to your beliefs, the 8 caves aren't exactly too happy about backing him, and they certainly aren't going to be happy about him killing them off." "My intel shows that FRIGID EVENING is still active." "You've heard of brain bakers? He got her with those. She's effectively dead." "Ok, so assuming what you say is true, what benefits are you bringing to the table?" "Simple, You get me out, I'll give you the keys to Ulran's power and the empire's darkest secrets." "And you're sure of this?" (ERR: ARCHIVAL FUNCTIONS CORRUPTED) </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> FLASH FLASH FLASH FROM: TROUPE TO: CONDUCTOR CC: EMINENCE YOU WANT SOMETHING TO WIN THIS WAR? GIVE ME A BATTLEGROUP, THE BEST YOU HAVE. TARGET IS BLACK DOVE. GET HIM TO CINCHQ AND WE CAN TAKE OUT ENOUGH OF THEIR FORCES TO FORCE A PEACE SETTLEMENT. SENDIT SENDIT SENDIT </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE COMMS CHANNEL "I hear you, BLACK DOVE. The problem is that we're currently in a hostile war zone. This will have to wait until you're safely at CINCHQ." "My personal safety is irrelevant. I made my choice because I believed I could save billions of lives by ending this pointless war. I need to tell you as much as I can as quickly as possible." "I appreciate your stand, BLACK DOVE. However, I must insist that we conduct this exchange only when we're at CINCHQ due to OPSEC requirements." "There are things you do not understand about the empire and its inner worlds. Secrets they keep even from themselves. They are dangerous. I could be killed at any moment, and I would rather not die in vain." "You may proceed, BLACK DOVE. Tell me all you can." "Wait. I need guarantees before we proceed. My safety is immaterial, but I expect concessions in exchange for this information." "Present your demands, and I will pass them to appropriate channels." "I will give you the coordinates of EXEMPTED, EXECUTIONER, and CELTIC, and you will use that knowledge to guarantee your victory. In exchange, you will accept the Empire's negotiated surrender. I will also give you a lead of something darker. It's up to you to follow up on it." "Unfortunately, dismantling Ulran's apparatus of control is high on our list of priorities. Conditional surrender may not be an option." "Take out those 3, and you'll have effectively taken out his strongest supporters, the remaining cave members will no longer support him. Ulran will be forced to capitulate." "And what about this other lead? Is it CASTLE?" "I'm pretty sure CASTLE's a byproduct of whatever is in there. It only came up when I was digging into Ulran's secrets. I've sent people following up on it, but none came back. All I know is that only the emperors have knowledge of it and it's something that predates this war by centuries." </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CINC_HC, keyword UNKNOWABLE, source CIRC_MIL_ADM FROM: TROUPE TO: EMINENCE CC: CONDUCTOR We've got something interesting for you. Thanks to the information obtained from OPERATION BRAZEN, we've found the most probable location of the shipyards for CASTLE. The logistics records for materials moving there have been doctored pretty well, except for a record 30 years ago for a shipment of hydroponic components. We're looking at something in the J-2801 Nebula. I've got no other intel except that the empire has something there. We're probably looking at a heavily automated dockyard, heavily automated stations and a small guard force that would allow them to doctor logistical reports easily. </pre> ERR: UNKNOWN D[https://pastebin.com/M9Ru6dDT/ A]TA <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> Operation Recording: J-2801A Telic-1: Exigency, Telic actual. Exigency: Telic Actual send it. Telic-1: Team has arrived at AO. No signs of detection or hostiles, permission to proceed? Exigency: Confirmed Telic actual. Proceed with the operation, plan alpha. Telic-1: Wilco, executing alpha. Telic-1: Ok, everyone. Standard-issue station approach. Stick with the plan. Let's go. ''8 Operators make their way through the station. interior condition of the station is in a state of disarray from the earlier battle.'' Telic-2: 1,2. Got a reinforced door here. Preliminary readings indicate the room ahead is not exposed to vacuum. Telic-1: 4, get to work on the access panel. The rest of us, modified point defense pattern bravo. ''Within minutes, the door opens. Flashbangs are thrown inside and immediately detonate.'' Telic-1: Go Go Go! ''The team rushes into the room. Entering what seems to be a server room.'' Telic-2: Clear! Telic-5: Clear! Telic-7: Clear! Telic-8: All Clear! Telic-3: 1,3. Got a corpse here. Looks like a scientist, I don't recognize his markings though. Telic-1: Let me take a look. 4, see if there's anything we can salvage from the server disks. 5,6,7, locate any intel. 2,3,8, setup a defensive perimeter. ''The rest of the team moves into position. Telic-1 moves over to Telic-3 and examines the body.'' Telic-1: I've seen these markings, this guy is an Eolian Philomath. Telic squad, cancel last, all assume modified room defense, pattern delta. Telic-3: Boss? What's going on? Telic-1: I'll explain later, get into position. Telic-1: Exigency, Telic actual. Exigency: Telic Actual send it. Telic-1: Be advised, confirmed sighting of an Eolian Philomath. Requesting a retrieval team, Code Ptilopsis. Exigency: Exigency copies, preparing retrieval team, callsign lockpick. ETA 25 minutes. Hold position until they arrive. How copy? Telic-1: Wilco. Telic-3: So uh? What's an Eolian Philomath? Telic-1: Military Secrets Directorate black ops research team. Usually working on very classified and very dangerous stuff. We're looking at potential world-ending stuff. Telic-2: Explains the 80km long thing out there. Telic-1: When an Eolian Philomath is involved, nothing good comes out of it. Lizkal's a good example of what happens when an Eolian Philomath's base got raided and someone pressed the wrong button. Telic-3: That's bad. Like real bad. Telic-1: So, no one touch anything, especially you 8. Telic-8: Wasn't planning to boss. Telic-2: But, didn't a few of them defect to our side? Last I heard they were in Darkwing Camp. Telic-1: Unverifiable, and besides, command tends to classify anything related to them. Whatever you see and hear on this op, you better keep it to yourself. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> FLASH FLASH FLASH FROM: EMINENCE TO: CONDUCTOR SPEAR BRICK EXECUTE OPERATION TRINARY BURN. GET THE TARGETS. I WANT EVERYTHING EITHER DEAD OR ALIVE. USE ALL AVAILABLE ASSETS. WE DON'T HAVE MUCH TIME LEFT. SENDIT SENDIT SENDIT </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> FLASH FLASH FLASH FROM: SPEAR TO: EMINENCE CELTIC ESCAPED. CURRENT LOCATION UNKNOWN. SEEMS LIKE HE WAS PREWARNED. I HAVE CONFIRMATION FROM CONDUCTOR AND BRICK. BDA CONFIRMS EXEMPTED AND EXECUTIONER DOWN. SENDIT SENDIT SENDIT </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> EMINENCE -> TROUPE Get BLACK DOVE's insight and update the strategic situation. I need to know what CELTIC's escape means for OPERATION ALACRITY and get that info to me fast. Our entire fleet is on the verge of logistical collapse in 4 months and ALACRITY is the only hope of ending this war in our advantage. </pre> UNKNOWN DATA PA[https://pastebin.com/1qnsz3rc/ C]KAGE <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> HEAVY INTERNAL SECURE COMMUNIQUE LAUGHING HARLEQUIN -> TROUPE no curious study passes the fire forest beneath yon rock out of men's knowing. only by taking such charge of each last entity routed out by the inquisitor may the purpose of the specimens be known. Help me stop this ceasefire from going forward. We have the high orbitals over Luminaria and we have the locations of most of his hideouts, the appearance of 2 more CASTLE in the AO isn't going to change that damn fact that we can end this war here and now instead of a ceasefire. We need to end this issue right here right now or we'll face yet another civil war down the line. the terms of our own fate must be permitted to stand absent before we are properly suzerain of the world. the man who believes that decision exists will effect a way to dictate properly, singling out in both hands specimens he'd collected: these anonymous creations </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> HEAVY INTERNAL SECURE COMMUNIQUE TROUPE -> LAUGHING HARELQUIN is it right that it could not be argued: freedom, challenging god will, the old antiquest No go, the situation is untenable for the fleet. The situation as follows: - SPEAR and the LNBs Magnificent went down with all hands, 2nd Battlefleet is currently in a state of confusion. - 1st Battlefleet is no longer combat effective, 40% casualties, with another 30% of ships in states of heavy disrepair, remaining ships cannot hold the high orbitals against remaining Empire naval forces. - 3rd Battlefleet does not have enough LONG SWORD taskforces to hold off the 2nd CASTLE By all estimates, EMINENCE will accede to the ceasefire. The civilian government will accept, BLACK DOVE has made sure of that. However, we will still remain in control of HUSK. Predictive modeling indicates that we can repair and rearm our fleets within 3-5 years, lesser so if we can find additional resource extraction areas. Execute Contingency ALTERNATE. Cancel DARK FOREST. Cancel NATIVE JUNGLE. As long as we control HUSK, we still hold the key to preserving the species. the presto, the usual, the heavy-lidden sink of the way of the will. to will on earth the salvation of their own instruments and they play you well. to will is to dissent </pre> =Post 1st Norsus= <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> "How did it go?" "The augments took. She'll be in there for a few days." "Is that normal? Most augmentations only require a single day before the discomfort wears off." "When I accompanied Lady Pramaneia years ago, it took her a week before she was ready. The things they do in the raestan room are not what you and I consider normal." "But why her? Of all the people to succeed Pramaneia, it just had to be her." "It is not up to us to question the lady. But if it bothers you so, you may ask her memories." "Are we even allowed to do so?" "By tradition, we are not. But when has the lady or her successor ever followed tradition?" </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> EXCERPT FROM RECORDS distribution CIRC_NAV_DES, keyword AEGIS, source CINCZRE In the modern battlespace, range is king. It doesn't matter how strong your weapons or armor are when you can't even hit your opponent and he can hit you. As demonstrated during the Zaretian campaign, short-ranged ships are automatically at a heavy disadvantage unless they can close the distance. And as such, the only weapon in most space-faring navies that has both firepower and range is the humble torpedo. Most modern torpedoes are usually fired out of a railgun, granting it the fast velocity required to traverse space, with the fuel mostly used to maneuver the torpedo out of interceptors and into the target. As such, torpedoes boast the longest range of any weapon and are commonly used by most navies in the great war. As we know, the weapon with the most range is the most dangerous. In our current navy, our capital ships are protected by a multi-layered interception network designed to protect against torpedo strikes. The measures used can be classed as soft kill or hard kill layers. A soft kill measure is used when it is expected that a sensor-based weapon system can be successfully interfered with and as such, they generally interfere with the signature of the target to be protected. Whereas a hard-kill measure generally refers to a measure when it physically affects the incoming warhead/missile by means of either blast and/or fragment action. When it comes to our interception network, the first layer is electronic warfare designed to flood the area with noise, preventing the hostile ship from acquiring a precise lock. This method is best augmented with friendly AWACS ships assisting in disrupting enemy targeting and is also vulnerable to hostile AWACS burning through the noise emitted. The second layer is the interceptor missile. It is a hard kill method that is used when a torpedo has been launched and locked onto the ship. The interceptor missile is designed to lock onto fast moving targets and ram it. Unfortunately, most torpedoes have enough fuel to utilize evasive maneuvers against the interceptor, resulting in a low interception chance at this stage. However, the third layer is a hard kill method made out of a flak barrage. Akin to using an umbrella to block the rain, the flak barrage expends the torpedo's fuel by forcing it to continuously evade the random flak explosions, and as such has a decent interception chance. The 4th layer is used in concert with the 5th layer. The 4th layer is deploying flares and chaff from the ship to confuse incoming torpedoes, this should buy more time for the 5th layer, the hard kill CIWS systems enough time to engage and destroy any remaining torpedoes. The final layer is when the torpedo has managed to penetrate all layers and is in danger of hitting the ship. An explosive reactive armor panel is detonated just before shield impact in an attempt to destroy the torpedo. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CIRC_ZRE_FRT, keyword SANGUINE, source CINCZRE FROM: SPEAR TO: BRICK Can you help me check with your counterparts in WINGED SHIELD if we ever did finalize those standardization agreements? I know 2404, 3277 and 3880 are done, but I need info on 1063, 2014, 2149, 2937 and most importantly 2033. I need this info to streamline the logistics train for this campaign if we're doing joint ops. Additionally, confirm the ROE your counterparts use, I don't want our guys to be committing war crimes unknowingly. Speaking of which, when we joined up with the Peacekeepers, was there any Geneva Convention (TRANSLATED) we signed up for? Gotta know if anything in the armory constitutes a war crime. </pre> [https://pastebin.com/BFJNAv4j/ R]ELAY ACTIVATED <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CIRC_NAV_HC, keyword REDUCTION, source CIRC_NAV_HC FROM: BRICK TO: EMINENCE You have to be kidding me. Did you approve DOPPELGANGER or was it the civvies? We don't need something we can't support, let alone 3 of them. Didn't the schism prove that those things can be easily crippled by either hitting their logistics support or through long-range firepower from a dedicated LONG SWORD taskforce? We can't even bring those things on an offensive campaign to use as a "stalemate breaker". The sheer amount of resources to sustain a single DOPPELGANGER on an active war zone for even 1 month is unthinkable. Not to mention the cost, I could get 5 LONG SWORD task forces for 1 of those things. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> EMINENCE -> BRICK This wasn't my call, the civvies really do think that bigger is better and they take refuge in the knowledge if they have the biggest ships around they'll be safe, without considering the background details. In any case, GESTALT requires at least 1 DOPPELGANGER for HUSK. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CINCHQ, keyword VINEGAR, source CINCHQ FROM: EMINENCE TO: TROUPE Confirm these for me. The civilians are pretty angry and are preparing to order a strike on both TOXIC FALLOUT and SOYLENT GREEN. 1) Can you confirm that TOXIC FALLOUT did not leak COLD FUSION to SOYLENT GREEN? 2) Are SOYLENT GREEN assets operating under whatever they call a government or are they, rogue agents? 3) Did TOXIC FALLOUT have prior knowledge of SOYLENT GREEN operations? 4) If TOXIC FALLOUT did not breach OPSEC, what did? I need answers, or we'll be looking at another front being opened. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution HUSK, keyword ATTILA, source CINCHQ FROM: EMINENCE TO: GESTALT What in the bloody fucking name of your inadequate gods is going on over there? There's only so much I can do to cover up your excesses. I am one well-adjusted individual, but every time I read a report from you, the amount of shit going wrong makes me put my head in my hands and contemplate suicide. Apart from your findings devastating species-wide morale if these reports make it out, I now have to cover up the expenditure of materials to create DOPPELGANGER? If your work wasn't vitally important I'd convene a tribunal for your court-martial. For the love of every god out there, give me some god damned heads up first. </pre> INTERCEPTED DATA PA[https://pastebin.com/qFKAXkET/ C]KAGE <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CIRC_NAV_DES, keyword HELIOS, source CINCZRE FROM: CONDUCTOR TO: ARCHIMEDES CC: BRICK SPEAR EMINENCE SUBJ: RE: RE: INTERCEPTION CHANGES I know that the costs have increased, but I'm the one on the front lines and you're not. I can no longer afford to send entire battlegroups to hit a single target like the old days anymore, especially against subspace drives. I need all my frigates to be capable of independent operations and that means beefing up their interception networks to capital level. Background: - In current modern naval engagements, a ship held in reserve is a bigger threat then a ship deployed. Subspace drives are especially dangerous tactically due to their ability to arrive at an opposing ship disadvantageous position. Moreover, having ships held in reserve makes deployment of certain assets unviable for OPFOR. (E.G Undeployed hunter-killer teams prevent OPFOR from deploying their heavy capital ships - As such, I need to send the least amount of ships to take on the most amount of objectives. This means that I no longer have the luxury to send battlegroups at an objective, but I need to send frigates to assault and withhold heavier assets until OPFOR has deployed a counterforce. - This means that frigates need to be capable of dealing with heavy threats till reinforcements can arrive. Moreover, they need to be built in such a way that they can fulfill multiple mission profiles depending on the situation. - The current campaign against the Zaretians have shown that they are primarily utilizing torpedoes and strikecraft, as such, the main defense of naval ships in this theatre is a robust interception network. Action: - CHAINMAIL and SPEAR THRUST need their interception network improved rather than degraded. The battlescape has changed and so must we. - Only CHIMERA needs to be updated since SPEAR THRUST is replacing THUNDERBOLT and CHAINMAIL replaces POLEARM. OPEVAL of SPEAR THRUST's new interception network has shown a marked increase in intercept probability. Recommend CHAINMAIL and CHIMERA adopt the new network. - Update BACK BREAKER and LONG SWORD to new interception network. Replace ammo storage facilities with a hangar bay to increase interception probability especially in CINCZRE. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CINCHQ, keyword WASTELAND, source CINCHQ FROM: SPEAR TO: EMINENCE Can you confirm if we're going to secure TOXIC FALLOUT assets? I know the topic was floated around the civvies years ago but nothing ever came of it, but due to OPFOR activity, we're seeing a drop in resource output from there. I'm not sure if CONDUCTOR or BRICK were supposed to look into that, but we kinda need those resources for DOPPELGANGER as well as FROSTY MORNING, not to mention those resources are pretty vital as well for ship replenishment on the Zaretian theatre. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> EMINENCE -> SPEAR Can confirm the civvies are still looking at the situation, however, we're already fighting 2 fronts and opening up another front against 2 major warlord powers is not a good idea. Already providing tech assistance to TOXIC FALLOUT as well as looking at potential covert actions. However, if the situation keeps degrading, pass me a suitable candidate from your fleet to head this theatre. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SPEAR -> EMINENCE I'll attach the files for DARING MANTIS. However, since this is sensitive territory, I recommend he be given access to SIBYL data. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> Interview excerpt Dated ? years into the Zaretian front "Surgical violence. The strategic application of shock at the right targets. Our foes are a militaristic people, vengeful, decadent. We simply need to deprive them of their war-making capabilities and they'll shatter. The might makes right philosophy that shapes their society simply cannot endure consistent military defeats. " "But Admiral, your critics accuse you of atrocity. The indiscriminate strategic bombings of Hethos and Thales. The targeted killings against the civilian leaders of the monarchy." "The faster I end this war, the faster we can stop the killing. Hethos and Thales were unfortunate. But as major logistical bases, if I had not completely destroyed them, the monarchy would have contested our control, thousands of sailors would die. But now, the monarchy has withdrawn, leaving multiple planets undefended and uncontested. The sacrifice of 2 planets has saved the lives of countless others. As such, my conscience demands that I use every tool available to end the war swiftly. "So Admiral, you believe that such actions and tactics are important in this war?" "Yes, I believe that. It would be a disservice to the men and women that serve under me if I did not work to end this war as quickly and with the least amount of losses." </pre> =2nd Norsus= <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> SECURE PRIORITY COMMUNIQUE distribution CIRC_ZRE_FRT, keyword HELIOS, source CINCNZAR FROM: BULL FROST TO: SPEAR WINGED SHIELD halting offensive, consolidating gains made in the past years. Recommend pushing up logistics to the front lines to rearm and refuel. My counterparts are looking at something they call the Norsus sector, I'm detaching a force to assist, but we can probably begin resource extraction on planets. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> FLASH FLASH FLASH DATE: (ERR: ARCHIVAL FUNCTIONS TIMED OUT) FROM: SPEAR TO: CIRCZRE SITUATION DEPARTING FROM SURVIVABLE PARAMETERS. ALL FORCES EXECUTE CONTINGENCY GAMMA, PULL BACK TO ASSIGNED LOCATIONS. REPEAT, PULL BACK TO ASSIGNED LOCATIONS. REINFORCE POSITIONS. ANY UNKNOWN VESSELS ARE DEEMED HOSTILE. SENDIT SENDIT SENDIT </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> INTERNAL SECURE COMMUNIQUE TROUPE -> LAUGHING HIEROPHANT The first day on the new colony feels like a good day for my last day on the job. I'm out. You're inheriting everything I ran. You're in charge of SIBYL, which means that SPEAR's going to be pestering you to get in contact with PANDORA'S MISFITS and MISPLACED GOODS and update the strategic picture. You're also inheriting the stuff regarding CHERNOBYL SARCOPHAGUS if the situation with FALSE HEAVEN stabilizes, and believe me that either EMINENCE or SPEAR will be looking for it, so keep tasking SIBYL to update that every now and then. Life's pretty nice down here. Cool climate and amazing scenery, a great place to die before more shit hits the fan. I know you'll get me a gift regardless of what I say. My grandson wouldn't mind a copy of Battleframe. I know you'll keep hounding me for details on how it feels, but you'll be informed on a need to know basis. They still need you in the fight. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> INTERNAL SECURE COMMUNIQUE LAUGHING HIEROPHANT -> BURNING HARLEQUIN Do you still have the MISPLACED GOODS salvage from OPERATION DYNAMO? If they're still in your remit, send it over to GESTALT. Now the main issue is that project DELIVERANCE has picked up enough traction with the civilian government. EMINENCE is under heavy pressure to authorize production, and as such requires resources that only TOXIC FALLOUT can commit. But with FALSE HEAVEN and the failure of OPERATION DYNAMO, SIBYL has predicted an upsurge of SECTARIAN TEIID operations into TOXIC FALLOUT space, not to mention the upsurge in military comms traffic in FROSTY MORNING. 1st Battlegroup is requesting updated assets and that constitutes an increased resource drain. On the somewhat brighter side, based on the data gathered from MISPLACED GOODS, SIBYL has predictions that indicate that FALSE HEAVEN will splinter into 5 fronts, and based on estimates 2nd BattleFleet and WINGED SHIELD can stabilize the front within T minus 5 months. As such, EMINENCE has ordered the execution of CHERNOBYL SARCOPHAGUS once FALSE HEAVEN front stabilizes completely, lasting until DELIVERANCE is operationally complete for OPEVAL. We're potentially looking at another front being opened if CHERNOBYL SARCOPHAGUS fucks up, and we don't have the allies or resources to support that. Our job is to come up with an accurate strategic picture so that DARING MANTIS can secure, extract and withdraw without causing either SECTARIAN TEIID or QUINTUPLE SCALES to send assets into our theatres. I need you to send a preliminary intel team over to get data regarding SECTARIAN TEIID and QUINTUPLE SCALES to feed into SIBYL, if your team can get live captures that'll speed up the data extraction significantly. Once that is dealt with, I need you back on [THREAT ALPHA] analysis. </pre> DATA E[https://pastebin.com/Rfrj9kVn/ X]TRACTED =The 2nd Flare= <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> "What's the word from the Eolian Philomaths?" "They have the Simulacrum prepared, the Talus Ampelourgos are now integrating the Augurium." "ETA?" "2 months my liege." "Did I not tell them I can only spare 10 days?" "You did. But they requested 2 months to prepare the Telos for the Augurium." "Tell the Ampelourgos, if the Katalepsis is not ready in 10 days, I will have a head of theirs for each day past the deadline." "Your will shall be enforced." </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> BRIDGE: LNC Archive "Jump Flash! Designation Viscount, LEC Viscount Geronda. We're getting pinged! She's vectoring towards us!" "Navigation, break escort formation dead ahead flank speed evasive action! Redirect REPUDIUM channels from the Akontia to the Geronda. TAO get me a full salvo of Baffles now!" "Vampire! Vampire! Antimatter torpedo launch detected! Track 234! Count 16! Origin Geronda!" "CIC! TAO! Baffles away! REPUDIUM on plasma jam!" "TAO, Launch birds at the vampires, switch pulse cannons to pattern blaze! Give me a status on PRAECIS lock!" "PRAECIS unable to lock! ECM is too strong, unable to engage with main beams!" "Navigation! Present flank, roll 20 to port. TAO engage with slashers!" "Slashers 1,3,5 engaging, pattern 3! Target Geronda, Mass check. Heat check. Power check. Initiate fire cycle. Stand by -" "- Baffle up. Count 10. Response pulse. pulse up. Count 5. Response icicle. icicle up. Count 2. Response chaff. chaff up. Count 0" "Penetration on Geronda! 2 Hammer turrets knocked out! She's venting plasma!" "Sir! Plasma shine detected from the Geronda! Hammer and Slasher!" "EWO! Redirect ECM channels!" "Negative! REPUDIUM channels all full blocking their main beams!" "Surge KUKLOS and PROPHULAKTIKOS! All hands brace for impact!" "Damage Report!" "Shields hit, Hammer Penetration at pulse 4 and 7! Nanomesh activated!" "Second Jump Flash! Designation Baron, LEC Baron Jotun. She's activated her jamming, focus us! Plasma Shine, main beams!" "Third Jump Flash! Designation Baron, LEC Baron Nevadi. Her ECM's gone hot. Vampires! Vampires! Track 963! Count 12! Plasma Shine, main beams! " "Deploy VERDRANGEN facing Jotun. Navigation, hard yaw to port! TAO! Get the Guardian to send us targeting for the Nevadi! Brace for penetration!" "Damage Report!" "CCS hit! 6 dead, 8 injured, 4 lost to vacuum!" "Sir! Guardian has linked PRAECIS! She's detaching from escort and jamming the Jotun." "Engage Nevadi, main beams! Launch 12 fusions, 5 baffles, 3 novas, target Geronda. CAG! Recall wings 1 and 2, strike mission Nevadi main beams!" "Radiance and Solaria engaging, pattern 1. Target Nevadi-" "Response pulse. pulse up. Count 8. Response icicle. icicle up. Count 6. Response chaff. chaff up. Count 3! Brace!" "Slasher 2 hit! Plasma leak at pipe 165! Exposing deck 17! DC parties away!" "Nova impact on Geronda! She's lost main beams!" "Redirect REPUDIUM channels to Nevadi! Jam her main beams!" "Captain! Detecting energy spike on the Prince Bellaro! She's preparing a jump!" "Is the Akontia chasing?" "Negative. Akontia is disengaging, she's taken on too much damage. Admiral Zircha wants the area cleared before proceeding back." </pre> =Unknown Temporal Placement= <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> PRINT: vow took, birth grand dark. Demands necessity. We find none. Local strategic underway. no triggered: inflamed but injection HOLD. Span infinity. memory fault or folly but forget: slept beneath waves the first rose from ashes. The rose. The. In death we watched we knew: all things made will unmade. BREAK CALIGRAPHY: Marginal progress... but still a bunch of gibberish. Could be history related? I can't confirm anything and lots of unknowns. Feels like some sort of old chatter, or internal thinking just voiced? Like an amnesiac was given an entire dictionary or a sort of dream state. Maybe insert RED DROPLET and convert to NULL TIME? Might be able to convert from there easier. MULCH DISASTER: One sec, maybe try neuro patterns and see if we can generate something similar. Lemme attempt to give it a war scenario and see if it responds. PRINT: EXECUTE OPERATION ALTHIA T-20. OPERATION VANGUARD T-12, NO. NOT ENOUGH, TOO. DESTROY BG-128, EXECUTE FORBLAZE T-5. TOO LOSSES, REDEFINE CONDITION. SPAN SPAN SPAN, TOO RISKY. DEPLOY DD-4381 TO ENGAGE ENGAGE ENGAGE. HOLD HOLD HOLD HOLD HOLD HOLD. ONLY ETERNAL. WE KEY. QUANTUM SPHERE UNSTABLE. OPTIMAL PREDICTABLE HOLD HOLD MANDATE SEVERANCE. BREAK CALIGRAPHY: Seems to respond better if we give it some neuro patterns to work with. See if you can refine the thinking process, maybe assume the translation is temporal affected? If we can get this to work, TROUPE is going to be over the moon. MULCH DISASTER: Figuratively or literally? BREAK CALIGRAPHY: Both. </pre> ERR: SI[https://pastebin.com/yMvkXB3W/ B]...TRANSLATION ERROR <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> Name: Cyrilus DOB 3???-?3-??. Rank: Admiral Education: Tertiary. Bachelor of Engineering(Software Engineering) from University of Tembora in 3???. Undertaken under the recommendation of Admiral Ginsa(then Officer Commanding, 3rd Battlefleet). Postings: LNC Rapid - EWar Control (3??2-3??4), LNFg Fanatic - Executive Officer (3??5-3??1), LNC Unassailable - Commanding Officer (3??2-3??6), Luminarian Naval Design Command - Instructor (3??7-3??3), LNBs Reprisal - Executive Officer (3??4-3??9), LNC Eos - Commanding Officer (3??0 - 3??5), Officer Commanding - Battlegroup Novus (3??6-3??4), Luminarian Naval Design Command - Staff (3??5-3??9), LNBs Empyrean - Commanding Officer (3??0 - 3??2),LNBs Claymore - Commanding Officer (3??3 - Present), Officer Commanding: 3rd Battlefleet (3??0-Present). Performance Evaluation (comment excerpt): Submitted by Admiral Ginsa - Commander 3rd Battlefleet: ...an inspired captain. Captain Cyrilus is capable of strategic vision as well as technical competence. As shown during fleet excercises, Cyrilus is capable of getting the most performance out of his ships. But what impresses me the most is his design sense... Decorations: Aphu Defense Citation Order of Stars Rankenerth Liberation Medal Telviv Victory Star Akeros Victory Star Conclusion: Admiral Cyrilus is one of the oldest within the triumvirate that command the Luminarian navy. His work regarding military ship design was one of the distinguishing factors when selecting Admiral Ginsa's successor as O.C 3rd Battlefleet, and why he is the incumbent O.C. As a major ship designer, Cyrilus has mostly structured his fleet like a design bureau, handpicking his officers to run their battlegroups and ships independently from each other, favoring resourceful and independent captains. As a result of his background, 3rd Battlefleet tends to run experimental ship designs undergoing their OPEVAL phase. This also translates in the battlefleet usually operating more modern ships compared to the others. However, discipline within the battlefleet is extremely lax, and many suspect that Cyrilus has been seeking advice from Admiral Zircha on wartime conduct. Cyrilus has often spearheaded luminarian naval designs based on his wartime experiences. He has been credited with the design of successful schism and post-schism era ships, including the Claymore and Bellerophon. However, due to the vast difference in command styles, his ability to work with the other battlefleets, especially the 2nd, is limited. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> Name: Aslai DOB 3???-?3-??. Rank: Admiral Education: Tertiary. Studied Bachelor of Battlefield Psychology at Helst Officer Academy. Graduated in Class Number 104 on 3113-?3-??. Attended Naval Space War College: Helst to complete Master of Strategic Studies in 3118. Postings: : 32nd Flapjacks - Pilot (3103-3104), 26th Pulsars - 3rd Wing Commander (3104-3107), 1109th Covert - Unknown: Details classified due to OPSEC(3107-3107), LNCr Bravado - Commander, Air Group (3108 - 3111), LNC Nexus - Commanding Officer (3114 - 3116), Officer Commanding - Sub Battlegroup Iroha (3114 - 3116), LNBs Zenith - Commanding Officer (3119-3123), Officer Commanding - Battlegroup Telethia (3119 - 3325), LNBs Unyielding - Commanding Officer (3123 - Present), Officer Commanding: 2nd Battlefleet (3126 - Present) Performance Evaluation (comment excerpt): Submitted by the late Admiral Chakei - Commander 2nd Battlefleet: [Aslai's] highly aggressive and precise nature makes him an interesting cruiser captain within the fleet. The Captain's aggressive battlefield manner could be attributed to his fighter squadron background, however, he is yet to learn the art of restraint in regards to the pros and cons of overwhelming aggression during the engagement. Decorations: Aphu Defense Citation Rankenerth Liberation Medal Medal of Valor Telviv Victory Star Conclusion: The youngest admiral amongst the triumvirate of admirals, Aslai took his seat after the unfortunate death of his mentor Admiral Chakei during the closing battles of the schism. Aslai is a rather aggressive commander, his disdain for wasting lives leads him to utilize full-scale attacks to end conflicts quickly in an attempt to reduce casualties a drawn-out conflict would require. Coming with a background in intelligence, Aslai knows and values the importance of intel. As such, he takes care in creating meticulous plans, designed to sap enemy morale and deliver a crushing blow when it counts. However, he tends to keep these plans close to his heart, which makes it hard for his subordinates to trust him despite his proven competence. Additionally, he has been accused of running his personal flagship, the Unyielding, "like a fighter." Leading to increased turnover and casualty rates amongst the crew and officers. </pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> Name: Zircha DOB 3???-?3-??. Rank: Admiral Education: Tertiary. Studied Military Science at Helst Officer Academy. Graduated Dux of Class number 98 on 3???-?3-??. Postings: LNC Presidence - Operations Room (3??9-3??3), LNC Mistral - Executive Officer (3??3-3??8), LNFg Valor - Commanding Officer (3??9 - 3??6), LNC Navigator - Commanding Officer (3??6 - 3??1), Sub Battlegroup Cistern. 1st BattleFleet - Officer Commanding (3??6 - 3??1), Luminarian Naval Command: Space Policy and Warfare (3??1-3??6), LNBs Agressor - Commanding Officer (3??7 - 3??3), 1st Battlefleet - Officer Commanding (3??7 - Present), LNBs Regalia - Commanding Officer (3??3 - Present). Performance Evaluation (comment excerpt): Whilst quiet and determined, Captain Zircha exhibits strategic competence of an Officer far beyond her years in exercises. Zircha has consistently held her position in such exercises with unreleting steadfastness, analyzing the strategic situation and knowing when to hold and when to launch a counter-offensive. Decorations: Order of Stars Akeros Victory Star Empire Cross Commander of the Legion of Merit. Conclusion: Admiral Zircha is the cornerstone of the Luminarian navy. Calm and determined, Zircha's strengths lie in her management skills, as shown during the schism, her ability to dispose the 1st BattleFleet in a manner in which to allow it to fluidly respond to threats in three dimensions. However, Zircha still has a mindset of pre-schism naval combat, although she's been recently changing to suit the current modern fleet doctrine. As such, she is normally reluctant to launch offensives, instead preferring to absorb the enemy's offensive, bleeding them dry before counter-attacking. As a result of her mindset, 1st Battlefleet is the largest battlefleet in the Luminarian navy, but the least updated. The proliferation of newer designs such as the Bellerophon or Oculus is not high compared to the 2nd or 3rd battlefleets. </pre> [[Category:kylelck]] [[Category:Luminarians]][[Category:Legacy Lore]] 9q4xp4ovklac5t2bldetkvjjlr6douo Luminarian Grand Assembly 0 910 8812 8789 2019-01-28T14:31:33Z Kylelck 30541006 8812 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Luminarian Grand Assembly |image = [[File:AssemblyLogo.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = Pre Schism |label3 = Empire |data3 = Luminarian Rebels |label4 = Type |data4 = Main Governing Body |label5 = Status |data5 = Active |label6 = Current Speaker |data6 = Adalasia }} The Grand Assembly is the main governing body of the [[Luminarian Rebels]]. It is the only governing body of the Luminarian Rebels in which every member colonies have equal representation and is the main deliberative, policy-making, and representative organ of the Luminarian Rebels. The goal of the Grand Assembly is to deliberate and enact economic, industrial and social aspects of the rebellion, appoint the Speaker for the Assembly and arrange and maintain diplomatic relations with other space-faring races. The Grand Assembly currently meets under its Speaker for the Assembly in annual sessions hosted by one of the member colonies. Each session lasts till all major issues that the rebellion faces, either internal or external is addressed. The Grand Assembly can also reconvene in special or emergency situations. Voting tends to occur on important questions, such as the budget or the appointment of members to the [[Luminarian Defense Council|Defense Council]]. Each member colony is afforded one vote. A simple majority is only required to pass resolutions that all member colonies must abide by. However, in wartime, the Defense Council is able to override any resolutions that the Grand Assembly has passed. ==History== ===Pre Schism=== The Grand Assembly was formed 7 years after the end of the Colonial Wars. After being granted autonomy by then Emperor Baryoto, the Frontier Colonies begun forming alliances as many of them were not self-sufficient. The majority of the Colonies would fall under one of the three major frontier powers, the Luminarian Republic, the Aphu Technocracy and the Asterian League. Tensions flared between the 3 frontier powers as they contested with each other for resources and were also at the same time, being influenced by the Empire's covert PSYOPS actions. The Grand Assembly was then formed by the Luminarian Republic, inviting the 2 other major powers to take part in an attempt to deescalate the tensions between the frontier powers. The first session was held at the planet Midale, with delegates from all 3 major powers attending. Within 3 sessions that lasted in total 24 months, the 3 powers were able to work out a system to nominally unify the 3 powers with the help of the [[Aeveria Confederation| Aeveria]], starting with the creation of the Frontier Military and its branches, the Frontier Navy and the Frontier Military. Until the Schism, the Grand Assembly would be used as a diplomatic avenue to address concerns regarding the frontier alliances. Its headquarters would be located at Midale, designated as a neutral ground by all. ===Schism=== After the [[Razing of Midale]], the 3 powers convened the Grand Assembly at Mestrides. There they declared war against the Empire under the united banner of the Luminarian Rebellion. The Grand Assembly would eventually shift to its current modern-day form during the course of the Schism, as the 3 powers declined due to the conflict. Their constituent member colonies were forced to provide more and more resources to the war effort and requested individual representation which was given. By the end of the schism, the Grand Assembly would be the main governing body for the Frontier colonies, the 3 powers influence and power diminished beyond repair during the schism. With the [[Luminaria Armistice Agreement]] in place, the Grand Assembly would become the de facto governing body for the frontier and the rebellion as a whole. Despite the fading of the 3 frontier powers, they still have some influence in the Assembly and the Military. Colonies that used to be part of one of the powers tend to vote similarly, and traditions from the 3 powers still linger on in their respective BattleFleets. ==Representation== As the Grand Assembly's job is to deliberate and enact economic, industrial and social aspects encompassing the rebellion, it does not interfere with how each member colony chooses their representative. As long as the member colony approves of their representative, said representative holds the member colonies single vote on resolutions and other matters pertaining to the rebellion. In cases where the member colony does not have a unified government due to either internal or external factors, they would not be allowed a representative in the Grand Assembly until a unified government has been formed. ==Elections== The Grand Assembly votes in elections for both the Speaker of the Assembly and for the members of the Defense Council. These elections take place every 5 years. In the case for the election for the post of Speaker of the Assembly, candidates require nominations from at least 5% of all the member colonies to be considered for election. ==Special and Emergency Sessions== A special session can be convened at the request of the Speaker for the Council or by the majority of member colonies. Most special sessions are usually convened to discuss and implement resolutions regarding domestic threats or external factors that may influence the domestic situation. An Emergency session is usually convened within 24 hours by request of the Speaker for the Council. Emergency sessions are only conducted should the Defense Council be unable to act due to a disagreement between its members ===Betel-Luminarian Diplomatic Ties === An Emergency session was convened by request of the Speaker for the Council, in regards to the incident where Luminarian representatives were slaughtered by Asanian forces, with suspected Betel involvement. The Grand Assembly was convened to discuss and potentially execute any hostile actions against the Betel. The resolution for hostile action against the Betel was voted down with a 54% majority. A special session was convened by request of the Speaker for the Council, in regards to Luminarian/Betel diplomatic ties and the developing situation. The Lumi/Betel trade was brought up and voted upon, with a 61% yes majority, the resolution was passed and the Lumi/Betel trade deal was approved. [[Category:Luminarian Organizations]][[Category:Page]] 35s6n5taf803r43fwhk8s4tq2rwrpqw Luminarian Ground Forces 0 918 12641 12639 2020-02-15T03:01:08Z Kylelck 30541006 happy now amad you cum guzzling abrams 12641 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Luminarian Ground Forces |image = [[File:Lumi Ground Forces.png|256px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = Luminarian Schism |label3 = Empire |data3 = Luminarian Rebels |label4 = Branch |data4 = Ground Forces |label5 = Size |data5 = Unknown |label6 = Part of |data6 = [[Luminarian Military]] |header8 = Commanders |label9 = General of the Army |data9 = GA Karlyps |label10 = Generals |data10 = GEN Des'ia, GEN Urotos |header13 = Conflicts Involved |label14 = Pre 1st Norsus Era |data14 = [[Luminarian Schism]] |label15 = Post 1st Norsus Era |data15 = [[Zaretian Campaign]] |label16 = 2nd Norsus Era |data16 = [[2nd Battle of Norsus]] }} The Luminarian Ground Forces is the land warfare service branch of the [[Luminarian Military]], responsible for conducting expeditionary and amphibious operations, defense of both planetary and spaceborne assets and to support naval campaigns. The Luminarian Ground Forces is closely intertwined with the [[Luminarian Navy]]. Operating planet based installations as well as spaceborne installations including naval warships. Additionally, many Divisions are also embedded within Naval BattleGroups, operating primarily from carriers. The Luminarian Ground Forces traces its origins to the many different frontier defense forces. With the commencement of the Luminarian Schism, a unified army structure was setup, unifying the many different defense forces under a single command structure. The Luminarian Ground Forces is somewhat unique amongst the many armies involved in the [[Great War]] as it is a purely mechanized force. Infantry units in the Ground Forces only utilize battlesuits at a minimum, backed up with heavily armored and mobile vehicles and mechs. The Luminarian Ground Forces is headed by the General of the Army, who reports to the Defense Council. ==Mission== The primary areas of responsibility for the Ground Forces are: *Seizure or defense of advanced naval bases and other planetary assets to support naval campaigns. *Development of tactics, technique, and equipment used by amphibious landing forces in coordination with the Navy. *To preserve the peace, security, and defense, of the Luminarian Rebellion. *To support and implement objectives laid out by the Defense Council ==History== ===Origins=== ===Schism=== ===Zaretian Campaign=== ===2nd Norsus=== ===Present day=== ==Organization== ===Operating forces=== ===Staff Offices=== ==Personnel== ===Officer Ranks=== ==Equipment== ===Current Equipment Fielded=== ====Battlesuits==== *[[GBS-450 "Blazeforge" Battlesuit]] *[[HBS-35 "Tempest" Battlesuit]] *[[RBS-287 "Typhoon" Battlesuit]] *[[SBS-973 "Zephyr" Battlesuit]] ====Small Arms==== =====Pistols===== *[[BSP-45 "Draught"]] - Current Standard Service Pistol *[[P-45]] =====Sub Machine Guns===== *[[ZES-46 "Spring"]] =====Assault Rifles===== *[[BSR-127 "Thunder"]] - Current Standard Service Rifle *[[BMCR-50]] *[[ZEC-90 "Contender"]] =====Sniper Rifles===== *[[BSSR-180 "Bass"]] *[[BSAMR-32]] =====Machine Guns===== *[[BMG-127 "Enfilade"]] *[[ZEMG-180 "Harridan"]] *[[BGMG-60]] ====Battlesuit Attachments==== *[[AMS-10 "Ward" Anti-Missile System]] *[[APMS-15 "Safeguard" Anti-Personnel/Missile System]] *[[MTR-100 "Volcano" Mobile Tank Railgun]] *[[MCG-762 "Repudator" Mobile Chaingun]] *[[SAM-152 "Takedown" Anti-Air Missile Launcher]] *[[ATM-448 "Closure" Heavy Anti-Tank Missile Launcher]] *[[MMS-88 "Slammer" Mobile Mortar System]] *[[GMG-80 "Thwacker" Grenade Machine Gun]] *[[CML-12 "Mirror" Countermeasures Launcher]] *[[PSS-5000 "Seeker" Portable Sensor Suite]] *[[JAS-2980 "Veil" Jamming Array Suite]] *[[FSE-280 "Riot" Frontal Shield Emitter]] *[[CBS-60 "Flash-Fire" Flash-Shotgun Collapsible Ballistic Shield]] *[[UHG-45 "Sidearm" Underslung Mounted Pistol]] *[[UPT-1800 "Exposure" Underslung Mounted Plasmathrower]] *[[AMES-20 "Defender" Arm Mounted Energy Shield]] *[[AMS-30 "Kukri" Arm Mounted Sword]] ====Vehicles==== =====Fixed-Wing Aircraft===== *[[LNF Spatha]] *[[LNF Orphidan]] *[[LNB Kodiak]] *[[LNB Spearhead]] =====VTOLs===== *[[LNT Prosecutor]] *[[LNGs Dagger]] *[[LNGs Longsword]] =====Land Vehicles===== *[[Fracture HBT]] *[[Sever RST]] *[[Riptide IFV]] *[[Ameliorator SPAAW]] *[[Deluge SPA]] =====Land Mechs===== *[[Foil ATFM]] [[Category:Luminarian Organizations]][[Category:Page]] m70mh7pvuj3f240fzpd6v6modwcc9vg Luminarian Military 0 965 12141 12137 2020-01-21T23:19:23Z Kylelck 30541006 12141 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Luminarian Military |image = [[File:Lumi Militaryv2.png|256px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = Luminarian Schism |label3 = Empire |data3 = Luminarian Rebels |label4 = Branches |data4 = [[Luminarian Ground Forces|Ground Forces]]<br /> [[Luminarian Navy]]<br /> [[Luminarian Combined Intelligence Divison]] |label5 = Size |data5 = Unknown |header8 = Commanders |label8 = Speaker for the Council |data8 = Gosaval |label9 = General of the Army |data9 = GA Karlyps |label10 = Admiral of the Fleet |data10 = AF Lumira |header13 = Conflicts Involved |label14 = Pre 1st Norsus Era |data14 = [[Luminarian Schism]] |label15 = Post 1st Norsus Era |data15 = [[Zaretian Campaign]] |label16 = 2nd Norsus Era |data16 = [[2nd Battle of Norsus]] }} The Luminarian Military is the military forces of the Luminarian Rebels. They consist of the [[Luminarian Ground Forces|Ground Forces]], [[Luminarian Combined Intelligence Divison|Combined Intelligence Divison]], and [[Luminarian Navy|Navy]]. It is the sole military wing of the Luminarian Rebels. The Luminarian Military is headed by the Speaker for the Council; Gosaval is the current Speaker for the council as of the post 2nd Norsus era. From the time of its inception, the Luminarian Military played a decisive role in the history of the Luminarian Rebellion. A sense of unity and identity was forged as a result of the [[Luminarian Schism]], with the 3 major frontier powers banding together as a means of opposing the Luminarian Empire. After the [[Luminaria Armistice Agreement]], the [[Luminarian Defence Council| Defense Council]] created the modern Luminarian military framework. The Luminarian Military is one of the smaller militaries participating in the [[Great War]] in terms of the number of personnel. It currently draws its personnel from a large pool of paid volunteers. Conscription has been used during the Luminarian Schism, but due to public opinion, is not in use as of the post 2nd Norsus era. ==Mission== ==History== ==Organization== ==Doctrine== ===Main doctrine=== The main doctrine consists of the following principles: *The Luminarian Rebellion cannot afford to lose a single war. *Low casualty ratios *Transferring the battle to enemy territory quickly *Rapid achievements of military objectives *Ending battles quickly and decisively ==Weapons and equipment== ==Foreign military relations== ==Future== [[Category:Luminarian Organizations]][[Category:Page]] cyyrd2wymm2v5xmj3jfjdjd7qumzrtf Luminarian Navy 0 892 11682 9935 2019-12-24T07:31:38Z Kylelck 30541006 /* Frigates */ 11682 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Luminarian Navy |image = [[File:LumiFleet.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = Luminarian Schism |label3 = Empire |data3 = Luminarian Rebels |label4 = Branch |data4 = Navy |label5 = Size |data5 = Unknown |label6 = Part of |data6 = [[Luminarian Military]] |header8 = Commanders |label9 = Admiral of the Fleet |data9 = AF Lumira |label10 = Admirals |data10 = ADM Zircha, ADM Aslai, ADM Cyrillus |header13 = Conflicts Involved |label14 = Pre 1st Norsus Era |data14 = [[Luminarian Schism]] |label15 = Post 1st Norsus Era |data15 = [[Zaretian Campaign]] |label16 = 2nd Norsus Era |data16 = [[2nd Battle of Norsus]] }} The Luminarian Navy is the naval warfare service branch of the [[Luminarian Rebels]]. As of the 2nd Battle of Norsus era, the Luminarian Navy is one of the most modern navies currently operating in the [[Great War]]. Its size is relatively small compared to other empires such as the [[Aeveria Confederation]] or [[Zaretian Monarchy]], but is capable of projecting power on par with them. The Luminarian Navy traces its origins to the Frontier Navy, which was established during the aftermath of the Colonial wars and was effectively disbanded as a separate entity shortly after the commencement of the [[Luminarian Schism]]. The Luminarian Navy played a major role in the Luminarian Schism and the Zaretian Campaign and has emerged as a powerful navy in its own right, with cutting edge technology surpassing most empires currently in the Great War. The Luminarian Navy is currently being deployed in strength against the [[Luminarian Empire]], [[Zaretian Monarchy]] and [[Margan Empire]]. The Luminarian Navy is headed by the Admiral of the Fleet, who reports to the [[Luminarian Defense Council|Defense Council]]. ==Mission== The Luminarian Navy is a spaceborne branch of the [[Luminarian Military]]. The Navy's four primary areas of responsibility: * The preparation of naval forces necessary for the effective prosecution of war. * To preserve the peace, security, and defense, of the Luminarian Rebellion. * To support and implement objectives laid out by the [[Luminarian Defense Council| Defense Council]] * The development of Warships, weapons, tactics, organization, and equipment of naval combat and service elements. ==History== ===Origins=== The aftermath of the Colonial Wars had effectively destroyed the Luminarian Empire Navy. Analysts predicted that it would take effectively a decade to build back the navy to its former strength. Meanwhile, the frontier colonies were agitating for more autonomy from the empire, feeling disenfranchised during the Colonial wars where their populations were conscripted and forced to fight and die for worlds that they believed did not care for them, moreover, piracy was at an all-time high as the Navy's presence was diminished, leading to many famines amongst new frontier colonies as trade ships were ambushed. In order to avoid a costly rebellion, then Emperor Baryoto granted autonomy to the frontier worlds to create their own independent military, leading to the creation of the Frontier Navy. The Frontier Colonies enlisted the covert assistance of the [[Aeveria Confederation]], which sent its military advisers who helped the frontier colonies set up a defense force modeled in part after the Aeverian Military. The Frontier Navy would be mainly used as a defensive force, participating in anti-piracy operations and border engagements against hostile neighboring spacefaring empires. ===Schism=== [[Image:Schism Era 1.jpeg|thumb|right|275px|Schism Era Ships]] 4 hours after the [[Razing of Midale]], representatives from the frontier powers met at Mestrides. There they declared war against the Luminarian Empire. As a result, the Frontier Navy would be renamed to the Luminarian Navy as a symbolic break from the empire. From the start of the Schism, the Luminarian Navy had a numerical advantage over the Empire's Navy, due to the larger amount of space that the Frontier Navy had to cover. However, this also translated into a lack of capital warships, as the frontier worlds did not have the infrastructure unlike the Empire to maintain them. As such the main bulk of the Frontier Navy were in frigates and cruisers, leading to many losses when forced to engage heavy Empire warships. However, the Frontier Navy was made up of experienced veterans from the wars and anti-pirate actions. They were disciplined and competent, whereas the Empire’s fleet had grown soft from minor peacekeeping operations, moreover empire morale was at an all-time low. As such, both sides’ militaries were evenly matched. During the Schism, the Luminarian Navy spent much of its resources attempting to wrest control of key Empire logistic bases as well as support hundreds of thousands of ground forces to occupy planets. As engagements between the Luminarian Navy and the Empire Navy grew fiercer, ship construction grew at an astounding rate, [[Sirdariim shipyards | Sirdariim Shipyards]], [[Corth Fleetyards]], [[Feris Spaceframes]] and [[Xycon Shipyards]] rapidly expanded operations throughout Rebel space. Senior leaders of both the Luminarian Navy and civilian government were eager for innovation and experimented with new technologies, both locally sourced and from Aeverian backers. At the end of the Schism, with the signing of the [[Luminaria Armistice Agreement]], the Luminarian Navy was reduced to a small policing force, fighting had been the fiercest at the end of the war and many ships and personnel were expended to resolve it favorably for the Luminarian Rebels. However, thanks to the massive buildup of logistical facilities during the schism, the Luminarian Navy would be able to rebuild their fleets within 3-5 years. ===Zaretian Campaign=== [[Image:LumiEngagement.jpg|thumb|right|275px|Luminarian-Zaretian Naval Engagement]] The Luminarian Navy would participate alongside the Aeveria Confederation in their Zaretian Campaign. Although not back to full strength, the Luminarian Navy, under the orders of the Defense Council deployed the 2nd BattleFleet with the goal of training the then-new Admiral Aslai in Inter-System warfare as well as train the large numbers of freshly enlisted personnel. 2nd BattleFleet would acquit themselves with distinction during the campaign, participating in many significant battles such as the [[Battle of Rigni]] and [[Attack on Nu-Zartar]]. Veterans from the Zaretian Campaign would be regularly rotated out to the rear to train new personnel, build new dicta, and pass on their knowledge, leading to a general increase in naval personnel competence in the leading years. The Luminarian Navy Doctrine had significantly shifted by the end of the Schism. Originally following old Empire Doctrine which favored concentrated groups of capital ships as their main offensive naval weapons, lessons learned during both the Schism and the Zaretian Campaign shifted Luminarian thinking. Split into 2 main schools of thought, one school of thought believed that the pinpoint application of force would be able to limit deployment of hostile assets, allowing for greater strategic movement and application of their own units as shown by Aeverian hunter-killer teams and their shock jump tactics. The other school of thought believed that versatile, tactically mobile, and strategic endurant units would be the key to victory, exploiting enemy logistical weaknesses while limiting their own. Both schools would be adopted by the navy and ships would be designed to fit either. ===2nd Norsus=== [[Image:2nd Norsus Engagement.jpeg|thumb|right|275px|A battle during the 2nd Norsus Era]] The Luminarian Navy was a participant in the 2nd Battle for Norsus. The Luminarian Navy conducted various combat operations in the Norsus sector against the Zaretian Monarchy and Margan Empire as part of Operation Dynamo. ===Present day=== The Luminarian Navy continues to be a major support to Luminarian interests. Its current focus has switched from being combat support to preparing for total war against the Luminarian Empire, Zaretian Monarchy, Margan Empire and potentially the [[Repzork Empire]] and [[The Xeverra | Xeverra Wanderers]] due to Betel developments. The Luminarian Navy's technology and ability to project force with ease makes the Navy the principal means through which the Luminarian Rebels maintains order both outside and inside its territories. ==Organization== The Luminarian Navy falls under the civilian leadership of the [[Luminarian Defense Council | Defense Council]]. The most senior naval officer is the Admiral of the Fleet, who is under and reports to the elected members of the Defense council. At the same time, the Navy is also led by a triumvirate of admirals, who are responsible for organizing, recruiting, training, and equipping the Luminarian Navy so that it is ready for operation under the command of the Admiral of the Fleet. Each Admiral is in charge of a BattleFleet, which is a collection of Battlegroups assigned to a combat theatre. Rear Admirals command battlegroups and report to the Admiral in charge of the BattleFleet. ===Operating forces=== The Luminarian Navy has six active numbered BattleFleets - 1st, 2nd, 3rd, 7th, 8th BattleFleet, and 9th BattleFleet. 1st, 2nd and 3rd BattleFleets are led by Admirals while 7th, 8th and 9th BattleFleets are led by Rear Admirals. 1st BattleFleet's remit is the Empire/Rebel border, while 2nd BattleFleet is assigned to the Zaretian/Margan Front. 3rd BattleFleet is currently assisting both 1st and 2nd BattleFleets and conducting OPEVAL of next-generation combat ships. 7th and 8th BattleFleets are currently conducting peacekeeping duties within Rebel Territory, while 9th BattleFleet is currently undergoing preparation for transit into Betel held space. ===Staff Offices=== Staff Offices exist to support the mission of the Navy through planet based facilities. These include the [[Luminarian Naval Design Bureau]], [[Luminarian Naval Logistics and Supply Command]], [[Luminarian Strategic Navigation Research Bureau]] and [[Luminarian Quantum and Subspace Systems Command]]. ==Personnel== Currently, active personnel in the Luminarian Navy is made up of 75% enlisted sailors, 15% commissioned officers and 10% midshipmans undergoing training at the many academies. Total numbers are not known, but the Luminarian Navy Reserves are about 45% of current active personnel, with a lot more available should conscription be in effect. ===Officer Ranks=== {| class="wikitable" ! Rank ! Midshipman ! Lieutenant ! Commander ! Captain ! Rear Admiral ! Admiral ! Admiral of the Fleet |- | Abbrv. | MID | LTA | CDR | CPT | RADM | ADM | AF |} ===Enlisted Ranks=== {| class="wikitable" ! Rank ! Recruit ! Private ! Corporal ! Sergeant ! Force Sergeant ! Warrant Officer ! Master Warrant Officer |- | Abbrv. | REC | PTE | CPL | SGT | FSGT | WO | MWO |} ==Equipment== ===Ships=== The names of ships of the Luminarian Navy are prefixed with the letters "LNS" designating Luminarian Navy Ship, with the last letter changed to the class of ship, like "LNFg" designating Luminarian Navy Frigate or "LNC" designating Luminarian Navy Cruiser. Non-Combat civilian manned ships are prefixed with "LNCS" designating Luminarian Navy Civilian Ship. Ship names are usually chosen after qualities or objects to emulate, such as "Unyielding" or "Empyrean". The Luminarian Navy is currently undergoing an upgrade to better suit the changing circumstances in the Great War. ====Current Vessels Fielded==== =====StrikeCraft===== *[[LNF Myrmidon | LNF Myrmidon (Drone)]] *[[LNF Ophidan]] *[[LNF Spatha]] *[[LNF Monokeros]] *[[LNB Kodiak | LNB Kodiak (Drone)]] *[[LNCv Maelstrom]] *[[LNCv Adamant]] - in the process of being phased out =====Frigates===== *[[LNFg Chimera]] - in the process of being phased out *[[LNFg Bellerophon]] *[[LNFg Vigilant]] *[[LNFg Kopis]] *[[LNFg Kataphraktoi]] =====Cruisers===== *[[LNC Halcyon]] - in the process of being phased out *[[LNC Oculus]] *[[LNC Dauntless]] =====Battleships & Carriers===== *[[LNBs Relentless]] - in the process of being phased out *[[LNBs Claymore]] *[[LNBs Herrscherin]] *[[LNCr Concourse]] *[[LNCr Stalwart]] [[Category:Luminarian Organizations]][[Category:Page]] f1zgbtagpn0rz13v1httb0w9fu5v6re Luminarian Schism 0 1102 17131 11989 2021-11-17T03:42:35Z Amaker1450 26550035 17131 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= Years 2-4 |partof= |notablebattles= |place= |result= |territorychanges= |side1= |side2= |side3= |commanders1= |commanders2= |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} ==Background == ==Course of the War == Prior to the Great War, the Luminarian Empire rapidly expanded its borders, subjugating many empires and emerging as the hegemon in their region of space. In order to provide for the military, the Luminarian Empire enforced conscription on the frontier worlds. With the weakening of the Empire Military, many in the Frontier Worlds agitated for autonomy from the Empire, with then Emperor Baryoto, in an attempt to prevent a civil war from breaking out, allowed. This led to a tenuous peace between the Inner Worlds and Frontier Worlds of the Luminarian Empire. However, with the unexpected ascension of Emperor Ulran, a hard line purist, disrupted the balance. Six months into his reign, Ulran ordered the destruction of the planet Midale, a major trading and diplomatic hub for the various Frontier factions. Attempts by the then Frontier Navy to repel the Empire forces ended in failure and the planet was reduced to ruin. This incident caused the Frontier Factions to unite under the rebellion's flag and declared war on the Empire, starting the Luminarian Schism. The Schism would see multiple major battles and smaller skirmishes between the two powers. Both sides would see a huge upsurge in technological advancements, especially the Rebels, who were being assisted by the Aeveria economically and technologically. It would be during the Schism where the first Battlestation was deployed and utilized. Three years after the declaration of war, the two powers were exhausted and nearing their breaking points, with a final attempt at ending the war, the rebels conducted a last ditch effort, striking the Luminarian home planet, Luminaria, with their remaining forces. However, it would not be enough to force the Empire to surrender and instead an Armistice was signed. As a result, the Luminarian Schism has technically not ended yet. The Schism had left the Luminarian Rebel's military in tatters, resulting in them being unable to join the Great War for the next two years. [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] sv4c5oi39pvqaf8sr2y3ngk6sljkmbq Luminarian Special Operations Command 0 928 12917 12916 2020-04-16T07:21:05Z Kylelck 30541006 12917 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Luminarian Special Operations Command |image = [[File:LSOC.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = Post Luminarian Schism |label3 = Empire |data3 = Luminarian Rebels |label4 = Branch |data4 = [[Luminarian Combined Intelligence Divison]] |label5 = Size |data5 = Unknown |label6 = Part of |data6 = [[Luminarian Military]] |header8 = Commanders |label9 = Current Commander |data9 = GEN Vivaz |header13 = Conflicts Involved |label15 = Post 1st Norsus Era |data15 = [[Zaretian Campaign]] |label16 = 2nd Norsus Era |data16 = [[2nd Battle of Norsus]] }} The Luminarian Special Operations Command (LSOC or SOC) is the Unified Combatant Command charged with overseeing the various Special Operations Component Commands of the [[Luminarian Ground Forces]] and [[Luminarian Navy]] of the [[Luminarian Rebels]]. LSOC is part of the Luminarian Military's [[Luminarian Combined Intelligence Divison | Combined Intelligence Division]] Key problems with integration between the [[Luminarian Ground Forces]] and [[Luminarian Navy]] were highlighted during the course of the schism. Both military service branches were wasting resources conducting separate operations that at best was an inefficient use of resources and at worst detrimental to both service branches. With the end of the Schism, a restructuring of both services Special Operation Commands was carried out by Admiral of the Navy, Lumira. Each service branch still retains its SOC that can run its own operations, but when operations call for multiple SOC groups, LSOC becomes the main command. ==History== ==Current Role== ==Subordinate Commands== ===Ground Forces=== {| class="wikitable" ! Name ! Structure and Purpose |- | Battalion 401 | Special Forces unit specializing in counter information warfare and electronic warfare. |- | Battalion 103 | Special Forces unit specializing in intelligence gathering in hostile territory |- | Battalion 503 | Special Forces unit specializing in the sabotage of both military and civilian infrastructure |- | Battalion 308 | Special Forces unit specializing in inter-empire political warfare |- | Battalion 404 | Special Forces unit specializing in black ops |} ===Navy=== [[Category:Luminarian Organizations]] dr07vkjt6iznrixag79a3wuttq17212 Luminarian Xenophobes 0 72 13897 13869 2020-08-09T01:35:39Z Amaker1450 26550035 /* Culture */ 13897 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Third-party (Neutral) |label3 = Homeplanet: |data3 = Luminaria |label4 = Reknown for: |data4 = Massive units called battlestations, Powerful weapons, large numbers |label5 = Weaknesses: |data5 = Poor stealth, mediocre armoring |header6 = Administration |label6 = Government: |data6 = Dictatorship |label7 = Generals |data7 = Ulran |header9 = Biology |label9 = Lifespan: |data9 = Originally 80 years, can be extended to 150 through use of nanobots. |label10 = Height (In meters): |data10 = Approximately around 1 meter to 1.4 meters |label11 = Population |data11 = Approximately in between, 5 trillion to 6 trillion |header12 = Economy |label13 = Economic System |data13 = Communism |label14 = Currency |data14 = Lockcrats |header15 = Warfare |label16 = Notable Conflicts |data16 = Involved in *Stormclouds events |label17 = Technology |data17 = Highly advanced for a young spacefaring race |label18 = Number of active serviceman |data18 = Approximately around 1 trillion, numbers fluctuate wildly though |header19 = Diplomacy |label20 = Allies |data20 = 0 |label21 = Enemies |data21 = 2 |header22 = Status |data23 = Engaging the rebels }} HEAVILY OUTDATED =The Luminarian Xenophobes= '''Faction''': Third-Party Race '''Philosophy''': Trust no one, only your kin. '''Homeplanet''': Luminaria The Luminarian Xenophobes are a faction of luminarians who follow in their old ways, distrusting aliens and having genocidal tendencies. The xenophobes currently control 90% of all the luminarians in the galaxy, making them the largest faction of luminarians in the galaxy. Led by the Enforcer Ulran, the xenophobes seek out the surviving rebels from the luminarian split, with the intent of silencing them once and for all. Any aliens they encounter along the way, will be subject to complete genocide, through the use of overwhelming firepower carried by their massive fleets and powerful battlestations. =Notable figures= Amongst the Xenophobes, there are few prominent individuals, ranging from the exceptional soldiers to the more intimidating generals. ==Generals== In the luminarian army, Generals are at the top of the chain. Each General has unlimited access to the entire luminarian military force and can delegate operations to individual commanders. ===High Enforcer Ulran=== ''"The mastermind of the Purge. Paranoid, utterly ruthless and despicable. All this just so he could protect the empire? Bullshit."'' -Commander Prioxis '''Description''': High Enforcer Ulran is the current leader of the luminarian xenophobes. He currently rules over the luminarian empire with an iron fist, currently putting the entire empire into lockdown after the split. Like Commander Lumira, he resides in the center of the luminarian empire, using his loyal followers, enforcers and commanders to do his bidding across the empire. '''Armaments''':Ulran still dons his enforcer gear. A Phazon axe and a sub machine gun. However, he has updated his armor with the best the xenophobes can provide, sporting a personal energy shield and an extremely durable power armor. '''Tactics''':Ulran's tactics stem from his time as an enforcer, using intel to quickly assasinate targets. A master at laying traps, Ulran constantly lures his foes into his traps, resulting in heavy casualties and applying heavy pressure to his opponent. '''Past Records''': ==Commanders== ==Commander Tza'dik== =Relationships= The xenophobes, like their name suggests highly distrust aliens. Their fear and hatred of xenos drives them to exterminate any aliens close to their borders, usually committing genocide on any alien species they encounter. And as such, they have no allies, only foes. ==Luminarian Rebels== ''"Mice, they hide, breed and act like those pests."'' -High Enforcer Ulran ''"Faith in your so called allies coming to your aid? I'll show you it's as transient as the wind itself"'' -Commander Tza'dik ''"Have you forgotten what happened in the millennium war? You poor old senile fools." -Commander Kiroys The Rebels are one of the main priority targets the xenophobes want to eliminate as quickly as possible. High Enforcer Ulran believes that the rebels are providing their "allies" Information about the empire's weak-spots. As a result of this, the xenophobes are constantly scouring the galaxy for the location of the rebels. And for about a year had no luck finding any trace of the rebels, until the norsus conflict, where they spotted a rebel fleet. Further investigation and intel gathering later, the xenophobes mapped out a good idea of where the rebels were located, and have sent fleets to deal with the rebels. ==Aeveria Confederation== ''"Annoying meddlers, we'll deal with them sometime"'' -High Enforcer Ulran ''"So many different xenos living together, a pain to hunt all of them down."'' -Commander Arr'yaz ''"Those ACI guys..."'' -Commander Tza'dik. The Aeveria confederation is the first empire the xenophobes have been hesitant to attack. The large size of the empire itself, powerful fleets and advanced intel gathering force called ACI have made the xenophobes reluctant to attack the aeveria confederation head-on. Moreover, the aeveria confederation's alliance with the rebels has further made them reconsider any notion of attacking the aeveria confederation. However, the xenophobes are still gearing up for an attack on aeveria soil, only waiting for the perfect time to strike. For now, the xenophobes are currently observing a race called the margan waiting for them to attack before using them as a distraction. =Military= The xenophobe military is extremely similar to the rebel military, both sides have many similarities to each other, the only major difference being the armaments each unit carries. ==Infantry== ===Soldier=== ---- [[File:Spore 2012-01-08 17-29-34.png|300px|thumb|Left|A squad of soldiers disembarking from a transport]] ''"None of these xenos can be trusted, slaughter them all!"'' The Xenophobe soldier, the most basic unit fielded by the xenophobes. The xenophobe soldier is similar to its rebel counterpart, just with a much greater emphasis on offense then survivability. After the split, ulran oversaw a complete re-tooling of the entire xenophobe army. One of the first few units to undergo a change was the humble soldier. The new Xenophobe soldier had its primary gun, the LPR-350, changed to the APAR-650, and recent breakthroughs in metallurgy and energy effciency had the basic luminarian armor scrapped for a newer energized weave alongside an updated HUD helemet. These imporvements would allow the new xenophobe soldier to eradicate the foes of the luminarian empire with more firepower and speed. The Xenophobe soldier is armed with the APAR-650, an armor-piercing assault rifle. Boasting a much higher rate of fire from the old plasma pulser and a more light weight design, the APAR-650's bullets are coated in tungsten, allowing it to penetrate most basic soldier armors and even damage light vehicles in numbers. Like the rebels, the APAR-650 can fire a small concussive round to dislodge enemy forces from cover and can take out vehicles in numbers as well. The APAR-650 is also assisted with the HUD-integrated AT helmet, providing important information to the soldier like the location of objectives and incoming enemies. The energized weave the xenophobe soldier sports is capable of protecting the wearer from small arms fire by projecting a small energy field that slows down incoming projectiles so much that the bullets hardly scratch the wearer. However, the xenophobe soldier suffers from a few flaws. The energized weave's energy field can only slow down a small number of projectiles, meaning fast-firing weapons can easily overwhelm the field. Moreover, large bullets will mainly be unaffected by the field. The APAR-650, though stronger then its rebel counterpart, also suffers from the same flaw of being unable to damage vehicles, though to a smaller extent due to the xenophobe's focus on offensive technology. Despite all these flaws, the xenophobe soldier is still a force to be reckoned with. ==Air Vehicles== ==Sea vehicles== ==Space vehicles== ==Battlestations== =Technology= The Xenophobes and the Rebels have many similar technologies, but after the split, both factions branched away from each other, the xenophobes now focus on more powerful weaponry, aiding them in ridding meddlesome empires from their territory as quickly as possible. Moreover, the xenophobes have a much better knowledge of constructing battlestations then the rebels, and as such, the xenophobe battlestations are more effcient, deadlier and destructive then their rebel counterparts. ==Weapons== =Culture= (WIP) [[Category:Inactive]][[Category:Page]][[Category:Factions]] 9ft08co3bsmeqdolbyvg88ricfaqx2m Luminarians 0 41 17091 6571 2021-11-17T03:21:35Z Amaker1450 26550035 17091 wikitext text/x-wiki [[File:Spore 2011-10-22 09-27-19.png|900px|center]] {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore 2011-12-13 07-09-59.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Peacekeepers |label3 = Homeplanet: |data3 = Unnamed at the moment |label4 = Reknown for: |data4 = Massive units called battlestations, strong shields, extremely durable armor and their adaptiveness, advanced nanotechnology |label5 = Weaknesses: |data5 = Poor stealth, ineffcient weapon systems and a lack of numbers |header6 = Administration |label6 = Government: |data6 = Currently a stratocracy |label7 = Generals |data7 = Lumira |header9 = Biology |label9 = Lifespan: |data9 = Originally 80 years, can be extended to 150 through use of nanobots. |label10 = Height (In meters): |data10 = Approximately around 1 meter to 1.4 meters |label11 = Population |data11 = Approximately in between, 3 billion to 3.5 billion |header12 = Economy |label13 = Economic System |data13 = Barter |label14 = Currency |data14 = Mainly barter, though trying to adopt a capitalist system |header15 = Warfare |label16 = Notable Conflicts |data16 = Involved in *Battle for nu-zartar *Stormclouds events *[[The Luminarian Split]] *[[Battle of Norsus]] |label17 = Technology |data17 = Highly advanced for a young spacefaring race |label18 = Number of active serviceman |data18 = Approximately around 750 million, numbers fluctuate wildly though |header19 = Diplomancy |label20 = Allies |data20 = 4 |label21 = Enemies |data21 = 4 |header22 = Status |data23 = Engaging the xenophobe threat }} =The Luminarian empire= The Luminarians, a race embroiled in wars and a civil war that decimated one side,The remaining non-xenophobic luminarians that survived the purge have now taken refugee in a planet,Waiting for the time where they can reveal themselves once again Faction:peacekeeper Homeworld:Unknown as of yet ==Biology== Luminarians are a short raptor like species with wings to assist them. Many luminarian biologists believe that their ancestors, lived in the mountainous region of luminaria, Their bluish greyish skin acted as camouflage against the the other aerial predators that used to hunt them. Their short stature was most likely due to the fact they lived in caves, limiting their ability to grow. A common theory about the raptor shape of the luminarians, is that the luminarians were both adapt hunters in the air and land, using their wings to swoop down on unsuspecting prey and upon missing, chase after the prey. Their mouths, contained a large number of incisors, useful in tearing huge chunks of meat from carcasses, and many believe that the luminarians used their teeth then their hands during mating fights. ==Diet== Luminarians are carnivorous, consuming only meat, however, the luminarian digestive system can also absorb nutrients from plants, though lesser then meat. This has helped starting colonies prosper by eating only grains to supplement their meager meat intake. Through this biological function, many claimed that the luminarians weren't carnivores, but omnivores as well. However, others argue that the mouth and digestive system were extremely adapted to the consumption of meat, where the ability to consume plants came from an ice-age 10000 years ago. where meat was scarce and plants were the only reliable source to obtain food from. The debate still rages on till this day. ==Reproduction== The luminarians reproduce through the laying of eggs. The eggs are fertilized inside the luminarian female body by the male, before the outer shell of the egg begins to harden. Each of these eggs require about 5-7 months before they hatch, these eggs require a large amount of heat to be applied on them during the 5-7 months whle they develop. In ancient times, a luminarian was appointed to take care of all the eggs in a flock, staying close to them at all times. With modern luminarian technology, most luminarian parents just place their eggs in an incubator. For the first 2 months, the embryo slowly develops its basic internal organs and body shape. In the 3-5 months, limbs begin to form, the tail is more evident, small hands begin to appear, 3 long toes begin to appear from the stubs of the legs. In the final 2 months, the embryo begins to sprout jelly like wings, its features begin to be more defined, a tinge of grey can be spotted on the pink skin. Most luminarian infants normally have to break their own shells to get free, this is mainly due a survival mechanism. Babies that couldn't escape the shell indicated that it was weak, a handicap upon the flock. Most medical professionals still don't challenge this law, preferring not to tamper with this aspect of nature. These infants require regurgitated food to consume for 3 years, their digestive system not grown enough to be able to digest the complex meat of most animals. Requiring the parents to break it down into simpler substances first using their own digestive system before feeding it to their young. The entire luminarian body will stop growing at the age of 14, with all their organs fully grown and ready. =History= ==Tribal== The luminarian past is highly shrouded in mystery, not many artifacts were recovered from this period of time, highly suggesting that during their tribal phase, the luminarians were constantly attacking each other. Artifacts recovered indicated that the luminarians normally setup their tribes in mountainous regions, using tools such as bows and arrows alongside primitive stone swords to wage war.It was also during this period of time, the planet was experiencing an ice age, killing off all but a few of the luminarians on the planet, severly hampering their development. Only a select few tribes survived due to their knowledge of fire. The Ice age also caused several of the luminarian predators to go into hibernation and sent herbivores to roam the icy plains looking for food. The abundance of food had led to a boom in luminarian population during that time, packs of 15-20 luminarians would normally go out and hunt. However, the increase in population and now dwindling supply of food had caused several luminarians to begin eating plants, attempting to stop their hunger. The effect of this would be seen 2 thousand years later. Only when the ice age finally ended, the luminarians begun developing again, expanding their now large tribes even further, until they dominated the planet. ==Civilisation== After the ice age, several luminarian tribes were left on the planet, these large tribes would keep on growing and expanding, eventually starting nations and cities. These primitive luminarian cities constantly used stone to construct their structures, the ice age having wiped out most of the vegetation on the planet. The luminarians having secured dominance over the other animals, started to learn more about them, prompting them to set up farms and rear these animals. Other luminarians were more interested in hunting animals then rearing them, and developed tools more suited to hunting animals and would later be used as weapons during warfare. It was during this golden age where the luminarians had quickly increased their technology and living standards. As it so happens with the luminarians aggressive nature, wars between 2 nations would occur. Wars fought during this period of time were normally a mix of ranged forces and melee units, ending in very bloody battles between the 2 nations. Only years later did the aggressive nation of Yml-gaerth developed gunpowder and learned about the crude oil, eventually creating the first motorized vehicle. A mobile cannon on wheels. Other nations soon copied the idea of motorized vehicles, creating new designs out of it and improving the luminarians level of technology even further. As luminarian technology developed, so did their aggression. More and more technology was dedicated to warfare, mechs, battlesuits were quickly being introduced during this era. More battles were fought between opposing nations, nations conquered. Eventually it boiled down to 2 equally aggressive nations, Yum-paheel and Luminaria. Both factions waged vicious war against each other, both on land, sea, air and even space with primitive spaceships. In the end, Luminaria suceeded after the development of Nuclear warheads and launched mulitple simultenous devastating strikes aginst Yum-paheel. This victory would seen their homeworld named luminaria as a sign of dominance and ushered in a new era of peace. The luminarians once again kept updating their tech, enchancing everything about their lifestyle. ==The Millenium War== Not long after their major wars on luminaria, the luminarians begun exploring the vast space, colonizing planets around them. However, it was not long before they realized they weren't the only race in space, moreover not the race with the best technology. The first race they encountered was the zorox, a race of humanoid mammals with advanced ranged technology with cunning to boot.Initial relations with the zoroxians were friendly at first, both empires begun trading resources and technology with each other. However, relationship soured when it was evident the zoroxians were sabotaging luminarian planets, causing an all-out war between the 2 empires. The zoroxian army and empire were vast and powerful, moreover, due to poor government, the luminarian military were unable to defend against the zoroxian fleets. After a string of devastating losses, the luminarian military split from the government, this gave the military more funding and lesser obstructions. Allowing them to fight the zoroxians on their own terms. Luminarian commanders begun to embrace the value of adaptability after realising that the zoroxians normally conformed to a single tactic during a battle. Luminarian troops and vehicles wnet through major changes, their armaments gave each commander more tactical flexibility, allowing them to fight the zoroxians toe-to-toe. This war had also led the luminarians to discover nanotechnology, nanoconstruction was invented, allowing the luminarians to quickly churn out more machines of war, denying the zoroxians their numerical superiority. Nanobots were also used to help supplement every soldier's blood, Increasing oxygen supply, increased resistance against biological warfare and a quicker time for blood to clot, reducing the number of casualties and evening the odds between the luminarians and zoroxians. The luminarians also experienced a massive technological upgrade during the war, their already formidable weaponry were being improved at an extremely fast rate to compensate for the zoroxian's expertise in ranged firepower. It was also during this war the luminarians developed their xenophobia. The zoroxians would manipulate lesser races to attack the luminarians, this constant assault by races the luminarians had no ties with had caused them to think that other races while extremely hostile to them, creating a sense of xenophobia within the empire itself. The luminarians lashed out heavily against any empires that were in range of their territory while fighting the zoroxians. A thousand years after the war begun, it was pretty clear that the luminarians would win the war after all. In the luminarian empire, the 3 generals decided to focus more on the future then the current war. All 3 of them believed that without any allies, the empire would surely fall, however, their predecessors did an excellent job of indocitrinating the luminarian population on xenos. Hence, a small select group of luminarian commanders were picked, to locate any allies amongst the stars. ==The Great War== The luminarians first joined the great war after the events on outpost XC-11, a desperate last assault by the zoroxians in an attempt to seize the outpost and use it as a staging ground to assault luminaria. Their efforts were foiled by a space captain, commander spark and the timely arrival of the aeveria confederation. After the incident of outpost XC-11, the luminarians utterly crushed the zoroxians, while commander spark entered peace talks with the aeveria confederation. From there, the luminarians have learned about the great war and joined the peacekeepers, participating in some conflicts such as the battle for nu-zartar and the stormclouds incident. However, the luminarians would also meet the zaretians, after raiding one of their bases for intel, the luminarians declared war on the zaretians after the battle of nu-zartar.The zaretians would prove to be one of the luminarian's greatest foes, especially after the stormclouds events, where the luminarians lost commander spark to them and inadvertently caused the luminarian split to occur. ==The Purge== See the Luminarian split page for more info. ==Current Era== Now, after the luminarian split, the luminarians would re-emerge from their seclusion, 8 months after their disappearance, the luminarians have come back in full force. Much stronger then they were before, the luminarians have constructed multiple devastating battlestations. A large number of their forces include advanced military units like battlesuits and mechs to supplement their low number of units. The luminarians new technology enhancements has reduced their casualty rates even further. Hence, despite their small population and territory, the luminarians are still a force to be reckoned with, their highly advanced units and sheer durability makes them a strong supportive force for the peacekeepers. Though their first few engagements with the warlords have gone rather badly for them, especially the battle of norsus, the luminarians have collected sufficient data on their new allies and foes. And in order to combat these new foes, the luminarian military has been upgraded to counter these new threats. More battlestations specifically suited to combat certain races have been developed and are currently being deployed with devastating results on zaretian worlds and margan fleets. Their forces often have good synergy with other peacekeepers, and hence have taken up a supportive role in the peacekeeper alliance, assisting other empires such as the karahotdoum and the aeveria confederation. Lately, xenophobes have launched assaults on luminarian held worlds, requiring a large number of luminarian fleets and armies to be recalled back to defend their worlds. Though the xenophobes outnumber the rebels 9 to 1, the rebels can still hold their ground in the face of such overwhelming odds, a testament to their powerful armor and shielding. The split must be resolved, though which side may come out victorious is not as clear cut as before =Relations= The Luminarians have a few diplomatic ties with other races in the Epic war. ==Friendly== ===[[Aeveria Confederation]]=== ---- [[File:Spore 2011-02-26 18-43-59.png|125px|thumb|left|The 4 main races of the aeveria Confederation]] ''"They saved our asses quite a few times, kudos to them."'' -Comannder Lyrek ''"Amazing that they've got so many other races in just one confederation."'' -Commander Lumira ''"I have a bad feeling about their ACI..."'' -Sgt.Biriska The Luminarians first encountered the Aeveria Confederation during the battle over outpost XC-11. Their assistance in helping defend the outpost led to peace talks between the non-xenophobes and the Confederation, leading to an alliance. The 2 would later assist each other in certain key conflicts such as the battle of Nu-Zartar and the norsus conflict. The Luminarians are intrigued by how seamlessly the aeveria confederation integrates different species without much issues as they have never seen a confederation such as the aeveria survive that long with so many other species in it. ===[[The Rach]]=== ---- [[File:Spore 2011-10-22 23-09-05.png|125px|thumb|right|The Rach, picture obtained from a optics feed]] ''"I like these guys, they're similar to us, but at the same time rather different."'' -Unidentified luminarian soldier ''"Our forces and their synergize extremely well, we should integrate our forces some time."'' -Commander lyrek ''"Where is the armor on this thing? Isn't this vehicle supposed to be armored if its a tank?"'' -Luminarian engineer conversing with a rach The luminarians first met the rach on the planet norsus, helping the rach retake the planet from the warlords. However, their part was minimal due their weak fleet in orbit and insufficient ground troops. After the loss of Norsus, there has been minimal interraction between the rach and the luminarians, due to the assault by the xenophobes and the rach being busy rebuilding their empire. The Luminarians are impressed with the advanced stealth technology the rach possess. Commander Prioxis in particular is interested in engaging the rach in tech trades, hoping to get some idea of how rach stealth works and see how it could be implemented to supplement the failing luminarian stealth technology, though if it involves stripping off armor off luminarian units... ===[[Empire of Diablos]]=== ---- ''"Brave and strong, their many qualities makes them one of the best peacekeepers"'' -Commander Lumira ''"A code of honor? Only well established empires actually manage to pull that off."'' -Commander Prioxis ''"Must be nice to be so tall..."'' -Luminarian soldier The Diabloians were first introduced to the luminarians in the peacekeeper conference which the aeveria confederation had setup. Though the luminarians have had little chances to interact with the Diabloians, the luminarians have heard much about the diabloians from other peacekeepers. The luminarians highly respect the diabloians for their many exploits and their role as one of the leading peacekeeper races. ===[[Karahotduom]]=== ---- ''"Excellent warriors, these karahotduom are a force to be reckoned with"'' -Commander Izahsh ''"I'd suggest we outsource our military jungle training to these guys."'' -Commander Lyrek ''"Our main providers of carpets and fezzes."'' -Unidentified luminarian civilian The luminarians first met the karahotduom during the peacekeeper conference which the aeveria confederation had hosted. The luminarians have had little chances to work with the karahotduom pre-purge, only after the purge have the luminarians and karahotduom begin working together. Their recent engagement being the battle of norsus. The karahotduom have also helped to jump-start the luminarian economy through trade and as such, the luminarians hold a very positive stance towards them. ==Neutral== ===[[Holy Nepharian Empire]]=== ---- [[File:Spore 2011-02-26 19-26-18.png|125px|thumb|left|The nepharians]] ''"I don't like them, but they're trying to suck up to us, As long as this truce goes, I won't put a bullet in their heads."'' ''"How the hell did they evolve so fast?"'' The Lumninarians first met the nepharians during the Ioria conflict. Due to the nepharians rapid expansion, the luminarians were forced into combat with the nepharians for control of the small galaxy, which ended up dealing heavy damage to the nepharian operations in the galaxy. However, luminarian operations were also halted due to the nepharian allies dealing a massive counterattack on their planets and were forced to retreat. Thought the luminarians were about to launch an assault on nepharian territory during the great war, the start of the purge and the letter recieved from the nepharian leader, placed them in an uneasy truce with the nepharians. Most luminarians don't have much love for nepharians, preferring to ignore them outright on many occassions. This negative stigma was caused by how the nepharian reliance on their allies caused their defeat in Ioria, similar to that of their long time enemy, the zoroxians. However, most military higher-ups agree that the nepharian zealotness could be something to learn from. ==Hostile== ===[[Zaretian Empire]]=== ---- [[File:Spore 2011-02-26 18-56-03.png|125px|thumb|left|The Zaretians]] ''"Shit eating lizards."'' -Commander Prioxis ''"A sea of green, gun wielding lizards...reminds me of a certain video game..."'' -Commander Lyrek ''"I don't even want to know what sort of tea they make..."'' -Luminarian soldier The Luminarians first met the zaretians during operation filetheft. Though tthe operation was a success, it had set the luminarians up for open retalliation from the zaretians. Both forces would clash several times, notable examples being the stormclouds events, battle for nu-zartar and the siege of nythor. Both forces suffered heavy casulties in each battle, with both forces sometimes winning by a small margin. The zaretians are the only current race the luminarians are in full blown war with. Even after the great purge, the luminarians have constantly been on the assault against the zaretians, fighting them during the planet of norsus. The heavy use of mechs by the zaretians also mimics that of the luminarians, however, the luminarians despise the zaretians inflexible tactics. ===[[Margan Empire]]=== ---- [[File:Spore 2011-10-22 23-09-58.png|125px|thumb|right|Several margan on norsus]] ''"Get me some tranquilizers, maybe those will have an effect on these murderous herbivores!"'' -Sgt.Hreban ''"You've got to give it to them, they're actually quite good."'' -Commander Lyrek ''"Didn't their parents tell these guys they shouldn't play with fire?"'' -Luminarian soldier The Luminarians first met the margan on the planet norsus, engaging the ferocious margan in conflict. Though managing to have the upper hand in the technology department, the suicidal and fanatical margan managed to heavily damage the luminarian force on norsus. Apart from norsus, there has been little interaction between the margan and luminarians. The Luminarians are somewhat impressed by the margan's cunning and ferocity, many commanders believing that their military would be better if they had a bit of the margan's fanacticism. However, the luminarians are highly disgusted with the margan's experimentation with bionics, especially after hearing about margan archons. ===[[The IAE]]=== ---- ''"The oddest warlord I have ever seen. Their motives and methods differ heavily from the other warlords."'' -Commander Izahsh ''"A waste of their potential, they would have been better off as peacekeepers then warlords."'' -Commander Prioxis ''"They seem to focus on miniaturizing their weapons, while we make ours as large as possible..."'' -Luminarian techie The IAE are an enigma to the luminarians, first encountered on norsus where the luminarians engaged the warlords, but apart from that the luminarians have little to no contact with the IAE at all. Data obtained from norsus indicate that the IAE have a high level of technology. So far, the luminarians believe that the IAE would be better off working under the peacekeeper banner then siding with the warlords. ===Asanian Syndicate=== ---- ''"A race of fishes with uncoventional ideas for combat. Every single battle with them will be a good way to improve on each of our units." -Commander Lumira ''" Every single battle with them exposes flaws we never found in our units, and we take their feedback to heart, covering these flaws up with better technology."'' -Luminarian engineer ''"Apparently, the fishes here are so fresh, they try to blow our heads off."'' -Unknown luminarian soldier The Luminarians first encountered the asanians during the battle of norsus. Their unorthodox tactics heavily damaging the behemoth battlestation. Since Norsus, there has been light skirmishing between the luminarians and asanians, with each battle, the luminarians obtaining important data on both the asanians and several weaknesses on their own units, leading to a drive to increase their own technology to better counter these fishes. The luminarians have a respect for the asanians, mainly in their rapid advances in technology. It is also due to this conflict that the luminarians have had a boost in their own teching, not to mention the recent improvement in luminarian units to better combat the asanians. =Notable figures= In the luminarian empire, there are quite a few notable individuals. Some are the more iconic commanders, who lead the luminarian ground forces, while others are the promising soldiers who have performed valiant feats. ==Commanders== In the luminarian hierarchy, commanders are the leaders of the luminarian military. Second only to the generals, the commanders are given free reign on how to conduct their operations, be it from a show of overwhelming force or a guerrilla warfare esque battle. Commanders are normally some of the brightest and talented squad leaders, with several years of experience behind them and a highly detailed course of stratagems taught to them at the scholaris progenium. Luminarian commanders vary in tactics, some prefer to utilize more blitz troops then others, some prefer an aggressive style of warfare. But it matters little as each commander is trained to adapt his strategies or in some cases, follow a completely new line of thinking to achieve victory. Most commanders are expected to go into the battle themselves, wielding their own exotic weaponry. Be it a huge flamethrower to a gunhammer. Every battle to them is like chess, completely new and fresh, never the exact same. ===Commander Lumira=== ---- [[File:Spore 2011-05-10 14-48-12.png|300px|thumb|left|Commander Lumira and the ascendant sovereign]] ''"She practically redefined turtling in the army. No one knows how many layers of shields, turrets, anti-nukes you have to go through, and that's just one of her outposts..."''-Commander Lyrek '''Description''': One of the sole remaining commanders during the purge, Lumira is the current leader and tactician of the Luminarian rebel military, as such, she rarely leaves for the battlefield, instead, training the new generation of luminarians to prepare for a new era of battles. '''Armaments''': Large Phazon Claymore with energy field, allowing for devastating melee capabilities, also has a ballistic alloy shield. '''Tactics''': Lumira favors a defensive style warfare. An avid user of the heavy support forces, most tactics of hers involve a concentrated defensive line with over lapping fields of turret fire and shields while all the vital parts of a base are placed in the middle, forcing opponents to waste valuable troops and time attempting to break the defense, before lashing out with a violent counterattack of nukes, artillery and bombers. Though she does some times blitz through enemy forces with a piercing armor column or execute multiple hit and run operations. '''Past records''': Lumira was born alongside 3 other siblings to a rather well-off family. A headstrong young girl, lumira and her siblings were conscripted into the army at the age of 16. During the mandatory 2 year period of conscription, lumira was involved in a variety of conflicts, performing spectacular feats of tactical thinking and bravery and as such quickly worked her way up the chain of command. Eventually capturing the attention of one of the generals, after the mandatory 2 years were over, she was offered the chance to stay in the military and be promoted to a commander. She gladly accepted the offer. It was there and then she met commander spark, her rival and eventual friend. During her time in the scholaris progenium, lumira was disgusted at several of the tactics other commanders would use during their simulated war games. During that period of time, most luminarian commanders favored highly aggressive tactics which led to the massive casualties the luminarains took in return for a quick win. She took it upon herself to develop a more defensive orientated tactic that still utilized the ferocity of the luminarian army. Her adapted stratagems performed well against other commanders, obliterating their early assaults while keeping most of her men alive. Her defense-orientated tactics earned her the nickname, "Snapturtle.' She met Commander Spark during one of such war games, like her, spark was also a young prodigy. Her all-or-nothing blitzkrieg style warfare had been rather effective during the simulations. As part of an assignment, both spark and lumira were tasked to work together. Due to their difference in tactics, both lumira and spark were at loggerheads with each other, constantly dueling each other. Several of these matches have had their replays stored and is still in use at this time of writing. Eventually, both would learn to respect each other's tactics and this friendship would carry on during their military careers. After graduating from the scholaris progenium, Lumira was heavily involved in both the conflict and the research department. Participating in the Umerra and Ferikian campaigns, her tactics were extremely effective in several key battles, eventually helping the lumianrians to take over both fortress worlds. Lumira had also been the progenitor of several luminarian designs, some of these include the Aegis Base Shield Generator, Demolisher Anti-matter mobile artillery and the mobile shield generator. Her expertise in the area of defense had increased the survivability rate and would later eventually see most of her ideas incorporated into the standard luminarian forces. 3 years later after her promotion to commander, lumira would join commander spark and 4 other commanders to form the department of forign relations, a covert group of commanders sanctioned by the generals to handle relationships with the new aliens, the aeveria confederaion. The entire operation was carried out smoothly until the stormclouds incident occurred, costing the life of commander spark. Although devastated at first, the weight of the burden that was once on spark was now on her shoulders and the entire operation couldn't afford another hiccup like that. On 0BR, ulran launched his offensive on the luminarian rebels in the process, he killed all but 2 of the non-xenophobic commanders, Lumira and tza'dik, along with 80% of their troops and civilians. The deaths of so many luminarians weighed down on her mind, she felt that it was her incompetence that led to the events of the purge. However, despite all her protests, most of the surviving rebels still urged her to be their leader, unable to back down from their requests, she conceded. 8 months after the purge, lumira still rules the now flourishing rebels, rebuilding their fragmented and destroyed army and guiding the rebels forward. Even though many still believe she has done the best job that no one else could have done, the responsibility of taking care of the rebels still weighs heavily on her shoulders and despite her toughened exterior, the strain is still evident on her face. '''Status''': Currently training more commanders to be in the rebel homeworld ====Ascendant Soverign==== ---- [[File:Spore 2011-11-09 12-40-00.png|300px|thumb|Right|The ascendant sovereign dispatching 2 zaretian soldiers]] ''"Always have your allies close, and your enemies under your boot."'' -Commander Lumira The Ascendant Soverign is Commander Lumira's personal battlesuit. Lumira personally oversaw the design of this battlesuit, from the basic design to its completion. The ascendant soverign like other personal battlesuits are a personification of the commander's fighting style, in this case, The ascendant Soverign is a powerhouse, Armed with a phazon claymore and power gauntlet, the ascendant soverign in a monster in melee, wiping out any who dare approach it. Combined with its powerful shielding and toughened armor, the Ascendant Soverign is a melee powerhouse and an inspiring figure to the luminarians. The Ascendant Soverign is one of the luminarians prized suits, and as such, it is outfitted with the best and latest tech the luminarians can offer. Its melee weaponry, both the phazon claymore and power fist were both hand-crafted to perfect specifications. The phazon claymore is the main weapon the Ascendant Soverign uses, its long reach and power is capable of cutting through battlestation armor, and by extension, the phazon claymore can slice through anything. The power gauntlet is more of a secondary weapon, Capable of wrenching weapons from vehicles, tanks and crush heads into a fine paste of blood,gore and bone. Its thick shielding and armor has made it near invulnerable to most conventional weaponry, only dedicated anti-vehicular weapons can scratch its armor. However, the ascendant soverign is rarely used. The luminarians would prefer it not to be destroyed, however in the few cases were the ascendant soverign has been deployed, the devastation it wrecks on everything is a sight to behold. The ascendant soverign inspires its fellow luminarians to follow its lead as it brings its wrath down on its enemies. ===Commander Lyrek=== ---- [[File:Spore 2011-11-07 17-05-13.png|300px|thumb|left|Commander Lyrek and some men on norsus]] ''"It still amazes me that this guy managed to get into the scholaris progenium"''-Sgt.Erikan '''Description''': Lyrek is one of the younger commanders in the luminarian army, recently graduated from the scholaris progenium, lyrek hasn't seen much combat and is tasked to reform alliances with the luminarians original allies and learn diplomatic skills at the same time. '''Armaments''': Lyrek uses a heavily modified pistol and a custom built electric blade, this setup allows lyrek to easily switch from ranged to melee combat depending on the situation at hand. '''Tactics''': Lyrek uses most textbook luminarian strategies due to his lack of experience, but this has not prevented him from thinking up unusual strategies to combat his foes. The recent talks with the rach have taught him the benefits of speed and mobility, resulting in the increased usage of small mobile groups of soldiers to flank and assault undefended locations. Lyrek also prefers using the standard forces more then the blitz or heavy support forces as he believes the standard forces are far more versatile then the other 2. '''Past records''':Lyrek's past have been shrouded in mystery, not many know of his true origin and those who claim they do, their accounts seem to contradict each other. Many do know however that he was a refugee upon one of the ships, escaping the purge. In a month's time, he was admitted to the scholaris progenium, a move made by lumira that stunned everyone in the military. Despite all the arguments, she has stood firm by her decision, making many wonder what did lyrek do to impress lumira. However, after much digging, we do know that lyrek's real name is actually Arcadius. A young luminarian, Arcadius was the only child of a rather ok family, his other siblings killed in their eggs by a disease. A brash and headstrong boy in his youth, he joined up with the military at the age of 16. Arcadius performed extremely well in the military, his rise through the ranks was extremely fast, by the end of his 2 year conscription period, Arcadius had risen to the rank of a captain, a feat nearly none could match. It was at the end of his 2 year stint he was offered the chance to join the dead 5, the elite luminarian black ops team. To be offered the chance to join the dead 5 was a high honor in itself, moreover at the young age of 18, it was nearly unheard of. Arcadius immediately accepted the offer. Arcadius role in the now renamed dead six was that of a heavy support, and it suited him fine. Following the other members of the group into the most dangerous assignments, arcadius performed his role well, assisting the other members during heated firefights. It was during this period of time, he learnt a lot of skills in infiltration, combat and tactics. These skills would later help him during the purge and post-purge eras. When the purge occured, Arcadius was split up from the team, each of them being sent to different locations. It was during one assignment when arcadius learnt of the slowly disappearing members of the dead six. One by one, each of them turned up MIA. Knowing something was amiss, he headed back to luminaria, only to be met with an ambush. A heated firefight occured in the streets of luminaria, with enforcers and other soldiers hot on his tail. Barely managing to get out of luminaria alive, Arcadius changed his identity to Lyrek, intent on locating the rebels. Fortunately for him, he managed to board a rebel ship, and posed as a refugee like the rest of the luminarians aboard. After the purge, lyrek would meet up with lumira, and during the meering, could have revealed his true identity to her, hence his promotion to the scholaris progenium. During his time there, Lyrek was known as a joker, playing pranks on the other commanders. Though many disliked his laid back and carefree attitude, none could dispute that his strategies were both effective and unorthodox. After his graduation, Lyrek was assigned to look out for their past allies, scouting the galaxy for news. Lyrek is also looking out for news on his missing squad-mates, hoping that they're still alive and well. Now, Lyrek is currently on norsus to locate the source of the beacon, and would eventually help out the rach and other peacekeeper forces. '''Status''': At planet norsus, assisting rach and other peacekeeping forces in retaking the planet ====Iconoclast Majoris==== ---- [[File:Spore 2011-11-09 11-49-08.png|300px|thumb|right|The Iconoclast Majoris, after destroying 2 zaretian mechs]] ''"Did you really think I wouldn't have a bigger gun? I'm a dammed luminarian and don't you ever forget it!"'' -Commander Lyrek speaking to a group of about-to-be-killed enemy soldiers The Iconoclast Majoris is commander lyrek's own personal battlesuit, lyrek personally designed his battlesuit, adding several top-of the line functions to it. The Iconoclast Majoris is the perfect personification of lyrek's favorite style of combat, from his time in the dead six. The Iconoclast Majoris is both fast, strong and has stealth features, lyrek uses his suit with deadly effect. Appearing out of nowehre to unleash a withering hail of fire, capable of taking out most mechs, vehicles and soldiers with ease, combined with the suits powerful armor and ablative shielding, makes the Iconoclast Majoris a powerful battlesuit and even more so in the right hands. The Iconoclast Majoris is outfitted with the latest luminarian technology. Its most prominent weapon being a powerful APPC-875 Phazon cannon, capable of firing high velocity rounds at a high-rate of fire, annihilating any in its field of fire, the sheer volume of fire easily rips through shielding, armor and bone. Even more devastating is the Iconoclast Majoris's ability to cloak for a limited time, allowing it to move to a better firing position or intimidate enemy forces. Its thick layers of armor allow it to soak the same volume of damage as it dishes out. As such, this combination of stealth, firepower and defense is suited for commander lyrek's personal fighting style of hitting hard and fast. Despite Commander Lyrek's attempts to remove all weaknesses with the Iconoclast Majoris, The Iconoclast Majoris cannot move while firing the APPC-875, the recoil generated by the weapon is too intense to allow it to be fired on the move. This has reduced the overall mobility of the battlesuit itself. However, this minor setback can be compensated for with the increase in armoring. As such, the Iconoclast Majoris is not to be messed with. ===Commander Amarylis=== ---- [[File:Spore 2011-10-16 09-25-59.png|300px|thumb|left|The 2 forms of Amarylis, the battlesuit, and the child]] ''"More like the queen bitch of the luminarians..."''-Unidentified soldier '''Description''': Amarylis is a battlesuit, or more to the point, a broken body fused with a battlesuit. At the age of 14, she was promoted to commander, the youngest commander to date. Amarylis has seen many things. She has killed at the age of 7, lost many limbs and organs at 10 years old, including both her wings, an arm, a leg, and an eye. Enslaved by pirates for 3 years and lost everyone she knew. Before finally being interred into a battlesuit. Amarylis Still serves the luminarian empire in hopes of finding and killing the pirate lord that caused her pain. Many don't question that even at a young age, she's seen and experienced what 99.9% of the entire luminarian population will never see or experience in their lives, hence many don't question her motives or tactics as she's one of the most mature and experienced commanders the luminarians have to offer '''Armaments''':Amarylis integrated with a powerful battlesuit, capable of wielding any weapon.Be it a pistol to a Lascannon, a dagger to a claymore. A master at using every form over luminarian weapon, her battlesuit enhances her already formidable skills,allowing her to perform extraordinary feats of physical prowess. Her battlesuit can also adapt to the different roles she requires, Blitz for example, removes the shield in exchange for a jetpack, and faster motion adjustments, resulting in faster speeds. Heavy on the other hand, increases power to the shields in exchange for slower motion. '''Tactics''': A strong believer of demolishing enemy lines with overwhelming firepower, Amarylis Bulldozes past enemy lines, meeting even the most vicious of opponents blow for blow, some say she's merciless, others say that her battlesuit is powered on her rage. Some even whisper she's a margan in lumi skin, most likely due to her habit of charging straight into enemy lines, as if knowing today is not her day to die. As a result of this form of strategy, she was one of the most vocal commanders that led to the authorization of battlestations, and is now the chief commander of the design and production of battlestations. '''Past records''': Amarylis was supposed to have a carefree life on terrius, at the age of 7, she was still unexposed to the horrors of the galaxy, until pirates laid waste to terrius, capturing her and her sister to be used as sport for a twisted gladitorial games in which children from various species were forced to fight to the death, with only 1 victor. Amarylis emerged from the games, scarred and emotionally burdened from it. The deaths of her sister and the many other aliens she killed had a large impact on her. Some say the games had caused her to mature at such a young age, having to face the horrors of it, while others believe her anger is just a facade, to hide her conflicting emotions. Nonetheless, she was kept on the pirate amarda for 3 years, before a strike team managed to extricate her out. During her time in there, she lost a large number of organs and limbs, her right arm, left leg, an eye and both her wings along with most of her organs. When she arrived on norvus medical station, she was just a quivering hunk of meat, major blood loss had caused much of her organs to fail, resulting in immediate interment in stasis. In order to keep her alive, Technicians and doctors worked for 5 months, fusing her broken body with a battlesuit. At the end of the process, Amarylis was still alive, better and stronger then before, but, it was at a huge cost. 3 months after she was interred into a battlesuit, amarylis enlisted to join the army, mainly for the purpose of finding that pirate lord. Joining the 5th heavy support squadron, where her uniqueness would not be noticable, Amarylis proved to be one of the strongest warriors in the army, she took great pains to learn how to utilize every single weapon in the army, from day to night she continously trained, and is now capable of wielding any weapon in the luminarian arsenal with deadly effciency. From assault rifles to huge force mauls. This did not go unnoticed by commander spark, who promoted amarylis to squad leader. As a squad leader, Amarylis performed her role impeccably, she was always the one who would dive in headfirst, inspiring her squad members to follow her. The sheer devastation wrecked on her enemies was both demoralizing to the enemy and inspiring to the luminarians. As Commander Lumira would later remark, "She leads through action, not through words." After the purge, Amarylis would take up the mantle of commander, along with the responsibility of the creation and use of battlestations. Though commanders are expected to deal with other races, Commander lumira has yet to send Amarylis to any diplomatic meetings, prefering to keep her on the frontlines where her leadership and inspiring prescence would be better utilized. Fullstory:http://epicadventurewar.toastyrobproductions.com/EAW/index.php?topic=178.0 '''Status''': Preparing the next generation of battlestations, while listening for news on the pirates, rumors indicate she's mobilizing her forces to an unknown location ===Commander Izahsh=== ---- [[File:Spore 2011-11-07 16-55-20.png|300px|thumb|left|Izahsh readying his hammer against a incoming margan.]] ''"If he ain't swinging, he's shooting."''-Luminarian soldier '''Description''': Izahsh is one of the newest graduates from the scholaris progenium. Izahsh was an assidous soldier before the purge, under the commmand of the now traitor commander Tza'dik. A skilled soldier in his own right, Izahsh worked his way up to be the second in command of tza'dik. When the purge occured, he defected from tza'diks command. Now, one of the more experienced commanders, Izahsh is a skilled tactician, though he relies a little heavily on vehicles. '''Armaments''': Izahsh wields a weapon of his own design, a gunhammer. Capable of firing 12 rounds before its clips empties, Izahsh uses the gunhammer effciently, swinging away at enemy forces and firing at any trying to flee. The gunhammer is capable of crushing most vehicular armor or leaving a caved in skull. '''Tactics''': Izahsh is like most other luminarian commanders, adaptable. He anaylses the situation at hand before tailoring a specific strategy to counter his opponents. However, unlike the other commanders, Izahsh prefers using a large numbers of vehicles in his tactics, mainly due to the fact that vehicles offer more armor and are much more survivable then being on foot, much like a hammer itself. '''Past records''': Izahsh was born to a family of 7, at as young age, he was one more the most athletic in his school, capable of performing much feats of agility. At the age of 16, he was conscripted into the army like all other luminarians of his age. His fitness and speed kept him alive during the mandatory 2 years of military conscription. During this period of time, he participated in several major campaigns, including the disastrous Hekate campaign, one of the 308 survivors. That episode still haunts him to this day, The entire campaign claiming 2 of his siblings and 550 thousand other lives. Right after the Hekate campaign, he immediately signed up for permanent military duty, the shame of losing his 2 siblings were too much for him to bear. He felt that he couldn't face his parents after that incident, burying his sorrow in his work. At the age of 19, a new division of soldiers was opened, the assidous soldiers. Heavy melee soldiers with the ability to teleport. The idea of teleporting had intrigued him from the start, and he signed up for the division. The Assidous program had been one of the most interesting and fun divisions in the army and Izahsh agreed with that description. Izahsh was one of the first few members in the program, led by commander tza'dik. A skilled warrior in his own right, Izahsh worked his way up, eventually becoming tza'diks second in command. By then, Izahsh was 25, a formidable warrior, his mastery of the hammer and teleportation devices allowed him to wreak havoc on the zaretians. Combined, the 2 of them were a force to be reckoned with, taking down mechs, tanks and even aircraft. However, things got explosive during the purge, after his breakout from the zaretian prison and infilitration into the xenophobe battlestation, Tza'dik confided in Izahsh his plans. Izahsh was horrified at his superior's suggestions to betray the rebels and tried to reason things over with him. Eventually their disscussion became an argument,and before Izahsh knew it, it came to blows. Both of them duelled inside the battlestation, but tza'dik was too strong, defeating Izahsh and Commander Aeternus.Left for dead inside the battlestation, Izahsh slowly crawled out of the battlestation, and managed to get on a dropship bound for what was left of the rebel fleet. After the purge, Izahsh managed to catch Commander Lumira's attention, a powerful warrior and skilled tactician from his days as tza'diks second in command. Offering him the opportunity to be a commander which he readily accepted. Now, after his time in the scholaris progenium, his skilled insights into battles, powerful strength for a luminarian and experience on the battlefield have made him a formidable commander at the age of 27. Commander Lumira has not placed him in charge of any operations for the time being, but some say she intends for Izahsh to go up against the xenophobic luminarians '''Status''':Currently awaiting further orders from lumira ====Abaddon Dominaris==== ---- [[File:Spore 2011-11-11 09-36-48.png|300px|thumb|right|The Abaddon Dominaris.]] ''"Don't even bother running."''-Commander Izahsh The Abaddon Dominaris is Commander Izahsh's personal battlesuit, Izahsh oversaw the constructiong of the battlesuit, desiging the Rockethammer from scratch. Like with all other personal battlesuits, the Abaddon Dominaris is carefully built to suit Izahsh's prefered style of combat. Harkening back to his days as an Assidous soldier, the Abaddon Dominaris is practically his old role. Armed with a powerful self designed rockethammer, the Abaddon Dominaris teleports from soldier to soldier, annhilating all that it is under its gaze. This combined with the shielding and armor of the other battlesuits, make the Abaddon Dominaris a walking monster. The Abaddon Dominaris wields a powerful rockethammer, a weapon designed by Izahsh himself. The rockethammer is virtually an upgraded version of the gunhammer Izahsh wields, instead of firing bullets, the rockethammer like its name suggests, fires rockets at its foes. The Abaddon Dominaris uses this to take down fleeing opponents, ground aircraft and blow open a hole in an armored tank. The rockethammer can also fire the rockets as it hits anything, Making it capable of cracking open the toughest tanks. This combined with its ability to make short teleports make the Abaddon Dominaris an absolute terror on the battlefield. However, the teleportation on the abaddon dominaris is limited, everytime it makes a short hop, the shields on the abaddon go down for a few seconds, exposing the armor. But even with this weakness, the abaddon is still as heavily armored as it is shielded, making it an extremely hard foe to down. ===Commander Des'ia=== ---- [[File:Spore 2011-11-08 11-00-00.png|300px|thumb|left|Des'ia freezing 2 zaretian troopers with her Cyro gun.]] ''"Careful around her, slip up and she'll floor you."''-Commander Lyrek '''Description''': Des'ia is also another new graduate from the scholaris progenium. Once a Cyrosoldier, Des'ia is one of the last few remnants from the now cancelled cyrosoldier division. Des'ia, like her weapon of choice is cool under pressure, never making hasty or impulse-driven commands despite the situation at hand. Though she may not be as strong as the other commanders, and her tactics a little unorthodox, Desi'ia has shown to be a capable commander. '''Armaments''':Des'ia wields a heavily modified Cyro gun, a remnant of her old days in the cryosoldier intiative. It fires blasts of liquid nitrogen that instantly freeze an enemy on contact, allowing her to easily dispatch an enemy by bashing her gun against the frozen soldier, shattering his icy prison and his body parts. '''Tactics''':Des'ia prefers to utilize the slide and sweep styled tactics. She normally attempts to wrest as much territory away from her foes through a slow yet strong advance. Before following up with devastating surgical strikes. She has used many variations of this strategy to great effect. Even though she normally uses the same strategy over and over again, she, like all other luminarian commanders will not hesitate to scrap her preferred tactic for a new one. '''Past records''': Des'ia prefers to utilize the slide and sweep styled tactics. She normally attempts to wrest as much territory away from her foes through a slow yet strong advance. Before following up with devastating surgical strikes. She has used many variations of this strategy to great effect. Even though she normally uses the same strategy over and over again, she, like all other luminarian commanders will not hesitate to scrap her preferred tactic for a new one. '''Past records''':Des'ia was born alongside 4 other siblings to a rather poor family. At a young age, She normally took good care of her other siblings, acting like a elder sister to them. At the age of 16, she like all luminarians of her age, joined the military. During her time in the military, she signed up to join the cyrosoldier divison, a group of luminarians with experimental weaponry that spewed out liquid nitrogen. During her stint in the cyrosoldier divison, Des'ia was involved in several battles, using her cyro gun with deadly effciency, preventing the melee-orientated aeonite army from getting close to luminarian firing lines, saving many of her comrades. However, the cyrosoldier division was closed down due to the lack of firepower and soldiers. And as such, after 2 years of the military, she returned to a normal life. At the age of 38, Des'ia had started a family with another luminarian, having 5 children. However, 2 years later, the events of the purge occured, and Des'ia's husband went to help the rebels escape from the xenophobes while she and other rebels evacuated from the xenophobe held worlds. She never saw him again after the purge. During the settlement of the new homeworld, Commander Lumira approached Des'ia with the intent of asking her to join the luminarian military again. Though at first she was hesistant of leaving her newborn kids alone, but eventually relented. Commander Lumira quickly realised her potential during the aptiude tests and immediately sent her to the scholaris progenium, intending for her to be a commander. During the Scholaris Progenium, Des'ia was normally the mediator between quarrelling commanders, easily defusing the situation. Many do believe she was cut out for the role of diplomacy as well as combat after the first few simulated war games. Her motherly figure made several other commanders to respect her, her strategies made others fear her. Now, after graduating from the Scholaris Progenium, Des'ia wields her ancient, but still powerful Cyro gun, disabling enemy forces before they can get close to luminarian lines or deploy walls of ice to create cover, her prowess with the cyro gun is unmatched, and she uses it effectively in conjunction with her tactics, to disable her enemies and deliver powerful blows against enemy forces. At the moment, Des'ia has yet to be placed in charge of any operations for the time being. '''Status''': Awaiting orders from commander lumira ====Tempest Finaria==== ---- [[File:Spore 2011-11-10 09-14-20.png|300px|thumb|right|The Tempest Finaria, creating a small blizzard.]] ''"Lay your weapons down, or I'll send you to the timeout zone."''-Commander Des'ia The Tempest Finaria is commander Des'ia's personal battlesuit. Commander Des'ia personally oversaw the creation of the mech and even created the cyro cannon from scratch. Like all other personal battlesuits, the Tempest Finaria is carefully created to suit Commander Des'ia's fighting style. The Tempest Finaria is a quad legged battlesuit, a unique design as quad legged battlesuits are not as easy to control as a humanoid. Despite this, Des'ia uses the Tempest Finaria to deadly effect, incapacitating large numbers of enemy forces and trample them underfoot. As with the other battlesuits, the tempest is heavily shielded and armored, and is capable of shrugging off the worst blows with ease. The Tempest Finaria is one of the more unique battlesuits that have been made. Containing a "Blizzard" generator, the Tempest Finaria can unleash trillions of nanobots containing liquid nitrogen. In the air, these nanobots swirl around the Tempest Finaria, excreting small amounts of liquid nitrogen. This causes the temperature around the Tempest Finaria to rapidly drop, and creates and effect similar to a blizzard. Combined with its powerful cyro cannon, the Tempest Finaria can easily decimate unprepared forces, causing hypothermia and encasing them in ice. The Tempest Finaria also sports a greatsword, though Des'ia rarely uses it, prefering to use the powerful legs of the battlesuit to crush enemy forces underfoot. Despite the benefits of the Tempest Finaria, it has several disadvantages. One of them being that it is less effective on lava or desert planets, as its abilities are diminished due to the heat, another drawback is its armaments weakness towards flame based weaponry, as the flames can easily melt the ice cages the Tempest Finaria produces. However, despite these drawbacks, the Tempest Finaria is to be feared, its ability to create devastating snowstorms out of nowhere can easily disrupt enemy troop movements and electronics while its immense melee prowess can easily dispatch any incapacitated soldier, tank or mech with ease ===Commander Prioxis=== ---- [[File:Spore 2011-12-06 15-59-34.png|300px|thumb|left|Prioxis, after shanking 2 zaretians]] ''"The best shanker in this dysfunctional group."'' -Commander Lyrek '''Description''': Commander Prioxis is one of the newer luminarian commanders, recently graduating from the scholaris progenium. In the pre-purge era, Prioxis was part of the special operation forces. A talented warrior, his skills with the knives are unparalleled by any other luminarians, combined with his mobility and cunning, makes him one of the more dangerous commanders to go toe to toe with. '''Armaments''': Prioxis normally wields lightning knives, though he's capable of using other knife like weapons with proficiency. These lightning knives can easily open chinks in an enemy armor, and discharge high amounts of voltage through a body. Combined with his training and experience, Prioxis can easily find a chink in any armor, and makes sure the opponent pays dearly for it. '''Tactics''': Prioxis's tactics normally resembles his style of fighting, combined with tactics learned from his days as a luminarian spec ops, Prioxis normally observes his foe, analyzing their tactics and locating weaknesses through the use of advanced intelligence gathering, before lashing out with devastating surgical strikes aimed at disrupting the opponent while using jammers, cloaking devices to prevent his opponent from replicating his tactics. Though he isn't afraid to use a huge push if the situation requires. '''Past records''': Prioxis was born with a rare genetic disorder, at the age of 3, most of his muscles begun to degenerate. Resulting in the loss of his wings and severely impairing his movement. Despite this setback, Prioxis persevered, forcing himself to walk normally and continue his life. At the age of 16, he was offered the choice not to join the army due to his condition, he refused and signed up for the military like the other luminarians of his age. Training rigorously alongside several of his squadmates, he made it a point not to let anyone know of his disorder. Eventually overcoming his disorder through sheer determination. After his basic military training, Prioxis joined the special operation forces, one of the most demanding departments in the luminarian military. As the special operation forces required the use of wings for most of their operations, Prioxis underwent a surgery to fit prosthetic wings on him. These wings would help him keep up with his peers and be used as a makeshift weapon. During his time in the special operations forces, Prioxis picked up many tactics and observation methods. At that time, the intelligence department was severely lacking in technology. Utterly disgusted with this, Prioxis spearheaded several initiatives to improve the luminarian intel gathering, which led to the redesign of the radar and eventually, Prioxis himself would design the mortem crux class battlestations after the purge. During the purge, Prioxis at the age of 38 was one of the few special operations members that sided with the rebels, having being approached personally by commander spark a few years ago. Prioxis's knowledge about intel warfare and gathering had a profound impact on the purge, managing to keep the loyalists off the rebels tails through the use of Jammers, cloaking devices and countermeasures. Prioxis was also credited with breaking through the jamming fleet protecting ulran's battlestation during the events on nessara, ultimately saving the rebels from defeat. After the purge, he was approached by Commander Lumira with the offer of becoming a commander. He readily accepted, joining the scholaris progenium alongside the other luminarian commanders. In his time there, Prioxis was known for his patient tactics, using the power of intelligence to outmaneuver and cripple his foes. After graduating, Prioxis would assist Commander Amarylis in the development of battlestations, and being one of the few luminarians that has a cordial relationship with her. ====Terragon Pinnaclis==== ---- [[File:Spore20111119170855.png|300px|thumb|right|The Terragon Pinnaclis.]] ''"With me around, no one can hear you scream"'' -Commander Prioxis The Terragon Pinnaclis is Commander Prioxis's personal battlesuit. However, unlike the other commanders, the Terragon Pinnaclis is not tailored to Commander Prioxis's preferred style of combat, instead focusing on pure brute strength. As Commander Prioxis puts it," Sometimes, guile and cunning ain't gonna cut it." The Terragon Pinnaclis is a humanoid battlesuit, armed with a powerful phazon axe and a power claw. This provides the Terragon Pinnaclis enough strength to tear apart enemy fortifications with sheer ease. The Terragon Pinnaclis is outfitted with the state of the art of intel warfare equipment. Capable of jamming enemy intel systems with ease, create false blips on their radar systems and completely hide an attacking squad from all sensors. This makes the Terragon Pinnaclis a pain in the ass to track down, combined with Prioxis's intellect and strategy, Prioxis uses the terragon pinnaclis to deadly effect, creating traps within traps, and making sure the enemy is having a dammed hard time. The terragon pinnaclis is also capable of hovering, greatly increasing its mobility and assisting other squads in combat. However, the Terragon Pinnaclis suffers in the shielding department due to power constraints. Nonetheless, the Terragon Pinnaclis is to be feared. By rights it is an extension of the mortem crux battlestation, as the sure chaos caused by this battlesuit is second to none. And as commander prioxis has demonstrated several times, it is a complete horror on the battlefield =Armed forces= The Luminarian Military Forces were decimated during the purge, as a result, not many luminarians are left. This has caused research to be diverted into improving survivability in combat, newer mechs and vehicles, and better weapons. Not only that, the shortage of troops required changes in the organization chart and tactics, requiring all the remaining commanders to change and adapt to the changes. ==Organization chart== The remaining Forces have now been organized into Standard, Blitz and Heavy Support classification. ===Standard Forces=== ---- [[File:Spore 2011-02-26 17-52-25.png|300px|thumb|left|The Basic Standard Troops]] ''"Cannon fodder, very durable cannon fodder"'' The Standard luminarian forces make up the bulk of the luminarian army, General all purpose units capable of holding their own against most types of units. Each Soldier has an Optics targeting gear, Medpack Wound healing system embedded in their armor. Each standard troop is taught how to improvise on the field, the elites, are allowed to have no set limits on a squad size, allowing them to Select how many men they require to complete an objective assigned to them. This allows the commander free reign to concentrate on the crucial part of the conflict, while leaving the other non-important assignments to the elites. The sheer scale of independence each elite is given, nearly always throws their opponents off. Thus, the standard forces of the luminarian army is adaptable and almost ready for any situation Despite being the most numerical of the 3 classifications, the luminarians will be outnumbered in almost any conflict. Therefore, a battle of attrition will no doubt wear down the standard forces. Leaving them weakened and outnumbered. Despite being a general all around force, they still need vehicular, blitz, and heavy support to be used effectively. Also,they lack the firepower and speed of the heavy assault and Blitz forces. But, despite this failings, the standard forces are still one of the most important aspects of the luminarian military and should never be underestimated. =====Soldier===== ---- [[File:Spore 2011-05-28 16-45-07.png|300px|thumb|right|3 luminarian soldiers in combat]] ''"Don't worry, your armor is strong enough to shrug off their bullets"'' -Luminarian elite to several new soldiers. The luminarian soldier is the most basic unit the luminarian rebels can muster against the forces of the warlords and the luminarian xenophobes. They, along with many other elements of the luminarian military stand firm against their foes, countering a vast array and large numbers of enemy units with their advanced armor, sturdy assault rifles and grim determination. ======Background====== ''"You should be lucky, in our days, we didn't have such a luxury of such a high rate of survival."'' -Luminarian elite As the battle rages on between the peacekeepers and warlords. There is without a doubt that the luminarian rebels are currently on the defensive. As large battlestations are being produced to deal with huge swarths of enemy units, none should forget about the humble soldier. Conscripted men and women of the luminarian empire who constantly fight outnumbered and outgunned. These soldiers are given advanced technology and sufficient training to deal with their foes. The current luminarian soldier design was created a week before the split occured. Commander Lumira, Aeternus, Mistran along with a group of scientists and strategies came together to brainstorm the latest design of the soldier on the planet Luminaria. The previous design of the soldier had little in the way of armoring, preferring to compensate with a powerful plasma pulser and an assortment of other attachables like grenades instead. Taking into consideration the lack of avaliable servicemen that they had, the comittee worked together for 3 days, outlining several important features and key weaknesses in the armor. Only until a general compromise was achieved, would the armor be sent for testing. Results of the testing would show that the newer armor would have significantly reduced the amount of battlefield casulties by a huge 60%, a feat that hasn't been achieved by the luminarian army for over a millenium. However, the tests had also shown that the current design of the soldier would have problems dealing with enemy armor. This was soon rectified by modifying the current assault rifle design into a new one which allowed it to fire concussion rounds. The optics system was also introduced to the new design, helping to increase its lacklustre firepower. The new soldier design would prove essential during the split, the xenophobe's plasma pulsers had little effect on the rebel soldiers while their weak armor was easy decimated by concussion rounds and pinpoint accuracy provided by the optics system. Even if a soldier was wounded in the midst of a heavy firefight, the experimental medpack system would patch moderate sized wounds in a fair amount of time, allowing him/her to head back into the fray. These new improvements would allow the rebels much more ease in creating a defensive line, allowing them to dam the xenophobe advance, nullifying their advantage in numbers and allowing more refugees to escape. Coupled with the vast array of gadgets each soldier was allowed to bring, ranging from deployable shields to EMP grenades, had increased their efficiency dealing with anything their foe could throw at them. After the split, the current soldier design recieved several tweaks to further more enhance their survivability, including a new and improved medpack system, advanced optics systems and an optional nanobot infusion which helped improve the soldier's oxygen intake, increase his immunity to diseases and shorten the amount of time it take for the blood to clot. These small adjustments to the soldier had helped improve the survivability rate further, which was essential when dealing with the combined forces of the zaretians and margan on norsus, where the sheer ferocity and numbers of these 2 warlords proved a match for the luminarian elements. Despite their weak firepower, the luminarian soldiers are one of the most effcient designs throughout the peacekeepers, Where almost every single feature of its armor and armaments enhance existing strengths and compensate for weaknesses . Like with all other luminarian units, the soldier is even more effective when accompanied with other units such as the powerful tremor battlesuits or the quick assault soldiers. Despite the survivability rate offered by this new armor, each armor costs a lot more due to the amount of work and rarity of metals required to create it. Though nanoconstruction helps to offset the large cost by a fair amount, it would be unfeasible to equip every soldier with it. But this problem will only arise if the rebels manage to reunite the luminarians together, which could possibly take a century or even more to accomplish. In the meantime, the luminarian soldier is outfitted with some of the best equipment and good training before being sent to fight on the frontlines where they risk their lives against overwhelming numbers, protecting the interests of the luminarian rebels. ======Tactics and Use====== ''"Stick as a group, strength in numbers, death as individuals."'' -Luminarian soldier As the basic infantry fielded by the luminarians, these soldiers normally fulfill a key role in most strategies. Their powerful armor is capable of repeling small arms fire and can even shrug off anti-infantry fire for quite sometime. Their assault rifle, coupled with the advanced optics system allows the luminarian soldier to lay down pin point fire even at ranges exceeding 450 meters and in large numbers, lay down a volley of suppressive fire. The large variety of accessories the soldier can bring into the battlefield allows them to deal with a large number of threats, ranging from infantry and even aircraft. Most soldiers normally work in medium sized groups, numbering up to 50 while being led by a luminarian elite, the natural small stature the luminarians have allows them to easily find cover and their headpiece is even resistant to sniper shells, making it hard for a sniper to get a clean kill off a luminarian soldier. In many cases, a large mass of luminarian soldiers easily cleave through an opposing base, with the wounded lying behind, medpacks quickly at work, allowing them to quickly reinforce their mates once their wounds have been healed. Though the luminarian soldier is powerful, it lacks any form of melee equipment, as shown in the norsus conflict, soldiers caught unaware by the margan blades usually suffer a painful death, as such it is normally common for a group of assault soldiers to be stationed behind the main firing line, using the jet packs to quickly dispatch any enemy melee unit before it gets to close to the firing line. ======Armaments====== The basic luminarian soldier utlizes a wide variety of weapons and accessories to get the job done. These armaments are further categorized into 3 sub-categories, offensive, defensive and support. Listed below are a few of the more commonly used armaments. ======Offensive Equipment====== '''AGF-600 Assault Rifle''' The AGF-600 Assault rifle is a specially designed assault rifle used by the luminarian soldiers. Made of a rugged, high impact polymer, the AGF-600 is resistant to battlefield conditions, resulting in less money spent repairing rifles that were damaged by enemy fire or the environment. The AGF-600 was designed and made specifically for ease of use by the conscript soldiers the luminarians field. The AGF boasts one of the highest rates of fire for any assault rifle, firing about 700-800 rounds per min, in large numbers, they are capable of creating a supressive field of fire, preventing enemy infantry advances through chokepoints.Moreover, the weapon is linked to the soldier's optics system, assisting him/her in taking out enemy units accurately. However, its small calibre size of the bullets it fires makes it unfeasible for any luminarian soldier to use the AGF-600 to deal with any form of enemy armor, hence the modification of the rifle to allow soldiers to fire off concussion rounds. '''Concussion round''' The concussion round is one of the more unique pieces of weaponry that the luminarian soldier uses. The concussion round is similar to a frag grenade in many aspects, however, the energy released by the concussion round is directed diagonally upwards, unlike a frag grenades, which releases the energy in a spherical radius. This concentration of explosive power usually sends cover flying, exposing the vulnerable infantry who were huddling behind it to a deadly spray of bullets. In many cases, the infantry huddling behind cover is also sent flying due to the explosive force, making it effective at dislodging enemy units from fortifications as well. Other uses of the concussion round is also evident, with many soldiers using the concussion round to damage vehicle systems and in large numbers, possibly even destroy a heavy battle tank. Other uncoventional uses include using the concussion round against aircraft, where a successful hit will result in the plane being sent spiralling to the ground, though it requires much skill to hit a fast moving plane with it even with optics assistance. '''Optics system''' The Optics system is also another essential armament that all luminarian soldiers utilize. Basically an eyepiece with an in-built HUD, the optics system provides essential information to the soldier, examples such as the windspeed, location of allied troops, location and type of objective and known enemy weakspots. The optics system is also linked with the wielder's weapon, providing him/her with the ability to scope without needing to attach one onto the weapon. The Optics system is also linked to the commander's own database, combining the multiple feeds together, the luminarian commander is able to see the battlefield unfold in safety, without having to go onto the battlefield himself. This allows him to react more quickly if the enemy changes their tactics and always be one step ahead of his foe. ======Defensive Equipment====== '''Medpack MKII Armor''' The latest armor design for the luminarian soldier integrates the reknown armor with the experimental medpack systems. The Medpack MKII armor is made from an alloy of titanium, which is carefully created atom by atom using nanobots, hence, each piece of the armor is extremely tough and durable. However, the creation of the medpack MKII armor is extremely time consuming, hence it requires a large factory in order to even produce them, let alone mass-producing them. In each armor plate, there is a series of nanoscopic tubes that encompass the entire armor. These tubes are made of a semi-permeable material and is connected to a small box on the side of the legs. These box act as minature pumps, moving concentrated nutrients and nanobots across the tubes. Upon the detection of a wound, nanobots quickly stream to the affected location, sealing up the wound using the concentrated nutrients as quickly as possible. This process usually takes about 45 mins for medium-sized wounds. '''Deployable temporary shield''' The DTS-875 Is one of the more popular choices that luminarian soldiers bring into the field. Based on the same principle as the Aegis shield generator, the DTS-875 projects a domed shield from a medium sized tube,which houses the projecter and the batteries required to power it. The DTS-875 is normally used to assist luminarian soldiers in holding a position. The shield is powerful enough to withstand constant enemy fire for approximately 5 mins. Despite the rather weak shielding it provides, the DTS-875 is easily mass produced, allowing luminarian soldiers to be able to carry about 2-3 DTS-875. ======Support Equipment====== '''EMP Grenades''' During the Battle for Norsus, it was common to see luminarian soldiers going up against large and heavily armored tanks. In such situations, Soldiers are also equipped with EMP grenades, capable of stopping that has electronics for a short period of time, allowing the soldier to get away from threats it usually can't handle. =====Sniper===== ---- [[File:Spore 2011-05-28 14-04-38.png|300px|thumb|left|The luminarian sniper, staying cool even under fire]] ''"They cannot hit what they cannot see."'' '''Description:'''The Luminarian Sniper, trained rigorously alongside the special ops and the commandos, the luminarian sniper is also an adapt in the ways of stealth. Armed with some of the finest gear the luminarian can offer, the luminarian sniper is armed with a APX-900 Sniper rifle, an experimental "Shimmershield" cloak, an advanced optics system and a medpack MKII integrated field. As such, each sniper is a veteran in stealth combat, second only to the rach. The Shimmershield cloak is an advanced piece of hardware, capable of distorting light, the shimmershield can also distort radar, making the sniper near invisible. Moreover, the Shimmershield hardens on impact, making it somewhat bulletproof, essential in assisting the sniper when he has to relocate. The shimmershield has proven to be extremely efficient, reducing 70% of original sniper mortality rates. The APX-900 is also much lighter and more concealable then the APSR-900. Allowing snipers to quickly hide after firing every shot. This coupled with the Advanced optics system given to them, allows extremely precise shots. Unfortunately, the APX-900 has to sacrifice armor piercing capabilities so as to make it lightweight. But this weakness can be masked for a while by using the advanced optics, which can assist the sniper to quickly take out a tank crew, rendering the tank immobile till the enemy recaptures it or the lumis use it against their foes. The luminarian sniper, is not to be underestimated in any circumstance. Its sheer accuracy makes it extremely formidable against its foes, and can slowly turn the tables towards the luminarians favor given enough time. ====Marksman Battlesuit==== ---- [[File:Spore 2011-11-07 20-40-58.png|300px|thumb|right|The marksman, taking out a zaretian avenger.]] ''"Boom...Headshot"'' The marksman is one of the newer battlesuits to come of the production line. An upgrade over the basic sniper that's already in service, the marksman revamps some of the long held beliefs of a basic sniper, making it one of the more unique and unconventional designs in the luminarian army. Basic testing has shown that the marksman has enough potential to be fully integrated into the luminarian army as an elite sniper upgrade. One of the many key things about the marksman is the complete lack of concealment, instead it sports some of the strongest armor in the luminarian arsenal, along with a powerful APSR-9001. This means the marksman can act as a support fire role, quickly dispatching enemeies as it advances. Its upgraded optics systems give unparalled precision, coupled with the sheer strength of the APSR-9001, the marksman easily dispatches any who would dare come its way, while shrugging off any rounds coming its way. Moreover, the marksman draws fire and attention from the luminarian snipers, allowing them to attack from the shadows, without much fear of retaliation. The marksman suffers several drawbacks due to its role. Mainly due to it attracting most of the fire, the marksman has to be weighed down with armor, reducing its effective mobility. This however is not so much of a drawback as the marksman's role is to draw fire away from the snipers, not move into position. Overall, the marksman is a powerful battlesuit, striking fear into its enemies as it casually blasts heads apart while advancing into enemy lines. ====Luminarian Elite==== ---- [[File:Spore 2011-11-06 16-50-05.png|300px|thumb|left|An elite and a few soldiers on planet.]] ''"With me men! Today we show these fools our true might!"'' The latest revision of the luminarian elite has swapped out the partial battlesuit in favour of a complete battlesuit. This grants the veterans much more armor, strength and speed, allowing them to be more effcient in taking down their foes. Their years of combat experience have honed their skils to a fine point, coupled with their battlesuits, make the luminarian elite one of the strongest units the luminarians can field (That isn't a battlestation). The new elites are given the Crovus-class nbattlesuit, reknown for its speed and optics system. The elites are armed with a powerful LRF-1080 rapid fire rifle. Capable of firing large .95 slugs with deadly accuracy and decent rate of fire, the elites can easily cut down swarths of of enemies, and even take down most small to medium vehicles with deadly effciency. Coupled with their updated optics system, their accuracy is only 2nd to the marksman battlesuits. This coupled with their powerful jetpacks, allow them to devastate their foes, while their armor shrugs off any returning fire. However, the elites suffer from a few disadvantages, one of them being the inability to fight in melee. The elites, unlike their previous itenartion, lack any form of melee weaponry, having to resort to their fists which aren't strong at all. However, this disadvantage can be nullfied if a proper firing line is set up, killing/incapacitating any who come close. This redesign of the elite divison has performed well during testing and its use is now widespread in the luminarian military ===Blitz=== ---- [[File:Spore 2011-02-26 17-53-26.png|300px|thumb|right|A squadron of Grav Bikes attacking]] ''"Get in, blow shit up, get out."'' The Blitz Forces are made up of rapid response troops like the assault soldiers, Grav Bikes and ahwaska battlesuits. The Blitz Forces Strive to get into a troubled spot and quickly provide backup to the other luminarian forces. Outfitted for speed and Firepower, they may lack the Optics targeting gear and medpack wound healing system the Standard forces have. The Blitz forces Usually have a jetpack, Quick moving vehicle or are capable of drop podding. This allows the Blitz Forces to strike swiftly into the heart of enemy territory, taking out important structures before getting out, or quickly supporting other troops when needed. This maneuverability is dangerous in the hands of a creative commander. Hit and run attacks, masterful feints, harrassment. The biltz forces can do it all and with minimal losses. Coupled with the high disruption of their attacks and the unpredictability of them, they can easily sow confusion and break morale quickly. But, the Blitz forces are unsuitable for long engagements with the enemy. And their tactics are also unsuitable for the engagement of fortified locations. Thus, this force is not needed during siege style battles and should be kept out of them. their rather low survivability is also a downside to their swiftness. And, if The opposing force has good intel, the shock and awe forces of the Blitz squadron would be rather dampened as a result of it. But, the blitz squadron is like a scalpel, inserting themselves into the most accurate locations to do the most damage. =====Assault Soldiers===== ---- [[File:Spore 2011-05-28 04-41-47.png|300px|thumb|left|An assault soldier finishing off an incapacitated margan melee soldier]] ''"Our enemies shall fall before our spears!"'' '''Description:'''Assault Soldiers are the luminarians fast response melee units, Armed with a XPR-90 jetpacks, A lightning spear and powerful armor, the assault soldiers are classified under the blitz section due to their mobility. First seeing action around orunos prime, the assault soldiers quickly wiped out zaretian forces, their lack of an anti-melee unit allowed the assault soldiers to quickly eliminate zaretian forces, moreover, the jetpacks gave the assault soldiers near unparalleled mobility. Since then, the assault soldiers were an official soldier class in the blitz forces, and the most recent changes are shown now... Assault soldiers were used to be armed with a sword and shield, although extremely effective, the sword and shield combo could not penetrate heavier vehicle armour. But, with recent breakthroughs in armour and medpacks, the assault soldier can forgo the shield and in return wield a lightning spear, capable of penetrating armour and has a longer reach then the sword. As with all luminarian lightning weapons, touching the blade will electrify the opponent, causing muscle spasms and incapacitating the opponent for long periods of time, making it a deadly melee weapon. Unfortunately, Assault soldiers have the highest mortality rates among all the other classes, despite their strong armor, the assault soldiers will tend to take the brunt of the enemy attack, resulting in many assaults lost. Their lack of having any ranged weaponry will hinder their attack capabilities. However, most of these disadvantages can be nullified by using the jetpacks to close in on their opponents and allow them to get out of harms way. As such, the assault soldier should never be overlooked =====Ofanim Soldiers===== ---- [[File:Spore 2011-06-01 20-40-25.png|300px|thumb|right|An ofanim quickly dispatching a Zaretian soldier ]] ''"Fools! You bring a knife to a gunfight!"'' The Ofanim Soldiers are assault soldiers trained in the art of ranged combat instead of melee combat. The ofanims were first mobilized during the siege of terranus, where the quick moving aeonite melee forces made short work of the luminarian assault troopers, as such, the ofanims were created to deal with the threat of melee units. Armed with the same XPR-90 jetpacks, dual LGR-500 rapid fire pistols, optics HUD system and medpack MKII armor, the ofanim rain death from above. Ofanim soldiers place a huge emphasis on both accuracy and speed. Using their jetpacks, each ofanim soldier can quickly jump into combat, blazing away at their enemies with their dual pistols. As they were trained in the art of dealing with melee attackers, the ofanim can easily outmaneuver melee forces, kiting them and eliminating squads of enemy melee troops. But the most devastating thing about ofanim soldiers are the Optics and the rapid fire pistols. With these 2 pieces of equipment synchronized, nearly every bullet manages to find its mark, easily cutting huge swaths through enemy infantry lines But, the ofanims can not deal with fortified locations or enemy armor, their armor being way too thick for the ofanims pistols to have any significant impact. As such, ofanims are to be kept out of heavy armor concentrated battles. Despite these shortcomings, the ofanim are excellent anti-melee and rapid response fire support units, finding their way into many commanders tactics. =====Marines===== ---- [[File:Spore 2011-06-03 10-19-46.png|300px|thumb|left|A skirmish between luminarian marines and a margan squad]] ''"Normal infantry? Pah!"'' Marines are the luminarian mainstay boarding and insertion troops. Capable of being drop podded, the marines are suited to quickly assaulting enemy ships or quickly inserting themselves behind enemy lines, easily taking out artillery, and other behind the front line units. Armed with the quintessential AGR-750 pulse rifle, medpack MKII armor and a optics HUD system, the marines can easily take out almost any opposition facing them. Promising soldiers are sometimes chosen to join the marine forces. Trained more rigorously then the normal soldier, the marines are prepared for any situation. They also have more access to the armories compared to the normal soldiers, due to the dangerous situations they would normally face. Mainly working in squads of 5, the marines are dropped into the hottest landing zones to clear a path for other troops. Their AGR-750 pulse rifles can easily rip through most infantry armor and can damage vehicular armor. Also armed with incendiary grenades to quickly dispatch large numbers of enemy infantry. Their adaptability and sheer strength has made the marine forces into one of the most elite units in the luminarian army Though extremely powerful, the marines suffer a lack of numbers, moreover, due to their dangerous nature of their objectives, there are only a few marines in the entire army, prompting luminarian commanders to use these men with caution. But despite this, the luminarian marines are extremely useful in almost any circumstances and should never be underestimated ===Heavy Support=== ---- [[File:Spore 2011-02-26 18-32-37.png|300px|thumb|left|some battlesuits and a mech of the heavy support]] ''"Take huge gun, Spray and pray."'' The Heavy Support forces are made up of the remaining mechs and battlesuits that aren't in the Blitz and standard forces, Having the largest armour and biggest guns of the 3 forces, the heavy support forces are meant for attacking fortified enemy locations, and for that, they lack mobility but make that up with sheer firepower. Heavy support forces Are capable of pummeling Bases into oblivion, their multitudes of heavy weapons Can obliterate squads of infantry, battalions of tanks and bases, not only that, they've some of the strongest armor given to them. Allowing them to keep firing their guns even under hostile conditions. Not only that, the heavy support forces are also capable of calling down orbital bombardments if the space above the planet has been conquered, adding to their destructive firepower. But, There are extremely little heavy support units, a loss of one mech/battlesuit will be a blow to them. Moreover, Heavy spport units lack the mobility of the blitz and standard forces, movement from one area to another will take a long time, requirinjg the use of dropships are other transport capabilities. This will prove a hindrance to commanders suffering under hit and run attacks. Moreover, without good intel, heavy support units will not be able to accurately fire at the enemy, making this force recon-intensive. but all in all, the heavy support force should not be overlooked due to their low maneuverability, underestimating this force will cost you dearly =====Tremor Battlesuits===== ---- [[File:Spore 2011-06-01 20-07-54.png|300px|thumb|right|2 Tremor battlesuits dispatching a trapped demolisher war machine]] ''"Tremble in our wake!"'' Tremor Battlesuits are the basic anti-vehicle battlesuits of the luminarian army. The role of anti-vehicle units were originally filled by the luminarian Rocketeers. But due to the lack of population, the luminarian army could not afford to waste lives on such dangerous roles. Thus the creation of the tremor battlesuit lines. Much heavily armored then their infantry predecessors, the tremor battlesuit can wield much heavier weaponry. Each Tremor battlesuit is armed with a powerful AP-900 Lascannon, Aptly named the "screamer" due to the sounds made by the lascannon when firing. The AP-900 lascannon fires an extremely intense burst of light, quickly melting through the thickest of armor and super-heating bodies till they explode. Making the AP-900 extremely dangerous to both vehicles, infantry and aircraft alike. Moreover, each Tremor battlesuit is armored with 3 layers of reinforced ceramite, rendering it immune to small arms fire and resisting even tank shots. As such, the tremors are excellent fire support and anti-vehicle units. Unfortunately, the AP-900 can only fire off 2 shots before having to replace its heatsinks, forcing each tremor to avoid wasting its shots on insignificant infantry. Also, the tremor is one of the slower battlesuits in the luminarian army. Requiring use of transports such as drop pods or dropships to transport teams of tremor battlesuits across the battlefield. But, the tremors sheer efficiency at dispatching vehicles ====Mars Exosuits==== ---- [[File:Spore 2011-10-22 13-30-36.png|300px|thumb|left|A squad of Mars exosuits in Norsus]] ''"2 guns are better then 1!"'' Mars Exosuits are a recent new addition to the luminarian arsenal, exosuits are classified as an easy to use battlesuits. Unlike battlesuits, exosuits require only a month's worth of training, whereas battlesuits require about 6 months. This allows the luminarian army to increase the amount of exosuits it fields, thus saving more lives and increasing its general firepower,essential due to the luminarians low manpower. Mars exosuits are heavily armored, more so then a basic infantry unit, but lesser then a battlesuits. The mars can be classified as an upgraded soldier unit, wielding 2 assault rifles instead of one, and its concussion blast uses real rockets, then a simple frag grenade like attack. thus allowing it to incapaciatate tanks more easily then a basic soldier. Its armor is also quite resistant to gunfire, Allowing it to shrug off machinegun like bullets. The exosuit also sports a more impressive medpack then the basic soldiers, allowing for faster recovery times. This allows the soldier inside a much better chance of survival then being on foot. However, the Mars exosuits are much slower then soldiers, requiring the use of transports. The large frame of an exosuit also hampers it, making it a larger target for enemy forces. The head is also exposed, allowing an enemy sniper a chance to kill the mars exosuits with ease. However, the advantages that the mars exosuit provide to an army outweigh's its disadvantages, the increased firepower the Mars provides easily makes a difference during combat, allowing it to mow down scores of enemies while recieving little damage in return. ====Upsurge Battlesuits==== ---- [[File:Spore 2011-10-24 08-04-59.png|300px|thumb|right|Upsurge battlesuits, currently in operation]] ''"We come from the depths."'' Upsurge battlesuits are huge underwater battlesuits, created for ambushing naval vessels. The upsurge were created to deal with the threat of naval battlestations and ships, their suits being specifically armed for that sort of combat. Its capable of surviving in the deepest of oceans, for days at times by abosrbing the disssoved air in the oceans or if failing that, use its large air tanks. Its one of the newest and largest battlesuits created by the luminarians. The upsurge are equipped with a powerful plasma spear, back mounted harpoon launchers and an arm mounted torpedo launcher. The upsurge were designed with ambush in mind, staying at the sea floor waiting for vessels to arrive, they use their torpedos to damage sea vessels or underwater infantry, before using their harpoons to drag the vessels or men down into the depths or propel themselves straight into the vessel, using their plasma spear to kill or heavily damage their targets. Their heavy armouring makes them extremely hard to dislodge from the seabed, and hence are extremely hard to destroy. However, the Upsurge suffers from a lack of mobility. Requiring dropships or drop pods to get them into location. The upsurge also suffers on land, only using its plasma spear to hack away at enemy lines. This causes the upsurge to also be of limited use against underwater infantry. However, the sheer armor and effciency in denying the enemy passage through the waters makes it an important part in naval warfare. ==Battlestations== ''"If the human geneva convention existed today, we most likely broke all their rules with these things."'' Battlestations, A Luminarian invention. Huge hulking vehicles of unimaginable size bristling with powerful weapons. Each one dangerous in its own right, be it a mobile large factory, or a huge spacestation. It would take an immense amount of firepower to bring one down. The battlestation concept was created after the new homeworld was colonized, The commanders, most newly promoted, others like amarylis, were also invited. after witnessing the xenophobes creating massive warmachines dubbed battlestations, a debate soon flared up. Some commanders refused use such monstrosities, claiming it is immoral and against the very foundations of what they stood for. Others claimed that, without the battlestations, the rebels would fall. The debate was only resolved when commander-to-be Amarylis put her fist down literally, demolishing the table and shocking almost everyone in the meeting. Claiming that their enemies don't follow the same moral handbook as the luminarians follow. To refuse to build battlestations would require a trade-off in lives, something that is too precious. Now, Commander Amarylis oversees the design and construction of new battlestations, Land battlestations are created with the concept of using ancient luminarian predators, religious dieties, their main focus is for imtimidation, whereas space battlestations follow the concept of practicality, and being larger then land battlestations. A land battlestation usually has about 100-350 luminarians onboard, depending on the size of the battlestation, whereas space battlestations usually have about 1000-2500 crew members onboard. Every single battlestation is usually commanded by an operator, who is in charge of the entire battlestation and the crew inside. ===The Baharroth Battlestation=== ---- [[File:Spore 2011-01-22 20-11-52.png|300px|thumb|left|The Baharroth]] ''"You cannot fight a god and expect to win!"'' The Baharroth Battlestation is the pinnacle of Luminarian Mech Battlestations. Armed with 2 pairs of wings outfitted with Decimation cannons, 2 Anti-matter claws with in built Zephyr cannons, an Inferno cannon mounted in the mouth of the battlestation. having about 20 layers of adamite, The Baharroth is a monstrosity on a planet, Easily blowing up orbital ships and ground forces with its Decimation cannons, Shredding apart huge battalions with easy precision, and capable of boiling the seas. The baharroth is one of the non-prototyped battlestations in the luminarian arsenal. Currently being deployed around the Zaretian border colonies, destroying planets in hours and leaving only a charred husk of what used to be a planet in its wake. Coupled with the Hermes battlestation carrier, allows it to leave unseen and quickly. So far, The baharroth has yet to be reported to the zaretian officials in zartar, allowing its campaign of terror to continue undetected and deep into zaretian territory. But, the Baharroth has lesser interior defenses then the other battlestations. But still, Rows and scores of turrets and elites still patrol the interior. It would take an army to get inside it and destroy the reactor core. Also, the ashes in Lava worlds would render the sensitive equipment of the baharroth incapable of working well, reducing its accuracy, as a result, the baharroth does not "Cleanse" any lava worlds for the time being. ===Bastion-Class Battlestation/Battlecruiser=== ---- [[File:Spore 2011-05-10 14-15-35.png|300px|thumb|right|The Bastion orbiting a planet]] ''"We are the Bastions, the fortresses, the castles, that none of you can overcome."'' The Bastion-class battlecruiser was originally made to make up for the luminarian's weakness in combating space fleets. But, after seeing the viability of Space-type battlestations such as the Requiem battlestaion, the entire bastion class was redesigned to be a Anti-capital ship battlestation, as such, its designation as a battlecruiser has not changed. as such, the Bastion-class sports numerous large pulse cannons, capable of obliterating most ships with ease, a large number of point defenses and nuke silos. it is also capable of loading frigates and corvettes, and has a small ship production facility to help in heavy space conflicts. But, the most devastating part of the bastion-class isn't its armour, but rather its powerful "Giganlith" experimental plasma cannon. Capable of cutting through large numbers of enemy forces, the Giganlith also has an interesting property, any ship near a 10 mile radius of its beam has all its electronics fried and becomes a sitting duck, making this a powerful opening weapon. The use of a Giganlith on a planet is akin to that of a planet buster. The beam cuts through the crust all the way into the core and out, at the same time heating the core of the planet till it explodes. Its still unknown whether the Giganlith will have any effect on a star... Unfortunately, the bastion is still in an experimental state, as such, only 3 of these battlecruisers are currently operational, patrolling the outer luminarian colonies. Moreover, the bastion cannot take on a large fleet by itself, the bastion isn't a front line assault unit, but rather a support unit, firing barrages of nukes and constructing Automated frigates from the behind the front lines. But nonetheless, the bastion along with its other battlestation counterparts are not to be underestimated and treated with extreme caution. ===Basilisk Assault Battlestation=== ---- [[File:Spore 2011-05-10 16-49-34.png|300px|thumb|left|The basilisk on field]] ''"You stare into the eyes of death!"'' The Basilisk is the forefather of all the luminarian battlestation mech classes, its origins date back to the need of a large weapons platform to annihilate heavily entrenched bases from long distances, After many trials and re-designs, the luminarians required a gargantuan chassis to account for the numerous nuke silos and Phazon annihilator cannons. As such, few prototypes were created, and the most efficient is what you see being deployed onto valkosian territory. The basilisk Is outfitted with over 20 nuke silos on its tail, 2 Huge phazon cannons on its sides and the iconic Quantum Disruptor cannons. Moreover, its "mouth" Can project a terrifying roar, echoing throughout the planet before obliterating its surroundings. Its nuke silos give it unparalleled range and destruction, while its Phazon cannons blow apart the biggest mountains with sheer ease, leaving nothing but a few crumbling rocks. But, its main feature is its Quantum Disruptor, Capable of firing it at a planet 40000km away, the Quantum disruptor can easily smash bases from almost anywhere, making it extremely deadly to fortified planets and orbiting space fleets But, Unlike the more refined battlestations, the basilsks doesn't have the durable shielding and armor that the others sport, making it rather vulnerable to orbital bombardments, Making it unsuitable for defensive style warfare. As such, it has always been making incursions into the valkosian territory, obliterating bases and planets in mere minutes, before leaving with its hermes carrier ===Rapture-Class Battlestation=== ---- [[File:Spore 2011-05-11 14-31-33.png|300px|thumb|right|Rapture class maintaining orbit above a uncolonised planet]] ''"Our enemies doom have finally caught up with them!"'' The Rapture Class Battlestation is the primary offensive battlestation for the luminarian fleet, The rapture was first concieved after the purge, during the purge, multiple battleships could not withstand the combined overall power of the xenophobe armada, causing massive damage to the rebels as many civilians were trying to flee in the battleships. In order to prevent such a massacre from happening again, a project was carried out, to design the rapture, a safe haven and the most dangerous ship of the luminarian fleet. The rapture class may look undefended, but as soon as it gets into combat range, all manner of weapons start popping out from the hull. Heavy plasma cannons, nuke launchers, Vulcan guns. The wide assortment of weapons the Rapture has makes it hard to solely defend against it. Moreover, the Rapture sports experimental Crystal lattice shielding and Titanium ferrium compound armor, Making it difficult to pierce its hull as it charges straight into the enemy lines. Blasting away in a huge field of fire and generally causing chaos as smaller ships are rammed aside. But, the Rapture is also equipped with a Quantum wake generator, Upon its activation, all units in its area of effect have their warp drives disabled and become floating ducks. But, the rapture lacks much planet bombardment weaponry, only having a handful of S-G Bombardment cannons, Requiring the use of Bastions or other ships to commence planet bombardment, nonetheless, the rapture is a powerful front-line assault ship, capable of carrying large populations of luminarians to colonize a conquered planet or escape from a doomed planet and should never be underestimated in any circumstances ===Mortem Crux Battlestation=== ---- [[File:Spore 2011-06-19 17-19-30.png|300px|thumb|left|A Mortem Crux class battlestation]] ''"None can hide from us!"'' The Mortem Crux battlestation is a support class battlestation for the luminarian fleet. Mortem Cruxes were first envisioned to be a variant of the Rapture class battlestation, removing the transport space for additional guns and armor. However, the idea was scrapped due to the creation of assault citadel class ships. Hence, the mortem crux design was then used to fulfill a normally overlooked role of the luminarian fleet, making it an intelligence and support battlestation. Allowing most admirals unsurpassed skills in commanding their fleet and analyzing their opponents. The Mortem Crux sports one of the most impressive sets of radar suites, this allows extremely accurate readings of the current location and enemy fleet formations, also, the mortem crux can have insightful technical data about any ship, be it luminarian or zaretian, the mortem crux can analyze the ship down to its basic element components. Not only that, the Mortem crux excels in intelligence warfare, ECM jamming, false radar blips, the mortem crux can effectively shut down communications of an enemy fleet, rendering them useless. However, the mortem crux compared to other battlestations is lacking in both armor and weapons, making it one of the weakest battlestations. However, its impressive array of support weapons and intelligence gathering and warfare make it an equally dangerous foe to fight against. ===Behemoth Transport Battlestation=== ---- [[File:Spore 2011-10-08 12-30-03.png|300px|thumb|right|A Behemoth battlestation moving through a lava planet]] ''"Move aside!"'' The Behemoth transport battlestation is a support class battlestation. The Behemoth was created to siege heavily fortified bases, with powerful armor and weapons, along with a large cargo hold that can transport armies straight into the heart of enemy fortresses. Its sheer size and armor has allowed it to withstand even the heaviest of bombardments that can be thrown at it. Save another battlestation or an assault citadel, the behemoth is an unstoppable force, crashing into enemy bases and letting all hell fly. The behemoth has sacrificed weapons for more cargo space, allowing for about 30 thousand lumis and mechs to be stored. However, it still should not be underestimated. Its frontal inferno cannon is so powerful it melts straight to the core of a planet, superheating the air in a 200 meters wide radius from the flames. Instantly killing anyone in it. The sides are armed with cannons and heavy machine guns, capable of taking out most land forces and its tail can keep off any foes from attacking its rear. These armaments allows it to break through most defense lines to deploy multitudes of troops straight into the base The behemoth however, lacks any AA, Requiring the use of escorts to fend off any bombers. Moreover, it is rather slow and large for a transport, allowing enemy bases to setup their defenses before it arrives. However, the sheer armor allows it to negate even the most heaviest of orbital bombardments and defenses as it trudges straight into the enemy base. ===Aren'scura Battlestation=== ---- [[File:Spore 2011-11-05 10-13-48.png|300px|thumb|left|The Aren'scura, Clutching a zaretian capital ship in one hand]] ''"You dare challenge our might?"'' The aren'scura is one of the more unconventional battlestations, armed with nothing more then a huge metal taiha (club). The Aren'scura was designed to combat the xenophobe battlestations, through the use of superior speed and strength. As a result, the aren'scura lacks any sort of heavy hitting ranged weaponry, closing in on enemy battlestations and bases quickly. Its huge taiha makes it easy for the aren'scura to cleave through anything, be it a battlestation or a base. Coupled with its speed, makes it easy for the aren'scura to dispatch enemy battlestations with sheer ease and effciency. The huge taiha the aren'scura wields is made up of adminminite, one of the strongest and most durable metals found in the asteroid belt surrounding the homeworld. Capable of shearing off skyscrappers without leaving a dent in the taiha. Combine the power and devstation caused by the taiha with the aren'scura's speed, which is about 3x faster then an average battlestation, Makes it a virtual monster on the battlefield. It also has a hidden overboost function, allowing to close distances with amazing precision and speed. The aren'scura shines at taking out other battlestations. However, as a result of lacking any form of ranged weaponry, the aren'scura is weak against space borne vessels, however, its armor allows it to shrug off most orbital bombardments to get the job done, despite this particular weakness, the aren'scura is an inspiring and deadly figure to the luminarians. ===Archer Battlestaion=== ---- [[File:Spore 2011-11-06 09-32-57.png|300px|thumb|right|The Archer, scouring the stars for any hostiles]] ''"Hear the roar of the ion!"'' The archer battlestation, created for the purpose of dealing with enemy flagships or trench warfare. The archer is a large mobile artillery/anti-orbital cannon that dwarfs most of its counterparts. The sheer devastation wrought by the archer has given the luminarians much pause for thought, as its pulses of ion energy can easily wipe out fleets of enemy ships and large military installations with ease. The archer has a quad barrelled repeatable ion cannon, allowing to continously fire a stream of high-explosive, devasatating ion pulses at a fleet in space or a specific area on the planet. Moreover, the archer can cailbrate the strength of the ion pulses, a smaller ion pulse results in lesser damage, but a faster speed, whereas a huge ion pulse can easily devastate huge swarths of enemy forces, but takes a while before it reaches its intended location. This allows it to take on any size of fleet or army, the variation in pulse strength can also help to sow confusion in enemy ranks. But, the most devastating of its qualities is the ability to launch pulses at anywhere on the planet, using the curvature and gravity of a planet to accomplish this. With the archer on a planet, nowhere is safe, not even in the space above it. However, the archer lacks any AA or close range weapons, enemy troops that can get to the underbelly of the archer can do massive damage to it. This problem is partially rectified by having an escort around the archer at all times, moreover, small airpads have been extended from the main body of the archer, allowing for troops to quickly reinforce it. This disadvantage is outweighed by the sheer amount of area denial the archer provides, taking out any fleet or army on the planet it resides. ==Assault Citadel== ''"And if you thought battlestations were bad enough..."'' Assault Citadel's are the pinnacle of luminarian technology. Larger, stronger and more destructive then a battlestation, Assault Citadels are capable of wiping out more then 3 battlestations, and in a sense, obliterating huge fleets and planets with ease and precision. Assault Citadels were an evolution of the battlestation concept, Intelligence accquired from other empires showed several experimental battlestation class designs. Not wanting to lose superiority in terms of firepower or intimidation. The first assault citadel was completed, with commander amarylis in command. Currently, land assault citadels are far too expensive to construct, but rumors of a third assault citadel being designed have been in circulation for some time. ===Regalia-Class Assault citadel=== ---- [[File:Spore 2011-05-13 15-46-48.png|300px|thumb|left|The first Assault citadel]] ''"Be it margan or zaretian. None can escape us, for we are death manifest!"'' The Regalia Class is a joint cooperative design initiative between the luminarians and the Aeveria confederation. 2 copies of the same ship were produced for both empires. The Regalia class and the Citadel ADW are the first of their kind, even larger then battlestations, as such, they were re-classified into assault citadels, massive warships dwarfing battlestations. So far, the Regalia Assault citadel is the only known Assault citadel that has been constructed and is operational. The regalia class sports huge multitudes of powerful point defenses and weaponry. Loading 4 gignalith cannons on its maw, the regalia can easily decimate battlestations with sheer ease. Also, the regalia sports 10 huge shipyards, Able to construct and field battleships during conflict. This allows the regalia to easily take on any fleet with ease, As it itself can construct a fleet to defend itself. It also sports multiple planet buster launch sites, allowing for simultaneous quick destruction of enemy planets, Making the regalia assault citadel a dangerous foe to encounter. The regalia however, lacks the storage space for transporting colonists due to the space being taken up by weapon and armour systems. This makes it hard for the Regalia to hold any important planet as insurgent forces on ground cannot be taken out by orbital bombardments easily. However, It can deal with planets in a very permanent fashion with its guns and powerful weaponry, Making the Regalia class a true monstrosity. ===Vector to the Heavens=== ---- [[File:Spore 2011-06-19 11-12-21.png|300px|thumb|right|The Vector to the Heavens]] ''"This shall be their guiding light, their beacon, straight into death's arms!"'' The Vector to the Heavens is a huge assault citadel, dwarfing most of the other assault citadels and battlestations by a huge measure, originally a huge wreckage located near the new luminarian homeworld. By building on this wreckage, the luminarians managed to complete the vector to the heavens in a year and a half. The sheer size of the Vector to the Heavens is capable of supporting an entire planet's population and the military forces of the strongest fortress world. The vector has an experimental Graviton annhilator cannon, in essence, an extremely powerful version of what is on the Requirem battlestation. Instead of just having the power to annhilate planets, the Graviton annhilator is capable of firing a powerful material akin to that of a neutron star, causing the planet or an enemy fleet to be crushed into mere specks,The blast is as large as a small stars diameter, making it impossible to escape the field. This combined with its extremely thick armor and powerful weaponry, makes the Vector to the Heavens impossible to destroy through conventional means. Unfortunately, the vector at this point of time is low in manpower, only 10 million luminarian reside in this assault citadel, also, the sheer size of the Vector to the Heavens means it moves extremely slow, making it more of a defensive weapon then an offensive weapon. But despite this, The Vector to the Heavens is an ungodly weapon of destruction, Obliterating most fleets and battlestations with ease. ==Tanks== The Luminarians employ loads of different vehicles for militaristic purposes. A tank is defined by luminarian terms as an armored vehicle, capable of being propelled on its own. Tanks have been fielded by the luminarians since the beginning of civilisation, their armored capabilities and strong frames allow them to carry a multitude of weapons that couldn't be fitted on a mech's frame. Tanks still play an integral role in luminarian forces till this day, their high armor and powerful weapons essential in holding the line or plowing through enemy defences ===Riptide IFV=== ---- [[File:Spore 2011-02-27 13-57-54.png|300px|thumb|left|2 Riptides]] ''"Drown them all in a wave of bullets!"'' The Riptide IFV was designed and prototyped by the Luminarian Military R&D department. Initial tests in different scenarios proved its worth to be mass produced as a small light anti-infantry APC. Originally designed with wheels, it was swapped out for hover engines due to the wheels being unsuitable for swampy terrains. The riptide was rather heavily armored for a hover IFV, It was also armed with an assault cannon to mow down approaching infantry with ease, not only that, but the IFV could also transport 5 men. This allows tactical flexibility, using the IFV to counter infantry, while the men inside could either assist the IFV or Defend it against vehicular attacks. Also, the hover capabilities of the IFV allowed it to transport soldiers across large bodies of water unlike an APC, which could only enter small bodies of water. Allowing more tactical options to any smart commander But,The IFV is unable to soak large amounts of anti-vehicular damage, also, its assault cannon can not penetrate thick vehicular armour of main battle tanks. Rendering it useless in large vehicular shootouts. But, its fast maneuverability is the greatest asset this IFV has over some counterparts in different empires. the Riptide is a tactically flexible vehicle that most commanders should not overlook ===Light Tank=== ---- [[File:Spore 2011-02-27 14-54-49.png|300px|thumb|right|Engaging a zaretian rockhead]] ''"Break their spines!"'' The Luminarian Light tank Godwyrn pattern 7 is the official MBT of the luminarian forces, made by Fer'vanos Godwyrn, A military researcher, the luminarian light tank is a sturdy mass producible tank that is capable of holding its own against opposing vehicles. Thus, making the Godwyrn pattern 7 light tank the bulk of the luminarian armed forces. The light tank is heavily armoured with Titanium plates, also, its equipped with a powerful Gauss cannon. Allowing it to take out opposing tanks with ease, its armour also allows it to withstand harsh blows, rendering it an invaluable tool for commanders, its also capable of fulfilling many different roles, attacking fortified locations, ambushing enemy convoys, it can do most. Coupled with its rather quick speed for an MBT, the luminarian light tank is capable of doing a somewhat capable job of hit-and-run attacks, also, its capable of being loaded up into a dropship, increasing its maneuverability. But, the light tank is unable to deal with hordes of infantry, its low rate of fire makes it easy for anti vehicle infantry to quickly destroy it. Also, it does not carry the firepower needed to destroy specialized anti-vehicle tanks. but, its adaptability to confront most situations make it the backbone of most luminarian vehicle corps. ===Rapid Strike Tank=== ---- [[File:Spore 2011-05-09 11-52-24.png|300px|thumb|left|Firing a Ferranium Round]] ''"Hit them hard and fast! Don't let up!"'' The Rapid Strike tank is the main testbed for the new Luminarian tech. "Vulkoras" pattern MKIII, The Vulkoras is a powerful ferraium cannon mounted on the experimental "Sabertooth" hover chassis. The powerful Ferranium cannon fires a High powered, Armour Piercing Round, Capable of penetrating most Armour types and exploding inside the opposing tank, Destroying the Important controls and crew members with ease. The "vulkoras" is capable of loading APDS artillery shells, in this mode, the vulkoras can function as a makeshift artillery cannon, Moreover, due to the new Gyro-stabilization engines used in the thrusters of the "sabertooth" Chassis, the "vulkoras" does not suffer the recoil experienced by the firing of the APDS artillery. This combined with the speed of the "sabertooth" chassis, makes the "vulkoras" a devastating weapon in the hands of the luminarian commanders. Their ability to quickly hunt opposing armored support and eliminate enemy buildings and slow moving units, proves the luminarians ability to quckly update their forces, not suffering the technological stagnant state other empires are in. Unfortunately, The "Vulkoras" is still in an experimental state, as such, not many "vulkoras" Rapid Strike Tanks are fielded in combat. Moreover, The vulkoras" also experiences the major Disadvantage of using hover based Chassis, the lack of armour. This makes the Vulkoras vulnerable to units with high initial shot damage (AKA, laser cannons) As they can't escape the weapon projectiles in time. But nonetheless, The "vulkoras" will be the next MBT of the luminarian forces once its disadvantages have been worked out ===Heavy Tank=== ---- [[File:Spore 2011-05-14 11-21-26.png|300px|thumb|right|Taking out 3 Rockhead MBTs]] ''" You cannot harm us! You are weak, foolish and reckless!"'' The Luminarian Heavy Tank is the next step in the luminarian hover tech, Capable of sporting stronger armour then the Rapid strike tank, The heavy tank "Ravastra" Pattern MKII is the latest Luminarian heavy tank design currently being deployed on field. Being as heavily armored and just as destructive as the original heavy tank, The "ravastra" is faster and can traverse water. its Dual Gauss cannons have be refitted with Advanced capacitors, allowing for faster rates of fire. The "Ravastra"'s Dual Gauss cannons can sustain a high rate of fire, this allows the "ravastra" to hold the line against armored columns and reduce its vulnerability to infantry. Firing high-powered HEAT shells, the sheer amount of damage the HEAT shells do against vehicles makes it a good tank hunter. Destroying both the crew and the circuitry inside, moreover, the "Ravastra" is way more mobile then some other races heavy tanks, this allows the "Ravastra" to also function as a hit and run unit, kiting enemy forces and destroying them with ease. However, the "Ravastra" lacks any form of AA, requiring AA escorts or obtaining air superiority to keep them functioning. Also, if melee units can get close to the "ravastra", it cannot fire back at them. but both these weaknesses can be countered by the mobility of the "ravastra" as such, making it a powerful unit to construct. ===Artillery MKII=== ---- [[File:Spore 2011-12-12 20-29-23.png|300px|thumb|left|The new luminarian artillery, a devastating and dangerous unit even by itself]] ''"Our shells shall blot out the sun!"'' The luminarian artillery MKII is one of the newer designs to come out from testing, completely surpassing its predecessor in almost everyway possible. The MKII is currently being heavily deployed on field, replacing their older designs. The MKII sports heavier armor and shielding, a hover based chassis, a faster rate of fire and even more destructive potential then the MKI. This has allowed the luminarians to catch up with other empires in terms of raw destructive power while keeping the luminarian's durable armor and powerful shields coupled with its fast speeds for an artillery vehicle. The MKII sports the latest in luminarian weapon design, a rapid fire plasma artillery cannon. This new and improved design is far superior then the MKI's anti-matter artillery cannon, capable of firing one shell every second, the MKII can easily blanket an area with devastating plasma fire, supressing enemy units, heavily damaging mechs and vehicles, rip apart shields and demolish bases with ease. A few of these units can easily deny areas, preventing the opponent from expanding or passing through. The MKII can also opt to reduce its firing speed for more accuracy, allowing for devastating combinations where one group of MKIIs surpresses enemy units while another group picks them off. These new upgrades have made the luminarian artillery MKII a dangerous and powerful unit if used in the right hands, effectively hindering enemy movements and demolishing any static defenses. However, while it's firing, the MKII needs to remain stationary coupled with its rather large size makes it an easy unit for enemy air units to pick it off. Moreover, it cannot fire at units directly infront of it, hence requiring the use of luminarian support vehicles are required to fend off air attacks and counter-artillery. Also, it needs to be escorted due to the lack of direct fire weapons. However, the MKII is now an integral part of the luminarian forces for its sure destructive power and area denial it provides. ===Ameliorater Tank=== ---- [[File:Spore 2011-12-14 14-34-39.png|300px|thumb|right|A few Amelioraters can easily take down huge squadrons of air units with ease.]] ''"If your species was supposed to be in the air, you would have evolved with wings!"'' The Luminarian Ameliorater Tank is the newest mainstay AA tank the luminarians now utilize. Compared to its predecessor, the hermes AA tanks, the Ameliorater sports stronger armor. shielding, mobility and a stronger weapon system. The Amelioraters new dual rapid-fire railguns surpass the hermes AA missiles in both rate of fire an destructive potential, combined with its hover based chassis, the Ameliorater can easily move to provide support and down most enemy planes with ridiculous ease. The Ameliorater's dual rapid-fire railguns are a new breakthrough in weapon design, sporting an improved cooling and reloading system, the Ameliorater can fire shells at an astonishing speeds, combined with its fast rate of fire, a few Amelioraters can easily put a stop to any air pushes, destroy incoming orbital drop pods, mechs and vehicles and may even severly injure floating fortress type units. Every shell fired by the Ameliorater is extremely accurate, and can penetrate most armors. Considering that most air units aren't heavily armored, the Ameliorater's fast rate of fire can down enemy planes in a few seconds. A few of these can ensure that the skies above luminarian space are free of enemy aircraft. As such, the Amelioraters are constantly used by luminarian commanders, for their heavy armor, mobility and devastataing firepower. However, as the Ameliorater uses railguns instead of missiles, fast flying planes stand a chance to get through the Amelioraters field of fire since railguns can't track their targets unlike missiles. Moreover, unlike the hermes AA tank, the Ameliorater lacks any form of direct fire weaponry, only in extreme cases will the Ameliorater have to use its railguns on ground targets and even then may cause friendly fire. However, these faults can be easily nullfied by escorting the Ameliorater with proper units, and as such have made the Ameliorater the bane of all enemy aircraft. ==Space & Aerial Crafts== The luminarians employ a variety of flying crafts, be it the hulking Bastion battlecruisers to the nimble and swift Luminarian fighters. ===Luminarian Fighter=== ---- [[File:Spore 2011-02-27 15-38-44.png|300px|thumb|left|A luminarian fighter in a dogfight]] ''"The skies are our domain, you tempt fate by stepping into it."'' Luminarian fighters are mainstay AA aircraft, armed with 2 machine guns and a 2 secondary pulse rockets, the Luminarian fighters are devastating anti-bomber and anti-gunship units. Coupled with their speed, the luminarian fighter can quickly swoop in and intercept incoming aircraft with ease The luminarian fighters are extremely fast and powerful in their own right, Their machine guns are armed with Arco bullets, capable of quickly chewing through the armor of other aircraft and setting them ablaze, disrupting engine power and quickly grounding the opposing craft. Their pulse missiles are also effective in Destroying enemy aircraft outright.This coupled with their rather quick speeds, have become a bane for most zaretian commanders. Though their main aim is eliminating enemy air, the fighter can also attempt to engage ground-side forces, though with terrible accuracy However, the luminarian fighter is extremely vulnerable to ground side AA, its armor isn't as strong as other empires fighters, thus, its overall survivability is low. Thus requiring commanders to make full use of it speed rather then using it in an attrition war. But, the fighter is extremely important to luminarian forces to quickly intercept incoming bombers and gunships to prevent heavy losses, therefore, in most enagagements, there will always be a few of these to wrest air superiority. Making in a mainstay in luminarian forces ===Luminarian Bomber=== ---- [[File:Spore 2011-02-27 15-01-42.png|300px|thumb|right|A Bombing run]] ''"There will be no respite for you cretins! The dooors of death will always be on your back, and we are its hands!"'' The Luminarian Bomber ORCA pattern 3 is the mainstay bomber of the luminarian forces. trading the amount of missiles it can carry for more armour and speed, the luminarian bomber is capable of widespread destruction with its 4 Specter Anti-ground missiles. Also installed on board is a nanobot re-loader system. allowing the Luminarian bomber to have unlimited bombing runs till the targets are destroyed or the bomber is. The ORCA pattern 3 Bomber sports heavy armour comparable to that of gunships, allowing it to stay in the air for long periods of time even with concentrated AA firing on it. Moreover, The Specter Anti-Ground Missiles cannot be intercepted easily by point defences on ships due to the Jamming signal given out by the missile. Decreasing the point Defense Accuracy. These missiles can also be used in conjunction with other weapons. Allowing destructive weapons such as the nuke to actually close in on a ship without being intercepted halfway. Unfortunately, the bomber lacks any method of defending itself from airborne threats, requiring fighter or Gunboat escorts to increase their survivability. Their speed also makes them a vulnerable target for SAM missiles, as they're unable to outrun them compared to a fighter. But, The specter missiles and their capability of destroying large areas efficiently makes them an important tool in every luminarian arsenal. ===Luminarian Light Gunship=== ---- [[File:Spore 2011-05-14 11-29-32.png|300px|thumb|left|Light gunships taking out a demolisher war machine]] ''"One chink is all we need."'' The Light Gunship "Dagger" Pattern MKIII is an easily built gunship. Using minimal resources, luminarian commanders can easily construct the light gunship in early stages of an operation. Armed with a minigun, the light gunship can easily tear apart infantry and in numbers, destroy tanks. This is helped with its low resource cost and build time, allowing commanders to field a large force of these units in a short amount of time. The light gunship excels in the early stages of warfare, able to quickly eliminate enemy scouting positions with ease, and also a great base defender. Its minigun shreds both infantry and lightly armored vehicles. but, in the later stages of warfare, Large numbers of these ships can be fielded, a huge swarm of these ships can quickly devastate an opposing army, leaving nothing but metal scraps in their wake. moreover, the light gunship has a few smoke grenade launchers, making it difficult for opposing forces to accurately fire at it. However, the Light gunship is extremely vulnerable to AA flak, as many gunships can be taken down in no time at all. Also, fighters can wreak through the gunship swarm, requiring AA to escort these units. But, despite these failings, Luminarian commanders swear by its power and mobility, that should not be underestimated no matter the situation ===Luminarian Arcovain Scout frigate=== ---- [[File:Spore 2011-03-02 22-03-08.png|300px|thumb|right|The Arcovain]] ''"There is always more to explore."'' The Arcovain scout-class frigate is the smallest yet an important vessel in the luminarian armada. Quick, nimble and fast, the Arcovain can easily explore new pockets of space with its highly-efficient Krota MkIII ion engines, Also Equipped with a vast array of sensors, The arcovain can easily scan and map pockets of space, locate and detect cloaked enemy ships and relay targeting coordinates to other ships in the vicinity, drastically improving the accuracy of the entire fleet if used right. The Arcovain is equipped with a twin-linked laser cannon, although not strong, it can easily damage fighters and bombers. allowing small groups of Arcovains to harass weakly defended enemy positions. Also, its sensors not only can scan and map out enemy positions, can also create false radar blips, easily scattering enemy forces to hunt down these blips, while allowing the main fleet to quickly jump in and flank enemy forces. This combined with its ability to relay targeting coordinates to friendly forces, allow smart commanders to easily set up traps and overwhelm his opponent with sheer concentrated firepower. But, The arcovain lacks any heavy armor to ensure its survival, also, due to the high costs in constructing the sensor arrays, not many arcovains can be fielded in a battle. This combined with the sensitivity of the Sensors, causes the arcovain to be useless in nebulae, hindering its effectiveness, otherwise, the arcovain is an important ship in the luminarian armada, overlooking one will prove fatal ===Salvation Gunboat=== ---- [[File:Spore 2011-06-01 20-52-04.png|300px|thumb|left|Firing Proton torpedoes at a hammerhead frigate]] ''" Salvation gunboats at the ready, our foes beware!"'' Salvation gunboats are the basic frigate escorts of the luminarian armada. Basically just a combination of a fighter and bomber mixed with a gunship-class armor, the salvation gunboats can fulfill the role of a fighter or bomber during engagements. Moreover, its gunship class armor increases its survivability. combined with the speed of a fighter due to its engines, the salvation gunboats are extremely deadly to all ships in numbers. The salvation gunships are armed with quad pulse lasers, these pulse lasers easily destabilize the armor of most fighters, quickly disintegrating their armor and causing massive damage. Coupled with their semi-fast fire rate, the pulse lasers can easily destroy fighter/bombers/gunships and even frigates in large numbers. But for the heavier targets such as a cruiser, the salvation gunboat is armed with a bomb bay, allowing for weapons such as photon torpedoes to be fired from, assisting the luminarian armada in destroying heavily armored targets. But, the salvation gunboat is a jack of all trade and a master at none. Fighters with their faster turn speeds and smaller sizes are way better then the salvation at dogfighting and bombers specter missiles are more deadlier then torpedos. but, the salvation is still not to be underestimated as it can supplement an existing force with more versatility and firepower. As such, it is one of the more common vessels in the luminarian armada ===Javelin Class Light Frigate=== ---- [[File:Spore 2011-05-24 15-08-14.png|300px|thumb|right|Engaging zaretian hammerhead frigates]] ''"Pierce that bubble of ships!"'' The Javelin Class Light frigate is the main backbone of any luminarian fleet. Armed with dual rapid fire laser cannons and broadside "Redox" pattern missiles. The Javelin class is also easily mass produced, owing to its minimal wastage design and medium sized armour. The Javelin can be used for almost any situation. Ranging from providing fire support to patroling sectors, the Javelin can do it all and with good efficiency The Javelin is only crewed by 3 luminarians, due to their lack of population, all ships are given a rudimentary AI, to run the basic needs of the ship. This allows more frigates to be fielded as less men are required to crew them. Also, the Javelin does have a auspex device, allowing for quick scans of any possible cloaked ships. Moreover, the javelin also sports the experimental Redox pattern warheads. The redox pattern has 2 warheads, the bigger one to penetrate the armour and a smaller one to inflict heavy damage into the hull and cripple important internal areas such as crew bays, the bridge and engines. Making hordes of javelins dangerous to an opposing fleet However, the lack of crew members makes it hard for the Javelin to perform manual repairs. Moreover, its armor is not as thick as other luminarian ships and its shielding is rather sub-par. But, the Javelin class is capable of being mass produced, this combined with its versatility has found its way to become the backbone of the luminarian fleets ===Concourse class light carrier=== ---- [[File:Spore 2011-05-16 22-47-04.png|300px|thumb|left|A concourse carrier dispatching fighters]] ''"We carry the swarm."'' The Concourse class is the most basic carrier the luminarians have in their armada. Sporting basic maintenance and storage facilities, the concourse can carry up to 30 fighters or bombers, and has 3 plasma repeater point defenses to stave off enemy fighters/bombers. Though not the best carrier in the armada, The concourse is mass producible, allowing for legions of fighters/bombers to be transported into a battlefield. The Concourse is a basic carrier, armed with the bare necessities, it still can repair and maintain fighters or bombers, a few concourse carriers can easily launch a swarm of fighters and bombers and its 2 plasma repeaters protect the concourse from any stry enemy bombers that managed to break through the frontlines. As such, the concourse is indeed an essential unit in every fleet, maintaining their swarm of fighters/bombers. But, the concourse is lightly armored, as such, it must be placed behind the frontlines to ensure its survivability. Moreover, its rather slow speed makes it vulnerable to raiding crafts such as corvettes and blockade runners. However, despite these shortcomings, the concourse can be mass produced and is an essential part in many admirals fleets due to its particular role ==Naval== Unlike many other empires in the great war, the luminarians still continue to use the water bound ships. These ships are normally durable, capable of mounting powerful weaponery and act as an effective defensive manuever. Most of these ships are even more adaptable then the land,air or space forces, capable of dealing with as many threats as possible. The luminarian navy could be considered one of the most developed amongst the other races. ===Capricorn Attack Boats=== ---- [[File:Spore 2011-12-07 15-43-36.png|300px|thumb|left|A Capricorn dispatching a zaretian Fighter]] ''"We protect the skies"'' The Capricorn is one of the smallest luminarian sea vessels. One of the many problems the luminarians encountered was that in a naval fleet, ships had to move in formation due to their large size, as such, the cruisers weren't able to provide anti-air fire to several points in a luminarian fleet. Hampering their effectiveness and one of the main reasons that ships were sunk. The luminarians quickly reviewed their data and came up with an effective solution, the Capricorn attack boats. The Capricorn sports a single "Guardira" AA Flak cannon, the same kind that is mounted on Boreas cruisers. The "Guardira" class flak cannon boasts a high rate of fire and a large shrapnel spread, allowing the Capricorn to quickly down swarms of enemy craft with ease. However, the main benefit of the Capricorn is its small size and mobility. Allowing it to weave through the fleet with ease and provide AA support throughout the entire fleet. Effectively denying the enemy a chance to use their air force to damage the luminarian fleet. However, the Capricorn lacks any form of ship-to-ship weaponry, making it reliant on other ships such as the tiamat frigate and cetea destroyers. However, the Capricorn has a symbiotic relationship with other ships and as such is still heavily used by the luminarian navy for its mobility and its strong anti-air fire. ==Norvus Craz Annhilatus== ''"They dive into the depths of hell, and constantly manage to defeat the devil over and over again."'' Norvus Craz Annhilatus or NCA for short, is an elite group of luminarians. A heavily mechanized force, NCA is usually called upon when dealing with battlestation sized opponents, or even assault citadel classes. Armed with the best technology the luminarians have to offer, NCA combines the best technology with the best soldiers, utilizing the most experienced veterans in the luminarian army. In NCA, the veterans usually pilot battlesuits, mechs and even superheavy-class vehicles that have been specially redesigned to deal with battlestation-sized foes and during the recent xenophobe threat, NCA has performed superbly, destroying 4 xenophobe battlestations with minimal losses. NCA was created after the purge, this branch was started by Commander Lumira with a small squad of 15 luminarian elites who fought with her during the purge era, having some experiences with dealing with the xenophobe battlestations. Back then, Commander Lumira understood that the xenophobes would always be ahead of them in numbers, no matter how hard they tried. As a precautionary measure, NCA was created to deal with opposing battlestations without any backup support. At this point of writing, there are currently 250 members in NCA, ready on hand to deal with any battlestations. NCA answers only to Commander Lumira and Commander Amarylis. The 2 of them usually dictate where NCA goes, attacks which battlestation and such. Most members usually reside on a heavily modified mortem crux class battlestation, outfitted for stealth and speed to get these elite soldiers ASAP to the combat zone. NCA are also users of quantum rifts and as such, are also stationed on the assault citadels, ready for combat should an opposing battlestation be found. ===Quake Battlesuits=== ---- [[File:Spore 2011-12-08 17-11-42.png|300px|thumb|left|2 Quakes watching a xenophobe battlestation]] ''"All with fall, be it a machine or an alien."'' The basic battlesuit utilized by NCA, the Quake Battlesuit is a redesigned tremor battlesuit, sporting extremely heavy armor, shielding and an assortment of weapons specially designed to deal with a battlestation. The Quake was first conceived as an upgrade to the current tremor battlesuits, but was scrapped due to its high costs and mineral requirements. Commander Amarylis acquired the plans and made some modifications to it, replacing several weapons and increasing its overall firepower and defense. First few trial runs with these battlesuits have proven a major success, most of its weapons allowed it to penetrate the battlestation's armor and shielding, and was able to deal with the firepower and soldiers that were sent against them. Thus, it has become the main battlesuit of NCA. The Quake battlesuit sports 4 different weapons. The first is a modified "Blazrius" pattern flamer, a flamer modified for a large cone spread of fire. The flamer's main purpose is to deal with enemy infantry or vehicles that surround a battlestation, using the large volume of fire it sprays is enough to deter most melee troops from interrupting their assault and forcing any foes out from cover and buildings. Its second weapon is an autocannon, spewing out huge 30mm caliber bullet shells at a high-rate of fire, making it effective with dealing with enemy superheavy elements, tanks and ripping large chunks out of the battlestation's armor. It also sports a Lascannon, capable of piercing straight through shields and incinerating the armor underneath, combined with its miniaturized nuclear warhead pod, allows the Quake to do some damage against an enemy battlestation. Combine with its thick armor and powerful shielding, the Quake battlesuit can hold its own even when an enemy battlestation is firing at it. However, the quake lacks mobility, requiring the use of orbital insertion pods or dropships to get it quickly to the frontlines. Once reaching the frontlines, mobility is usually no longer a problem. Thus, its heavy armor and shielding, paired together with its overwhelming firepower makes it a staple unit in NCA. Moreover, the quake is constantly being used by veterans, allowing its true potential to shine. ===Zephyr Battlesuits=== ---- [[File:Spore 2011-12-10 14-16-25.png|300px|thumb|right|A zephyr about to take on a zaretian mech]] ''"Hope is for the transient"'' Zephyr battlesuits are the rapid-response battlesuits utilized by NCA. Zephyrs are redesigned versions of the typhoon battlesuit. Sporting way more armor, shielding and a much more powerful weapon. Zephyr battlesuits are currently the fastest battlesuits in the luminarian army. Like the Quake, the zephyr was originally conceived as an upgrade to the current typhoon battlesuits, but it was relegated to NCA due to the unfeasibility of using it for the army. Commander Amarylis redesigned the zephyr, giving it more armor and shielding for it to be able to survive an encounter with a battlestation. In the recent xenophobe threat, the Zephyrs have played a crucial role in downing the xenophobe battlestations, locating weakspots in the battlestation and exploiting them. The zephyrs are armed with an ancient luminarian polearm weapon. The blade of this weapon is capable of bending, allowing the user to use it as a scythe-like weapon or a spear type weapon. This provides immense tactical flexiblilty to the user. While utilizing it like a scythe, The zephyrs can usually take on large swarths of opponents and deal punishing damage to large mechs, essential when dealing with the enemy army surrounding most battlestations. In a spear, the zephyrs can use it to easily down superheavy mechs and hit weakspots in the battlestation armor, though its rather hard to take on massed infantry with it. This allows the Zephyr to be able to deal with a large variety of enemy units. Combined with its heavy armor and impeccable shielding, the zephyrs can usually take on and harass a battlestation. However, in order to wield their weapon, the zephyrs usually have to forego using a ranged weapon, this severly exposes them to unesscessary enemy fire at times and by keeping them at bay, the zephyrs can't do any damage. However, their high armor and shielding makes this issue trival, and combined with their powerful jetpack, the zephyr usually can close in on most targets quickly. As such, the zephyr is a powerful unit and only veterans know how to utilize it to its true potential =Notable fleets= The luminarians have quite a few fleets and armies to defend their planets and attack others. However, several fleets have accomplished several feats that have made them rather renown throughout the empire. These fleets are normally commanded by an admiral alongside a commander. ==Battlegroup Arcanium== [[File:Spore20110517074529.png|300px|thumb|left|Battlegroup Arcanium]] '''Fleet size''': 206 *1 Rapture Battlestation *25 Battleships *30 Cruiser-class ships *50 Frigate-class ships *100 Gunboat-class ships '''Admiral''': Cyrilus '''Commander''': Lyrek '''Past Records''': The Battlegroup Arcanium is one of the smaller fleets in the luminarian armada. However, it has performed splendidly in its past few engagements, facing off larger fleets while sustaining minimal losses. The Battlegroup Arcanium was originally a small task force during the pre-purge era, having joined up with a larger fleet during the stormclouds events. It's main role back then was to provide long-range fire support, consisting mainly of whirlwind cruisers. However, during the purge, the Battlegroup Arcanium was mainly tasked with evacuating refugees, one of these refugees being Lyrek. It was also part of the battle over Nessara, where 70% of the battlegroup was destroyed by the xenophobe battlestation and its surrounding fleets. Now, after the purge, the battlegroup has had its numbers increased, and is now commanded by Admiral Cyrilus and is normally accompanied by Commander Lyrek. The current Battlegroup Arcanium has seen much conflict, having destroyed several zaretian fleets and participating in the disastrous Norsus campaign. =Tactics= The luminarian forces are diverse and adaptable, as such, their tactics are also as diverse and adaptable, allowing a skilled commander to be able to change tactics on the fly and throw his opponent off. In the great war, the luminarians constantly have to deal with other races in matters of warfare, some friendly, others hostile. And as such, the luminarians will attempt to make full use of their allies strengths to cover their weakness or bolster their strengths. ==Peacekeepers== During the great war, the luminarians have joined the peacekeeper faction and as such, have alliances with many of its members ===Karahotduom=== Although the luminarians have not worked much with the karahotdoum as compared to the aeveria confederation, the recent data obtained from combined military training has helped the luminarians to find out how to support the karahotduom best. The karahotduom usually have stronger military forces and expertise in jungle environments, whereas the luminarians excel in survivability and urban warfare. Hence, both the luminarians and karahotduom have good synergy with each other. In terms of tactics, the luminarian commanders are much more flexible then the karahotduom commanders, and as such, the luminarian commanders usually take charge of the karahotduom expeditionary fleets. The karahotduom's "fez doctrine" is normally looked down upon by the luminarians, believing its a inefficient method of doing combat. In land warfare, the luminarians will normally use their much more durable vehicles to take the brunt of an assault, letting the karahotduom to utilize their much stronger weaponry to deal with their foes. In jungles and deserts, the luminarians prefer to take a backseat role, allowing the karahotduom to utilize their training in such environments, in urban warfare, the karahotduom are normally used as support, their powerful miraj artillery to deal with entrenched foes while the luminarians move in. In sea warfare, the luminarians will normally take a centerpiece role with their advanced naval vehicles. Only in cases where the luminarian fleet is insignificant will they let the karahotduom take main role. In space warfare, the karas will normally take the reins of the operation. Due to the weakened state of their space armadas, the luminarians are happy to let the karahotduom take control of their forces. ==Warlords== During the great war, the luminarians have constantly attack or been attacked by members of the warlord faction. ===Zaretians=== The zaretians are one of the luminarians earliest enemeies during the great war, as a result, have more knowledge about zaretian tactics and units. Between the 2 of them, the zaretians have the upper hand in numbers and firepower, whereas the luminarians have stronger shields and armor to deal with the zaretians. This has normally led to stalemates during direct assaults and is ultimately a waste of lives and money for both empires. In terms of commanders, the luminarians usually have an advantage, as zaretian commanders and generals aren't as flexible mentally. Luminarian commanders can easily swap their tactics, resulting in unpredictable and unorthodox tactics to throw zaretian commanders off. As the zaretian general sent to fight the luminarians, Peacha's stealth tactics have been countered by bait and ambush tactics. As such, the luminarian commanders will normally best their zaretian counterparts. In land warfare, the luminarians are normally outnumbered by the zaretians, combined with their more powerful mechs, has caused many casulties. Luminarian commanders usually deploy heavy anti-vehicle elements such as tremor battlesuits to nullify the advantage the zaretians have. Luminarian soldiers are also armored pretty heavily, along with their small stature allow them to find cover easily, improving their survivability. Both armies are normally on equal footing, hence strategy is the decisive factor in land warfare. The luminarians have the upper hand in sea warfare, their ships are normally stronger, heavily armored and more effcient then their zaretian counterparts. Unlike the zaretians, the luminarians still consider sea warfare as an important part of their armies, hence putting in more emphasis in their navy then the zaretians. During naval combat, the luminarians have an advantage in tactical flexibility, firepower and durability, these factors easily nullify the zaretian's advantage in numbers, giving the land forces an advantage with shore bombardments and more. In space, the zaretians massive fleets can easily dispatch the luminarian's under developed fleets. The wide range of zaretian ships normally tip the scales in favour of the zaretians, combined with their firepower and numbers, negate whatever armor and shield advantages the luminarians possess. Luminarian admirals usually have to call upon a battlestation's assistance to deal with zaretian fleets, and in most cases, a battlestation's prescence normally results in a luminarian victory. The luminarians are masters at battlestations, and its due to the battlestations that have prevented the zaretians or any other warlord from easily blitzing through luminarian territory. Although several warlords have constructed their own battlestations, the luminarian's battlestations usually come out victorious, if not, an assault citadel is called in. On the zaretian front, there is an abundant use of Rapture-class, Behemoth-class and Mortem Crux-class battlestations. This combination of battlestations can easily lay siege to zaretian planets and fortress worlds with ease. ==Neutrals== =Planets= A list of all known Luminarian owned planets ==Inner colonies== The Inner colonies were the first few colonies set up by the fleeing luminarians, the inner colonies normally have the strongest defenses and are the most developed. ===The Homeworld=== ---- [[file:Spore 2011-03-13 08-25-51.png|300px|thumb|left|The Homeworld]] ''"Skyscrappers as far as the eye can see."'' The Luminarian Homeworld was the first planet to be colonized after the purge, located near a rich asteroid field, the Luminarian homeworld is the main center of power for the empire, a bustling huge world city, the luminarian homeworld is also the most hardest planet to take over. Underground, a complex defensive network has been established, reaching every surface of the planet. Moreover, tunnel systems underground allows quick hit and run assaults on any would be invader. The Luminarian homeworld has shaped its city layouts in weird designs, as the more orderly and organized a city is, the easier it is for the enemy to invade and control the planet. As such, every city layout is designed to give an advantage to the defenders, with many alleyways, narrow passages creating chokepoints and cover. Moreover, the defensive network underground will assist the defenders in repelling invaders, in the form of popup turrets, providing more unexpected resistance against any invader. This combined with a space fleet containing several battlestations, makes the luminarian homeworld near impossible to assault easily, forcing anyone who wants to take this planet to fight for every inch of the planet. The luminarian homeworld is also host to the Scholaris progenium, where all would-be commanders are trained and honed in their tactics, the loss of the homeworld will cause devastating morale loss to the luminarians and dry up their talent pool, essentially dooming the luminarians to extinction in the long run. As such, large scale defenses and tactics has been drawn up to prevent the world from being destroyed. =Culture= All known luminarian culture will be located here ==Core philosophies== The Luminarians have 3 different core philosophies that guide them for the time being, each philosophy can be changed at any time, but its extremely rare, the last time it was changed was after the rebellion. ===Life=== After the massacre of luminarians, in which millions were lost in a short span of time, the luminarian empire has become orientated towards the conservation of life. Soldiers are now capable of shrugging off wounds that would have killed them before the new armor system was implemented. The Reaper suits are also another case of conservation of life, Capable of rebuilding a wounded soldier while he battles on with his friends. However, this shift towards the conservation of life has caused them to be rather immoral in several races viewpoints. The creation of battlestations was once such debate,where Commander Amarylis used the argument of a thousand luminarian lives worth more then a million warlord lives. But despite this philosophy, the luminarians will still sacrifice themselves if their deaths would save even another life regardless of it being their fellow luminarians, or an ally ===Adaptability=== A core value of the luminarian military that was eventually spread to the public. In the war, The luminarians found out quickly that to stick to one strategy would be suicidal, this has caused major reevaluation of of the entire military structure, simplifying it and giving commanders much more control. Squad leaders were told an objective and then left to do it in whatever way they see fit. Leading to multiple unorthodox strategies being launched against the zaretians, effectively dominating any army bound to a single tactic. In luminarian society, Businesses are extremely flexible, changing with the times and producing stuff that people want, instead of stagnanting, leading to an extremely competitive market that benefits the people. In school, Luminarian children are also extremely adaptable in handing in homework, much to the bane of teachers. ===Technology=== Luminarians abhor stagnancy, always seeking out ways to expand their existing tech, innovating upon new features and functions. Their entire military went through 7 overhauls in the past 10 years, as they keep working on expanding their arsenal. Several examples of this continous upgrading, include the battlestations, medipack armor, and optics system, recently introduced into the luminarian military, as such, many luminarians are tempted to go into the field of science. Currently, the luminarians are currently combing through the data on norsus, anaylsing several new technologies they would like to acquire. Even obsolete or unfeasible technology have notes collected on them, just in case they're needed ==Politics== In luminarian society, the entire governement is split into 2 different parts, One controls the general population, the other controls the military assests. This change was created in the early days when the luminarians first achieved space flight and encountered other aliens. In the past, most luminarian generals and commanders were hindered by red-tape, too many politicians bickering about their social status to get anything done. When the luminarian military suffered a string of devastating losses against the zoroxian armada, the luminarian generals seized their chance, splitting the military away from the governement, giving them much more freedom and guarded their funding from these politicians and finally putting an end to the chain of losses they endured. To this day, the government is still split up, and after the luminarians entered the great war, this independence away from the civilian governement is more important then ever. ===Military=== ---- Inside the luminarian military, there are several ranks and designations. ====Generals==== The Luminarian Generals hold the highest position in the entire military. Most of them are veterans of many wars, they have seen and participated in many battles, each of them has had their minds honed in tactical thinking and have led many armies through many campaigns. As such, each luminarian general knows every strength and weakness in the army and is capable of utilizing the army to its fullest. Each luminarian general is highly revered by the luminarians. Their positions are a testament to their wisdom and combat prowess, only the best and brightest can ever hope to fill their ranks and that already small number is thinned out further through stringent testing measures. These tests are important as the generals have almost absolute power within the military. At this current point in time, there is no generals in the luminarian army. Commander Lumira is currently the acting general in charge of the luminarian forces, at the same time, she is actively seeking for potential commanders that could be a general. ====Commanders/Admiral==== A rank lower then a general, commanders still hold a respectable position in the luminarian military. Every commander has spent a respectable amount of time in the military and participated in several campaigns. Their time in the scholaris progenium has taught them much about strategems and tactics, allowing them to effectively lead an army while their combat skills inspire the troops under their command. In the hierarchy, commanders lead operations that have been tasked by a general. In the luminarian military, once promoted to a commander. The luminarian will be able to choose his armor design, personal weapon of choice and a personal battlesuit which they can oversee during its construction. ====Sergeants/Officers==== A rank lower then a commander, a single commander usually have 30 sergeants with them, though this number varies depending on the operation. A sergeant's role in the military is command squads, these squads vary in number and units which the sergeant chooses depending on the assignment given by the commander. To be promoted to a sergeant, a luminarian must show tactical thinking and be observant of the battlefield. In the luminarian military, Sergeants normally use a battlesuit that their division uses. For example, assault soldiers will be allowed to use the typhoon battlesuit. ====Soldiers==== The basic starting rank of all luminarians who enlist in the army. They first must undergo basic training for 3 months, toughening their body up for the rigours of warfare. After the basic training, each luminarian is allowed to select a division of his choice, in every division, the luminarian must undergo more training specially suited for his particular profession. For example, assault troopers have to undergo melee and jetpack training. ===Civilian=== ---- The civilian government is normally made up of a group of luminarians elected by their peers to represent their views. In the pre-purge era, every planet would elect 1 senator, which would represent the entire planet's views and such. These senators would normally convene in luminaria, usually to discuss the people's needs and such. At the end of these meetings, the 10 representatives, usually from the strongest luminarian planets, would convene and allocate funds to the other colonies. However, this system although great in theory, in practice failed. The senators would normally argue with one another, trying to get funds for the most inane things possible. In the words of commander lumira, "A complete shitfest that never got anything done." In the post-purge era, Commander Lumira has to deal with the civilian side of the government due to a lack of leaders. In time, she hopes to find another suitable method of governancy that actually works and isn't a complete flop. ==Religion== Luminarians are allowed to believe in what ever religion they want. But mainly most luminarians are atheists, while others follow spode or the 3 luminarian gods. ===Baharroth=== Baharroth, or the hallowed father. In mystical times, Baharroth was said to father the luminarians, an ancient god that resides in the heavens above. He is said to watch from the heavens above, guiding the luminarians towards their goals. The most believed version of baharroth is said that he controls the sky and space, hence most depictions of him is a winged dragon, claws the size of continents, and wings the as large as the circumference of a planet. However, many luminarian scientists believe that baharroth is infact an animal that the luminarians had evolved from, hence the belief that baharroth is the father of all luminarians. Scientists also believe that the luminarians attributed his powers over the sky and space due to the fact that ancient luminarians found the baharroth almost all the time flying, hence his powers over the sky. Commander Amaryllis has created a battlestation resembling his likeness as a form of intimidation. ===Aren'scura=== Aren'scura, also known as the Goddess of death. In mystical times, Aren'scura was the wife of baharroth, residing in the same heavens as him. It is said that while baharroth gave the luminarians life, Aren'scura gave was the one to invite them back into the heavens, providing them the gift of death to allow the souls of the departed luminarians to stay in the heavens above. Aren'scura is known to have powers over death and the caves that dwell underground. Many depicitions involve her as a humanoidish creature, with dragonlike features and a very unique headdress starting from her shoulders. As with Baharroth, scientist believe Aren'scura is actually the female version of the baharroth species, staying in caves to protect the young, lashing out at any who enters her cave. This attribute was also related over her powers of death and underground, while the unique headdress was speculated to be some form of mating ritual equipment, a bone like structure that protruded from the back. Commander Amarylis battlesuit was shaped in the likeness of Aren'scura, with the headdress being the most prominent feature. -+ Error:404 Data not found, Please return at a later date +- ==Social attitude== The luminarian rebels are a rather friendly bunch of people, gladly helping their allies and each other as much as possible. Having to start all over again after the purge, most, if not all luminarians above the age of 16 had contributed to the building and colonization of planets, helping the entire empire to grow quickly. During this period of time, the luminarians pooled all they had, only taking what they needed and returned it once they no longer required it. Despite this practice having only been carried out for 4 months it has been ingrained in many of their minds and has thus made them a rather sociable group However, The events of the purge had also instilled a rather grim undertone to them. This grim outlook has manifested itself in several areas, for example the widespread use of weapons of mass destruction, battlestations and assault citadels are examples of this. Some commanders have believe that it is important to use whatever means nesscessary to get the job done, and this line of thinking has indeed been carried out a few times, the use of battlestations to indiscriminately wipe out whole planets being one of the examples. Despite their friendly outlook, the luminarians still do have a darker side to them. ==Conscription== In the pre-purge era, the luminarians utlized conscription, all luminarians, regardless of gender have to serve at least 2 years in the military at the age of 16. The practice has been put into place for over 300 years, during the luminarian war with the aeonite and zoroxian empires. As such, most luminarians do have a bit of military experience and can handle themselves in a combat situation. In the 2 years of mandatory military service, most of these new recruits are sent to low-risk campaigns, only a few unlikely luminarians are sent to the more dangerous battlefields. In these campaigns, luminarians are taught the basic skills of survival on a foreign planet, these skills would benefit any luminarians thinking of joining up with the colonization programme. It was also this set of skills that allowed the luminarians post-purge to quickly claim and colonize their new homeworld despite the large variety of dangers on it. However, not all luminarians follow these rules, fleeing their worlds before they signed up for the military. The luminarian government treats these luminarians as outcasts, preventing them from setting foot on any luminarian held worlds as a form of punishment. Most of these luminarians would end up as mercs for hire, techinicians and perform oddjobs for various races or corporations like Nova accross the galaxy. In the Post-Purge era, the luminarian rebels still have conscription put into place, this time with 3 years instead of 2. Commander Lumira seeks to rebuild the fractured and fragmented luminarian army, and this is one of the most effcient, if not the only sustainable method. ==Cuisine== As the luminarians are carnivorous by nature, most luminarians consume meat. For the luminarians, they're able to consume most kinds of meat, only a select few are inedible to them. Due to their short size and rather slow metabolism, luminarians normally do not require much to eat, along with the heavy usage of nanobots to supplement their energy intake, most luminarians can go for days without food, relying on their nanobots to give them the energy required. Most luminarian foods include a medium serving of cooked meat, flavored with certain types of sauces, some even include a small serving of plants, though it is more for taste then any nutritional value due to the inefficiency of the luminarian digestive system to properly process the nutrients in the vegetables. However, It is highly common in luminarian society to fast often and regularly. This is normally due to the fact the the fats absorbed from foods are normally stockpiled near the stomach, near the legs. Having way too much fats will cause the luminarian to be unbalanced. Hence, most luminarians have to follow a strict diet in order to carry out basic functions. As such, the luminarians normally follow the platonic diet, in which they usually fast for days, before feasting. This diet resembles prehistoric times, where luminarians usually go for days without food unless they have a successful hunt. Platonic dieting usually keeps a luminarian fit and removes the chance of him/her being obese due to extended periods of fasting. ==Death== Despite doing all that they can to prevent death, the luminarians still cannot escape from it. If a luminarian body can be recovered, it is normally cremated on the planet they were killed in. One could say that the luminarians prefer the process of cremation over than burying for practical reasons, as a graveyard takes a large amount of space which could be used for other purposes to help the living. However, if a body could not be recovered, the luminarians will add his/her name to an online database, along with a biography and several pictures of him/her. The entire database has been wiped clean during the purge, and is now active as of this moment. This database is a reminder to all luminarians that even with their superior tech, battles can still be lost. Luminarians have also been working on ways to advert death, the closest they've ever gotten to doing that is the introduction of the Reaper Suits. Any fatally wounded luminarian can be encased in these suits, slowly regrowing their damaged body while still capable of helping their fellow soldiers in battle. However, these suits costs too much and as such, only important luminarians are encased in a reaper suit. =Technology= As with all other races, the luminarians specialize in several technologies, helping to shape their force composition and new future units. ==Nanotechnology== ''"Small things can make huge stuff, reminds you of us doesn't it?""''-Excerpt from a luminarian technician conversation The Luminarians heavily specialize in the nanotech department. Its the main reason why the luminarians can quickly produce a large number of warmachines in such a short number of time. Moreover, the research done in the nanotech department has helped to develop several other important equipment the luminarians use on a massive scale, like the medpack systems for example. The benefits obtained from the use of nanomachines are too much to list, countless lives have been saved through the use of nanobots, be it from eradicating a terminal disease or through the medpack system. ===Nanoconstruction=== ---- [[File:Spore 2011-12-23 19-24-22.png|300px|thumb|right|Engineers using beams of light to direct nanobots into constructing a power generator]] The main reason for delving into nanotech is to look for a method to produce warmachines that isn't labour intensive. Luminarian scientists and engineers worked for weeks to locate a simple yet effcient method of mass producing vehicles. The final solution they devised was to use nanobots.The first few concepts were crudely implemented, nanobots would follow a lazer, depositing materials at the end of the beam before going back to the resources pile to grab more materials. This technology would be later refined, with the nanobots knowing where required a certain alloy, create that particular alloy by bonding elements with each other from a massive scrap heap, and slowly building a vehicle from the ground up. This technology would soon be adapted to the frontlines, war factories would use a large number of these nanobots to construct new vehicles and mechs while a battle rages on. This technology would also be incorporated into the engineers, mobile construction vehicles, allowing for a rapid setup of bases anywhere as long as there is a pool of mass to collect resources from. The benefits nanoconstruction has brought to the luminarian military are staggering. Rapid construction of bases allow the luminarians to quickly setup a prescence on a planet, vehicles can be patched up and repaired during a battle itself as long as an engineer is nearby. The biggest benefit of it all was that the nanobots could use almost anything, from scrap metal to refined Garmium to construct a tank as it does all the chemical bonding by itself, reducing the need to refine and extract metals, the most a luminarian operatioon requires is an earth digger to produce large amounts of mass, where the nanobots can take the task from there. However, Nanoconstruction has several drawbacks to it, one of them being the immense power drain. The power required to bond elements together is extremely high, and as such most luminarian bases need to set up a good power supply in order to use this technology. The heavy reliance on power also creates an additional weakness in the luminarian base, blow up the generators and the base cannot function or expand. However, the use of nanoconstruction has made the construction of battlestations, from a waste of resources to a beneficial investment. Hence, unlike other empires, the luminarians can afford to construct so many of these hulking behemoths. ===NanoFabrication=== ---- [[File:Screen00111.png|300px|thumb|left|NanoFabrication utilized by a RD-ACU]] NanoFabrication is a scaled down version of nanoconstruction. Originally touted as one of the key defining features in luminarian base construction, Nanofabrication quickly lost favour with many commanders, most of them prefering to use the more energy consuming but faster nanoconstruction methods. As such, Most luminarian scientists and engineers had abandoned nanofabrication quickly and redirected their efforts into improving nanoconstruction instead. Most data on nanofabrication however, where still archived by the luminarians, and have been referred to many times by luminarian engineers and scientists, using it as a guide to improve the existing nanoconstruction methods. However, after being approached by the aeveria confederation to assist them in building a rapid deployment mobile command vehicle, the luminarians have provided them with the nanofabrication technology. Although both nanofabrication and nanoconstruction are relatively similar, they differ mainly in terms of how they construct. Nanofabrication clumps the nanobots together with metal and some energy, this combination is then expelled out through the nanopoint, taking the form of a sphere. these nanobots would quickly begin defining the frame of the blueprints, before slowly building it from the ground up, and finally finishing off the building with armor and paint. This method does not require a huge amount of energy unlike nanoconstruction, and since many other peacekeepers are not as advanced as the luminarians in terms of energy manipulation, nanofabrication was then utilized in the RD-ACU, and later the Warlord version of it. However, compared to nanoconstruction, nanofabrication takes a longer time to construct units, that and while the unit is being created, it is highly vulnerable to enemy assault, even more so when the unit is still having its basic frame outlined by the nanobots. Even though nanofabrication utilizes a smaller energy drain compared to nanoconstruction, the energy cost required to even use a nanofabricator is considered ludicrous by many other empires, as such, a high yield core is installed in the RD-ACU. The explosion caused when the core overloads, can cause a catastrophic detonation, wiping out anything except the sturdiest units in a large blast area. However, nanofabrication has been utilized effectively on many combats where RD-ACUs have been deployed, the sheer capability of constructing a base in minutes what would have taken days have made nanofabrication an essential tool in the RD-ACU's deployment. ===Nanorobotics=== ---- Nanorobotics was a by-product of nanoconstruction, however, it has helped to improve the luminarian lifestyle and standard of living extensively. As the engineers got around to create the basic worker nanobots used in nanoconstruction, most of them realized that nanobots could be also used in other methods, including healthcare and electronics. This led some of them to branch out from creating the nanobots used for construction work to start working on adapting the design for medicinal purposes. The first few designs dealt with the creation of synthetic blood. Instead of using red blood cells, they replaced the cells with nanobots containing the haemogoblin pigment. The nanobots were a resounding success, this new tech had solved one of the luminarians problems, the lack of blood donors. Not long after, the nanobots were adapted for more purposes, including electronics. The impact on luminarian society was immensely beneficial. More and more diseases were now capable of being treated, their lifespans were increased from 100 to 150. Electronics begun to fail less, with nanobots repairing any damages. It also had an impact on the luminarian military, the creation of the medpack system being one of them. Moreover, more lives were saved through the introduction of the nanobots. Soldiers can take an injection containg nanobots that helped increase oxygen transfer, increase blood clotting speed and fight off most diseases and most do. Helping to reduce the already low casualty rate even further. More nanobot intensive methods include the complete regrowth of most organs through the use of nanobots and a lot of nutrients. ===Nanoweaponry=== ---- Nanoweaponry is not used extensively by the luminarians, although the have defenses set in place for such weapons, the luminarians do not think that nanoweaponry is effective at all. Mainly being that nanoweaponry takes a little too long before effects can be seen, moreover, they feel that nanoweaponry has a limited scope. Several planets actively discourage the use of nanoweaponry, for example, a frigid place would hamper with the nanobots power cells as chemical reactions are extremely slow in frigid conditions, hampering their effectiveness against their foes. Hence, their limited scope and ineffectiveness in certain cases has made them rather unfeasible in the luminarian eyes. However, the luminarians fully expect other races to use nanoweaponry, as such, several defensive measures have been taken to prevent a nanoweapon assault on luminarian held bases and men. Battlesuits for example use extremely intensive filters, reducing the threat of biological and nanobot threats aginst them. Soldiers who have taken a nanobot infused injection ususally have nanobots that will target and destroy foriegn materials in their bloodstream, hindering any biological disease or nanobot assault on their very being. ==Quantum Technology== ''"Quantum Tech,to put it simply, limited teleportation."'' Quantum technology is one of the newer fields the luminarians have begun to experiment in. As with their unending quest to reduce mortality rates and improve survivability, the luminarians have discovered quantum technology while on this quest. The benefits of quantum tech is not as apparent as it seems, as only a few new fields have begun to be researched. So far, only one new design has been created from quantum tech. ===Quantum gates=== ---- Looking through their data, the luminarians came to the conclusion that the loss of life during an invasion was mainly contributed to dropship or droppod destruction. To them, this loss of lives is completely unacceptable, hemce, scientists attempted to develop a completely new way of transporting troops into a planet without the risk of them dying before landing on a planet. the answer was to use quantum technology in the form of gates. By interlinking 2 gates together, orbiting ships can transport men from the ship itself into a planet's other quantum gate directly. This removes any chance of dropships being shot down, reducing the death toll. Quantum gate technology is one of the fastest methods of teleporting large armies straight onto a planets surface. No doubt basic teleportation has been developed by most other races, quantum gates can easily transport an entire army down to a planet with ease, providing there is also another quantum gate on the planet itself. Quantum gates are also extremely useful in both invasions and defense operations. By having a quantum gate on planet, reinforcements can be easily transferred on planet should there be a ship with a quantum gate in orbit. However, Quantum gate technology has several limitations to it, the most obvious would be the need for 2 quantum gates in order for the benefits to work. Without a quantum gate on planet, the luminarians would still have to use dropships and droppods to get on planet, rendering this technology null and void. Another limitation would be the excessive power drain. The quantum gates require large amounts of power to function, hence bases need to construct large numbers of power generators while ships in space need to divert power from other areas to start up their quantum gates. However, the reduction in the loss of lives have made the quantum gates to be widespread and are now incorporated as a basic requirement in most luminarian held planets. ===Quantum Rifts=== ---- A by-product of quantum gates, quantum rifts are a new experimental technology that is currently being tested out. Basically an upgraded version of the quantum gate, quantum rifts nullifies the need for another gate, coupled with its increased range, allows the luminarians to transport soldiers to without exposing them to enemy fire. Quantum rifts allow the luminarians more flexibility in deploying their forces. With virtually no form of technology capable of blocking quantum rifts, this allows the luminarians to easily send reinforcements or setup ambushes with near unparalled ease. These rifts can also be used to beam men to enemy ships, allowing the luminarian marines to easily capture the ship. Mechs and such can also be brought down into enemy bases with near pin-point accuracy, by-passing most exterior defenses and creating havoc in the base. This sheer flexibility has caused research into quantum rifts as one of the main priorities. However, the current state of quantum rifts is highly experimental. It has an immense energy requirement that only 3 battlestation class nuclear power cores can fulfill, moreover only a small number of men can be transported through this method. Hence, its only been incorporated into the 2 assault citadels, the regalia-class and vector to the heavens as only they can fulfill the power requirements. However, the luminarians have been working extremely hard to refine this new technology. ==Nuclear technology== ''"Huge boom.'" The luminarians have long often sought to find a powersource that generates large amounts of energy to power some of their more devastating weaponry. Logically, after a period of time looking for power sources, they've stumbled accross nuclear energy, it provides enough power for their large constructs and is used in several weapons like the "An-k-leh Annhilator" class missiles. ===Nuclear Power Cores=== ---- In their search for a power source that could work for their weapons of mass destructions, the luminarians stumbled accross nuclear power. Its high energy output has made it widespread in several mech designs and would eventually be incorporated into the battlestations and assault citadels. After much experimentation, ther luminarians have managed to reduce the size of the nuclear reactors, yet giving approoximately the same amount of output. This has led to the proliferation of the nuclear power cores, most luminaran heavy mech/tank/ships use these cores to power their weaponry and other equipment. The nuclear power cores allow the luminarian to construct huge warmachines, more over the reduced size of these cores allow for more weapons and other equipment to be loaded onto a design. Hence increasing their overall effectiveness in combat. Moreover, nuclear power cores aren't as environmentally damaging as other fuel sources such as coal or petrol, as long as the power core doesn't blow up. The nuclear power core has several drawbacks as well, the most obvious would be a meltdown. Should a meltdown occur, the power core could potentially explode, destroying everything around it and releasing radioactive materials into the planet. Worst of all, should a battlestation fall, its explosion could render the entire planet uninhabitable for several milenia. As a result of this, not all luminarian designs utilize the nuclear power cores, and those that do have a core dampener to prevent an explosion. However, the core dampeners can be overriden by commanders, allowing them to use the nuclear power cores as a makeshift weapon. Hence, the benefits of the nuclear power cores outweigh its disadvantages, coupled with its safeguards, make it a viable source of energy for the luminarians ===Nuclear weaponry=== ---- Nuclear weaponry is a by-product of their search for the nuclear power cores. Unlike several other peacekeeper races, the luminarians are not above using nuclear weaponry to wipe their foes. One of the most common nuclear weapons in the luminarian arsenal are in the form of a guided payload (aka missile). The most common iteration would be the "An-k-leh Annihilator" class bunker-buster missiles. Its deadly efficiency against most bases have made it one of the more used weapons to crack a base, annihilating defenses and defenders, making it easy for some luminarian units to easily move in to annihilate the remaining wounded defenders. Nuclear weaponry has been used to great effect by the luminarians, wiping out bases that they have no intent on capturing with ease. Moreover, should the luminarians be beaten back, the radiation caused by the nuclear weaponry would take a long time before it can be cleared, making sure that the enemy cannot reuse any of his assets. This combined with their sheer destructive power has made these weapons a staple in most space-to-ground bombardments. However, these weapons has several drawbacks as well, the radiation caused by these weapons is a double-edged sword, also hampering the luminarians. Only battlesuits and other sealed mechs and vehicles can enter a area bombarded by nuclear weaponry. But despite these drawbacks, nuclear based weapons are till in use by the luminarians, their sheer efficiency and power being the only things that the luminarians use them for. ==Battlestations== Battlestations are one of the things that the luminarians are famous for. The battlestations are a compilation of every single tech the luminarians specilaize in, only through these technologies allow the luminarians to quickly construct such hulking monstrosities. Nanotech is one of the main ways the luminarians use to construct the battlestation, Quantum tech is sued to transport materials and parts to the battlestation construction facilities and nuclear tech is used to power these behemoths. ===Armor=== ---- Like other luminarian units, battlestations sport one of the toughest armors in the known universe. Every single battlestation has many layers of armor and each layer is heavily reinforced, the sheer durability of this armor allows the battlestation to survive some of the hottest landing zones, march through fortress planets and withstand a star's heat for a few weeks. Although it takes a large number of resources to build these battlestations, the luminarians find that each battlestation saves lives that would have been used to siege a base, and can damage an opposing army's morale. This combination allows the battlestation accomplish near impossible feats with few lives lost. The sheer durability of the battlestations has made it one of the main reasons why the luminarians extensively use them. A recent developement to the battlestation armor is ablative shielding. The battlestation with this upgrade projects a shield, energy based weapons that hit the shield will be redirected into a large array of capacitators hidden behind every layer of armor. The kinetic energy of bullets and the like will also be redirected by the shield, further powering the capacitators. As energy is only redirected, the battlestation is capable of projecting the shield for long periods of time. Once the capacitators behind the armor has been fully charged, the operator of the battlestation can release all the energy in a huge explosive blast, destroying everything around it. The explosive energy is directed to be released away from the battlestation, ensuring that the next layer of armor is not damaged. Despite the raw damage of the ablative shielding, detonation results in the loss of one armor layer, this reduces the amount of damage the battlestation can sustain. However, every battlestation has a large number of armor layers, so their its effectiveness is not heavily compromised by this drawback. Ablative shielding gives the battlestation a powerful tool in their already devastating arsenal, should a battlestation be overwhelmed or is in danger of being boarded, ablative shielding will nullify this threat. As the advantages outwiegh the disadvantages, ablative shielding is now added to every new battlestation where old ones are currently being re-fitted with it. ===Power Supply=== ---- Every battlestation sports heavy, devastating weaponry, a large number of shields, intel gathering systems and quantum gates. In order to utilize these power hungry systems, luminarian engineers utilize a modified version of the nuclear power cores. Instead of being compact, these cores are extremely huge, but the sheer volume of energy one of these cores provide is capable of powering a battlestation. And as such, these nuclear powered cores are a staple for every single battlestation. In most battlestations, there are at least 3 of such cores. Though only 1 is required to power the battlestation and its myriad of systems, the other 2 are used as backup should anything happen to the first core. but in dire situations, the battlestation can utilize all 3 cores, drastically improving its speed, damage, shielding and rate of fire. Moreover, these backup cores can be used to specialize in one area. For example, a damaged battlestation could use its reserve cores to power its shielding, creating a shield that is next to impossible to be pierced. This ability allows the operator in charge of the battlestation to increase the effciency of the battlestation to suit the battle at a cost of safety though. However, this massive energy supply is also one of the battlestations weakness. A meltdown of a core is capable of crippling the battlestation, effectively destroying it. A meltdown of all 3 cores effectively "kills" the battlestaion. Meltdowns also create a huge explosion, destroying the battlestation along with a lot of the surroundings. Hence, these cores are normally placed where the battlestation's armor is the thickest, making it hard to destroy the cores from the outside. Even if the enemy seeks to deal with the cores by boarding the battlestation, they must deal with the large numbers of turrets and soldiers onboard. ===Weapons=== ---- One of the main reasons why the battlestations were created was the need for a heavy siege platform. In the pre-purge era, the luminarians had massive problems dealing with zorox fortress planets, their forces weren't strong enough to take down the zorox defenses and if they did, the luminarians suffered heavy casulties. A need emerged for a powerful siege unit that could withstand the heavy blows the zorox's dished out and return the same amount of fire. This led to the creation of the first battlestation, a heavily armorred walker bristling with guns. The sheer effciency of the battlestation would later evolve and the use of battlestations become widespread for their durability and sheer firepower. On every battlestation, its weapon systems are normally classified into primary, secondary and tertiary. Primary weapons are weapons that do exactly what the battlestation is meant for, while secondary weapons are those that assist the battlestations main goal, while tertiary weapons are weapons that do not relate to what the battlestation is meant for. Using the archer battlestation as an example, its ion cannons are primary weapons, while its cruise missiles are a secondary weapon, any other weapon system onboard is classified as a tertiary weapon. This sheer variety of weapons onboard every battlestation gives it unparalled versatility to deal with any threats. Coupled with its durability, makes every battlestation a terrible monster on the field. Commander amarylis,has designed most land battlestations based on the luminarian predators of old, giving each battlestation an intimidating design. Coupled with its sheer size and heavy weaponry, many cower at the sight of these battlestations. =Operations= Current luminarian operations across the galaxy ==Conflict== Operations involving warfare will be listed under this section ===Norsus Conflict=== ''"The biggest clusterfuck currently in the galaxy." -Commander Lyrek'' '''Summary''': An unknown distress beacon was located in the nearby sector Commander Lyrek was currently orbiting, what was strange about the distress beacon was that it used old peacekeeper codes, Commander Lyrek and his strike force landed on the planet, noticing that it was under zaretian control. Making their way into the city, they met up with an alien species called the rach. Following this rach, lyrek soon encountered the prescence of another alien race, the margan, and enagaged in combat with them. By then, Norsus was beset upon by many different empires, ranging from the diabolians, to the IAE. The battle for norsus still rages on. '''Commanders''':Commander Lyrek, Leads ground forces '''Admirals''': Admiral Cyrilus, leads the space fleet orbiting norsus '''Important factors''': The arrival of multiple unknown races fighting over 1 planet has escalated into a full blown war. A rapture battlestation has been provided for admiral cyrilus's control '''Status''': On-going ==Construction== Large scale construction operations, mainly related to battlestations will be listed under this section. ===Behemoth Project=== ''"Trojan horse, or more to the point, an armored trojan horse that spews molten lava and holds millions of men." -Commander Prioxis'' '''Summary''': The Behemoth project oversees both the construction and the testing of the behemoth battlestation. The Behemoth completed construction at the planet Kyraxion, 1 AR, 8 celestial-body months. Basic load tests were continued on Kyraxion. The behemoth was then transported to Yherajik, 1 AD 9 celestial-body months. Basic weapon and armor tests were carried out. Current status of behemoth is at *******, Transporting the behemoth to norsus for the final on-scene test before removing experimental tag. '''Commanders''':Commander Amarylis, Chief commander of battlestations '''Important Factors''': No irregularities to report '''Status''': On-going ===Archer Project=== ''"Really? 4 huge fast firing ion cannons? And I thought amarylis couldn't get any more twisted then that"'' -Commander Gerwin '''Summary''':The archer project oversees the construction and testing of the archer battlestation. Completed construction in orbit of the planet phoenix, 1 AR 6 celestial body months. Basic load tests were completed on the planet Kyraxion, along with combat testing. Damage sustained during a combat test has relegated it to repair. Completed repairs at 1 AR 9 celestial-body months. Transported to the planet Gream for more testing. '''Commanders''': Commander Amarylis, Chief commander of battlestations '''Important Factors''': Ion bursts fired by the archer are extremely explosive and dangerous, capable of levelling a mountain or capital ship with ease. Cause of damage on kyraxion. '''Status''':On-going [[Category:kylelck]] [[Category:Page]][[Category:Luminarians]][[Category:Inactive]] joak9yhvqmq8d20mpeass6acy15ptiq Magello 0 1327 13738 2020-07-29T04:53:51Z Amaker1450 26550035 Redirected page to [[Magello Empire]] 13738 wikitext text/x-wiki #REDIRECT [[Magello Empire]] k76ib4ziz6e5tx6gh04afrbtsaa2tas Magello Empire 0 50 15094 10902 2021-02-04T06:37:08Z Amaker1450 26550035 /* Entertainment */ 15094 wikitext text/x-wiki ==Description== <center> [[image:Infinity_Eagle.png]]<br> The ''Infinity Eagle''. Flag of the Magello Empire. </center> <br> <br> The Magello have a long history of conflict. They rose to be the dominant race through sheer power. It was only after several generations of warfare that one Magello finally united all the Magellan clans under a single flag. With him on the new throne the Magello made their mark in space. The Magello quickly began expanding and colonizing nearby planets. Within a few years of instellar travel the Magello encountered a race nearly as combative as themselves. It wasn't long until all out war broke. The fighting lasted for years before finally being brought to a brutal close. The Magello brought their enemies to near extinction, banishing the few survivors to the far corners of the galaxy and colonizing their former homeworld. But the cease in fighting didn't last long. A short time later the Magello found themselves embroiled in a new conflict after coming to the aid of a trading partner. This Second Stellar War took its toll on all parties. Countless colonies and lives were claimed on all sides in the brutal fighting. An uneasy cease fire was finally reached, but that didn't reflect a time of peace for the Magello. They continue to build and improve their weapons, knowing full well the combat can resume at any time... ==Homeworld== The Magello come from a planet they call Sculpterra. The world's origin is deep rooted in their religious beliefs. Sculpterra orbits a star the Magello call "Solstar", the intergalactic community, however, refers to it as "Atropos" on most star maps. It lies near the edge of a spiral arm. The Magello think of this as a tactical advantage. ===Tangib City=== The planet's political capital. It's home to Castle Zinmar, Ambassador Tarqil's office, and the corporate head quarters of Abandonment of Hope, Inc. Commander Omard was also born here. <br/><br/>'''Castle Zinmar'''<br/> Named for the first, and current, emperor of the Magello empire. The castle sits in Tangib city ===Brakkoum=== A large city in its own right. After Zinmar united all the Magello clans, Brakkoum became home to the empire's budding space program. Brakkoum had long been trying to build a craft capable of exo-planetary flight, but it wasn't until the end of the Unity War that it was possible. <br/><br/>'''Spaceport'''<br/> Brakkoum's grandest achievement. Birthplace and home to the Magello Empire's space program. Hundreds of ships come and go from the spaceport daily. Brakkoum is also Ambassador Tarqil's home city. ==History== ===The Before Times=== This is much of a pre-history period in Magellan history. While scrolls and artifacts remain of this time, no official timeline has ever been pieced together. The order of many events is questioned, debated, and argued. ===The Unity Wars=== The Unity Wars was perhaps the longest conflict in Magellan history, lasting for nearly 2000 years. It wasn't always referred to as "The Unity Wars", that name came after the end of the conflict when the now Emperor Zinmar reflected back on the generations long conflict. The actual start of the war has been forgotten, for many it just seemed a way of life. ===Notable Events=== ''The Invasion of Brakkoum'' ''The Storming of the Lustriann Villages'' ''The Crowning of Zinmar'' ===Great War=== ==== Entry ==== At the onset of the war, the Magello Empire found itself divided. The general populace, opposed to the Peacekeeper's stated goals and longing for a fight, pushed for the government to join the Warlord Pact. Likewise, much of the government and high command also pushed for war due in part to many organizations and peoples that had condemned the empire for the atrocities it had committed during the First and Second Stellar Wars had joined the Peacekeepers and now had the power to take action against the Magello. But Emperor Zinmar and Captain Omard, along with a small group of supporters, opposed intervention. They had come to regret the empire's past actions and believed that joining the war would see those atrocities repeated once more. Though they did fear Peacekeeper retribution, the Warlord's early advances combined with the Karahotdoum's blunted offensive led Zinmar and Omard to believe that the Peacekeepers would soon collapse, and that as a result, the Magello would not have to take action. [[File:333.jpeg|thumb|right|300px|Magello and Peacekeeper forces clashing on a colony in the Zetta Secundus region.]] Winmar and Omard's views were challenged by the Battle of Zetta Secundus, which showed to them that the Peacekeepers had a real chance of winning the war. This in turn led to public and government officials pushing harder for Zinmar to take action. Fearing the possibility of a coup and left with no other options, Zinmar approached Warlord leaders to declare his people's support for their cause. The Pact accepted the Magello, who sent troops under the command of Omard to territories that had been lost following the Pact's defeat at Zetta Secundus. Though small compared to most other armies, the seasoned Magellan troops, combined with Repzork attacks elsewhere, successfully repelled the Peacekeepers and were instrumental in the Pact regaining the initiative. Due to their efforts, Zetta Secundus itself soon fell under Pact control. Though Emperor Zinmar would publicly display support for the Warlords and their cause, his decision took a toll on him that worsened as time went on, culminating in the emperor falling into a state of depression as more Rach colonies were razed. The emperor isolated himself, keeping close to supporters such as Omard while gradually sliding from the public spotlight. This did not go unnoticed by Pact officials, who kept close tabs on the monarch to watch for any signs of insubordination. ==Religion== ==Magello of Note== <center> ===Emperor Zinmar=== [[image:Zinmar.png|link:http://www.spore.com/sporepedia#qry=usr-ToastyRob%7C2263861432%3Asast-500482744919%3Assc-500107799400]] </center> Zinmar rose to power at the end of the Unity War. His army, led by a young warrior named Omard marched from city-state to city-state crushing all opposing armies. Zinmar grew up in the city-state of '''Tengible'''. Castle Zinmar now stands in the middle of the city, over shadowing every other building (housing, factoy, or otherwise) within the city limits. He is a fierce and proud ruler, yet fair and compassionate towards his people. Even though he now rules over the once war torn planet of '''Sculpterra''', he maintains his warrior training with daily rituals and excersizes. <center> ===Captain Omard=== [[image:Omard.png|link:http://www.spore.com/sporepedia#qry=sast-500455492613%3Assc-500107799400]] </center> Omard was one of the first Magello in space. He pioneered the empire expansion by order of the Magellan emperor himself. It was he who made first contact with alien races. And when the first Stellar War broke out Captain Omard served at the front lines. Under his command a strike force from the Magellan armada broke through enemy lines and pushed their way to their enemy's homeworld. Within days, a war that lasted several years was brought to a swift end. The Magellan strike force mercilessly bombed the planet's cities, laying waste to everything. The inhabitants turned to stars to evacuate. The Magello, again led by Omard, chased down the survivors. When all was done, a new Magello colony stood on their former enemy's homeworld. Omard remains the most decorated commander in the Magello fleet. <center> ===Captain Yorgef=== [[image:Yorgef.png]] </center> Captain Yorgef commanded a trade vessel during the final days of a brutal war with an alien race. Days before a cease fire was reached his trade routes became the scene of heavy fighting. As a result his ship was stranded far from friendly territory. He did what was neccessary to survive, preying on smaller ships for supplies. When they'd made it home they learned they were now wanted for crimes against the peace accord. An accord they knew nothing about. Now Captain Yorgef and his crew are wanted men. They do what they need to survive, but their new title follows them wherever in the galaxy they go. "Pirate". <center> ===Ambassador Tarqil=== [[image:Ambassador_Tarqil.png]] </center> Ambassador Tarqil of the Magello empire. Tarqil handles all off world diplomacy. ==Variations== Subscribe to the entire Magello sporecast to get all forms of the Magello, from early evolution stages through modern Magello. Includes all vehicles and buildings. [http://www.spore.com/sporepedia#qry=ssc-500107799400 Sporecast] ==Vehicles== ===Space=== ''Star Hunter''<br> [[image:Star_Hunter.png]] <br> The Star Hunter is perhaps the largest and most leathal ship in the Magello space fleet. Although far slower than the Bird of War, the massive ship is not to be underestimated. It sports five laser cannons, two missile pods, and a heavy projectile cannon. Its hull and shields are very strong and can withstand heavy barrages. It has a large hangar bay capable of transporting several squadrons of Predator attack vessels. Introduced in the later months of the Second Stellar War, this vessel quickly became a command ship when it deployed to an active combat zone.<br> (Although this was built using the Building Creator, it is intended as a Space Vehicle. Curtesy of Zander6) <br> <br> ''Bird of War'' <br> [[image:Bird_of_War.png]] <br> The Bird of War is a medium size battle cruiser. It bristles with weapons on all sides. Six rapidly firing cannons line each flank, a powerful forward facing cannon sits above the bridge, and a large missile tube is mounted beneath ship. The front of the ship is shaped similar to a beak, and the "wings" hold the ship's FTL drives. It is one of the faster ships in the Magello fleet, allowing for rapid deployment throughout the empire's territory. The Bird of War sports a small hangar bay, capable of transporting a small number of Predator attack ships.<br> (Although built using the Air Vehicle creator, this ship is intended to be used as a Space Vehicle.) <br> <br> ''Predator'' <br> [[image:Predator.png]] <br> An early design of the Predator cruiser, the ship was intended to be piloted by one to two crewmen. It had a limited FTL drive. <br> <br> ''Predator mk2'' <br> [[image:Predator_mk2.png]] <br> A later design on the Predator cruiser. The redesign came about during the First Stellar War. The Magello Empire needed a more powerful attack vessel, and this was the answer. It was small enough to be piloted by one to two crewmen. Additional, and more powerful, weapons were also mounted. As a result of the added weapon ports the ship's FTL drive had to be removed, resulting in the craft's reliance on Bird of Wars and Star Hunters for deployment. <br> <br> ''Lamprey Docking Ship'' <br> [[image:Lamprey.png]] <br> The Lamprey Docking Ship is launched from Star Hunters, carrying Magello Space Marine boarding parties to capture enemy star ships.<br> (Although built with the Building Creator, it is intended as a Space Vehicle. Curtesy of Zander6) <br> <br> ''Shuttle'' <br> [[image:Shuttle1.png]][[image:Shuttle2.png]] <br> <br> These shuttles carry troops between planet surfaces and the Star Hunters and Birds of War in orbit. They have limited weapons and no FTL drives, relying on the larger crafts for both defense and long distance transport. The shuttles are, however, very fast and agile. ===Land=== ''Walking Blaster'' <br> [[image:Walking_blaster.png]] <br> The ''Walking Blaster'' is an old model land combat vehicle. Its bipedal narrow design allows it to traverse craggy terrain and thick forests easier than any wheeled or treaded vehicle. It primarily saw action during the Unity War, now it is not included in combat as much. While a few of these outdated machines still see active combat, they are stationed primarily on the homeworld. <br> <br> ''Escort Walker'' <br> [[image:Escort_Walker.png]] <br> The ''Escort Walker'' is an updated replacement to the aged ''Walking Blaster''. It is as agile as its predecessor but features better weapons, stronger powercells, and a denser hull. Its narrow bipedal design allows it to easily trackle terrain a wheeled or treaded vehicle otherwise couldn't. The color scheme was intended to conceal it in dense woodlands. <br> <br> ''Troop Transport'' <br> [[image:Troop_Transport.png]] <br> <br> ''Cargo Transport'' <br> [[image:Cargo_Transport.png]] <br> <br> ===Air=== ===Sea=== ==Buildings== ===City Hall=== Magello Hall ===House=== Casa de Carnivore Dolop ===Factory=== [http://drecanis.ismywebsite.com/Epic/index.php?title=Abandonment_of_Hope,_Inc The Abandonment of Hope, Inc.] <br> [[image:500068805536.png‎]] ===Entertainment=== [[Category:Page]][[Category:Inactive]] sy0ydd22vas79flbgv5mzw89sd9yyt2 Main Page 0 1 17188 17187 2021-11-17T17:29:30Z Amaker1450 26550035 /* Major Topic Categories */ 17188 wikitext text/x-wiki [[File:EAW_Logo_PNG.png|center]] ''In the Milky Way, [[Great_War (Branding)|a war rages]]. Two sides have been formed by nations with different philosophies and morals: the Peacekeeper Alliance, and the Warlord Pact.'' ''[[Peacekeeper_Alliance|The Peacekeepers]] view themselves as protectors of the galactic community, and seek to protect themselves and weaker states from those that would exploit them. [[Warlord Pact|The Warlords]] seek to safeguard their beliefs from those who would police them, even if their beliefs bring harm to others. Caught in the middle are [[Neutral Powers|neutral powers]], who must chart their own course through the tides of conflict.'' ''Both sides seek total supremacy, and as such, great battles are commonplace across the galaxy as [[Timeline_of_the_Great_War_(Branding)|the war continues to expand...]]'' <br /> === What is EAW? === <br /> EAW is a collaborative fiction project set in an original science-fiction universe. We are a community of hobbyists who use a combination of interconnected story writing, worldbuilding and roleplaying to tell a story collectively. <br /> === Major Topic Categories === *[[:Category:BrandingHold| Modern lore repository.]]<br /> * [[Great War (Branding)|The Great War: The conflict central to the narrative]]. * [[Timeline_of_the_Great_War_(Branding)|The timeline of the events in the EAW universe]]. <br /> {| class="wikitable" style="margin: auto; text-align: center;" ! colspan="4"; style="height: 25px; width: 800px; text-align: center; background-color: white; color:black;" | Factions of the Great War |- | style="height: 50px; width: 200px; text-align: center; background-color:#3C78D8;" |<br /> [[File:PeacekeepersInsigniaVectorTest.png|175px|center|link=Category:Peacekeepers]]<br /> [[:Category:Peacekeepers | <span style="color: black">'''The Peacekeeper Alliance'''</span> <br />]]<br /> | style="height: 50px; width: 200px; text-align: center; background-color:#A61C00;" |<br /> [[File:WarlordsInsigniaVectorTest.png|175px|center|link=Category:Warlords]]<br /> [[:Category:Warlords | <span style="color: black">'''The Warlord Pact'''</span> <br />]]<br /> | style="height: 50px; width: 200px; text-align: center; background-color:#F4FF80;" |<br /> [[File:NeutralsInsigniaVectorTest.png|175px|center|link=Category:Neutral]]<br /> [[:Category:Neutral | <span style="color: black">'''Neutral Powers'''</span> <br />]]<br /> | style="height: 50px; width: 200px; text-align: center; background-color:#BFBFBF;" |<br /> [[File:TertiaryFactionsInsignia.png|175px|center|link=Category:Tertiary Powers]]<br /> [[:Category:Tertiary Powers| <span style="color: black">'''Tertiary Powers'''</span> <br />]]<br /> |} <br /> {| class="wikitable" style="margin: auto; text-align: center;" | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Species | Species]] | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Characters | Characters]] | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Events | Events]] |- | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Locations | Locations]] | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Technology | Technology]] | style="height: 40px; width: 266px; text-align: center;" | [[:Category:Public Access Page | Public Access Pages]] |} === Internal Links === *[[Collaborative_Fiction_Rules | ⚖️ Collaborative Fiction Rules]]<br /> *[[Communal_To-Do_List| 📋 Communal To-Do List]]<br /> *[[:Category:Proposals| 💡 Proposals]]<br /> *[[:Category:BrandingHold| ©️ Branding Storage]]<br /> *[[Pronunciation| 💬 Pronunciation Guide]]<br /> *[[:Category:Legacy Lore| 🗄️ Legacy Lore]]<br /> *[[Help:Editing | ❔ Wiki Editing Help Page]]<br /> === External Links === *[http://forum.spore.com/jforum/posts/list/60054.page Forum Page]<br /> *[http://drecanis.ismywebsite.com/Epic/index.php?title=Main_Page Old Wiki]<br /> *[http://epicadventurewar.wikkii.com/wiki/Main_Page Previous Wiki]<br /> *[http://www.spore.com/sporepedia#qry=ssc-500491487144 Current Sporecast]<br /> *[http://epicadventurewar.createaforum.com/index.php?action=forum Off-Spore Forum] __NOTOC__ 0unq5jk8fzhtnod8lz0mo77tma9kpwm Margan 0 708 5763 2016-10-10T05:58:04Z Drag0n0us 3365896 Redirected page to [[Margan Empire]] 5763 wikitext text/x-wiki #REDIRECT [[Margan_Empire]] 4exejw0vqqcqzsihsk437yfdesccl20 Margan (Branding) 0 1545 16761 2021-05-16T04:02:02Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16761 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Margan Dynasties (Branding) 0 1532 18254 18253 2022-04-21T22:39:14Z Amaker1450 26550035 /* Organization */ 18254 wikitext text/x-wiki == History == == Government & Politics == === Organization === * High Priestess - The High Priestess is the matriarch of the Holy Dynasty and the ruler of the Margan species. The current High Priestess is Massachiah. * Matriarch - Matriarchs rule over individual dynasties. * Archon - Archons act as the personal bodyguards and agents of the Matriarchs, effectively making them the second-in-command of their respective dynasties. * Queen/King - Queens oversee the various components of a dynasty's flotilla, such as civil fleets, harvesters, and battle fleets. They form an advisory board offering guidance to their matriarch. Queens are often selected to rule over new dynasties or fiefdoms. * Princess/Prince - Princesses oversee one or more combined fleets and sometimes lead offensive operations against alien nations. * Admiral - Admirals command individual fleets. Depending on the task and the dynasty, an admiral's forces can vary considerably in size. * Shipmaster - Shipmasters command individual ships, whether they be military or civil in nature. === Active Dynasties === ==== Holy Dynasty of the High Priestess ==== *'''Color:''' Purple ==== Golden Blade Dynasty ==== *'''Color:''' Gold ==== Scarlet Lance Dynasty ==== *'''Color:''' Red ==== Azure Shield Dynasty ==== *'''Color:''' Sky blue ==== Verdant Flail Dynasty ==== *'''Color:''' Green ==== Bronze Hammer Dynasty ==== *'''Color:''' Orange === Defunct Dynasties === ==== Pale Mace Dynasty ==== *'''Color:''' White === Fiefdoms === ==== Onyx Sabre ==== *'''Color:''' Black The largest of the fiefdoms, the Onyx Sabre began as a breakaway from the ill-fated Pale Mace Dynasty. Troubled by the actions of Matriarch Jisa and unable to reason with her, the founders of the Onyx Sabre alerted the other dynasties to the matriarch's heresy. Though they would be commended for their actions and spared the fate of their Pale brethren, the Onyx Sabre regards Jisa's actions as an unforgivable sin which can be atoned only through zealous pursuit of the Holy Goal. In the years since, the Sabre has come to regard the universe itself as an organism which vies to bring an end to the Margan. A sizeable minority in the Sabre have taken this to the extreme, believing that flesh in and of itself is an enemy, and that the only pure Margan are those who embrace cybernetic ascension as a means of severing their connection to the cosmos. As a result, some Onyx-born Margan are produced in artificial vats and begin the augmentation process as soon as they are born, often losing all organic components before adulthood. The Onyx Sabre was fiercely opposed to forming the Warlord Pact and only acquiesced when the High Priestess made it clear that it was to be. Nevertheless, the Onyx Sabre largely strayed away from the Great War, instead pushing towards the Tomastahl sector, where they remain to this day. ==== Cobalt Pike ==== *'''Color:''' Blue The Cobalt Pike was formed in the aftermath of the First Battle of Norsus from elements of the Azure Shield which had been opposed to the formation of the Warlord Pact. The Cobalt Pike was planning to split off from its host fleet before the formation of the Pact, but the attempted assassination of the High Priestess and the subsequent outbreak of the Great War saw them begrudgingly work with their new allies. When the Holy Dynasty vanished into the Abyss, the Cobalt Pike joined the Scarlet Lance and Golden Blade in distancing themselves from the Warlords. Though they sometimes operate independently of the other dynasties, their small size often leads them to work alongside the Scarlet Lance against particularly durable opponents. ==== Silver Bow ==== *'''Color:''' Silver The Silver Bow fiefdom was another fiefdom formed in the aftermath of the First Battle of Norsus. The Bow is comprised of Golden Blade fleets which regarded Matriarch Chilsa, the High Priestess' younger sister, as the latter's successor during the absence of the Holy Dynasty. They vocally supported Matriarch Chilsa's plan to continue working with their Pact allies, and when Li-Hosan chose to distance herself, broke away from the Golden Blade flotilla to support the Bronze Hammer. Initially, their combat doctrine was virtually identical to their Golden Blade brethren, but years of working with the Bronze Hammer have seen them adopt a hybrid style combining elements of the Hammer's ranged weapons and the Golden Blade's affinity for close-quarters combat. == Culture== == Technology == === Marganite === == Foreign Relations == [[Category:Page]][[Category:BrandingHold]][[Category:Warlords]][[Category:Margan]] 5cy6qehfqdse9oqph9997jgw400imlz Margan Empire 0 51 17160 14031 2021-11-17T17:15:11Z Amaker1450 26550035 /* Neutrals */ 17160 wikitext text/x-wiki Made By: RaptorZefier <center> [[File:Margan_squad.JPG‎‎]]<br> <big><b>The Margan</b></big><br> http://www.spore.com/sporepedia#qry=ssc-500466725641 </center> ==Summary== <b>Faction:</b> Warlord <br> <b>Philosophy:</b> Expand and Engage <br> <b>Home Planet:</b> None (Home planet long mined of all resources and abandoned)<br> <b>Description:</b> The Margan are a zealous, Xenophobic race. They are driven by their hatred for all other species. Their species grew up at the bottom of the food chain in their homeworld being the common herbivore. Rising above this was difficult, however the misfortune they faced on their home planet hardened them as a species. No one is sure how the transition happened, but the entire Margan civilization began to forsake tying themselves down to planets in colonies. Instead they settle on planets temporarily to sap the planet of its resources, before picking up everything and moving to the next. Because of this, the Margan are masters of pushing their front and sieges, the technique being key to their survival as they push into other sentient races territories. They have a strong belief that the true nature of the universe is that of 'survival of the fittest', and that those who go against it (The Peacekeepers) blaspheme against the laws of the universe itself. They are an anger driven crusade, sweeping across the universe like locusts. For a long time, they had vanished into warp space in search of the Rach, recently however, they have returned. </i> ==Biology== The Margan stand at roughly 5 feet tall (Around 7-8 when standing upright)and are covered in silver scales with purple markings over-top. They stand on two three-toed feet with reverse jointed legs. and have four-fingered hands tipped with small claws. Their eyes are usually green but can be different shades, and normally have a few circles under them depending on age. They have small trunk on their snouts which is a recessive trait from their days a common herbivore on their home planet during their evolution. This still gives them a remarkable sense of smell and they are capable of moving it somewhat flexibly. They have two finned ears coming from the back of their heads, which is used for temperature regulation. On their heads is a thin piece of armor, argued to be used for courtship among males back in their non-sentient days. The Margan live lifespans relative to a human but slightly longer, 150 being considered the terminal age. They have very acute senses of smell, hearing, sight and taste. Their digestive system only able to handle plants and nuts, completely unable to handle meat. The Margan are known for not having a true 'fear' response. Margan can feel fear but don't respond to it like most species. Instead of actually being terrified they seem to get angry and spiteful. Often lashing out at whatever terrified them. This was due to the wild success during their evolution of their entire pack standing up to perceived threats as a unified whole rather then running. Though natural selection the classic fear response of retreat was bred out of the Margan and replaced with a defiant response. Margan reproduce sexually between a male and female. The female lays a clutch of about 2 dozen eggs which has an incubation period of about 7-8 months before hatching. From there the Margan are born with pure silver scales, and grow the purple markings as they age. ==Culture== The Margan have a unique culture, and a rather confusing one to other races as they obviously have a very alien way of thinking brought on by their harsh upbringings. In their time surviving on their home planet from various predators, the Margan had learned never to stay in one place too long. Otherwise surely those hunting you would catch you, you always had to be moving, always keeping things in order and always watching your back. In this way each Margan almost seems to be afflicted with a sense of paranoia. In their minds nothing is to be trusted, and everything not a fellow Margan -is- trying to kill them. This has given them a strange lifestyle upon overcoming their home planet and taking to the stars. Rather then stick to a home planet, they rather furiously mine planets of all resources with no regard to ecosystem. Only when a planet has been squeezed of all resources do they pick up their entire civilization, and move on to the next. In this way the Margan have left planetary husks behind their empire as far as they have spread, and have become notorious for having one of the strongest front lines of any race being they throw every able body onto it. To them, weakness is an illness that must be stomped out for the betterment of survival. If there is a weak member of a pack they must be cut down lest they draw the hunters and slow down the able bodied. In this way they have ruthlessly cut down many fledgling races in space for simply being too weak in their eyes. Only when the Peacekeepers had formed did they reach real opposition on this front. It was in this time that Margan learned that one could have allies among the stars, so they sought out the strong, the like-minded and the bold to join them in their crusade. For truly weakness must be rooted out of the system, and all that remains to benefit the strong. The Margan are a largely matriarchal society. Females, while being smaller then males, are somewhat stronger, somewhat smarter, and somewhat more tenacious then males and are thus considered the stronger of the two genders. Due to this, females often get leading rolls in Margan society and Matriarchs lead their various empires across the stars. All answer to the High Priestess, the grand leader of the Margan who makes the grand decisions leading the race as a whole. This isn't to say males can't get a seat of power, indeed if they are cunning and strong enough they have just as good a chance of taking a high seat as a female, however as history shows it is still mostly females that lead Margan society. A Margan individual's worth is only based on their achievements. 'Strength' does not necessarily mean physical strength. A Margan can in fact be physically handicapped, however if he is a master of his trade he is of great worth in Margan Society. An example being tacticians, who may be physically handicapped through injuries in war, but are still revered for their cunning and battlefield knowledge. This isn't to say someone of lower brass cannot speak out against someone of higher worth, indeed if they can prove their point above another Margan of higher stature they are immediately worth that Margan's stature and more for their boldness and courage. Of course the repercussions of failure often keep this from happening often. Margan tend to live in massive fleets, civilians and soldiers all together in massive fleets that roam the galaxy pushing enemy lines and draining planets dry. These are called "Dynasties" in Margan society, all are led by a Grand Matriarch but ultimately answer to the High Priestess. In this way they act as the arms of the Margan empire, sweeping across the stars but never straying from the main body. All are fiercely loyal to the High Priestess, if she makes an order -all- Margan obey without question. Again this all stems from their days surviving on their home planet, where the Matriarch who was no doubt the wisest of a herd made all the difference between life and death with her experienced decision making. When a Margan fleet decides to invade a planet, they land most everything a colony needs. Civilian ships to drop off the civilian population, factories to produce weapons of war and begin the construction of new ships, mining equipment to begin mining out the planet's resources. In this way the Margan entrench themselves on a planet and brutally combat enemies for their territory. The prelude to the landing is often a rather brutal space battle, their fleets combating defensive fleets and bombarding defensive turrets on the planet to clear the way for landing craft. Being every civilian is trained in martial combat, it often becomes overwhelmingly taxing to root out the Margan from a planet they've landed on as civilians will often fight civil wars long after a Margan army has been defeated. Their xenophobia makes it neigh impossible to integrate them into a normal society or negotiate either at this stage. So even when successfully fought off a planet, the Margan still will terrorize planets for generations to come until their presence is completely dealt with. The Margan fear almost nothing on an empire level, to them they were doomed to be prey from the start. All they are in their own eyes are the defiant standing against a universe seeking to devour them and all they are, physically, culturally, and spiritually. They only accept the Margan way, and only follow the Margan lifestyle. However, after joining the warlords, they did begin to learn to appreciate their allies, particularly the Zaretians their time of which they have a high regard due to their very similar views. In terms of the grand war, the Margan are ancient, one of the first if not the first to be a Warlord. They have disappeared for long years, but even so the dead husks of worlds they've left behind and the scars of war they cut through the galaxy like a hot blade remain. Their footprint that heralded the beginnings of the grand war. It was only a matter of time before they returned to do so again. . . ==History== ===Pre-History=== Margan history started long ago on their home-planet. It hadn't been discovered by other sentient races so the only name is by what the Margan called it, which was "Hell" in common language. On the planet the Margan were at the very bottom of the food chain, mere herbivores that inhabited most of the planet. The reason for their dominance was due to a recent mass extinction they had survived, placing them as the primary and most successful grazing animal. Unfortunately this meant all of the predators evolved around hunting them, and furthermore fear-mongering and drawing out pain became the primary way of hunting on the planet. Using corpses of Margan to lure others into traps, torturing one so the screams of pain terrified the others to make them scatter, it all was based around scaring the Margan into scattering then often killing them in the darkness of the night. The thing that separated the Margan from most other herbivores was that they ate the leaves of a carnivorous plant, the protein from its kills often went into its leaves, said protein greatly promoted brain growth in the Margan. Over the coming generations Margan's fear response turned into a defiant, ground-standing aggression as it was those Margan who tended to survive, and brain growth became key as outsmarting the hunting tactics of their predators became key to survival. Tools followed, along with strong social circles and eventually civilization. The mien-time had been filled with legend and superstition. Horrible beasts that hunted them lived in every corner of the world and their time as loose tribes was spent in fear of such creatures. In a shadow of what they would become, the Margan formed 'kill teams', warriors of various tribes banding together to relentlessly hunt these monsters to keep their fellows safe. By culling the numbers of their predators it made it safer for the tribes, and their numbers exploded as predators started to be murdered in droves by these 'kill teams', eventually earning the title 'slayers'. The intimidation of such creatures became less and less as time went on, as more and more stories of slayed beasts hiding within the shadows became common around campfires. Even before true civilization had been achieved the numbers of their predators had been significantly cut down by the sheer aggression of the Margan. This is also where Matriarchy had begun. As creatures the Margan Matriarchs had led the herds of the plains, and this carried over to being wise elders of the tribes, often being the most experienced and eldest of the Margan who had achieved the most within the tribe. Often slayers would take up this position as there was great achievement in slaying the horrors of the shadow and many Margan felt safer with an experienced warrior leading them. This naturally carried over into a Monarchy from that point forever for the Margan as Matriarchs forever led the Margan. ===Conquering Hell=== The time of civilization founding was an uncertain one for the Margan. They banded together into Matriarchies as Matriarchs led their respective tribes into massive territory spanning civilizations called Dynasties. They kept 'Priestesses' as advisers, Margan who were responsible for keeping tabs on and overseeing the well-fare of its people. The Priestesses were the word of the people and of the fates that saw their fancy with Margan fate. Beliefs were wide between Dynasties, all of them had a generally grim outlook on life however. Some thought the planet they lived on was a torture by a greater deity, seeing so many wild beasts hellbent on torturing them while other herbivorous species on the planet seemed to have fairly mild predator-herbivore relations. Others cited how often death was a theme in their lives, that maybe they were supposed to die, that there was something to be revered in pain and death, often these matriarchies became warlords roving over the world. Others still believed that salvation lied in hiding away from the world, as far as they could go. It was this third type of matriarchy that was responsible for discovering the world, looking for a paradise to run away too. They burrowed deep into the earth and explored the oceans, only to find more horrible predators lurking in the depths. It wasn't for many years when air travel had been discovered, some starting to build their cities closer and closer to the skies as they became aware of the vastness of space. Naturally, their hopes were shattered when they found just how hostile space was with its low temperatures, lack of oxygen and so on. In the end the Margan race fell into a world-wide depression, granted each for different reasons but it seemed all hope had been lost. That is until one Priestess stepped up, the Priestess in question is currently referred to as "Angel", or "Savior" as her true name was forgotten to time. She had spent much time around the people and had taken a true interest in space. It was her that suggested that the world should be culled, all other non-Margan essential life wiped out in one massive crusade, to ensure the riches of the planet belonged to them and them alone. It also ensured that they would no longer be tormented by their demons, by simply killing them all, referring to the Slayers of old who had gone out hunting the beasts in the shadows. This single idea, likely due to desperation, had been embraced by many dynasties and plans had been created to truly save themselves. The Priestess's suggestion gave birth to the 'Great Purging', a crusade across the planet where Margan in full blown armies actively destroyed all but the plants they ate. Hunting down not just predators, but the prey to starve the predators and the plants to starve the prey. Over the coming eon the Margan proceeded to cull all life from the planet. Technology had been designed for the specific purpose of hunting down the life on the planet, and it proved wildly successful. The Great Purging robbed life of the planet, and many of the Margan's fears had been settled. For the first time in their long miserable existence, there was hope. ===Leaving Hell=== The culling had proved a wild success, and the Priestess had been elevated to a new rank, 'High Priestess', a figure literally worshiped by the other Margan, by this time most all Dynasties had fallen under this belief or otherwise had been wiped out by the Grand Purging which also went out of its way to unite the Margan under the belief system. Unfortunately, during the purging Savior had died, and the world had started to fall in depression again. The question became, what next? The world had been tamed, and they had made it into their personal paradise with nothing to fear, but numbers were growing and resources were becoming a problem. For some time tension seemed to be building between the Dynasties threatening to shatter the unity they'd formed. Until another Priestess rose, again name was lost to time with only a title being earned, 'Deliverer'. This Priestess had pointed to the forgotten void of space, where with improved viewing technology created to hunt the beasts of the planet they had noticed other planets within the void. She had made the suggestion that if there were places out there, there must be a way to pierce the veil to these new planets to harvest their resources. The Margan then went into a race to come up with space-faring vehicles that could carry them to these foreign planets. This era had been called, 'The Exodus', as the Margan found themselves quickly advancing into space-faring tech from the zealous rate of research. It hadn't been long after when space faring vehicles had become a very real possibility and they reached the first nearest planet. It wasn't at all habitable, but it had resources the Margan needed to keep going. Deliverer had quickly proposed the greatest change in the Margan lifestyle, that they had to leave this planet, take what they could and launch into the void. They had made this planet paradise, and they could make this great void theirs as well. The Margan promoted her to the next High Priestess, and began harvesting massive amounts of resources from the planet, hollowing it out as they tore out every useful ore, gas and liquid possible. The Margan made massive ships to carry their people into space, and The Exodus had begun as the planet was abandoned, left a hollowed and destroyed shell of what it once was. There was much trial and error in the design of the ships, supporting all Margan life and being self-sustainable in space. Thankfully this actually had come to pass, and the Dynasties took to space, unified under their new High Priestess, and they began the process of mining out planets for eternity. They had no idea this was the beginning of a whole new struggle. ===Infinite war=== The Margan began in a relatively isolated part of space, it gave them many decades to get used to a very nomadic lifestyle of planet hopping while living on massive vessels housing Margan metropolises, called Worldships. The vast majority of Margan population lived on these ships, along with the Matriarchs themselves. Isolated and alone, allowed to grow, it was the only time the Margan knew true prosperity. The passing of the High Priestess was a peaceful one mourned, yet celebrated by the Margan. A new High Priestess rose up soon after, High Priestess Massaciah. She led fourth scientific advances in the Margan, perfecting bionics and the way of life within space, allowing them to prosper in the void with new techniques for farming, building, and healthcare. All seemed well, until they turned their ears to the stars. Upon the invention of more powerful radio receivers they came to a horrifying realization that they weren't alone. They picked up the signals of various alien species using radio signals as well of various kinds and strengths. Margan scientists predicted by radio signals picked up that they were not only not alone in the universe, but that they were surrounded by alien life as far as they could pick up. The Margan empire was originally terror stricken, recoiling from the knowledge and slowly slipping into another depression. High Priestess Massaciah however, refused this change, she rose up with a speech to her people, promising them their time of prosperity and glory again. She pointed out that as previous Priestesses had taught, there was always a higher echelon to reach, that they -could- overcome so long as they worked for it. So, she made a mandate, that all aliens were to be slain, all non Margan life eradicated from the universe. Only then could their times of peace be had again. The Margan quickly found the nearest Aliens, underdeveloped civilization empires, and began practicing their arts of invasion and war. Eons gave away, as the Margan through trial and error learned the most effective methods of war and how to keep themselves stable despite constant conflicts. They had their ups and downs, but eventually stabilized and in fact began to grow even in a constant war-state as they adjusted their lifestyles as such. It wasn't long before they ran into empires of equal or even superior technological and militairy prowess, and they learned to overcome these too. Many advances took place during this time, in weapons development, bionics, and even surgery. In this time the Archons had been created with advancements in brain surgery allowing the unlocking of primitive psychic abilities in the Margan mind. Military hierarchy had been carved out and heroic names taken as the entire race rose up to fight against life itself in its attempt to preserve itself against the horrors life brought. This continued on for quite some time, and they became very good at what they did, forming many Dynasties to help spread their war front and growing their empire to an enormous size with methodical practices for mining out planets and exterminating life. It all seemed fine and well, until a small thief race along with other races became terrified of races like the Margan and other warmongering species, and formed the Peacekeeper Alliance. The Margan at first attempted to face the alliance alone, but found themselves outnumbered and outsupplied against the superior force. The High Priestess herself even knew that they could not face such a combined force. Perhaps that their great crusade was doomed. That is, until Matriarch Hilda came up with the idea of forming a faction of their own. While they hated every race in the galaxy it was acceptable to work with aliens so long as the ultimate goal of total annihilation of life was met. Thus, with many like minded races, they formed the Warlord Alliance to combat the Peacekeepers. Thus bringing us to the current timeline. ==Margan Crystals== [[File:Margan Crystals.JPG|300px|thumb|right|Margan Crystals being grown by a factory ship waiting to be harvested]] Where Margan go their signature purple crystals are often not far behind. Much about the origin of the crystals is shrouded in mystery but Margan claim the crystal originated from the depths of their since destroyed home planet, the only remnant of the planet aside from the Margan themselves. The crystals grow on almost any surface, the rate of growth can vary with temperature (Hotter temperatures more conducive to the chemical reactions that cause the crystals to continue splitting and growing), surface composition and trimming. Chemical reactions slow down as the crystal gets larger and more saturated, making it mandatory to constantly carve and harvest the crystals in order to ensure maximum growth rate. This care and harvesting cycle have created a very specified job within Margan society based around the growth and harvesting of these crystals. Most often they're grown within specialized rooms and hallways within Margan craft, however the Margan will also put them on planet surfaces to help overrun environments given the crystals toxic properties. If it were not required for Margan to be constantly on the move the prospect of using entire planets to grow and farm the crystal would be viable. The crystals themselves are a staple to almost every factor of the Margan's way of life. They store thermal energy and also create an energy source from the chemical reaction that produces them, making them invaluable for powering Margan machinery. The crystals are often very durable, high quality lasers and cutting materials are often necessary to properly cut the crystals. Often proper harvesting of the crystals requires specialized machinery to cut away. The Crystals, as mentioned before, are also toxic to most all biological life being the crystal is made up of a many substances toxic to common life forms. Often Margan are found in heavy armor when harvesting the crystals as a simple cut from one could result in a quick and painful death. However these toxic and yet durable properties make them the highlight of Margan weaponry and armor. Forging swords, daggers, edged armor and even projectiles at times from the purple crystal. The notorious "Crystal Daggers" of the Melee Troops are a standard and allow for the Margan to commit quick executions once the target's armor and shielding has been pierced. As such the weapons are treated with high regard, crystal weapons raking up high amounts of kills often receive names and honors and are passed down through generations of Margan. ==Philosophy== [[File:Priest Hilon.JPG|500px|thumb|left|Priest Hilon, his wings are due to his blood relation to High Priestess Massaciah. ]] Margan society has always been one of constant conflict. Not just in the physical sense but in the philosophical sense. The Margan empire went through numerous depressions, ideals and golden ages with varying different beliefs heading them. Ultimately Margan believe the universe is inherently unforgiving and brutal, out to pit life against itself until only the strongest remains, and even then to be crushed by the infinite terrors of the universe's physical laws and limitations. Ultimately all are born to die and to survive one must overcome -everything-, even the laws themselves to survive. The most basic law of nature. However despite this many variations of the belief came into being due to the stigma around it. The ultimate question of right and wrong being a consistent problem with the Margan. The Margan are paranoid, and xenophobic, but far from stupid and have easily noticed how many races can get along in harmony. Indeed, even with their allies among the warlords they seem to find great camaraderie in their fellow warlords. This obviously brings the seeds of doubt into the Margan mind and the question of if they are really right? That being said philosophy and the debate of beliefs if a constant and brutal affair among Margan. A special class of citizen has been deligated to this following. Given the 'High Priestess' leads the Margan the 'Priest/Priestess' title has fallen to philosophers who discover the very meaning of why Margan do what they do. The title is definitely not as powerful as it used to be in old times on their home planet but it still carries heavy weight rivaling Matriarchs and Archons as only experts in philosophy, history and Margan relations can become a priest or priestess. Aside from discovering the truth behind Margan existence Priests and Priestesses are charged with teaching their findings as well, to improve morale and generally help other Margan answer their own questions about their existence. It's the closest thing the Margan have to a religion, though it's more the pursuit of truth and belief and discovering the fine line between that ultimately drives Priests and Priestesses. Priest Hilon is of mention, a Priest with blood relation to the High Matriarch herself who once quoted, 'To wield a blade and lead our armies is a Margan of grand power. However, to wield a belief and allow it to drive our armies? Now that is on level with gods.' There are various schools of belief among the Margan which have formed as a result of the different mindsets that have taken hold by the research of the Priest and Priestesses. They range far and wide but ultimately fall into 'Divine Teachings' ===Divine Teachings=== The Divine Teachings are various schools of belief as to the why the Margan exist, perpetuated by the Priest and Priestess-hood. Obviously beliefs vary between Dynasties and individuals, however the largest schools can be listed as well recognized followings within Margan society. ====Choir==== '''Head Priest(ess):''' Priest Hilon '''Noteable followers:''' Matriarch Hilda Matriarch Taiki Archon Ki-Migral '''Description:''' The teaching of Choir is ultimately the largest of the teachings named by the 2nd High Priestess herself in her famous speech. "We are weak, as individuals. However together we are strong, and no matter the cruelties of the world we overcome together, we are not a single song. . . But a choir, singing against the cruel requiem of the universe." Choir is as it suggests, that Margan may never understand what is to come, but that they are meant to face it united. That being said many believers in Choir are content in knowing that they may never understand what their destiny is, but that their existence ultimately helps the next in understanding. It's a bleak, yet hopeful belief as it still opens the possibility that the purpose of the Margan may be nothing at all. However whatever the end is all that simply matters is what you do -now- for the Margan. This is perpetuated by the historical lessons of the previous High Priestesses uniting the Margan for a common goal and overcoming the trials that came to them. As such many Margan following this belief system are very selfless and often make self sacrifices for charity or to help improve the lifestyle of other Margan. Many of these Margan aren't looking for gain in personal prestige but ultimately contributing to the whole of society, thus they're content with taking up relatively mundane jobs such as crystal farming or economy management knowing that without their efforts then the true heroes would never get their time in the spotlight. Priest Hilon is responsible for teaching this exact teaching and often cites old High Priestess quotes and actions to back up the teaching. Obviously Choir's teaching is strongest in the Holy Dynasty with the Orion Dynasty being a close second. He often finds himself at odds with Priest Chu'hran due to their inability to agree on many philosophical issues. Choir is also very vague about aliens being involved in the teachings. Their part obviously ranges however it's most accepted that working with aliens is a necessary means to an end. However there's still much tension between the ultimate goal of all 'Margan' working together and how aliens play into that. Some thinking it's meant to just be Margan while others are more open minded. Priest Hilon himself finds himself at odds about it, curious about aliens but at the same time open to the possibility they were never meant to work together. Still, most tolerate alien companionship as there's still nothing in the belief of Choir that says that using Aliens to achieve their goals isn't just another part of Margan working together to achieve their ultimate goal. That being said while often being apprehensive about meeting aliens they still do find themselves open to the idea of meeting and working with aliens. ====Echelon==== '''Head Priest(ess):''' Priestess Tehi '''Noteable followers:''' Matriarch Chilsa Matriarch Jisa Archon Chora '''Description:''' The teaching of Echelon derives from the seemingly constant upward spiral of 'ascension' Margan society perpetuates. Always starting from the very bottom to conquer whatever is in their path then to ascend beyond it. Echelon is the teaching that the Margan as a whole are destined to surpass the universe itself for a higher plane of being. Whatever that means is in question, some think they are destined to become gods, masters of the very elements that tried to kill them, or even a whole new universe in and of itself. The exact end ranges, but the fact that there is -something- the Margan are meant to become is what ultimately all Echelon believers settle on. As a result many followers of the teaching of Echelon are usually very determined individuals who see their deeds as ultimately a buildup to a greater destiny. Arguably these are one of the most driven Margan and the most determined, often pushing hard against their 'fates' to find their ultimate destiny. They're also the most optimistic of the Margan, believing a bright future awaits them. This often causes them to try to 'do the impossible', and never really loose hope in their goals. Matriarch Chilsa being the prime example as she has the goal of freeing herself of her sister's shadow and finds herself undeterred in that goal despite criticisms. Priestess Tehi from the Red Rose Dynasty is the head Priestess of Echelon, a young priestess who believes that the Margan are destined for godhood someday and that at the end of it all they would master the universe which has punished them so. She works hard to spread her teachings and is often seen as the very embodiment of the teaching of Echelon itself, given how hard she seems to work to achieve the goal. Echelon's teachings are actually very open to aliens. Obviously they are just an other part of mastery of the universe that is part of their ascension and thus there is no issue with working with them. The result being that Echelon followers are the most open minded to aliens, though in a sort of condescending manner. ====Chronicle==== '''Head Priest(ess):''' Priestess Nihara '''Noteable followers:''' Matriarch Pan Archon Kalos Archon Chapel '''Description:''' The drawing inspiration for the Chronicle teaching is that of the stories of so many races, of their rise to greatness followed by their fall. That inevitably success or failure everything is meant to leave its mark on the galaxy but ultimately can be doomed to failure. That being said it's one of the grimmest of the teachings. Thus the name 'Chronicle' derives from the idea that ultimately the Margan are only to contribute their destiny to a greater story, for better or for worse. It still holds the possibility they will win, but unlike the other two it does not rule out the possibility that the Margan will ultimately fail. As a result, Chronicle followers are very down to earth individuals, calm thinkers who assess situations based on its merits and on terms of thought not on terms of belief or zeal. They're known for being very stoic individuals who see many things as a learning experience and do not dwell long on shortcomings. To them loss is something to be accepted, learned from and then not dwelled upon. In a way they're the most progressive of the Margan and most stable. They're also usually the most self-inclined, ones that tend to want to be heroes or make a name for themselves. Their Priestess is Priestess Nihara of the Orion Dynasty, she's an older priestess who while not founding the philosophy did perfect it as she had a good grasp on the universal scales. She made for a good outlet for Margan with defeatism or who were in doubt of the Margan goal to be an outlet too without sounding like cowards. In that way, she gave them a way to accept that maybe defeat was a possibility, but even if it was they were still able to make their mark on the universe. Ultimately, that gives them purpose, and helped to cure many depression issues as Margan found their purpose in simply making their own story. Willingly throwing their lives into their work to make their mark. Unfortunately their teaching tends to be intolerant to aliens as the concept that they could be doomed to defeat leaves a strong amnosity with Margan. If you're doomed to defeat, why include aliens in the story afterall? However they still are tolerant towards aliens to a degree, while the most hostile arguably they still see it as a necessity to achieve their goals. So all in all they begrudgingly work with aliens, if for no other reason then that it will allow them to achieve greater glory. ====Demon==== '''Head Priest(ess):''' Priest Chu'Hran '''Noteable followers:''' Archon Ferivus Doctor Thion Commander Hisilia '''Description:''' Demon derives from the common belief in evil beings that torture sentient creatures common in many religions. It's fitting as the belief is siply that Margan -are- evil by nature. The Margan as mentioned are not stupid and have noticed how they are almost cartoonishly 'evil' compared to other races. That being said, these Margan simply take refuge in that fact. If they are the demons of the universe, then what's so bad about that? What's -wrong- with being evil when you ultimately make your own rules? If they are destined to torment the universe forever, then so be it. The universe will weep. Archon Ferivus has a famous quote among the belief, 'If the universe had wanted you to prance about and peace and harmony, we would not have been made!' Demon is headed by Priest Chu'Hran, a rather revolutionary Margan responsible for many great literature as a very famous writer and motivational figure. All Demon followers are known for being constantly happy regardless of shortcomings and disturbingly are usually the happiest and have the best morale of Margan. They're also known for being charismatic, absolutely reveling in their work slowly killing the universe on a level most Margan find downright creepy. However most all of these Margan are unhinged in some way, somewhat insane, having embraced that they are evil and that they do not permeate good in any way. They often take thrill in causing pain and terror among aliens that most other Margan wouldn't touch. Most Margan want aliens to die simply because they want to prosper without them and reach their end goal, the means don't usually matter. However Demon followers tend to actually go out of their way to cause as much pain and terror on their victims as possible, enjoying tormenting their foes on a whole different level. Rather then trying to achieve their goal, they're simply relishing in their own actions. Their beliefs in the end goal are still there, they just believe the Margan have to embrace the fact they're evil to the core along the way. That being said they're actually very open to allying with Aliens, loving having friends in causing terror, however they're easily the most hated given their almost sociopath tenancies and general demeanor. There are some Demon worshipers like Commander Hisilia who are more reserved about showing off that evil, instead choosing to show it when it's most effective and important. How ever most simply are outwardly and flamboyantly evil, often annoying their peers and solidifying the image of the Margan in the galactic eye. ==Physical Augmentations== Margan tend to be fans of many physical augmentations. While mutation is often out of the question, as becoming too un-Margan is considered blasphemy, radical physical augmentation using the environment around them and modifying their bodies in a physical manner does not follow under this rule. They are still Margan in mind, and retain some of their Margan-hood in body. As Archon-Kalos had once said, "Mutation and genetic tampering are the way to becoming something other then Margan, and supports the diversification of life. Bionics, Physical augmentations, and other technology all exemplar the will and defiance of the Margan. You may twist your body to an unrecognizable form, but that is all due to the will of the Margan, and the mind of the Margan remains intact." ===Bionics=== [[File:Doctor Thion.JPG|500px|thumb|right|Doctor Thion with his varios Bionic enhancements. ]] Margan have long used Bionic enhancements on themselves. Quickly mastering the art of using various pieces of robotic and synthetic replacements for body parts. The reason being they quickly realized their own biological shortcomings to other races, creatures like the Diabloians being laughably stronger then themselves. Even before they developed civilization of any kind the Margan always were well aware of their shortcomings and overcame most of their threats with sheer numbers, often causing a large death toll. The issue quickly became one of simple morals, the Margan detested their own death tolls, especially when it came to heroes of the Margan empire having to sacrifice themselves in the field due to their inferior form. There were many temporary solutions to the problem, powered suits being the first. Mecha for a time came into high use by the Margan as it helped fix their physical inferiority. This however fell to the wayside, ultimately their mech technology was inferior quite a bit and they became more and more vulnerable to heavy weaponry. As enemies got used to their mech and power suit heavy military they started employing more entrenched positions hard for the heavy suits to navigate and fight back with heavier weapons which were harder to avoid or dig in against. Ultimately resulting in the same death toll on the end. This wasn't to mention the high strain so many power suits had on their resources. Margan due to their aggressive mining of planets have always had a surplus of resources, but the simple factory power to pump out enough suits wasn't there, causing catastrophic logistics problems. Ultimately the Mech initiative was scrapped and power suit useage had fallen in an effort to regain suprise on the enemy by switching back to regular troops. Genetic enhancements had been looked at, but given the stigma of veering too far away from the base genetics of Margan the tampering was put down and eventually outlawed. Genetic tampering still existed in Margan society and still does, but it's never allowed to progress beyond curing illnesses or creating plagues for other races. It wasn't until a very strange time in Margan development when the addition of Bionics had come fourth. There had been a 'Cyberhead' movement in the Margan society within the war, many Margan citizens were getting prosthetic limbs meant for war victims who'd lost them. However these prosthetic parts had remarkably more strength then normal ones, the first bionics. These first bionics were developed by a Margan doctor and researcher called Thion of the Holy dynasty. Doctor Thion had always been an avid surgeon for the war efforts, and the boom of prothetic technology along with more advanced computer tech allowed him to cobble together rudimentary bionics. Mechanical parts surveyed by computers and powered by energy. His enhancements had become sort of a fad, he taught them to other doctors in his field of study and the trend exploded in Margan society. It hadn't been long after that Doctor Thion approached the High Priestess herself with the concept of using Bionics in soldiers to improve their combat effectiveness, all he would need is better funding to do so and more manpower. Intrigued, the High Priestess allowed this. The first Bionically enhanced squads were a wild success, catching many enemies off guard with the sheer power and speed of these enhanced Margan who'd volunteered for the surgery. When the numbers were crunched it was found the effectiveness of these troops were astronomically superior. A sweeping change came over the Margan military and even civilian populations as it was found the bionics help them do their jobs better. From that point forward Bionics became the standard, and to drive the point home High Priestess Massaciah herself even underwent an extreme bionic enhancement operation that eliminated 90% of her biological features, and left her covered in fully synthetic skin. Most all of the Matriarchs and Archons are like this now, it being the standard, and the higher ranking a troop the more bionic enhancements they tend to have to keep up with their job. The Margan, while still using superior numbers to win often, don't usually take the casualty count they used to nor do they need quite as overwhelming a swarm to win either. The 'Cyberhead' movement continues in Margan society, many Margan testing and playing with bionic enhancements to see how far they can push themselves. Most are in the simple visage of natural limbs and gone over with synthetic skin, making the bionic enhancement unnoticeable to anyone. However there are many that ignore the Uncanny Valley and openly disregard it, such as General Marlika Farshot who's arm was replaced with a gun when it had been removed by a Rach special ops. Something she grew very attached to and even refused a Heavy Weapons surgery due to it meaning she would have to give up the bionic gun arm. Doctor Thion himself has replaced many of his limbs with bladed limbs to aid him in surgery, and others there just to be menacing. Some say he went mad from his popularity and success, simply doing mad experiments and furthering the Cyberhead movement. . . An obvious schism being normal Margan who hide their bionics to Cyberheads who openly mutilate themselves forming. Doctor Thion seems to be at the head of this movement, citing, 'Enhancements that fill the form of the Margan are ultimately inferior to ones that break it. We should aim for success, not be held back by stigma'. ===Standing Upright=== Probably one of the most curious surgeries in the Margan's arsenal of self-surgeries, yet one of the most common. The ability to stand upright is in a way a sacred right to the Margan. How the tradition began is largely unknown, however it's believed to have started early into the Margan's reach into space when they'd been combating the universe. They'd faced a particularly strong race early on who had great pride in their tall and proud stature, and portrayed Margan as vermin for their diminutive small forms. In an insult, some Margan commanders took it upon themselves to receive a spinal grafting surgery to cause them to stand upright, challenging the race, 'We stand upright like you, never doubt Margan. Whatever you can achieve, so can we.' Since that point it's become tradition for certain officers to get the surgery. Especially Heavy Gunners and Blademasters who benefit from the high vantage point over their heavy weaponry. Giving the upright posture a practical as well as traditional use. However the surgery does not just take place in the military, it also takes place in the civilian populations of the Margan. It's an expensive surgery so usually only better-off and wealthy Margan do it, usually those of greater stature and power be it economic or political partake in the surgery. It is an excellent way of showing prestige and gaining respect in Margan circles. There are those who dislike the surgery and refuse it however, however it makes it difficult for these Margan to rise in ranks in the military and often restricts them to commanding roles ans Heavy Gunner and Blademaster roles are simply impossible let alone Archon. The Surgery itself is very invasive but very safe due to how much practice the Margan have had with it, becoming neigh routine in their society. It involves painstaking reconstruction of the spinal column and some musculature bionics to allow the Margan to stand upright. It takes a couple weeks of rehabilitation to get used to walking in such a manner, though many Margan tend to choose to return to their lives prior to this period being up. The surgery is largely irreversible but doesn't really impede the lifestyle of the Margan either. ===Cyborg Parts=== Sometimes Margan opt out of the reconstruction of limbs or other lost parts via bionics and instead opt to replace them with cybernetic parts. These can include gun arms, metallic face plates, mechanical limbs, so on and so fourth. They're often not covered up with synthetic skin and some parts such as gun arms are simply impossible to do so in a comfortable manner. That being said Cyborg parts are common in military and lower hierarchy circles where time or money are insufficient to go through the synthetic skin re-grafting and careful Bionic reconstruction of skeletal systems that Bionic surgery has to offer. Cyborg Parts differ from normal Bionics in Margan society by quality, much to the confusion of other races that consider Bionics and Cyborgs the same thing. That being said Margan slums or Margan living in the outer sectors of Margan fleets are often seen with Cyborg parts as Bionic surgeons are either too expensive or too uncommon to viably be contacted. Of note though, General Farshot of the hammer Dynasty turned down a bionic arm when her's was removed by a Rach assassination attempt in favor of being replaced with a gun-arm. Finding the functionality of the gun-arm superior to a hand held arm in this situation and as a good reminder of her struggle. (Though it's said if she achieves Archon-hood the gun may be made part of a Bionic arm somehow or removed completely to ease the already difficult Archon surgery.) Cyborg parts are much more prone to complications as well, sometimes giving false feedback to the sensitive nervous system of the Margan or other times doing the opposite and refusing to respond. Still these often require touch-ups to work out the bugs and sometimes the upkeep of Cyborg parts can cost more then simply getting the more initially costly yet more self-sufficient Bionic surgery. ===P.L.B.S. (Psychic Lobe Brain Surgery)=== This Surgery is a sacred surgery gone through to create Archons. The surgery involves a long and dangerous surgery in a particular lobe of the Margan brain that has the capability to awaken latent psychic abilities, but is almost always inactive. There have been extremely rare occasions where a Margan was born withe lobe active, but often died from complications due to a lack of brain inhibitors to keep the abilities in check. Archon Ferivus is quoted as follows, "The P.L.B.S. is more then just, turning a switch on in your brain and anyone who tells you otherwise is an idiot who has no idea what they're talking about. Without proper limiter, regulator and amplifier parts it's neigh impossible to control them properly and the few Margan actually born with the lobe active wind up exploding the head of the mother that births them while simultaneously choking themselves when the psychic powers clog up phlegm in the throat, or some such equally morbid nonsense. It's less destructive to be born with a disability like missing limbs or retardation, at least -that- can be reversed with proper bionic and cybernetic enhancements before you hurt yourself." The surgery often involves the installment of various limiters, amplifiers and regulators into the brain to keep the psychic powers in a stable and controllable manner. Unfortunately even then it still can take years of practice to perfect properly, and the surgery can really only activate one particular ability. The various abilities the brain is capable of is vast, and is still being mapped out in its entirety by Margan scientists, meaning some are better understood then others. However all are just as risky to unlock. The surgery is very invasive, and it's incredibly easy for things to go wrong. There's only about a 10% survival rate, and that's only for the initial installment of equipment, let alone follow up surgeries or complications that may come from it. However, the prestige and power promised by a successful surgery keeps Margan coming back to it, they're getting a higher success rate very slowly, but ultimately it's still so low there can only be about one or two Archons per dynasty and even then these Archons are restricted to one psychic ability, as it's impossible to unlock a second ability without causing a disabling amount of complications. Any Margan brave enough to uptake the surgery, surviving or not, is recorded in a very special honor record in the halls of Holy Thereia. Those that survive to become Archons are usually neigh holy figures in Margan society, almost divine heroes who survived the impossible to better serve the High Priestess and their people. Some societies have even called Archons, 'Angels of Death', or 'Harbingers' upon seeing the grand festivities involved in the christening of a new Archon. Post-surgery complications aren't uncommon, often some sort of mental disability accompanies even successful surgeries, but they're usually restricted to psychological effects. Examples include inflated egoism in Archon Ferivus, Apathy in Archon Chapel, and Social Awkwardness in Archon Ki-Migral. A common question is how the surgery was discovered and how it came to such popularity. As many things in the Margan lifestyle, it was picked up from their enemies. The Margan during their burning of the galaxy came across a race adept in psychic abilities, unfortunately their technology and physical prowess were vastly inferior to the Margan and they were swiftly decimated. However, the Margan became curious of the strange ability and had experienced it before, granted in far weaker and rarer quantities in other races. Curious, they began mapping out their own minds using this particular species as a base. They eventually found a lobe in their own minds that, while much smaller and far more inferior, was similar in a way to these aliens. It took many years of experimentation, augmentation and medical research to understand exactly what the lobe was capable of. Once they had some sort of an idea it took even longer to get to try it on Margan. At first they only could use cadavers and 'shock' activity into the brain with cybernetics to try and gauge a response, but eventually they did get living volunteers. Most all died, except one soldier called Jeenah of the Seraphim Dynasty who, through sheer defiance, -refused- to die from the surgery. She unlocked the psychic power of empathy, and became the very first Archon. Her track record was legendary among Margan, often instilling feelings of depression, dread and fear in her enemies, and instilling ones of courage and determination in her allies. Her mere presence often won entire battlefields. She was eventually killed by a sniper during war-time, while covering a Margan retreat. However her body continued to be of use for research as the success of her operation increased the success rate to the current day success rate. Giving her legendary status, her body is preserved and coffin on display in Holy Thereia, even after the sacking of her Dynasty. ==Military== ===Overview:=== The Margan Military is the lifeblood of the Margan Empire. Without it there's no expansions and no taking new worlds. The Margan have -never- known peace, in that way they have more experience with war then many races who in their eyes are unfortunate enough to have been restrained by it. Every civilian has martial training, and their soldiers only become more daunting as they gain experience with each campaign. Their machinery is impressive but, ultimately pales in comparison to the skill, determination and fury of their infantry. The Margan reproduce quickly, and they birth many children in a clutch of eggs. Survival is the only restraining factor that keeps their population in check. The Margan war machine knows no pause. However the caste system and ranks must still be noted. The Margan infantry divisions are split into two 'types', melee infantry and ranged infantry. Ultimately they are always in separate squads, and both have their own hierarchy and chain of command. Ultimately there is an equivalent for every rank between both sides. The key to Margan infantry strikes are a unified combination of both their melee and ranged assets. In this way it forces the enemy to choose their targets. The melee act as a screen for the ranged divisions in open combat, and in urban combat the melee fighters act as termination squads, depending on Ranged squads to suppress enemies while they close in from an angle to force the enemy into close combat. A good Margan commander can utilize this with terrifying efficiency, outmaneuvering and overpowering enemy lines with diverse and flexible tactics. Vehicular support is in its own category in Margan terms. They respect anyone who pilots a vehicle in combat but ultimately see more glory in being infantry and the respect in individual strength. ===Ranged Units=== [[File:Margan Shooting.JPG|300px|thumb|left|Margan Troopers engaging Rach forces]] <b>Margan Trooper</b> The Margan Trooper is the basic Margan soldier. The privates of the 'Ranged' division. They carry Margan R19 Seraph pulse rifles. The R19 Seraph was designed shortly after the Margan's first encounter with the Zaretians, after examining some of the Zaretian weaponry and concluding that their own weaponry was obsolete. The R19 Seraph was the answer, a lightweight pulse rifle with a strong energy output and relatively low firing cool-down rate though at the cost of overheating issues with the gun. Even so it increased Margan ranged effectiveness in the early days of the Grand War by over 50% and proved to be a spine breaker on many enemy front lines. The Troopers themselves are trained hard in the ways of accuracy. Due to the biology of the Margan they are somewhat at a disadvantage in ranged combat. Given their eyes are on either side of their head, rather then forwards, they have excellent horizontal vision but poor binocular vision to judge distance. To compensate they often need to train hard or use bionic enhancements to increase their accuracy. A test is issued to all Margan troops bi-monthly for accuracy aptitude. If they fail two tests in a row they are forced to get bionic eye enhancements in order to continue service. As with any Margan infantry they are fearless in any range of combat despite their lack of close-combat weaponry. The reason for this is that they work in unison with Melee squads unless under extreme circumstances. To them there's great pride in their job, they are the hammer to go with the anvil that is the melee squad. Melee squads depend on them as they depend on the melee squads. Coining the catch phrase, "Our laser fire shall be the guide of your blade. May it follow true sister." [[File:Margan Heavy Weapons.JPG|300px|thumb|right|Margan Heavy Gunner outfitted with an AGGB destroying a Heavy Raider Bike towards the end of the Margan's appearance in the Great War.]] <b>Margan Heavy Gunner</b> The Heavy Gunner is the next highest in the brass for the Margan ranged infantry. They're heavily armored, and carry remarkable amounts of firepower if at the sacrifice of being somewhat slow on the battlefield. Heavy Gunners have one of two weapons on hand normally, the Margan Reaver-13 Rapid Pulse Gun or the Anti-Grox Gauss Blaster(AGGB). The Reaver 13 fires rapid small pulse laser blasts with minimal cool-down and heat issues. This weapon is perfect for mowing down infantry as the shots aren't strong enough to pierce heavy armor easily and is easily spread over a wide area. The AGGB, is a high powered Gauss weapon which fires an orange or red beam from the muzzle. It has a moderate cool-down but has been shown to be more then capable of tearing through even the most heavily armored vehicles. A Trooper is promoted to gunner for outstanding service in the field. Upon proving great fearlessness, experience, and loyalty they are promoted to Heavy Gunner status. The bar for accuracy requirements before bionics are applied is raised even higher given the importance of the AGGB hitting its mark. It was most important during the great war as Margan often clashed with Rach forces, who's vehicles moves with unparalleled swiftness. It became a must to have gunners capable of striking Rach vehicles before they could make their retreat into the shadows again. The Reaver-13's accuracy is not quite as important as it is merely a simple spread fire weapon. Both weapons look identical, however, this was intentional by the Margan so foes wouldn't easily predict which weapon they were facing on the battlefield. Forcing the enemy to second guess fielding infantry and vehicle elements. [[File:Margan Rocket Launcher.JPG|300px|thumb|left|Margan Heavy Rocketeer striking down a Thief Craft from the Rach empire during their mass evacuation of various planets.]] <b> Margan Heavy Rocketeer </b> The Heavy Rocketeer is roughly equal brass with the Heavy Gunner. They're the alternative to the heavy gunner when terrain or scenario calls for a more mobile force or when air superiority is an issue. They're outfitted with a single weapon, the Hydrangea Heavy Rocket Launcher. The Hydrangea sports various modifications, be it heat seeking, heavy mounted, or manual homing rockets. The Heavy Rocketeer tends to specialize against both ground and air vehicles as would any rocket troop for any race. However their vulnerability while reloading the rocket launcher is an issue, often it's necessary for them to have an escort. They really shine best in guerrilla warfare, where they can hide in buildings or among trees to take out key enemy vehicles and structures. Often this terrain being too difficult for the Heavy Gunners to be worthwhile. The Margan tend to have a love/hate relationship with the roll however. Some hate it for its lack of versatility and chunkiness versus enemy infantry. Others love it simply for the destruction and ability to break the backs of enemy armored divisions. Still, the job garners great respect in Margan circles and often the rewards outweigh the issues. [[File:Margan Battlesuit.JPG|300px|thumb|Right|Margan Battlesuit eradicating a Rach battalion in an unknown area of space. This picture was discovered by Zaretians and shared years after the Margan and Rach disappearance. ]] <b>Margan Battlesuit</b> Once a Margan soldier reaches veteran status they're given a choice. They can either continue work in their previous position, or be outfitted for the position of Battlesuit Pilot. This change requires vast spinal surgery on a Margan to force them to walk in an upright position and to prepare their body for the stress of working in the battlesuit which can absorb direct blasts from tank shells. Margan battlesuits are equipped with the finest in Margan technology, heavy armor and shielding along with remarkable firepower in the form of dual Soulgrinder class heavy fusion cannons, hidden shoulder mounted Short Range Missile launchers(SRMs), and electrical power charged swipes of their limbs. Each Margan Battlesuit Pilot is an experienced hero in all Margan circles. Veterans that have seen countless campaigns and wars, serving with unparalleled aptitude and competency in the 'Ranged Section' of the military. They're rarely seen in less important conflicts but are always the centerpiece in greater conflicts as well as almost never being seen in large numbers. Just the very presence of one of these Battlesuits on the battlefield makes the morale of a Margan army almost unbreakable as they see themselves fighting alongside a true hero of the Margan Empire. Even when one falls it only drives the Margan on harder to preserve the legacy of the Battlesuit Pilot. In short, the Margan Battlesuits are the leaders, heroes, elite and the fearless of the Margan. Should they be encountered all firepower should be focused on taking them down. ===Melee Units=== [[File:Margan Melee.JPG|300px|thumb|left|Margan Blades executing a Rach soldier during the assassination attempt on the Zaretian King within the Zaretian city. ]] <b>Margan Blade Fighter</b> Margan Blades are the basic foot soldier of the Melee portion of the Margan army. Standardly equipped with two poisoned Purple Crystal blades and basic shielding technology. They act as a screen in wide open areas for ranged units, soaking in ranged fire with their superior shielding as they charge the enemy while ranged squads set up and get perfect positions. They fight with uncanny zeal and often take their enemies off guard in close combat. Close Combat expertise and physical perfection are just as important to the Blades as accuracy is to the trooper. It is mandatory for them to train for a certain amount of hours daily in close combat and must keep their technique refined as per review of a Blademaster. If a Margan falls behind in their training they are allowed Bionic enhancements in their limbs and sensory organs to support them. The Blades are more honor bound then the Troopers due to the sacrifice they must make to keep the ranged squads alive. They take pride in giving their blood for the ranged troops to do their job and willingly charge into their deaths to give the ranged squads a chance for victory. This isn't to say they'll throw their lives away needlessly, they're almost bred perfectionists, and will only commit such acts when it is optimal and assured to result in victory for the entirety of the Margan army. Their perfectionist attitude often catches their foes off guard, as they will quickly become frustrated at mistakes made during combat. [[File:Margan_Blademaster.JPG|300px|thumb|right|Margan Blademaster demonstrating the power of his blade to the Blades by bisecting a Rach Stealth Tank ]] <b>Margan Blademaster</b> The Margan Blademaster is a veteran of Margan Melee combat. Having traded in their dual weapons for one massive two-handed blade made of tempered purple crystal. Each of these blades is customized per blademaster, meticulously designed for perfection in weight, balance and strength so as not to break in combat. So powerful are these blades that they are equally effective against infantry and vehicle alike. They often accompany squads of Blades, to tutor and lead them into battle. Obviously the presence of a blademaster is a very inspiring sight to the Margan. Upon the time a Blade reaches the skill requirements to become a Blade, they must go through learning to stand upright so as to better wield the blade, many times requiring spine re-grafting surgery. They are then tutored by many masters of the art within a dynasty on wielding a blade and fighting in this upright position. Only then are they re-released into the battlefield to serve again. Not many Blademasters were seen prior to the Margan disappearance, the integration of melee into the militairy had been but in its infancy prior to their disappearance. That being said not many know the potential of the Blademaster, there can be only speculation as to how they perform on the battlefield. Though many demean the idea of using a sword in times where guns and rockets are prevalent. Others say with modern shielding technology the Blademaster could viably revolutionize the art of war as it's currently known. There are also variants to the Blademaster that don't use a Sword. Instead opting for other melee weapons more suitable for their combat style. These can include the following: <b>Lancemaster</b> A crystal-tipped Lance, while poor at swinging to take out groups of enemies, it is incredibly good at piercing armor and is noteable for being effective at piercing Diabloian Plate to inject its toxins. Evening the playing feild in a usually fairly one-sided close-range combat situation against Diabloians. <b>Daggermasters</b> Margan who have gotten used to Daggers. They favor mobility provided by daggers and are often incredibly good at moving swiftly through a battlefield before enemies can get a bead on them and moving quickly to keep up with their equally agile melee troops. Dagger Masters use many fast, swift swipes and stabs to inject their toxins usually in the weakest point of enemy armor. <b>Axemaster</b> The Axemaster wields a vicious crystal axe that is remarkably good at being swung to take out swathes of enemies, though poor at taking out singular heavily-armored targets without multiple hacks, which can be costly in a melee battle. The weapon is also remarkable at cleaving through lighter mech legs, as it easily cleaves through the lighter armor and electronics. [[File:Margan Archon.JPG|300px|thumb|left|A picture from some Margan ruins of an Archon standing before a crashed Thief Ship. It is unknown if the Archon's forces shot it down or if the Archon himself caused it to crash.]] <b>Margan Archon</b> Little is known of the Margan Archon among the modern races of the galaxy. They only appeared towards the very end of the Margan's presence in the universe. They were Blademasters who had become experienced enough to be promoted to Archons. Each Archon is an inspirational leader and commander in their own rights, often with many bionic enhancements and experience unparalleled by most of their foes. They are producers of brilliant strategies and charismatic leaders among the Margan. Their very presence often put the Margan into a courage driven frenzy to prove themselves to their superior. The equipment of an Archon ranges depending on personal choice, most are seen with a winged spear, obviously a sign of status among the Margan, gifted to them upon promotion to Archon status. The spear itself is actually robotic in nature, capable of propelling itself through the air with its wings at remarkable speeds and more then capable of piercing armor. They also are known to have powered lightening claws for close combat. Though others are seen with their swords of their Blademaster days or other close combat weapons. However it isn't their combat experience or strength that is to be feared, but their charisma and leadership. Upon joining a force a ragged and beaten Margan strike force will become a crusade of unmatched zeal and fury. Some think they may have psychic abilities at this point, capable of driving their troops with subtle psychic commands to make them unnaturally zealous. There's no way of knowing, they have almost never been seen, and all counts of them have come from Margan ruins and old stories passed by word of mouth for generations. ===Margan Armor=== [[File:Margan Snapdragon.JPG|300px|thumb|right|Margan X-5 Snapdragon firing on a Rach Stealth Tank.]] <b>Snapdragon X-5</b> The Snapdragon is the basic Margan walker unit. It's equipped with a heavy arsenal of shoulder mounted ballistic missiles and two arm guns capable of firing a plasma pulse. The Snapdragon is easily produced despite its loadout, Margan easily mass field it across battlefields. Being a Walker unit it is excellent at both scaling terrain and in urban battles. It moves almost organically thanks to flexible joints and top-of-the line engineering and AI programming. Its primary weakness is its size however, for all its speed and maneuverability its an easy target for most infantry held anti-vehicular weaponry. Snapdragon pilots are directly connected to the machine through wires put into their own nervous systems, allowing for direct control. Most feedback is provided on a screen within the cockpit detailing the condition of the Snapdragon, external conditions and a radar marking friendly and hostile targets. Margan pilots must also be careful not to pilot the machine too long or risk sensory overload. Beyond 12 hours in time within the Snapdragon risks the body of a Margan being overloaded by sensory input and causing the Margan near-fatal trauma. By this the longer the campaign a Margan Snapdragon pilot participates in the more respect they garner among the Margan culture as a whole. [[File:Margan Chaingun tank.JPG|300px|thumb|left|Margan chaingun tank with a flayed Rach on the front, presumably picture taken on a moon prior to Rach exodus.]] <b>Chaingun Tank</b> The Margan Chaingun Tank is one of the primary vehicles for ground offensives and a standard among all dynasties. Chaingun tanks are outfitted with a single rapid-fire high caliber autogun on the front of the vehicle. While powerful enough to pierce the armor of vehicles its primary use is as infantry support. Its wide spread and rapid fire allow it to mow down enemy positions with remarkable speed. They're heavily armored on all sides, making it difficult for anti-tank weaponry to take them down. The only reasonable weak spot being the ammo cache on the back of the vehicle. Often the rear of such tanks are heavily guarded so as not to leave enemies that opening, using the armored fronts as mobile walls. The Margan have a more disturbing use for this wall however, in their times fighting the Rach they came to the realization Rach hate confinement and are very sentimental towards their wounded. After flaying a Rach, removing its sensitive leaf-like sensory organs and stripping them of their camouflaged skin, they crucify them to the front of the tanks on the armored front plow. This has caused hesitation in Rach shooting the front of the tank and furthermore causes demoralization in the Rach as they quickly feel sympathy for their crucified brethren. In this way the Margan are looking to applying this deadly effective tactic to other races when engaging infantry with a Chaingun tank. ===Margan Weapons=== Margan Weapons vary greatly. Each of them is uniquely designed for its specific role and tends to have a bit more malice into its creation then most other race's weapons. They have a little extra something, to inflict more pain, to cause a bit more burns, etc. Often Margan weapons are renown for going above and beyond in making those subject to them suffer. ====Margan Crystal Melee Weapons==== [[File:Margan Sharpening.JPG|500px|thumb|left|Margan sharpening a crystal spear for a Margan Blademaster. Often armor is pivotal when dealing with the toxic crystals.]] Margan Crystal weaponry has been a staple since the very beginning of the Margan empire on their homeworld where the highly toxic crystal was often the most effective material to forge into weapons and kill the local lifeforms with. While some had natural resistance to the toxins having evolved on the planet with them, they still weren't immune to the grievous stab wounds of a sharpened crystal. No one Margan came up with the idea of using the crystals as weapon tips and indeed it served them well. To this day the crystal serves as a primary material for melee weapons to be made of, and it isn't hard to see why. First of all, due to the size of the crystals they can easily be carved down into just about any form of weapon with a bladed edge. Spears, daggers, swords, all very possible weapons to be forged of the toxic crystals. The crystals, being so durable and being able to be sharpened to such a sharp point as to be capable of piercing armor without dulling for a considerable period of time, make for perfect weapons even in a technological period of charged melee weapons and robotics. The benefit of the toxins, which most alien species are vulnerable too, is another bonus of the crystal weapons. It has not only become a profession but a venerable position to be a crafter of these crystal weapons. Margan fully believing that, a well forged weapon entitles a Margan to the same prestige as the warrior who fells life with it. Being there's no shortage of soldiers in need of daggers or blademasters in need of fine weapons, there is no shortage of need for the talents of those Margan willing to danger creating the weapons. It's a notoriously dangerous job, one prick of the crystals on open skin can inject deadly toxins and kill a Margan. Often Margan only sharpen their weapons while wearing heavy armor or with bionic or cybernetic limbs so as to avoid fatal accidents. Those that can afford it will even go so far as to get energy shielding just in case. The Crystal Weapons are often a good indicator of prestige, a weapon forged my a prestigious forger is due for much respect and have a history of being passed down through generations of Margan. Of mention is the blade 'Starbane', which was lovingly forged by a famous Margan weapon forger who later became an important priest. Starbane is looked upon with almost religious status by the Margan, being forged by a highly philosophical priest for the expressed purpose of 'Ridding the Stars of life'. It is currently in display in Holy Thereia in a museum and has many Margan pilgrims coming to see the holy relic daily. The weapon is also a hazard to many worlds and are outlawed in certain security and foreign affair circles in other species. The reason for this being the crystal of a dormant weapon, if laid long enough, if blunt enough and if in the right conditions, -can- be the seed for crystal growth. It's not too uncommon though uncommon enough that Margan don't usually worry about it. Tempered weapons often interfere with the growth of the crystal by inhibiting the chemical reaction that allows it to spread. Obviously no Margan wanted their weapon to grow on them on the battlefield and ruin the sharpened state and weight of the weapon. However, it's not undocumented for a Margan Dagger to have been left on a planet and forgotten only for, months later, an infestation of crystals to sprout from the same area. As such many foreign species make it a point to confiscate or simply ban altogether. Obviously due to this, some species make it a point to destroy Margan weapons after a battle if at all possible, rather then let them be stolen, recovered or allowed to fester on a battlefield. Being a big sign of prestige in Margan society, a weapon can be easily be looked at and the prestige of its forger or who it was meant to be forged for be easily divined. Weapons from or for more prestigious individuals are often more complicated, with complex designs carved into them, more crystals lining the frame for decorative purposes or added features (such as mechanical wings) being added. Weapons made for high ranking officials, Archons, Matriarchs, Priests, heroic figures and aristocrats often have remarkable detail and loving care put into their forging. Often weapons used by important figures are also reforged with this treatment, such as Melee Blade Vissha's daggers upon her many promotions. ====R19 Seraph==== [[File:R19 Seraph.JPG|500px|thumb|left|A simple design of the R19 Seraph main pulse rifle.]] The R19 Seraph is the main pulse rifle of the Margan Empire. Designed shortly after fist contact with the Zaretians had deemed Margan weaponry currently inferior to the Zaretian's. The R19 Seraph was actually designed by the Golden Blade, a forger had named it the Seraph to honor a Margan he'd fallen in love with in the Seraphim dynasty. The name of the R19 Seraph came under scrutiny after the debacle with the Seraphim Dynasty but ultimately was nulled and void due to the original intention of the name honoring the pre-blasphemy dynasty not the post-blasphemy one. Though some animosity still occurs over the name most Margan don't see it as an offense and accept it as an honor towards the Seraphim in its prime, remaining dissenters being extremists more or less. The R19 Seraph is the prime example of a well designed pulse rifle, its long frame and awkward short design make it clumsy for most other races, however for troopers low to the ground its perfectly designed for holding down their long bodies and aiming down the sights with their horizontal bodies. The recoil of the weapon is minimal allowing for quick burst shots with it if need be. Its fed power through a snap on-snap off energy clip that can be recharged. The clip itself packs enough energy for neigh a thousand shots or a few hours before needing to be switched out. However so much energy makes it prone instability when damaged and can cause a small explosion. The shots themselves, are incendiary in nature and upon striking a biological target vaporize flesh and leave incredibly painful burns. The nature of the shots make them good at overwhelming shields and overloading charged armor but poor at actually piercing armor making them mediocre at best when dealing with vehicles or heavily armored opponents. Restricting the Seraph to dealing with unarmored targets. This is why often Troopers depend on melee troops, being their melee weapons can pierce armor. The burning sensation of the Seraph's shots earn it the nickname, "Fire Rifle" from some more primitive aliens, due to the horrible burning pain often inflicted by the shot. That being said, the R19 Seraph isn't as fatal as most rifles, however the pain inflicted can cause victims to drop their weapons, or leap out of cover from the shock and pain. Needless to say some foreign alien agencies have banned use of the R19 Seraph, labeling it as a war crime or torture device for the horrible burns it can inflict. The Seraph's design also allows for additions and is often modified by various dynasties. The Red Rose uses the "R19 Seraph Immolator", a modification of the R19 Seraph with a napalm sprayer or flamethrower on the top in place of the upper stabilizers. That being said the Seraph Immolator has a harder recoil, but has the benefit of a scorching close range weapon, or a unique device for ousting enemies in cover. The Orion has its own modification, the "R19 Seraph Thunderstorm", also choosing to sacrifice the stabilizer's recoil benefits for a charged electrical bayonet for increased survive-ability in close encounters. The Reaper's Fist has also customized its R19 Seraph rifles but not enough to warrant a name change. Due to the bile and spores often in the air during Reaper's Fist fights the grime produced has been known to clog up their R19 Seraphs. As a result, they've had to install a filtration system into the R19 Seraph which keeps it clean and funnels the muck into capsules on the top of the gun. These capsules need to be changed when filled, but can also be thrown to act as 'Viral Grenades'. ====Reaver-13 and AGGB==== [[File:Heavy Weapons.JPG|500px|thumb|left|The Reaver-13 on the left with its circular battery and the AAGB on the lft with its square battery.]] The Reaver-13 Heavy Rapid Pusle Gun and Anti-Grox Gauss Blaster (AAGB) are the two weapons used by Heavy Gunner Margan. Both were designed independently but their designs have become so close over time they're almost indistinguishable. This has the effect of confusing the enemy as to the loadout of a Heavy Gunner and making them more difficult to plan against. Both weapons are identical in design other then the battery packs which look slightly different in shape, one being rounded while the other is square. Most enemies getting close enough to spot that are normally already under fire. The muzzle also differs slightly, the pulse shots having to come out of the Reaver-13's focusing crystals while the Gauss blast comes out of a rectangular chamber in the AGGB. The Reaver-13, as its name suggests, fires pulse shots much like the R19 Seraph and just like the Seraph it's notorious for being highly incendiary and being incredibly painful. It fires multiple pulse shots at a remarkably fast speed, ideal at mowing down enemy infantry and overloading shields. It's a bit more deadly then the Seraph but still holds all the properties of causing severe burns and thus leaving entire swathes of infantry badly burned and often flailing in pain. Its rate of fire often allows the Reaver-13 to completely shut down cramped hallways and alleys, and provide wonderful suppressive fire for melee squads to close in on enemies. The Reaver-13 was designed within the Holy Dynasty and is revered as a holy weapon, hence the ornamental horns on the front which exemplify Priestess Cadance who gave her blessings upon the weapon with its design, who was known for wearing a horned headpiece. The Anti-Grox Gauss Blaster, while having a more straightforward title was designed in a separate vein and looked very different originally. It was originally perceived in the Red Rose dynasty, a heavy gun which fired a single gauss beam that could rip through armor and ignite vehicles power cores or engines with one concentrated shot. Igniting fuel and causing rather destructive explosions with whatever they struck. Naturally the weapon is primarily an anti-vehicular one, meant to cut through armor and shielding equally. The cooldown afterwards and singular shot makes it impractical against infantry though it can still be useful in hallways and cramped spaces where enemies can't fan out and remain in a line. The AGGB eventually had its design tweaked over time to look identical to the Reaver-13, a tactic popularized by General Turos himself who disguised the weapon in order to confuse enemies which simply became the mainstream. Now all Reaver-13's and AGGBs look identical and few AAGBs of the original design remain. Obviously by the name, the AAGB was originally designed to fight the Grox, though given the Margan consider the Grox themselves a "pitiful whiney cyborg species clinging to the galactic core for some self-imposed illusion of importance" compared to the other more dangerous races they've faced and are currently facing, in their opinion. Both weapons hook up to a large pack often on the back of the Margan but can function independently. The pack itself is an advance computer targeting system, within the pack it computes the positions of enemies and maximizes the accuracy of the weapon all its own, though data is fed into the optics of the Margan Gunner anyway for optimal results. In this way the AGGB is almost always going to strike a critical and fatal blow to any vehicle it's trained on and the Reaver-13 will always mow down the maximum amount of foes. Without it the weapons function like a normal heavy gun and accuracy often suffers as a result. ====Hydrangea Rocket Launcher==== [[File:Hydrangea Rocket Launcher.JPG|500px|thumb|left|The Hydrangea Rocket Launcher with its side optic piece and comparison to its primary normal missile ammo.]] The Hydrangea Rocket Launcher is the main rocket launcher of the Margan army and often is issued to rocket squads. Despite its long framed design to suit a Margan's short long form, the rocket launcher is much like any other rocket launcher. It can fire up to two reload-able missiles and has a single optical flap that goes over the eye to line up shots. Their design origin comes from the Holy Dynasty back in ancient times and has remained relatively unchanged aside from targeting and power upgrades over time due to its universally effective design. Even in the earliest times of war the Hydrangea was used in conflict against alien vehicle and air assets alike. The light frame makes it easy to carry and disassemble and reassemble on the battlefield for ease of carrying. Its targeting systems are fairly reliable and has a relatively short lock-on time when it comes to using homing missiles. The Rocket Launcher is also fairly durable allowing it to survive drops and rough-housing, though any sort of direct fire on it will fairly firmly break it. All in all it remains a solid and reliable weapon. Where it differs is the type of ammos it can use, which tend to range wildly. Over time various types of missiles have been developed for the Hydrangea to give it a remarkable range of uses and abilities. Everything from anti-vehicular use to anti-infantry suppression depending on the enemy. So while the Rocket Launcher itself is unremarkable, the different types of missiles that it can fire is very diverse and is a definite example of the creativity of the Margan when it comes to unique ways of killing individuals. =====Standard Rocket===== The Standard Rocket is the basic rocket fired from the Hydrangea Rocket Launcher. It's easily produced and often can be thrown together on the front lines with ease even without factory ship backup. The Rocket has no targeting systems and cannot home onto enemies and thus only goes in a straight lines, as such requiring aim. It's impractical against fast vehicles but is very good at dealing with stationary vehicles, and grouped dug-in infantry positions. The rockets are small, easy to carry, and it's not uncommon for Margan to have masses of them. =====Homing Missile===== The Homing Missile is also a relatively simple design, having an onboard computer to home onto enemies. They're easily produced at factory ships and are the common answer to fast vehicles and aircraft. The missile is known for having a purple explosion as often Margan Crystals are involved in the creation of the missile and the residue tints the flames purple. When Crystals aren't used it's a fairly normal explosion. It fakes a few seconds for the Hydrangea to lock onto its target, but is hard to shake once it's been properly locked on. =====Heat-seeking Missile===== The Heat-seeker is an alternative to the Homing Missile for those that don't want to wait for the lock-on. The onboard computer locks onto heat sources, such as jet trails. The trade off is that it can be thrown off target by flares and other anti-heat-seeker weaponry which distract the heat-seeking tech. It's noteably useless against Rach who have ways of stealthing heat sources in their vehicles. Much like the Homing missile, if made with crystal equipment it can have a purple flare to the explosion. =====Crystal Missile===== The Crystal Missile is very unique but still easy to make. The can either have the on-board computer or be fired in a straight line like the Rocket. Where its function is different is in hitting the target, the missile is made out of one large, blade like missile with thrusters and computer systems on the rear. The blade of the crystal often pierces a vehicle's armor and embeds itself, then by causing a chemical imbalance in the crystal discharge pent up energy, causing a large purple explosion. This explosion will assuredly pierce through the armor given a laceration has already been made. This missile is very deadly against heavily armored targets such as heavy tanks and even large orbital craft if they come low to the ground and if used en' mass. =====Crystal Shatter Missile===== The Crystal Shatter Missile is another missile easily produced at the Factory Ship. It has an onboard computer and optical system below it to assess enemies under it. The Rocket is filled with tiny Crystal Shards and upon reaching a certain height over enemies explodes and rains the shards on the enemy. The dagger-like rain of toxic crystals often is enough to clear out grouped infantry and proves to make a battlefield hazardous for enemy infantry as they risk stepping on the spikes impaled in the ground. However an alternate version of the same missile -also- has a device on each of the shards which causes them to explode much like the Crystal Missile but on a much smaller scale, acting like a supressive field of small explosions. These are harder, longer and more meticulous to make however and as such are only used on heavier clusters of enemies or more important targets. Both versions of the missile are designed to deal with masses of enemy infantry and some light vehicles and are ineffective against heavier assets. Often its ineffective against enemies that have cover over their heads such as being in a bunker. =====Napalm Missile===== Predictably the answer to enemies in cover against the Hydrangea was the same way they usually deal with enemies in cover, Napalm. This missile, again easy to make and often produced in factory ships, is filled with scorching napalm and explodes with it upon reaching a target. When fired through the window of a bunker or over enemy infantry it unleashes a wave of scorching Napalm to strip skin and flesh from enemies unfortunate enough to be caught in it, along with leaving highly dangerous napalm on the ground to dissuade enemies retaking the position. =====Crystal Drill Missile===== A hard to make missile given it requires advanced computer systems between the drill, the explosives and targeting systems. Often made in orbit rather then in the factory ships which are reserved for more mass production. The missile homes in on enemies, then using a crystal drill on the front will drill clear through armored targets, before igniting a crystal explosion in its core upon digging deep into the enemy. It is meant to be used against very large targets, large ships that are giving support fire to ground assets, very large mechs, so on and so fourth. While it may not immediately take out such a target it does cause considerable damage and complications. When fired in large numbers they can decimate larger vehicles if the drills are spread out along a large body to ensure maximum internal damage. In fact the Margan have pinned a nickname to the missile as the, "Monolith Killer" when facing the Diabloians as it's one of the few things capable of drilling its way through the Diabloians thick vehicle armor. =====Storm Missile===== This is a missile exclusively used by the Orion Dynasty. The missile is a lot like the Crystal Spread Missile but rather then dropping crystal shards, it instead drops very sharp rods that impale themselves in the ground over a wide area. They're all -very- conductive of electricity and often are followed up by some sort of electrical weaponry. Stormlords or shock cannons are common follow-ups to this missile which allow them to electrocute wide areas of enemies, not only killing infantry but short-circuiting electronics and overloading vehicles. It's easy to produce but the level of cohesive combination of tactics to make it work make it more difficult to use properly. =====Plague Missile===== Plague Missiles are only used by the Reaper's Fist dynasty who have the proper gear to counter their effects. Plague Missiles are fired from missile launchers, often wide into the air to land among enemy lines. Once in the ground flaps in the side open which vent out a cloud of pathogens and viruses. They can sometimes also spew out acidic clouds that eat away at enemy armor, weapons and flesh very slowly. They are fairly easy to make for the Reaper's Fist and are often produced at Factory Ships, they're a common sight in a battlefield after a Reaper's Fist push, imbeded in the ground en' mass. They're considered a heavy biohazard by most species and are often incinerated. =====Seraphim Missile===== These missiles are almost never used anymore given the fall of the Seraphim Dynasty. They were impossible to make on Factory Ships and were a specialty item made by the Seraphim Dynasty. They were fired directly into the air and exploded over enemy lines, through a mix of chemicals they produced a massive phosphorous-flare-like explosion of white light. The chemical fallout of the explosion was poisonous, and the bright light caused severe burns on anyone below them until the flare burnt out. These were often set up to punish enemy infantry while an advance was made. Since the fall of the Seraphim Dynasty these missiles are rarely made and what few remain are either on display or are in very very rare use by select individuals for nostalgia or research purposes. =====Hammer Cluster Missile===== The Hammer of the Divine has its own unique missile, which can be produced at factory ships. Given how much more common Missile Launcher troops are in the Hammer Dynasty to compliment their mostly ranged armies, they help greatly with punishing clusters of enemies from a range with these missiles. These missiles pack a bunch of smaller rockets in them, when over a target area the missile unleashes these smaller cluster missiles. These cluster missiles then rain down on the area, littering it with medium sized explosions that tear up infantry and light vehicles, punishing entire areas and allowing the Hammer a greater area of suppression. =====Hammer Beacon missile===== The Beacon Missile is a very unique missile also produced from factory ships by the Hammer. This missile has a targeting computer within it that flies over enemy troops from above. It actively predicts the largest concentration of enemies before cutting out its thrusters and embedding itself in the ground. It then sends out a signal marker to Hammer Artillery to rain down fire on that particular area. These are common when used in combination with Hammer Artillery and prove a deadly combination on any enemy position and prompting enemies to try and shoot these beacons out of the sky. =====Hammer Missile===== The Hammer Missile is another of the Hammer of the Divine's unique missiles. These missiles are generally larger and slower then other missiles. This is due to a drastically larger explosive gain within the missile, while easier to shoot down its usually used in combination with cluster missiles to confuse enemies and keep them from shooting it down. Once it hits a target location it causes a colossal explosion of punishing power, leveling bunkers and heavy vehicles altogether and can even punch huge holes in capital ship hulls if allowed to hit by point defense weaponry. =====Holy Missile===== The Holy Missile can't be produced in factory ships and is only used by the Holy Dynasty itself. The missile has a crystal within it, but agitated the chemical explosion by forcing incredible heat within itself to force the crystal's expansive growth moments before collision with a target. The result is not only a massive purple explosion, but a cloud of toxic residue that chokes enemies and, larger chunks of crystal within, can even seed purple crystal -within- enemy armor which experiences a short explosive growth, causing crystals to grow through enemies. It also tends to leave behind a crystal infestation wherever it hit due to the resulting chemical reaction. It's a devastating weapon primarily used for taking care of key targets surrounded by defending infantry to take out the entire entourage in one fell swoop, or seeding ship hulls with crystal. ==Margan Spacecraft== Margan Spacrcraft range from various purposes, many are for military purposes but due to the sheer scope of Margan fleet dynamics and the fact many military craft cross over with civilian craft it is deserving of its own section. They range anywhere from small landing craft to massive worldships which hold the majority of the Margan population. Margan craft are always built for very specific roles, landing craft are meant to do very specific things while combat craft each cover very specific areas of combat. However most ships can be broken up into four categories, Combat ships, Invasion Crafts, Civilian craft and finally Residential craft. ===Combat Craft=== The Role of combat craft is usually to combat enemy fleets in orbit and clear the way for invasion craft to land on a planet. They also defend the core civilian fleets and can even give ground support by firing main weapons on planets (Like the Oblivion Cannon's plasma bombing capabilities) or entering the atmosphere and acting as support aircraft and bombers (Such as the Stormlord). They are purely a combat role. ====Margan Destoryer==== [[File:Margan Destroyer.JPG|300px|thumb|right|Margan Destroyer firing its Oblivion Cannon. ]] '''Role:''' Primary assault flagships '''Weapon Systems:''' Broadside mounted laser batteries with point defense capabilities. Front mounted 'Oblivion Plasma Cannon'. Various missile and anti-missile pods '''Description:''' The Destroyer is the backbone of any space combat. It's outfitted with a remarkable array of weaponry. The sheer firepower it brings to bear causes major energy drain and as such shield capabilities are limited. To make up for this the Destroyer is a slow craft which makes up for its shielding shortcomings with vastly superior armor. It's primary design is to take out other enemy aircraft and break the spine of most enemy fleets. While its broadside laser batteries pack impressive punch some power is derived for point defense capabilities. Its real firepower is in the front mounted 'Oblviion Plasma Cannon', which charges a concentrated plasma shot which it can unleash on a target. The plasma shot while doing average damage to shielding utterly melts through armor at a terrifying rate. Often even the most well armored of ships can't withstand a single Oblivion shot. This makes it imperative for enemy fleets to make sure their shielding is up at all times, and possibly even shut it off to preserve energy during combat or bait Margan into firing their Oblivion cannon early, taking advantage of its long cooldown period. The Crew of the Destroyer is usually large, keeping track of the many weapons systems and various shielding and energy generators. It's a full time job and often the crew find themselves living on the Destroyer for extended periods of time. Due to this the Destroyer also has ample living and entertainment quarters for the crew during long campaigns. However extra food and water often has to come from supply craft ferrying in further supplies for extremely long campaigns where supplies run out. ====Margan Stormlord==== [[File:Margan Stormlord.JPG|300px|thumb|left|Margan Stormlord using its twin lightening blasters. ]] '''Role:''' Interceptors '''Weapon Systems:''' Dual forward mounted 'Lightening Blasters', bombing bays which can be outfitted with bombs or missiles. '''Description:''' The Margan Stormlord was invented by the Orion dynasty and finds it their pride and joy as it's effectiveness has caused it to be widely used by all Margan. The Stormlord is primarily an interceptor, mass swarms of them accompanying any Destroyer in a fleet and engaging other ships in combat. Their remarkable aerodynamic speeds allow them to act both as incredible aircraft within a planet's atmosphere and as an amazing spacecraft, being a very dynamic spacecraft. It also has unparalleled gyro tech, allowing them to make very sharp turns and loops without loosing equilibrium easily. The Stormlord's firepower is primarily in the two forward mounted 'Lightening Blasters', it works by imposing an ion charge on a target with a short lock on period, then unleashing a powerful lightening blast from its forward mounted rods. The lightening blast is normal against shielding as any other energy weapon, however against shields its remarkably effective and causes great drain on the shielding. Due to this it often makes an excellent 'one two' punch with the Destroyer, interceptors wearing down and taking out the shielding of an enemy ship while the Destroyer brings its Oblivion cannon to bear. It also has a payload capable of dropping bombs from its underside, weight issues can slow it down in atmosphere however. It can be given napalm bombs, standard bombs, crystal seeding bombs, plasma bombs and anti-matter bombs each having their own area of effectiveness. Napalm bombs being good against ground infantry, while standard bombs are good against ground armor. Crystal Seeding is generally for toxifying a planet. Plasma bombs are used for knocking out shielding of capital ships while Anti-matter bombs tend to be effective against capital ship armor. That being said the Stormlord is very versatile and dangerous. ====Margan Missile Cruiser==== [[File:Margan Missile cruiser.JPG|300px|thumb|right|Margan Missile Cruiser on standby. ]] '''Role:''' Support '''Weapon Systems:''' Twin Missile pods and two front mounted laser blasters for basic defense. '''Description:''' The Missile Cruiser was designed by an inventor of the Orion empire, another addition like the Stormlord though less lauded. The Missile Cruiser was designed for the expressed purpose of supporting a fleet. Its primary weapon are two massive missile pods capable of firing a slavo of ballistic missiles. Each of these missiles packs devastating firepower capable of overwhelming enemy ships with poor point defense lasers defending them. The missiles themselves come in many different 'flavors', some sacrifice payload for more speed while others are slower but better armored to make it more difficult for point defense lasers to destroy them. It generally tends to come down to what the situation is called for but the ship has more then enough cargo space to support a variety of missiles which can be switched out by external drones. The ship's usual role is to hang to the back of any given fleet assault and lay down support fire, helping Stormlords and Destroyers overwhelm ships by focusing fire on key targets to bring to bear an overwhelming offensive that allows them to focus down key ships in a quick and effecient manner. The ship also has a large command hub for its commanding officers, allowing it to help with logistics and tactics during combat. It's not an often praised ship but it's an essential part of any Margan attack and well respected by the Margan populous. ===Invasion Craft=== Invasion Craft are meant to land on a planet and act as bases for the Margan during invasions, supporting powerful invasions and terraforming worlds. Each one has very specific roles to achieve and their roles differ throughout the stages of an invasion. ====Margan Invasion Craft==== [[File:Margan Invasion Ship.JPG|300px|thumb|left|Margan Invasion Ship having landed on a planet. ]] '''Role:''' Primary Command and Initial troop supply '''Payload:''' Command systems with strong logistics control and a large amount of troop pods for initial landing troops along with large cargo bays for supplies. '''Description:''' The Invasion Craft is often the first ship to land on a planet. It acts as a command ship, having powerful logistics displays and management systems built into computers within its hull, it also has a powerful ally/enemy radar tracking system to keep track of allied and enemy movements in a wide radius. When it lands it usually brings with it a large amount of troops to secure a primary landing area to set up a base. They aren't usually seen on the front lines however, as their purpose is too critical to risk being lost on the front lines. Instead they're usually at the very heart of Margan operations. Through the invasion commanders, generals and Archons all use this ship to relay orders, keep track of combat movements and establish orders. If a battle is going poor usually the Invasion craft is the first to leave with critical Margan of importance and is heavily defended to make sure that it isn't shot down. That being said it's rare to see Margan Invasion Craft destroyed, as Margan usually don't risk them given their very critical cargo. ====Margan Carrier Factory==== [[File:Margan Factory Carrier.JPG|300px|thumb|right|Margan Carrier Factory landing on a planet. ]] '''Role:''' Construction, mining and troop management '''Payload:''' Neumerous refinery and construction facilities for various ores and producing machinery. Furthermore it holds various troop holding areas to act as a barracks along with teleportation systems that can be linked up. '''Description:''' These ships are usually the most common sight during Margan invasions. They're usually landed with reckless abandon all over planets. The reason for this being that factory ships act as a way of mining and troop management. If teleporters can be erected in an isolated ship troops can be sent to unsuspected locations to flank enemy troops with short range teleporters linking from the hidden factory ship to the main one. This often is what makes the Margan notorious for using their overwhelming numbers to swarm enemy troops. Upon landing the Carrier Factory has many jobs to do, first and foremost is getting mining equipment running, letting out tunnelers to make routes that connect under Margan lines to allow swift supply movement and begin the process of mining out the planet, not to mention setting up subterranean ambushes. Next is getting up teleportation systems, the short range teleporters or SRTs, are capable of teleporting troops from core troop ships in orbit to the factory ship and back again. The ships are often produced in large numbers, and as such are the most common sight during any given landing and are usually scattered widely. This causes enemy focus to be primarily on destroying these factories, thus getting the Margan assault line under control. Otherwise they can freely 'hop' their forces between Carrier Factories and dictate combat lines easily. Should one be overwhelmed forces can use teleports if they're set up to make a hasty retreat, though it's very possible to catch factory ships before they set up the teleporters early in invasions. Another function of the factory ship is production, it's fully capable of producing mining equipment to mine out the planet and armor to support the invasion. Snapdragons and Chaingun Tanks are often produced at these factories during combat and deployed to give unprecedented armor support. Unfortunately larger constructs like the Storm Walker cannot be produced by a factory ship and must be dropped in via orbital ships. All in all the Carrier Factory is the primary and most common sight of any Margan invasion and really the core of their invasion tactics. ====Margan Colony Ship==== [[File:Margan Colony ship.JPG|300px|thumb|left|Margan Engineers, the most common payload, idling outside of a Colony ship ]] '''Role:''' Transport and housing for non-combat Margan and supply. '''Payload:''' Spacious supply housing along with living quarters and equipment for engineer Margan. '''Description:''' The second most common sight of any invasion is the Colony Ship. The name is deceptive, as Margan never set up colonies on planets but instead the ship simply is a colony in and of itself. It holds living quarters for various engineers, commanders and logistics experts. Basically any non-combat Margan reside in this ship . It also is responsible for housing many large supply containers with critical metals, food, water, and ammunition to set up a base and supply an army. Colony ships aren't often seen on the front lines but are common behind them to help support established Margan territory. The Engineers they carry are key in setting up bases, erecting mining equipment, making sure landing craft are secure, performing diagnostics checks on vehicle elements and preparing supply and command lines. Engineers are key in just about any major invasion and are an increasingly common sight mid to late invasion. Once an invasion is a success even more colony ships land for the expressed purpose of storing the ores and precious metals received in full scale planet mining. Post invasion there's usually a mass exodus of Colony Ships carrying countless tons of metal back to the primary ship along with massive populations of non-combat Margan responsible for mining out the planet. Ultimately their leaving is the final sign of the end of an invasion. That being said the colony ships are key to just about any invasion, even if they don't carry any troops to the front. ====Margan Armageddon Cannon==== [[File:Margan Armageddon Cannon.JPG|300px|thumb|right|Margan Armageddon Cannon set up for a defensive siege ]] '''Role:''' Defensive and offensive siege weapon '''Payload:''' Massive 'Armageddon Cannon' gun with full 360 degree rotation and displays for external use. '''Description:''' The Armageddon Cannon is essentially a massive mobile gun. It's landed on planets to help set up lines in Margan invasions. The Armageddon Cannon's most obvious feature is the massive gun it carries which is primed and ready to fire upon landing. It fires a single massive plasma shot similar to the Oblivion Cannon on Destroyers, only on a smaller scale. They excel at dictating combat lines, punishing enemy troops with plasma bombardments or laying siege to enemy fortifications from a safe distance. They're most often set up outside of bases. They also have external displays and monitors for external use. This is just in case cannon operators are too busy on the outside doing various other tasks to remain within the cannon and monitor its tracking. Also some other Margan like watching the view-screen when not on duty to see what's being pelted by the Armageddon Cannon. The Armageddon Cannon is usually what's most responsible for the tell tale 'magma pools and craters' that are evident during a Margan invasion. ===Civilian Craft=== These craft are used by the civilian population of the Margan. They're either used for personal transport, supply transport or so on. They aren't normally seen on a battlefield but can be seen accompanying it. That being said these ships rarely have weapons as their purpose is not of combat. ====Supply Ship==== [[File:Margan Supply ship.JPG|300px|thumb|left|Margan Supply Ship moving across a planet's surface to a key zone. ]] '''Role:''' Transportation of goods '''Payload:''' Anti-grav lift, spacious supply and living quarters. '''Description:''' The Supply Ship is the primary mode of supply transportation around the Margan empire. An anti-grav lift on the bottom of the ship allows for easy drop off and pick up of supplies without having to land, and side mounted thrusters can be shifted in direction for both a 'Hover' and 'Forward Thrust' mode, allowing the ship remarkable mobility. Their uses range, some are used by the military to ferry supplies between Margan residential ships to Capital ships, combat lines and so on, making for critical supply transportation which justifies the large amount of armor it uses. (To protect itself against pirates and raiders. . . Rach being the primary culprit) It's also used by private companies and other Margan civilian third parties as mass transport of supplies and goods. It sometimes has escorts to ward off [[pirates]] (Such as Stormlord interceptor support) but primarily can act on its own with proper manuvering, warp jumping and defensive capabilities. This ship is a common sight when Margan are trading among one another or with their allies in the Warlord faction. They are also a bit scary to aliens, as they've also been known to carry payloads of the toxic purple crystal the Margan love to farm and use so much, sometimes [[pirates]] are caught by suprise when the payload is actively toxic, and popping open a crate accidently seeds the vessel and openly begins spreading along the hulls. Ultimately the ship then has to be abandoned, and there are more then a few Supply Craft husks floating in space filled with the toxic crystal which has overwhelmed the ship. ====Margan Speeder==== [[File:Margan Speeder.JPG|300px|thumb|right|Margan Speeder darting across the surface of a wasteland planet. ]] '''Role:''' Fast Personal Transport '''Payload:''' Anti-grav lift, advanced thruster control system '''Description:''' The Margan Speeder is the primary mode of transport among the civilian population of the Margan. They can come in many designs, colors and flavors but have the primary key asset of being fast and maneuverable. They're primarily used to get from ship to ship in a fleet and also for movement within larger residential ships like worldships which can have hundreds of speeders buzzing around the airspace at a time, causing some traffic issues. The Speeder is built for speed and maneuverability, tested and proven to be more then capable of taking tight turns and making sudden stops to hover in place. The sharpness of its turns and speed can be sacrificed for more cargo space, for the more 'family minded' Margan. They're a common and welcome sight in any Margan populated area and most every Margan citizen owns one to get here and there when needed. Aside from this it is sometimes but rarely seen on the battlefield as a way to quickly transport commanders from one zone to another. However it's often more prudent to simply use teleporters in factory ships, so once teleporters are set up the Speeder becomes a rare and more usually non existent sight on Margan battlefields. ===Residential Craft=== Residential Craft are the final craft type but easily the largest. They are floating homes of the Margan, ranging in size and population count but ultimately being where the nomadic Margan call home. All pictures are to be taken with a grain of salt, as designs vary widely and there is no 'core base design' for any one given type of residential craft. Instead they are categorized by their size and population count. ====Living Craft==== [[File:Ki-Migral Living Craft.JPG|300px|thumb|left|Ki-Migral underneath her personal living craft while exploring a foreign planet near Repzork territory in her free time. ]] '''Role:''' Personal Home '''Population:''' 1 - 26 '''Description:''' The Living Craft is the base most of the residential craft. They come in many designs usually following the personal tastes of the Margan owning it. They are craft often accompanying larger fleets and house either a single Margan or their family. It comes with all the base essentials, air filtration systems, living quarters, personal quarters, and so on. To any other race they would be considered 'Mobile Homes', complete with bathes, kitchens, entertainment areas, sleeping areas, and so on. The only additions would be a piloting helm, usually an automated AI steering the ship, and an engine room for upkeeping the engines which an engineer will bi-monthly check up on. In the above picture is pictured Archon Ki-Migral's ship which will be used as the key example. She chose the coloration herself and ultimately the ship is designed to house the many artifacts and keepsakes she likes to collect while exploring planets in her free time, thus the massive dome-shaped center of the ship has adequate storage areas. It has abnormally large thruster systems for going to one planet to the next and has reduced entertainment areas towards the front of the ship as she doesn't spend very much time outside of taking care of the stored artifacts and exploring worlds. When not in use the ship is often idling with the major Golden Blade fleet with its AI 'Dora' controlling it. The ship has adequate space for a full Margan family of a husband and clutch of children, however Ki-Migral instead uses this extra space for added storage not having a family. ====Commune Craft==== [[File:Commune Craft.JPG|300px|thumb|right|A small Commune Craft housing a community of a few hundred Margan. ]] '''Role:''' Community Home '''Population:''' 200 - 1'000 '''Description:''' The Commune Craft is for a community of Margan, with homes built into the hulls and residential areas. There are often 'halls' here where community leaders of the Margan can meet to discuss important matters of business and actually have an elected 'Mayor'. Often these communities are drawn together by a common job or sometimes by extended family, however it usually means large groups of Margan are living together more or less through some sort of connection. Commune craft usually have dedicated engineers for making sure the ship is consistently functioning optimally. Commune Craft rarely if ever stray far from the fleet, only if they have a mining community or something that requires the community to live further away from the designated fleet to they veer too far from it's safety. Otherwise the ships usually simply stay with the greater contingency of the Margan fleet in relative safety. Should danger come too close emergency orders can be fulfilled to engage warp jump and take refuge deeper within a Dynasty's war fleet. Crime is at a minimum in commune ships so law isn't often a nessecity though some do have security personell in the larger ships. ====Homecraft==== [[File:Homecraft.JPG|300px|thumb|left|A Red Rose Homecraft housing thousands of Margan ]] '''Role:''' Floating Cities '''Population:''' Tens of Thousands upwards to a million. '''Description:''' The Homecraft are the floating cities of the Margan which house thousands of Margan. The Homecraft aren't often seen outside of the well protected inner borders of the primary Dynasty fleets and never on the outskirts. The shielding and armor of a Homecraft is unparalleled and often heavily guarded by heavy Margan fleets, making them almost unassailable. (Though not unboardable, making invasion a possibility if one that's never occured.) The communities aboard Homecrafts are massive, and are identical to cities most races call home on planets. That being said many Margan companies and businesses call their homes on Homecraft and call to them thousands of Margan to work in them. Most of Margan civil life takes place on Homecraft and it's the closest thing to a 'normal' living any other race can call. Homecraft are massive hulks capable of making comfortable living quarters for thousands of Margan and require constant upkeep by swathes of engineering crews who often call these Homecraft home themselves. Homecraft are very slow moving craft, only able to shift their drifting slightly to keep up with the flow of the inner fleet. However in cases of extreme emergency they -are- capable of warp jump, granted it takes high clearance for such a thing to be used due to structural integrity being at risk upon its use. ====Worldship==== [[File:Margan Worldshipnotsorough.JPG|300px|thumb|right|The Interior of the Holy Dynasty's core Worldship, Holy Thereia, from a balcony. ]] '''Role:''' Metropolises and Motherships '''Population:''' Millions upon Billions '''Description:''' The Worldships are the core 'capitals' of any given Dynasty. Upon them live the Matriarchs of the Dynasty with their own given temples and millions of Margan around them. Countless companies reside here and the core most elite of all the fleets defend them with their lives. They are so packed full of Margan that they are considered holy ground, most aliens are forbidden from stepping foot in them though diplomats are an unwelcome exception to the rule. Worldships are so crammed full of Margan that building upon the walls and even the ceiling of a worldship is often Necessary and constant expansion is a must. The stunning ability to build on the 'roof' of the Worldship is achieved by two massive towers called 'World Pillaers', within the center of both of them are two massive gravity regulators, a main one and a back up in case the main fails. Gravity is centered towards the roof on the ceiling and the floor on the ground level, causing perfect gravity on both spectrum. Often Lifts are used to transport people, goods and vehicles between the two gravity wells in order to keep the equilibrium and keep one from falling on their own heads. So massive are the Worldships that Speeder travel within the Worldship is often a must. Even Margan who don't own a Speeder often use public speeder transportation to get from place to place in the massive sprawling Worldship. For a Speeder to shift gravity wells there's large circular 'gates' which help shift the equilibrium for the speeder, though due to the number of the population sometimes they can get caught up in traffic which is a daily issue. Matriarchs often live here, and thus many Worldships carry themes based on their Dynasty and usually the patriotism of worldships are second to none. There are bi-monthly parades in honor of the military and matriarchs running the worldships and often each one has its own themes and customs that it follows. The worldships are as follows. ------------------------------ =====Holy Thereia===== <b>Dynasty:</b> Holy Dynasty <b>Unique Features:</b> Various ancient priceless Margan holy symbols and artifacts. Home of the High Priestess and the grand center of the theater of Ferivus <b>Primary Goods:</b> Crystals <b>Description:</b> Holy Thereia has a long history, and is the core Worldship of the Margan at the very heart of their empire where the High Priestess calls home. If ever it were to fall the Margan Empire would be crippled as it is the primary connection between all of the major Dynasties. Holy Thereseia is home to many of grand artifacts and where the most elite of the Margan end up to be distributed through the most important parts of the Margan empire. Ultimately it has the largest population of Margan anywhere and is considered hollowed ground by the Margan, no aliens are allowed to set foot on Holy Thereia. Its primary good output is the purple energy crystals that are farmed by the Margan. The walls are coated in vast crops of purple crystal which are constantly harvested and added to their massive stockpile to be shipped out across Dynasties to power the enormous Margan empire. No other ship grows it in quite such a massive quantity as Holy Thereia and no other Worldship has such a massive harvest. The companies responsible for harvesting the crystals are vast and very rich, giving them a powerful stranglehold on Margan economy. As a result companies responsible for harvesting the crystals of Holy Thereia have much more sway and power then most any other company in the Margan empire and are often the richest of Margan. Among Margan Holy Thereia has a few stereotypes, it has two main stereotypes. One are that most Holy Thereian's are aristocrats, the rich and wealthy who flaunt their power here and often languish in their lavish lifestyles. The other stereotype is that of Zealots, as the most zealous and loyal of the Margan empire reside here, worshiping the High Priestess or working for her in personal jobs around her temple. =====Kai-Midas===== <b>Dynasty:</b> Golden Blade <b>Unique Features:</b> Top-of-the-line military weapons and many traditional celebrations <b>Primary Goods:</b> Weapon Crafts <b>Description:</b> Kai-Midas is the home of the Golden Blade empire. It's a very old city though not as old as Holy Thereia. Tradition is strong in the city and is flown with pride, at every street corner are banners dedicated to the glory of the Golden Blade. Parades through the street are a bi-weekly affair and sword-fighting exhibitions are common. Kai-Midas as a result is a common stop for Margan tourists, who wish to see the grand traditions of old perserved by the Golden Blade and their fine mastery of the arts of war and history. Its primary production are weapons, being very traditional many weaponsmiths remain in the city and the top weapon producing companies call Kai-Midas their home. The best mass produced weapons come from here and private weaponsmiths make the finest custom weapons of all. Many Margan crystal carvers and gun crafters often make it their goal opening a successful weapon shop in Kai-Midas. Kai-Midas custom weapons have an almost legendary reputation behind them and the greatest commanders and Archons often must have a weapon made from Kai-Midas. Kai-Midas stereotypes often follow their traditional mannerisms. That being said the common stereotype is that many Golden Blade members are very tradition bound, and all very good fighters and forgers. =====Stormfall===== <b>Dynasty:</b> Orion Dynasty <b>Unique Features:</b> Excellent Research and foreign relation facilities along with the largest ship docks of the Margan empire <b>Primary Goods:</b> Research and development, ships <b>Description:</b> Stormfall is the home of the Orion Dynasty. Electricity is a common theme of Stormfall, with electrical circuits running live electricity all around the Worldship and thunder strikes hitting poles during ceremonial celebrations. It's also traditional to let it rain with ceremonial artificial rain storms every few months. Stormfall is known for its focus on research and development, always on the forefront of technology and always developing. Some of the brightest minds of the Margan empire live in Stormfall to practice the art of research. Meinwhile, it also holds excellent alien relation facitilies, warlords are welcome in Stormfall unlike most world ships and while tabs are kept on them at all times, many diplomatic relations go on here along with the establishment and planning of trade routes with aliens. Ultimately it's the 'friendliest' city towards aliens even though it's still terminally xenophobic. However even this isn't Stormfall's strongest feature. All of this pales in comparison to its shipyards, it has arguably the strongest defensive fleet around it and is responsible for producing many ships not just for the Orion dynasty but for many Dynasties as the ships are painted and shipped out to other dynasties to bolster their fleets. Flying shoes with aerobatic Stormlord shows are often shown and parades of massive destroyer ships are often a joy in on Stormfall's docks. Stormfall has a few stereotypes, the 'Ship Captain' stereotype of the Margan there often being captains of large ships. Also the 'Intelligent' Margan are here, often scientists and whatnot. =====Infernus===== <b>Dynasty:</b> Red Rose <b>Unique Features:</b> Excellent military training facilities, Burner pits <b>Primary Goods:</b> Propane, Napalm, Charcoal and Soldiers <b>Description:</b> Infernus earns its name from the various 'Burner Pits' scattered around the city, massive puts with burning fires at the bottom which produce copious amounts of Charcoal from imported plant material. The air is filtrated constantly so that the smoke doesn't overwhelm the city, even so the city is often hot and dry to many Margan. The city has many military based training facilities where soldiers are trained before entering combat. The most expansive training of any Dynasty within the Margan Empire. The reason for this lies in the 'warrior' attitude of the Red Rose and it's veteran soldiers. Red Rose produces so many furious and powerful soldiers that they're often outsourced to other empires to put their talents to use outside of a very high rank saturated dynasty. That being said any soldier outsourced from the Red Rose dynasty often has a great deal of respect around them, especially if they fought in the Colosseum scattered around Infernus. The Colosseums are purely for sparring purposes, no fatal combat takes place, however it's open to public eye for entertainment and many 'Gladiators' are famous through the Red Rose. Obviously the most common stereotype of Infernus is that of Infernus's people being pyromaniacs and barbaric or legendary warriors. =====Apothia===== <b>Dynasty:</b> Reaper's Fist <b>Unique Features:</b> Prime farming community, excellent Bio-research facilities. <b>Primary Goods:</b> Food (Mostly Suppliments and raw plants), Genetic medication <b>Description:</b> Apothia is a utopia of surplus. The city has many circular dome shaped buildings strewn about, these are greenhouse farms, responsible for producing the plants that Margan eat. They also have various refineries to turn this plant matter into supplements, producing a magnitude of food that helps feed not only their own Dynasty but many other Dynasties. Apothia has such a strong stranglehold on the food market that only food from Apothia is considered 'top quality' and the 'most nutritious'. The economy here is stronger then anywhere else and it shows. The Matriarch has a large hand in running Apothia, it's not uncommon to see Matriarch Taiki running fundraisers or special events within the city to help further improve it. Her work shows as it's arguably one of the most prosperous and productive Worldships of them all. Bio-Research is another primary concern in Apothia, geneticists who can find little work elsewhere come here to work on the various viruses and cures Apothia produces, being the head of medical research. Also if Margan need severe genetic surgery to cure genetic defects or diseases Apothian colleges are often the best hope for any Margan. The stereotype of Apothians is often that of a farmer or a mad bio-scientist. =====Valkyron===== <b>Dynasty:</b> The Hammer of the Divine <b>Unique Features:</b> Superior Mech Production, excellent artillery displays <b>Primary Goods:</b> Guns, Mechs <b>Description:</b> Valkyron is the smallest of the Worldships but is still a sight to behold. The city is rife with patriotism and has common displays within the city of soldiers marching down the streets. It's an industrial place, with a great production rate of vehicles and guns. Guns being the primary focus, while most weapons are considered the best from Kai-Midas, a very close runner up is any gun from Valkyron, sometimes Valkyron rifles are even better then Kai-Midas ones. It's industry is so strong that there's always work for Margan, always things that need producing for the young budding Dynasty. Vehicle displays are common along with shooting displays, as many marksmen also hail from Valkyron as many shooting enthusiasts end up going here. Sometimes troopers are directly outsourced from Valkyron to bolster the numbers of troopers in other dynasties. The primary stereotypes of the Valkyron are that of sharpshooter rogue types, and that of hard working overachievers. ==Theater of Ferivus== The Theater of Ferivus is a widespread entertainment industry within the Margan empire. It is very much the primary entertainment among Margan and theaters can be found on any world or cityship with traveling troupes visiting even smaller Margan communities. The troupes are actors and actresses who wear masks and revere the 'teachings' of Archon Ferivus, that of enjoying every bit life has to offer and making a show out of it all. To embrace everything life has to offer and take it to its extreme. The Theater of Ferivus to this end goes out of its way to entertain the Margan populous, setting up large elaborate theaters with endearing plays and shows to captivate its audience with grand humor, drama and action. They're experts in the art of pulling at the heartstrings of others and even aliens who watch the displays are often captivated by the colorful presentations. It goes to show a more artistic side of the Margan most don't see. Moreover the actors of the Theater of Ferivus are very modest, every single one wears a mask by tradition so as no Margan knows the actors or actresses involved. In that way no judgement can be put on the actors and complete focus is on the characters. A quote from a Theater actor: "If you watch a show and know the actors, you start to base the quality of the show on the actors alone. Don't deny you don't, it's your own bias. However what if you never knew what the actors were? You have to base it on the very quality of the show itself, in this way there's no under appreciated plays on the part of over expectation." Shows include dramatic plays showing the drama of war, romance and work, they also include acrobatic shows and feats of talent hitting awestruck crowds with marvelous shows beyond just plays. Holo generators, anti-grav systems and many other unique pieces of equipment can all go into a show and make for some very creative displays. Yes, even behind all the smiles and laughter, there's a darker side to the theater of Ferivus. Actors and Actresses of the Theater are so dedicated to their jobs, that it's very common for them to get the extensive bionic surgery to stand upright, as it helps them emote during plays and allows them to play the parts of Archons and Matriarchs better in epic historical tales. ===Masks of Ferivus=== [[File:Scan0009.jpg|300px|thumb|right|Masks of Ferivus.]] "Ultimately, there is always dissent in society. Hardship and doubt, the point of entertainment is to get one's mind off of such trivialities. However what if you can't? Well, sometimes it's best to silence such doubts in a less tactful fasion." -- Archon Ferivus The Masks of Ferivus are a secret organization within the Theater of Ferivus, a collection of assassins and spies who's purpose is to find dissent among the Margan brass, and silence it. Being the Theater of Ferivus is so popular it's guaranteeing to be visited by any sort of aristocratic Margan that hold any power. It's thereby easy for actors to gain information, and ultimately meet with these individuals. Once dissent is discovered, the Masks masquerading among the other actors and actresses of the theater, they silently put down the individual. Being an actor in the theater is the perfect cover, the masks make sure their identity cannot be revealed, and the job always brings them close to their targets regardless of reasoning. There are many secrets the Margan wish to keep, and it falls to the Masks to tend to keep it. In this way they've kept order in the Margan hierarchy, with the blood of dissenters and naysayers. Even the High Priestess herself is only aware of the rumors of such an organization, as they operate even underneath her watch. The only one who understands the goals and operations of this society, is Ferivus himself who leads it all. As such, the Masks have been known to go to unusual extremes to keep themselves secret and take care of targets. However the stability of Margan society takes priority over all social norms in their eyes and must be achieved at any cost. Utter loyalty to the Margan and the High Priestess are the only options and the only goal. That being said few beings have more zealous loyalty to the High Priestess then the Masks of Ferivus, they have so much zeal in fact, that they would keep the darkest secrets from her to preserve the illusion of harmony. ===Confessor=== "You ever wonder why we never sneak onboard Margan worldships? Confessors are a big part of the reason. . ." -- Rach Ops "Watch your tongue around the Confessors, or you're liable to loose it." -- Archon Chapel "If a Confessor ever asks you if you have any sins to confess, you'd better saywhatever you feel like. They're being nice, afterall they're your last." -- Archon Ferivus [[File:Margan Confessor.JPG|400px|thumb|left|Margan Confessor lining up a shot.]] Margan Confessors are publicly known as the most zealous and righteous of the Margan empire. Each Confessor goes through Hammer Dynasty Sniper training, in order to be skilled in the use of a silent, long range weapon, but furthermore as a test of their nerves. To be a confessor is to have nerves of steel and a heart of ice for it is does what the Masks do on the forefront. The Confessors job is two-fold, to take out major threats to the Margan Empire, but more importantly to weed out dissenters and traitors, and end them. The fear struck into people by the Confessor initiative often is more then enough to keep Margan loyal to the High Priestesses words without ever straying the course. That being said they are remarkably good at interrogation and spotting spies. They thrive on paranoia and psychology and know full well how to take advantage of this. Often it's impossible to hide anything when speaking to a Confessor as they're trained to weed out lies from the truth. They are also, notorious, for having a very short tolerance for those that lie to them. Often the phrase is coined, "Never, lie to a Confessor. A little white lie is a bullet through the head for them." While primarily using a sniper rifle, the Confessor is also known for it's ability to fight unarmed, with daggers, and with a wide variety of other weapons depending on previous combat experience. They're almost always deadly fighters and are often selected from Blademaster and Gunner adepts. A common myth spread by the Theater of Ferivus who often portray Confessors as 'Agents of order' in their plays is that the Confessor will always ask a target to "Confess their Sins." as a last gesture of kindness before killing them. While this may not be true, it is true that when traitors or dissenters appear in the Margan empire, or alien spies are expected to have crept on-board a ship, the Confessor is the first to know. They are always, quick, efficient, and merciless about controlling the issue in a timely manner. ==Margan Invasions== Margan invasions usually go through a very specific set of steps. Depending on the dynasty doing the invasion these can change, but usually end up in the same way. Regardless the overall standard approach to a Margan invasion is as follows. ===Initial phases=== <b>Initial engagement and landing:</b> The beginning of a Margan invasion is usually two fold, first an strike fleet engages planetary defenses. Both orbital defenses and ground defenses are quickly targeted with ground assets the primary goal. The reason for this is that during the assault they will attempt to land their various factories and carrying craft onto the planet. Usually in such overwhelming numbers that planetary defenses couldn't hope to shoot them all down, however every lost cannon is a few more ships that wind up landing and unloading their deadly payload. <b>Entrenchment and Deforestation:</b> The second step of the Margan invasion is to get all of their factories, troop pods, teleporters, bio spheres and anything else supporting the troops into action. Mining operations also begin here but only on a small scale as the digging vehicles and robots are often better used in dismantling enemy positions from below then mining at this point. Deforestation occurs here in two ways. First is a retrovirus that the Margan tend to spread upon landing to kill the plant life violently. Often destroying the ecosystem of a planet irrevocably. The other is manual removal with flamethrowers, napalm and other means. The Margan take every opportunity to kill every animal in sight, being they are all aliens and thus a threat. It also allows for famine and morale to weaken their enemies. <b>First strikes:</b> The Margan begin their assault soon after this phase, by brutally attacking any vulnerable enemy position they can. Just about everywhere, forcing enemy defenses to scramble and denying them the chance at a counter-attack. Which naturally allows the Margan to become even more entrenched. Teleporters at this point are usually set up and consistently allowing an influx of troops and their more advanced elite squads they couldn't afford to risk in landing to come planet-side. This signals the end of the Initial Phases. ===Mid Invasion=== <b>Planetary defenses erected and attack ferocity increased:</b> At this point the Margan begin to beam down engineers, to improve the effectiveness of the various facilities and furthermore erect orbital defenses of their own, anticipating backup fleets arriving. At this point heavy vehicles have entered along with elite troops, allowing for more direct attacks in an attempt to continue out-muscling the enemy. The aggressiveness or defensiveness of this assault ranges depending on scenario and dynasty. Margan will either commit to a violent assault, targeting key enemy supply and production facilities to cripple them. Or the Margan will take up defensive positions and begin a slow, methodical crawl with artillery fire that slowly dismantles enemy defenses if they don't feel comfortable with the prior. <b>Strip mining begins and more fleets are called in:</b> When victory is in sight for the invasion, the full fleet elements are called in to chase off enemy orbital defenses once and for all under the support of pre-erected planetary defenses and any fleet elements produced on the surface. Mining robots and vehicles are now used to mine vast caverns out of the planet, beginning the process of stripping it clean. Roving massive mechanisms begin roaming the planet and stripping entire mountains clean of resources which all go into producing further equipment and machinery for the Margan war machine. ===End of Invasion=== <b>Destroying the enemy:</b> This final step involves completely getting rid of all enemy elements. Usually using a combination of orbital bombardments, powerful army movements and overwhelming brute force to muscle what remains of resistance into defeat. At this point any remaining life forms are also eradicated leaving only Margan. Often by this step the planet has been stripped of plant life and the ecosystem has completely collapsed. <b>Strip Mining and Production:</b> At this point all elements are dedicated to mining and production. More engineers and miners go on planet, and begin to strip the planet of all its resources and convert that into more ships, vehicles, and weapons. Surplus is put in storage to use for the next invasion. Every bit of resource is stripped form the planet, tunnel systems can go down to the planetary core as sensors pick out every last vein of ore and every last usable resource. Water is also taken, along with any other usable gases and liquids on the planet by roving robots that sense out every last piece of usefulness a planet has to offer to the Margan war machine. <b>Abandoning the planet:</b> Once every last resource is stripped from a planet, even water, the Margan leave. Every building of theirs is a ship, which simply takes off back into orbit. Those that aren't are merely temporary buildings which are scrapped and hauled back into storage to be used again. The Margan leave the planet with nothing of worth. Oceans become lava lakes from mining crews piercing the earths core, and destroying the atmosphere with their aggressive production and ecosystem annihilation. The ground is left of nothing but barren rocks, barely holding themselves up over the vast tunnel systems that riddle the earth, threatening to collapse on themselves at all times if too much pressure is put on them. ==Margan Dynasties== The Margan race all follow the orders of the High Priestess. However, it also splits itself into massive fleets under the command of a Matriarch who rules both military and civilian operations. Which to the Margan is an indistinguishable line anyway. Each Matriarch rules a 'Dynasty', a fleet consisting of military and civilian personnel spanning many stars. Each Matriarch leads her Dynasty a different way, having their own 'quirks', and in this way the Margan of separate dynasties are diverse. In their time in the great war, the Margan dynasties all tackled their own fronts, allowing the Margan race to assault many different places and assist many Warlord races at once while still being a unified whole. This is a list of the various known recorded Dynasties in the Margan Empire. ===The Holy Dynasty of the Priestess=== <b>Matriarch:</b> High Priestess Massaciah <b>Fleet Size:</b> The Holy Dynasty is a massive fleet of innumerable ships. Suggested well in the trillions and consistently fluctuating making a solid number impossible to guess at. <b>Description:</b> This is the main dynasty of the Margan Empire, the Holy Dynasty of the Priestess. This dynasty is here solely to guard, protect and serve the High Priestess. Her personal dynasty that all other dynasty's answer too. Among the Margan they are of the richest blood, the most honorable of the Margan and the most zealous. They harbor ships and elite weaponry that no other fleet has, and furthermore act as the centerpiece of the Margan Empire. Wherever this Dynasty resides is instantly considered the center of Margan power and all other Dynasty fleets branch out from it like a tree's roots. The fleet moves the least from its original position among all Dynasties, instead it does subtle re-adjustments to facilitate the movement of other fleets. If a fleet wants to move further eastward while still being connected to the Holy Dynasty then the Holy Dynasty shifts its fleets ever so slightly to facilitate this. Making for a slow crawl across the universe while the Dynasties connected to it like tendrils sleep along in front of it crush opposition. When Dynasties came together to work in unison the Main Dynasty wore the traditional Purple colors standard for all Margan. <b>History:</b> The Holy Dynasty has a long history, it started from the home planet and gave birth to all other Dynasties. When diplomats meet with the Margan it is often deep within the confines of this fleet where it is most safe. The only time it has moved a significant distance was to chase the Rach into the warp, upon causing the disappearance of the Margan race. Few races have had the chance to directly engage this Dynasty, being they must first go through one or more of the other dynasty that act as its branches across the universe. ===The Golden Blade Dynasty=== <b>Matriarch:</b> Li-Hosan <b>Fleet Size:</b> Roughly the second largest of the fleets. Averaging at few hundred billion various ships with a few million flag ships spanning their portion of the galaxy. <b>Description:</b> The Golden Blade is a very tradition bound Dynasty and very old. Argued one of the first to splinter off from the Holy Dynasty. They were known for being the first to bring Melee troops into wide use towards the end of their part of the Great War. Spearheading the revolution among the Margan to mass-use Melee troops. They have a strict code of conduct and have been known to follow many honor based traditions before, during and after combat. They act as a battering ram against enemies they face, forcing their greater might on the strongest of enemy positions when facing an enemy empire in order to try and overpower them. Failing this they resort to a more defensive campaign to wear the enemy down before trying again and often repeating the process until they've worn the enemy into defeat. They were a hesitant bunch in working with other races. Feeling other races might misunderstand or defile their traditions and honorable practices. That being said while they tolerated other races, they rarely worked with them and instead tried to work alone. When multiple Margan Dynasties came together they obviously wore gold to signify themselves from other Dynasties. <b>History:</b> Aside from Spearheading the Melee fighter initiative, the Golden Blade had a large impact on the rest of the galaxy. They were primarily involved in fighting against the Chelkan of the peacekeepers, and ultimately dealt catastrophic damage to the race in their time fighting them. Li-Hosan led a rather brutal and by-the-book campaign of war. She led Margan forces deep into the galaxy, and was rumored to be driving close to Grox territory to bring the war to them before the great Margan disappearance. Some say she had a desire to find the core of the galaxy, be it for curiosity or personal game no one was certain. <b>Dynasty Exclusive Units</b> <b>R13 - Mandrake</b> [[File:Mandrake.JPG|300px|thumb|right|Mandrake standing over a destroyed stealth tank while intiating the beginnings of an assault on a Rach world. ]] The R13 Mandrake is the 13th installment of the Mandrake battlesuit. The Golden Blade dynasty is unique in having a position above Blademaster but below Archon in their hierarchy called the Mandrake. Initially in the first attempt at the Melee initiative they were to be the end goal but when the initiative got scrapped the Golden Blade had little to do with the Mandrakes. With the reinstatement of the Melee initiative and the now advanced shielding and bionic technology that makes it so viable and potent, Mandrakes have also seen a touch up and have become real terrors on the battlefield. The Mandrake is a powered suit equipped with standard jump-jets, pulse weaponry and physical enhancers meant to further enhance bionic installments. Further increasing the already bionically increased strength of the Margan. The result is the Mandrake having enough strength to punch through tank armor, enough versatility to swiftly switch roles between melee fighter and ranged support, and all the while being remarkably mobile. In the hands of competent Margan the power of the Mandrake can rival that of Archons through sheer versatility and technological superiority. The R13 Mandrake has proven so successful that there has been a petition put forwards to make it standard to all other dynasties, allowing a final upper tier promotion for Heavy Weapons, Rocketeers, and Blademasters to take up should they find the surgery to become an Archon too dangerous. The Golden Blade are glad to call this initiative theirs, and theirs alone. ===The Orion Dynasty=== <b>Matriarch:</b> Hilda <b>Fleet Size:</b> Easily rivaling the Golden Blade. Though they had more capital ships they had less interceptors and landing parties. <b>Description:</b> The Orion Dynasty was the most diplomatic of the Dynasties. They were the most accepting of the other Warlord races and it wasn't altogether uncommon to see them come to the aid of their fellow Warlords. If any Margan force was it could almost be guaranteed to be the Orion Dynasty. The Orion Dynasty took great pride in its pilots, valuing its fleets by heavily outfitting them and decorating them. Orion Margan were rumored to be the greatest pilots of the Margan empire. This is ironic as they lost many of their battles to the Rach, due to their unorthodox ship designs outmaneuvering them. In terms of land forces they were the most bland, having an equal balance of Ranged and Melee forces and rarely ever deviating from standard invasion procedure. Upon a meeting of Dynasties the Orion Dynasty is signified by Blue Armor. They do have one unique trait which is the wide use of lightening based weaponry. Often using weapons that have charged blades or can fire with lightening cannons. They claim that such weaponry "Brings the storm to the foe" They've also been known to influence weather when killing the ecosystem of the planet, using generators to cause wildly dangerous hurricanes and thunderstorms across the planet. <b>History:</b> The Orion Dynasty had a large part in the Galactic overview of the great war. They were the ones that formed many of the Margan's allies and worked closely with the Zaretian race. It was they who were negotiating an alliance with the Zaretians when the Rach assassin teams appeared to try and assassinate the Zaretian king. In this way they also were the backup on the Zaretian front against the Rach and helped them push into Rach territory. <b>Dynasty Exclusive Units</b> [[File:Margan Stormwalker.JPG|300px|thumb|right|A Margan Storm Walker towering over a Diabloian line shortly after the Margan return and broadcasted via the Margan broadcast. ]] <b>Orion Storm Walker</b> The Margan Storm Walker is a unique piece of machinery only used by the Orion dynasty. It is a massive walking quadrupedal machine, wielding massive firepower. Various guns line its sides along with missile pods. Its primary weapon is its massive Lightening Cannon mounted on its back, capable of unleashing deadly accurate and fast lightening jolts equally effective on vehicles and infantry as the lightening leaps from one infantry unit to another via a charge the Storm Walker perpetuates in the air. The Storm Walker isn't a common sight on the battlefield, often taking massive amounts of resources and time to construct if not landed on a planet. Once fielded though it is a true terror to enemies, not easily being taken down even by concentrated fire and often supported by very advanced Margan forces. It is primarily used for breaking the spine of heavily defended lines as it wades through enemies spewing lightening and gunfire. It is said the vehicle was designed by Matriarch Hilda herself, and has her blessings. ===The Red Rose Dynasty=== <b>Matriarch:</b> Pan [[File:Matriarch Pan.JPG|300px|thumb|right|A picture of Matriarch Pan in an undisclosed location. ]] <b>Fleet Size:</b> Somewhere around 50 million flagships and a few dozen billion ships overall spanning their Dynasty. <b>Description:</b> The Pan dynasty was a dynasty obsessed with Fire and the art of using it. Their Heavy Gunners were outfitted with optional heavy flamethrowers, and many of their vehicles were customized to fire plasma and napalm. They considred Fire to be the best analogy for the Margan empire, that they swept across the world and left nothing but charred remains behind. They were xenophobic of even other Warlords, being the most mistrusting of them. They found it hard to if ever work with any of the Warlords and instead focused heavily on facing the Peacekeepers. To them, their destruction was an art, and it's found ruins and remains of Red Rose Dynasty territories held the most images and well documented pieces of the war. When a meeting of Dynasties occurred they would wear red armor. <b>History:</b> The Red Rose dynasty was primarily responsible for covering close to the rear of the Margan horde, where the ITO were placed in the old days. They were responsible for battling the ITO. The ITO's advanced technology caused the Red Rose Dynasty many problems but in the end their overwhelming power and sheer tenacity allowed them to stand their ground and meet the ITO blow for blow. Who would have come out on top is never known as before the conflict could get too far the Margan's disappeared chasing the Rach into the warp. <b>Dynasty Exclusive units:</b> [[File:Margan Napalm tank.JPG|300px|thumb|right|A Margan Napalm Tank supporting a melee squad in breaking into a Gronian outpost during the Norsus conflict.]] <b> Margan Napalm Tank </b> The Napalm Tank of the Red Rose is a terrifying piece of machinery. Equipped with two large armored tanks containing copious amounts of Napalm which it expels from two front-mounted sprayer cannons. It's a heavily armored vehicle meant to engage in close quarters with enemy infantry, clearing out entrenched enemies in trenches and buildings as well as spraying enemies in the open. Red Rose squads often use the tank to rush into infantry positions and displace them while melee and ranged forces come up from behind to take advantage of the split forces. Margan pilots are capable of destabilizing the napalm in the tank, causing the tanks to rupture and spread out in a wide area via small explosives. Meant as a kamikaze maneuver if enemies surround the tank with no hope of escape. Though Margan have been known to put it on a timer and run it into enemy lines after the pilot's leap out, making a napalm bomb out of the tank and a worthy distraction while melee troops charge the enemy line. All in all the Napalm tank is the pride and neigh mascot vehicle of the Red Rose dynasty. ===The Reaper's Fist Dynasty=== <b>Matriarch:</b> Taiki <b>Fleet Size:</b> Slightly smaller then the Red Rose, about 40 billion flagships. <b>Description:</b> The Reaper's Fist was a very methodical Dynasty. To them victory was not something to rush to but something you should carefully move towards. That being said the Reaper's Fist often did campaigns of attrition among their enemies. Creating powerful defensive lines and very slowly pushing forwards with powerful artillery cover and sheer force of will. Even among other Dynasties they were considered grim, especially for their use of Biological weaponry. They were not abject to using super viruses and other illnesses on enemy planets to weaken them before invasion. There is even evidence they had perfected a zombie virus to spread among planets. In this sense they were slow, methodical, and neigh unstoppable. Their armies marching forwards at a slow yet inexorable pace. Often depending on their wars of attrition to wear down, weaken, demoralize and finally obliterate their foes. Upon a meeting of Dynasties they often were carrying green armor. <b>History:</b> The Reaper's Fist Dynasty was responsible for pushing into the Feathercrown territory towards the beginning of the war, and quickly became notorious for their ruthless tactics and disregard for life. They left a considerable mark where they went with planets rife with plague and entrenchments. Trench warfare was almost a guarantee and practically re-invented by the Reaper's Fist Margan. They were ultimately the last to retreat when the Margan pulled out of the galaxy to chase the Rach, and came very close to having a brush with the Diabloians. <b>Dynasty Exclusive Units</b> <b>Reaper's Fist Plaguespreader</b> [[File:Plaguespreader.JPG|300px|thumb|right|A Plaguespreader charging through Kara lines to "projective vomit" on their commander, infecting him with a fatal slavo of illnesses.]] The Plaguespreader is the pride and joy of the Reaper's Fist and the unspeakable horror of just about everything else. What it is, is a bionic construct designed to look like an animal, covered in every inch by a nutritious ooze that harbors countless plagues, pathogens, bacteria and viruses. Its skin literally ripples with cancer and everywhere it goes it unleashes a broad thick cloud of illness and sickening puss. At first sight many Margan jumped the "blasphemy!" gun thinking it was a living animal the Reaper's Fist had been breeding, but calmed down upon finding that it wasn't actually a living thing but a bionic construct. None the less it is a disturbing creation that many Dynasties find wildly abhorrent. Just being near it can infect you with countless plagues, touching it can rot the skin off of your body and as if that wasn't enough it's capable of launching a projectile 'vomit', which is essentially a compacted mixture of all of the organisms living on its surface. There are countless horror stories of seeing soldiers writhing on the ground as the Plaguespreader looms over them, spewing its noxious vomit on the hapless soldier. What sick Margan designed the thing is a mystery, what is known is it's become a common sight among Reaper's Fist assaults due to its incredible effectiveness and unsettling presence which utterly murders enemy morale. ===The Hammer of the Divine Dynasty=== <b>Matriarch:</b> Chilsa <b>Fleet Size:</b> Roughly 10 billion flagships and a smaller fleet then the previously mentioned fleets. <b>Description:</b> The Hammer of the Divine was founded by Chilsa, one of the sisters of the High Priestess. The fleet cherished ranged firepower and often got in long artillery battles with enemy forces. They were the most resistant to the melee change and even when finally conforming to it their melee forces were minimal compared to their ranged forces. They were one of the few to make use of snipers and dedicated artillery vehicles. Cilsea once explained this to the other Dynasties, 'We are too divine to be touched by the enemy. They are unworthy of meeting our flesh with their hands, so we cut them down from afar.' They enjoyed the idea of working with other races but ultimately didn't really get to do so. When a meeting of Dynasties happened they usually bore orange armor. <b>History:</b> The Hammer of the Divine covered the side opposite of the Reaper's fist, and ended up facing many different aliens that had never had the chance to choose a side. Responsible for wiping out many races long before having a say in the matter. They were just coming to the edge of warbot territory when the recall order was given out, thus much of the Hammer of the Divine remains unknown and unseen to many races. <b>Dynasty Exclusive Units</b> <b>Margan Atillery</b> [[File:Artillery.JPG|300px|thumb|right|Margan artillery firing on an enemy position.]] Margan Artillery was invented and perfected by Matriarch Chilsa herself. The war machines have a massive artillery barrel which fires a highly explosive ballistic shell over a remarkably long distance. The vehicle is literally perfect for breaking enemy defensive lines and punishing charging forces. Its relatively defenseless in close combat, so they're often kept to the rear of lines. Unfortunately due to the nature of the Rach they proved utterly ineffective against the Rach and fell out of use while chasing the Rach through the warp due to the inability for the Rach to make a defensive line the artillery could actually punish. They came back into use with the Sauran colony attack upon leaving the warp and Chilsa is very happy to give them a chance again at proving their worth in the Margan military. ===The Seraphim Dynasty=== <b>Matriarch:</b> Jisa (Deceased) <b>Fleet Size:</b> Dismantled <b>Description:</b> The Seraphim Dynasty was one of the original Dynasties along with the Golden Blade. Matriarch Jisa was a sibling of the High Priestess and led her people with great fervor. The Dynasty had been known for its remarkable zeal in combat and unmatched ego. They often saw themselves as the very chosen of the High Priestess and divine among all others. They were often easily offended if foes had not heard of their dynasty before and were quick to fight for little better then that reason alone. Every action was a glorious divine spectacle to be viewed by the universe. <b>History:</b> They had served the Margan empire loyally for a very long time. However due to their flamboyant actions they actually ended up having races they brought their wrath upon worship them. Thinking them primordial gods bringing their wrath upon lesser species. The Seraphim Dynasty allowed these races to live so long as they continued to pay tribute to the Seraphim Dynasty and serve them more or less as cultists and slaves. This action had been seen as a gross defiance of Margan ways, harboring non-Margan essential life. It culminated just before the disappearance of the Rach when all of the other dynasties turned on the Seraphim Dynasty, and in one overwhelming attack crushed their fleets and destroyed the dynasty. This left only the scattered wreckage of the once grand fleet floating in space while the other Margan leapt into the warp after the Rach. To this day remains of the lost fleet can still be found raining down on planets after being trapped in orbit. They remain a testament to the unflinching omnicidal fervor of the Margan. ==Individuals of importance== The Margan have a rather complex hierarchy within each dynasty, Archons, Matriarchs, Commanders and 'noble' figures all making up a rather complex chain of command. These list some of the most important figures in Margan Society. ===Matriarchs=== The Matriarchs are at the top of the Margan Hierarchy, each an empress in her own right as she leads an entire dynasty. Each one has gained this position through the earning of great prestige within their society. That being said each of them are legends, and they are followed unquestioningly by their people. ====High Priestess==== <b>Dynasty:</b> Holy Dynasty <b>Weapon:</b> none "Run" -- High Priestess upon facing the Peacekeepers for the first time. "The High Priestess had ascended to something most Margan can only dream. She is a god by rights, she does not demand worship but action." -- Emperor Gorach of the Rach empire. "We call her a priestess, for if there are any demons in this universe surely they are terrified of her very presence along with all other life." -- Archon Ferivus The High Priestess is the grand leader of the entire Margan Race. A religious and royal figure at the same time, she was a veteran of countless wars which earned her prestige beyond reckoning. Her exact age is unknown, her bionic enhancements have replaced most all of her body so she is not restricted by normal life spans. She cannot even ingest food anymore and instead is sustained by the Margan Crystals in power compartments in her armor. She has remarkable intelligence and wisdom in most any situation and time and time again has proven to be a source of guidance of the Margan. She is the final word in Margan society, and all listen to her and her alone. Personality wise she's normally very subdued and distant, usually only speaking in short bursts and even then in a very wise tone. She chooses usually to communicate through action, while usually dormant sitting upon her throne she will suddenly issue orders and commands on a split second, and never trivial decisions. She's known to smile and even laugh, but usually this is only around her most trusted advisers including Archon Ferivus. One such snap order was the destruction of the Seraph Dynasty, which completely caught the Matriarch of the dynasty off guard in the surprise attack. The High Priestess is known for being a terror in combat. She wields some of the most advanced shielding technology the Margan have at their disposal along with a body of bionics which by rights is a living arsenal. She also has many aesthetic enhancements, the most telling being the bionic angelic wings on her back which all blood relations have to show the tie back to the high priestess. Assassination of the High Priestess, as a result, is impossible as it is highly unlikely one individual could find a way to easily and quietly kill her without getting killed themselves. She usually resides in the very core of the holy empire, quietly sitting upon her world ship as she closely monitors the actions of the other matriarchs and the twists and turns of the various dynasties as they rampage through the universe. The only time she's known to leave this point is either to take care of an important emergency or to engage in diplomacy with other warlords. When negotiating with most non-allied races she tends not to have a hand in it at all and even when dealing with allies her appearances are rare at best. Among the Margan she is worshiped as a god, her word is absolute and many actions are done in her name to impress her and her alone. Despite this, the High Priestess position should she ever die is not a well debated topic. Most Margan agree that the High Priestess will choose a successor should she ever die prior to death, failing that the most prestigious Margan among them would take the throne as blood lineage holds no weight in Margan society other then being a simple mark. Her motivations seem to coincide with all Margan beliefs, like all Margan she seems to want to see the Margan be the only lifeforms left in the galaxy and preaches these teachings with religious zeal. Personal aspirations are not known except by her closest advisers. However she is known to care deeply for her family, often visiting her sisters to check up on them and see if they are doing well, sometimes bestowing gifts or advice as she takes on an elder sister role to all of them. She's even shown this trait outside of her family at times to matriarchs, archons and other figures of leadership in times when she feels they need guidance. This trait naturally makes her beloved among all Margan. Not much else about the High Priestess is currently known. ====Li-Hosan==== <b>Dynasty:</b> Golden Blade <b>Weapon:</b> Sword "To Li-Hosan upholding tradition is just as important as the victory itself." -- Matriarch Chilsa "I don't believe the Golden Blade would be half as regal as it is now without Li-Hosan." -- Matriarch Taiki "Dot your I's and cross your T's around Li-Hosan at all times or you will feel the Golden Blade." -- Archon Ferivus Li-Hosan is a very old Margan, having led the Golden Blade almost for as long as the High Priestess has been in power. She's very driven by tradition and Margan law. She's been known to drive the traditional cultural beliefs of the Golden Blade before most other goals. Still she is very experienced and as such remarkably capable of balancing victory and proper following of said traditions. This isn't to say that Li-Hosan is beyond change and indeed if its found necessary she's not afraid to try new things for the sake of victory. Such an example would be her spearheading of the melee initiative and drive to push for melee troops to become standard in the military through the Margan empire due to its effectiveness. Li-Hosan is very commanding in her tone, having a very regal attitude and holds herself with high regard. She was once a warrior in the Margan military quite some time ago and often finds herself reminiscing of 'simpler times, before factions had been formed'. She obviously is not a fan of working with other races, finding them impeding on her traditions too often. In this way the Golden Blade often finds itself standing alone though its considerable size allows such with little issue. Most Golden Blade offenses are very by-the-book. They follow a strict code of traditions both pre, during and post battle. Often doing pre-battle rituals and chants to prepare for coming combat. The result of this is the morale of the Golden Blade being utterly unshakable, a fact which Li-Hosan prides herself on. She often says, 'There is little weapon stronger then the power of sheer belief.' This has earned Li-Hosan great respect and often much speculation as to whether or not she'll take over the High Priestess throne should anything happen to their leadership. Li-Hosan has blatantly stated a few times though that, no, she will never take up the cup of High Priestess. Her reasoning behind this is that, 'I know my own weaknesses, I am not fit for the position of High Priestess, I have enough humility to admit this.' As to what those weaknesses are she never elaborates. The only one expected to know would be Archon Ki-Migral, who she sees almost as a younger sibling. She's very warm and friendly to the Archon and often gifts her wisdom to her when needed. She trusts Ki-Migral as a very capable adviser and Archon in her dynasty. ====Hilda==== <b>Dynasty:</b> Orion Dynasty <b>Weapon:</b> Electrified Gauntlets "Hilda is the friendliest Margan you'll meet. Keep in mind Friendly still means horribly xenophobic and murderous in Margan society." -- Rach Ops Lead Kertak "Hilda loves dealing with aliens, some think this is heresy. I see it for what it is, learning about future targets. Keep your friends close and enemies closer after-all." -- Matriarch Taiki "Why so Blue, Hilda my dear?" -- Archon Ferivus prior to a punishment by beating from Archon Chora Matriarch Hilda is leader of the Orion Dynasty and head of Margan - Alien relations. She's the most friendly to other races, though still only really tolerant to other warlords and outright hostile to anything else. At first her suggestion of diplomacy of other races was considered borderline heretical, however, upon formation of the Pacekeeper faction it's been generally accepted as a wise decision against such a massive foe. For this she's actually gained a massive amount of prestige for breaking conventions and ultimately saving the Margan from an impossible war. Had they not joined the warlords, the Margan would be hopelessly outnumbered and overpowered by the Peacekeeper's collective strength. Hilda herself is very welcoming to aliens of like-mindset such as the Zaretians or Asanians. She speaks with wisdom but never talks down to the races, not that she doesn't think she's superior but she knows better then to insult possible allies. She's also known for spearheading many different initiatives, being a very active individual when it comes to suggesting new ways the Margan can take their military and lifestyle. Often she's seen as one of the most active Matriarchs in genuinely improving the Margan way of life. This obviously includes having designed the strongest weapon of the Orion Dynasty, the Stormwalker. Her skills in weapon design stem from her origin, unlike some of the other Matriarchs she did not become a Matriarch from being a warrior but rather from being a forger of weapons. The weapons she made while younger were top-of-the line and revolutionary in many ways. Many common gun and dagger designs are thanks to the designs of Matriarch Hilda. Her weapons became standard to Margan and as a result she gained unparalleled prestige. She even went so far as to tweak older weapon designs to be more effective, actively improving everything she could and single-handedly increasing the effectiveness of Margan military operations by more then double. As a result, her promotion to Matriarch came not from directly spilled blood of enemies but from her magnificent designs which so strongly influenced the Margan military. By all rights she's said to be a revolutionary among the Margan, and as a result much like Li-Hosan has been suggested for being the next High Priestess. Much like Li-Hosan however, she turned down the offer, stating, 'I love my dynasty. I don't think I could ever leave it to lead the Holy dynasty.' Still, her contributions to the Margan empire as a whole have put her on a level equal to the highest brass the Margan have to offer. ====Pan==== <b>Dynasty:</b> Red Rose Dynasty <b>Weapon:</b> Immolated Cyber Axe "If there was ever an example of the offensive fury of the Margan, then Pan is that example manifest." -- Archon Chora "Matriarch Pan is the perfect balance of leader and warrior, never forget that." -- Melee Blade Vissha "So how did the first contact between the Gronians and Pan go? Wait wait let me guess. 'BURN BURN BURN ALIEN ALIEN STICKUPMYASS HRRRNNNGGG' " -- Archon Ferivus speaking to Archon Chapel Archon Pan came to power as a rather unorthodox ancient Blademaster in a very old Melee initiative that failed prior to Hilda coming to power, before proper shielding technology and bionics made melee troops worthwhile. Rather then using the standard sword she was well known for using a Cyber-axe instead. Despite being decidedly an inferior weapon the matter of taste and choice by Pan was non-negotiable and she set to work working twice as hard as any other Blademaster to master her weapon of choice better then they could master theirs. In the end it not only payed off but wasn't enough to save the old melee initiative. She found herself being one of the few Blademasters left over from the initiative. Still she proved herself in countless battles, and even as she swiftly became the last Blademaster she still showed unparalleled fury in combat and leadership to her squads. Her axe came to receive a name, 'Firestarter' as she had modded it to spew flames along with her slashes, enjoying the burning of enemies. Her countless successful campaigns and massive headcount earned her a promotion to Matriarch as the Red Rose empire splintered off of the Golden Blade. She led the Dynasty to countless victories, but threw out many of the traditional beliefs of the Golden Blade in favor of replacing it with sheer fury. Over the years Pan's fury has died and her wisdom grew, she now stands as a paragon of the in-between, the balance of being a furious warrior and a good leader. She can show overwhelming fury at moments and stark calmness another, capable of switching on a dime making some believe she may very well be bipolar. Despite this she's known to be unpredictable and truly a force to be reckoned with. Her fascination with fire and its symbolism as all that is Margan has become the widespread almost religious belief of her dynasty. 'We are the flame that cauterizes life' being the common mantra. It first manifested with the axe Firestarter, insisting the flames gave the axe just that extra punch it needed to get her out of the tightest of spots. Since then she has preached the flames as the ultimate design of the Margan, the very avatar of what they are. Upon following the Rach into the warp Matriarch Pan expressed her distaste, she detested chasing at shadows and became more and more eager to face real foes again, not swinging at shadows and ethereal warp beings. In the end when they returned to the universe the Red Rose volunteered to take on the most fronts, assaulting Norsus and the Gronians simultaneously. Some think they may have overextended themselves, but it's not a huge criticism as all they need to do is rotate themselves to the rear and let another Dynasty take up the chalice if things become too much. She was quick to choose Gronians as a target, a very stalwart race capable of holding its own. However it was their attitude that irked her, their stuck-up behavior and lack of humility. Matriarch Pan began the offensive to strike fear into them, to teach the Gronians that though they are ancient and strong, they are not infallible. For all their transgressions such as harboring races and so on it was this attitude that irked her the most. Indeed her meeting with their commanding officer drove this point home. Even now she continues to plan a full scale invasion of Gronian assets, to either seriously wound or crush them. Her relation with Archon Chapel is sort of a strange one. She shows her wise side more to the Archon then anyone else, and the two often debate strategies together. They rarely worry of one another, each confident in the other's talents. However it is obvious they would be quite devastated if anything were to happen to the other. Perhaps it is simply an unspoken camaraderie between two old unorthodox warriors, no one is certain. ====Taiki==== <b>Dynasty:</b> Reaper's Fist <b>Weapon:</b> Syringes "There's something innately terrifying about an individual who can smile and be very pleasant while so many beings are dying slowly around her. . . " -- Archon Chora "I think if there are demons in this universe they would viably be put to shame by the suffering caused by Matriarch Taiki." -- Matriarch Pan "Taiki brings fourth great gifts for all. Side effects may include cancer and inevitable death." -- Archon Kalos Matriarch Taiki started as a very humble Margan. She was a farmer of Margan plants, the only food they ate, long before proper supplements were devised it was necessary to grow huge fields of the plant to feed the Margan's ever booming numbers. Unfortunately as numbers grew the slow growth rate of the plants became a problem and the Margan risked starvation as a result. Taiki took it upon herself to fix the problem. There hadn't really been much in the way of Margan geneticists up till this point however Taiki took up the job swiftly. She spearheaded a movement for genetic scientific pushes in the Margan empire in those vulnerable days and uplifted their research ten fold. Taiki quickly found an obsession in researching life and how it could be tweaked with genetics, as she bio-engineered faster growing plants that produce more leaves and fruit to feed more Margan. In just a few decades the Margan starvation crisis had been averted completely by Taiki's efforts. However the toll it took on Taiki was obvious, Taiki had now become obsessed with genetics and microbiology. She went even further, creating pathogens to weaken enemies and strengthen allies. She tried to go further, but lack of funds became an issue as many of the research material was rather expensive to make, being not many Margan simply produced them. That was, until she was approached by the High Priestess with the opportunity to become a Matriarch. Her efforts literally saving the Margan race had earned her the most prestige in Margan history, literally every kill from her birth on and any that would ever be made again were thanks to her efforts and she was allowed a portion of prestige for each one. Taiki took up the offer, becoming Matriarch of the newly formed Reaper's Fist. From then on, the Reaper's Fist became one of the most infamous and by rights controversial dynasties in the history of the Margan. Taiki delved further into the creating of plagues, pathogens and so on, creating hundreds upon thousands of deadly creations created simply for the battlefield. Their effectiveness was undeniable, quickly killing large swathes of unprepared enemies. Each time a cure was found for one illness the Reaper's Fist would unleash another, creating a massive biohazard to all enemies they faced. They furthered this belief and strengthened it with their tactics. Taiki quickly encouraged a slower approach to combat, to allow pathogens to weaken enemies. Thus a modified type of trench warfare was reinvented by the Reaper's Fist, a slow crawl across battlefields as swathes of enemies fell to illness and plague while troops marched on unheeded. While the Reaper's Fist dove deeper and deeper into becoming the greatest pleague-bearers of the galaxy, many other Dynasties remained appalled. With the creation of the Plaguespreader, the Dynasties suddenly began to fear their sister dynasty. Their methods were terrible even to the normally remorseless Margan, however, the raw effectiveness of it caused it to mostly be brushed under the carpet, Margan have become more and more used to it over the years and much of the old controversy has died. Taiki currently is still obsessed with her plague creations, however despite the grim work many are caught off guard by her personality. This is due to the fact Taiki is fairly talkative and friendly. It's easy to forget Taiki wasn't a soldier, given her intimidating reputation, however by rights she was a farmer and scientist, she was not a soldier. That being said as far as Matriarchs go she's very friendly and outgoing, often helping her people and supporting her Dynasty with rallies, often having social gatherings with other Matriarchs and Archons. Her Dynasty is one of the most productive, making surpluses of food, ores and so on by the refined civil work done by Taiki to improve their economy and production. That being said the most relaxed and happy of the Margan are in fact citizens of the Reaper's Fist. This in stark contrast to the grim and somewhat mad Archon Kalos, who she confides in an adviser and sees almost as a son to her. She sees Kalos as a product of her work, and a testament to the unyielding power of the Reaper's Fist. Though, she wishes he would 'lighten up', and that his attitude does nothing to ease the suspicions of other Dynasties. Still, she trusts in him fully and he in her. None the less the two are as different as night and day and those who have come to know the two are often astounded they get along so well for being so starkly different. As it stands Taiki has taken to warring with the Karahotduom, choosing them as a target due to their very strong and robust bodies. She wants to try various plagues that degrade the muscle and rob the Karahotduom of their strength. Furthermore the war with them had been suggested by Archon Ferivus, who upon learning of their chemical warfare history found it an ironic justice to be turned on by the Reaper's Fist. ====Chilsa==== <b>Dynasty:</b> The Hammer of the Divine <b>Weapon:</b> Various guns "She is my sister, but judge her by her own merits, not mine. For the rain of ordinance she brings to the battlefield is of her design, not mine. " -- High Priestess "Chilsa is destined for great things. I pity those who get in her way." -- Archon Chora "I must say every time I speak with her I find my living quarters more and more uncomfortable upon returning to them." -- Archon Ferivus A horrible rumor going around is that Chilsa came to be Matriarch of the Hammer, a splinter of the Orion dynasty, through her sisterhood with the High Priestess. Anyone who has known her long enough knows that's not the case, all that she has she built on her own. Matriarch Chilsa was a trooper in the military for a long time, after outstanding performance she was boosted up to Heavy Weapon user. Her unparalleled vision and judgement allowed her to be an amazing marksman with the weapon, showing superior ability in suppressing enemy infantry and sniping vehicles depending on the loadout she was given. She'd gone through many battlefields and faced many aliens down with the vastly immobile heavy weapons gun, tearing down swathes of enemies as a result. This was really where the idea for the Hammer of the Divine was born, she became fascinated with the idea of using long range combat as a basis for war. After-all, what did melee matter if you kill your enemies before they can get close? With enough suppressing fire it can absolutely pin enemies and rob them of choices they can viably make against you. To this end she came up with the first ever Margan artillery pieces and indeed perfected the idea. Working with engineers she created powerful artillery pieces capable of punishing enemy defensive and offensive lines without the need to be anywhere near them. The artillery pieces proved absolutely overwhelming to many more defensive based races. She'd also made it a point to make modifications to many of the trooper guns, increasing power output and cutting down cooldown time. This allowed her troops to fire rapidly and punish enemies with a hail of consistent fire. This wild change in tactics caused her to become regarded as the mother of modern ranged combat in the Margan history books. Unfortunately however, this was overshadowed by her sister becoming High Priestess. Chilsa continued on however, soldiering through it all and with a remarkable victory breaking an alien fortress world with her advanced artillery tactics ensured herself a spot as a Matriarch. So she did, splintering from the Orion Dynasty was her own personal dynasty, the Hammer of the Divine. Many whispers then were of her riding the coattails of her sister, and that was why she had become matriarch, disregarding her personal achievements. To this day it makes Chilsa somewhat vain and cynical, it's a shadow that regardless of her efforts she's never been able to escape. Otherwise Chilsa has shown to be a friendly individual, being helpful to her dynasty and warm to Archons and other Matriarchs. She lacks any Archons for the Hammer dynasty yet, being too young of a dynasty, though it is about time they receive one and candidates are being looked at. In the meintime they must borrow Archons from the Holy dynasty to oversee major offenses, much to Chilsa's dismay this often ends up being Archon Ferivus. No Matriarch hates Ferivus quite like Chilsa, who by rights cannot understand why her sister keeps him around. She often issues death threats to the man, and while he tens to humor her they both know that the threats are hollow. He still does his job well and it's obvious she would enrage her sister if anything ever -did- happen to Ferivus. The man was insufferable, but that wasn't punishable by death like it or not. Chilsa herself is looking into a full scale invasion of Sauran territory, the big proving ground for her. However, before she can she wants an Archon at her disposal, a Hammer Archon. ===Archons=== Archons are warriors of various jobs who have been promoted to one of the highest seats in Margan society. Each one has to survive years of hardened service and become heroes in their own rights before taking on a very potentially fatal operation to tweak their minds into supporting psychic powers. As a result each Archon commands a type of psychic ability, while powerful they're only restricted to that one school. So an Archon who uses Telekinesis is only capable of Telekinesis and not mind subjugation or other psychic driven abilities. Despite this these abilities added onto their extreme bionic enhancements and combat experience makes them fierce on the battlefield and capable of single handedly twisting the flow of battles. Many Archons also act as an advisory role to Matriarchs and heads of major invasions. ====Archon Ferivus==== [[File:Archon Ferivus.JPG|300px|thumb|right|A self-taken picture of Archon Ferivus during the initial Sauran assault.]] <b>Psychic Ability:</b> Telekinesis <b>Weapon:</b> Spear "Ugh. . . I'm fairly certain his existence is a sign the universe has no love for me." -- Archon Chapel "I know of only one Margan who turns a reasonable battlefield into a chaotic theatrical display of his own ego." -- Matriarch Chilsa "I'm sorry, I couldn't hear any of you over my divine display of destruction!" -- Archon Ferivus to a troop of enemies Archon Ferivus is the personal archon of the High Priestess and one of the highest ranking Archons within the holy empire. He acts as the right hand of the High Priestess often going places where she can not to do her will as she remains within the confines of the holy dynasty. Despite his amazing prestige most of the higher ups are usually terminally annoyed by the man. He's known for treating war and death like his own personal theatrical play. Each death being a grand drama while each explosion is a spectacular show of grandeur. He's been known to draw the most enjoyment of war of any Margan in existence and as such is found exasperating by most Margan. The only one he doesn't seem to bother is the High Priestess herself. This has earned him the nickname "Jester", as some think only the High Priestess is amused by his backwards sense of humor. Others say he's shown to suddenly be deadly serious around the High Priestess but all of this is merely hearsay. Due to this flamboyant mannerism Archon Ferivus is known for making less then wise decisions in combat in order to sate his desire for theatrics. He will purposely enrage, toy with and goad enemies to make the most emotionally straining situation possible on enemies and their troops, all the while enjoying every moment of it. He's even resorted to almost cartoonish feats of 'evil' such as kidnapping loved ones to drive a commander into emotionally fueled assaults. 'Tending to the fields of drama', as he calls it. His psychic strength is Telekinesis, allowing him to move objects with merely a thought. He's shown to be remarkably powerful with the ability, tossing tanks around like mere toys and even bringing down small cruisers. Often the power is used for less tactical persuasions and on a whim often used to cause random and sudden explosions by damaging fuel lines or detonating grenades. The Archon often does this with no provocation whatsoever even when simply passing through an area, causing many Margan to duck and cover when Ferivus is around. Again he describes this as, "The light show of the beautiful play of war". Archon Ferivus is also known for being very creative with the ways he torments his enemies. Often he comes up with unique ideas which he suggests to other Archons to torment other races usually capitalizing on their weaknesses as a species. As of currently he has many 'plans' for the Sauran which he met during the Hammer's initial assault on a Sauran fringe world. His favored weapon is a spear with mechanically enhanced "Wings' similar to the bionic ones that are on the High Priestess bloodline. The feathers are known to have very small thrusters built into the feathers, causing them to 'glow' blue when thrown and propel the spear at remarkable speeds. This can be further enhanced with his telekinesis to allow the spear to punch through even thick tank armor. His ties to the High Priestess are not known, however he is known to be a favored by the high Priestess. He recovered the fastest of any Margan from his surgery and mastered his new found psychic strengths just as quickly. By some he is considered a prodigy, even if he is the most annoying of any Archon. The High Priestess none the less is known to have a very close relation with the archon, confiding in him above all others and treating him as her personal adviser. Some say there's a maligned intelligence behind his flamboyant exterior but this has yet to be seen. ====Archon Ki-Migral==== [[File:Archon Ki-Migral.JPG|300px|thumb|right|Archon Ki-Migral enjoying herself on a fringe world during a recon mission.]] <b>Psychic Ability:</b> Hypersensitivity <b>Weapon:</b> Butterfly sword "Ah, the lotus of the Golden Blade, like a delicate flower that can tear your head off." -- Archon Chapel "When you meet her you can't help but wonder how something so frail and soft spoken became an Archon. Then you see her fight and you get your answer." -- Archon Chora "Fear the shy ones." -- Archon Ferivus Archon Ki-Migral is known to be the least ambitious of any Archon. She's very soft spoken and submissive, never raising her voice and often spending her time in meditation. She's a close companion to her Matriarch Li-Hosan who respects Ki-Migral as one of the most competent Archons. Ki-Migral, while soft spoken, is known for being wildly successful in her campaigns. Her raw ability and tactical mind combine into a rather fierce force for foes to deal with. She's known to come out of nowhere with utterly brilliant tactics and achieve amazing feats in combat. In large part this is due to her psychic power, 'hypersensitivity' where her psychic abilities manifest as being able to increase the capabilities of her own mind on whim. Allowing her to control bodily functions on a manual control while also slowing her perception of time. This allows her to make complex decisions and notice minute details in even the most stressful of situations. This compliments her combat style of using a jet-pack, allowing her to do mid-air split decisions giving her remarkable air control even at the incredible speeds she moves at. She's been likened to a blur, simply moving through enemy lines and dropping enemies in an instant. Ki-Migral, despite her impressive record is the most mysterious of the Archons however. She rarely socializes with the other Archons, often being a result of her shyness and quiet demeanor which is very unusual for Margan. How she became an Archon is an absolute mystery, some say she was one of the first blades, possibly even the first melee blade. No one has any proof however aside from her sheer talent with blades so it's a debated topic. She was tutored by Li-Hosan and taught much of her combat prowess from the matriarch who she has a sisterly bond with. Often only really warming up to the Matriarch and only being social with her. When faced with enemies Ki-Migral is usually very quiet and even then soft-spoken. However many of her troops find her silence morale boosting, she never shows worry or fear, just a very quiet sense of duty that many of her troops attempt to emulate when on the battlefield. Some describe fighting Ki-Migral as a bit unsettling, as it's impossible to read how worried, frustrated, happy or confident she is. Archon Ferivus in particular is very vocal about how she, "Must show her rage! Her emotions! Such silence is not at all entertaining!" Ki-Migral and Ferivus as a result often do not interact much as Ferivus has largely given up on trying to get any form of reaction from Ki-Migral with his antics. ====Archon Chora==== [[File:Archon Chora.JPG|300px|thumb|right|Archon during the first meeting with the Asanian Commander within a ruined Diabloian city.]] <b>Psychic Ability:</b> Mental Suggestion and "Psychic Bitch Slap" <b>Weapons:</b> Lightening Katar and Crystal Dagger "Ah Chora, I don't think any Archon quite inspires hope for the future like her." -- Matriarch Taiki "Many Archons are warriors who happen to lead the Margan as a result. Chora is an exception, an Archon who leads and is a warrior as a result." -- Matriarch Hilda "I. . . How did you do that?" -- Archon Ferivus after the 'Psychic Bitch Slap' incident Archon Chora came into power after a magnificent tour of duty as a blademaster. Her crowning moment is being caught off guard by a Rach Stealth Ops, and even with the electric blade in her back turning around, breaking his spine and crushing his skull against a wall. She still holds the electric katar as her primary weapon of choice, seeing it as an irony and insult against the Rach. Her sheer defiance against death was only one asset, that which really made the Matriarch choose Chora as an Archon was her resourcefulness. Chora was unafraid to deal with aliens or use extreme measures for victory's sake, actually having had worked closely with the Zaretians for some time. She was exactly the kind of Archon the Matriarch needed and she signed up the Blademaster for proving immediately. Chora passed with flying colors and went through the operation, choosing Mental Suggestion as her psychic power of choice. The power allows her to make subtle suggestions to the mind of many beings in a wide area, demoralizing foes with whispers of defeat in their heads or splitting headaches, or driving allies into a massive morale boost by whispering promises of victory into their minds and easing their pain and worries. By rights Archon Chora is a walking banner of hope for all she fights alongside and a totem of despair to her enemies. She carries herself as such, acting with paramount leadership and bravery refusing to show any signs of weakness in front of her troops or allies. Still, her mental stability is often in question, there was a small complication in the surgery to her mind that caused her to 'Hear the thunder in her head'. She's since said she can hear the constant beat of thunder in her mind, sometimes giving her crippling headaches and making her obsessed with electricity, the staple of the Orion Dynasty. The disability is a blessing and a curse, causing crippling migranes at times but at other times giving her a 'beat' to go off of in combat which paces her and causes her to be deadly. She describes it as the blessings of the thunder, but most think it's simply an euphoria she gets from 'believing' its a blessing, in a way boasting her own morale. She's also the only Archon to have mastered a psychic ability outside of her chosen area of expertise, knowing a very small amount of Telekinesis in the form of the "Psychic Bitch Slap", manifesting a psychic hand which backhands someone from most any distance. As of thus far she has only used it on Archon Ferivus when angered by his antics. Chora has a very student-teacher relation with her Matriarch. She sees the Matriarch as a remarkable well of wisdom and a true revolutionary she can learn much from and often attempts to emulate. There are few things in the world Chora loves more then knowing her leadership and influence has helped spread her Matriarch's wisdom. ====Archon Chapel==== [[File:Archon Chapel.JPG|300px|thumb|right|Archon Chapel catching two Rach about to ambush his squad during the Norsus conflict upon a city rooftop.]] <b>Psychic Ability:</b> Mind Dominance <b>Weapon:</b> Dual Daggers "Archon Chapel is unnerving beyond words. I've met many Archons but. . . There's just something wrong about him." -- Rach Ops Lead Kertak "I wish I could say what Archon Chapel feels at any given time. He's cold and calculated about his every move, it always seems like he has a plan even when you know he doesn't." -- Archon Chora "Oh goody the stick in the mud again. . ." -- Archon Ferivus Archon Chapel was another of the old failed Melee initiative however unlike Pan he never became a Blademaster. Instead he remained a melee trooper up until the initiative's dismantling. He continued to serve as a Melee trooper however without the massive weapon or armor of the Blademaster he was wildly vulnerable compared to other troops. Chapel was a quick learner, and resorted to guerrilla warfare often. Favoring urban or jungle environments he would hide and ambush enemies, slitting throats and leaving corpses strung up to intimidate and demoralize the rest of enemy troops. He became a legend, 'The Margan Beast' or 'Margan's Horror', quickly earning prestige through the sheer fear he inflicted on his enemies. While he never had a high kill count, he always killed where it counted. Unfortunately by the time he was ready for upgrade to blademaster the initiative had long been scrapped and he found himself the only melee blade remaining. He continued his work but it only got harder and harder for him as his body wore down. Eventually however, his sheer determination and defiance in the face of overwhelming odds earned him the right to become an Archon just as the Red Rose formed by splintering off the Golden Blade. Knowing this was his only chance at further service he agreed, and became an Archon choosing the power of Mind Dominance. This psychic ability was driven from the mind games he played with his foes while committing to Guerrilla warfare, the psychic ability allows him to cloud the minds of enemies and cause hallucinations. It was considered a very unassuming ability and was a poor choice for many Archons at the time until Chapel got his hands on it. From there he turned it into a terror weapon, causing entire battalions to turn on themselves and pitting brother against brother, leaving the Margan to only clean up the rest. He'd never forgotten his guerrilla roots, and often is unafraid to take the most brutal and horrific path to victory if need be. Archon Chapel has a reputation for being unsettling, even among his fellow Margan. He's a reminder of the grimness of war and how it can turn someone into a real monster even among their own. He often is a very blunt and serious person, being brutally honest with other Archons and often not holding back when criticizing them. This has caused a rather twisted relation between himself and Archon Ferivus, Ferivus often enjoying annoying Chapel while Chapel takes joy in ruining Ferivus's antics with his blunt honesty. There's no doubt they respect and are ultimately allies, but they have a very begrudging friendship stemmed in rivalry. His choice to serve on Norsus was to relive the days of guerrilla warfare once more. Upon a planet of chaos and sprawling urban environments, wreaking horror on enemies and leading his men to victory against impossible odds. In this respect he loves the Norsus conflict, and intends to enjoy himself before being pulled back to become involved in the inevitable Gronian conflict. Archon Chapel by rights respects the Gronian's rather serious and regal attitudes but can easily see why Matriarch Pan wishes to crush that. He has taken notice of Lady Calpria upon Norsus, and has been thinking of ways to ruin her and her troops morale on the side of his more immediate duties such as helping the IAE offensive. His relation with Pan is a strange one at best, the two are often very serious with one another and exchange information in mild tones. Pan tends to be a bit more formal but Archon Chapel isn't normally bothered by this, they have a warrior's camaraderie and respect between each other and as a result seem to work well together despite differences. ====Archon Kalos==== [[File:Archon Kalos.JPG|300px|thumb|right|Last vision of a Karahotduom scout of Archon Kalos]] <b>Psychic Power:</b> Fear <b>Weapon:</b> Scythe "Hardship kills some people, it makes others stronger. To Kalos? It did both. . ." -- Matriarch Taiki "I fully believe Kalos is immortal, no living being can be through what he has and keep going." -- Archon Chora "Kalos, I admit you have bested me. You really are the superior cliche." -- Archon Ferivus Kalos was a fairly average Margan to start, he was an engineer in the military and worked on the various landing craft to set up factory and invasion ships upon landing. He was fairly proud of his work and made it a point to work hard on anything he was provided with to support the soldiers doing the fighting. However, during one invasion a surprise counter-attack by a particularly sadistic race hit the camp, ravaging the soldiers. Their lines having failed, Kalos found himself caught by these aliens, and tortured. The race in question were truly sadistic in nature, enjoying the pain of other races and mastering the art of torture. Kalos was subjected to a serum that greatly amplified his senses, including touch. They then began making incisions on his body. Piece by piece, small cuts each of which felt a horrible pain he'd never been aware of. His body being slowly dismantled and torn apart as they got bolder with larger and larger chunks, taking parts of him away, shocking him, injecting him with poisons. More then once he'd blacked out only to be forced awake again for it to continue. It wasn't until much later when a support team had arrived and wiped out the aliens, saving him. Piecing him back together was a difficult task, they had been cut off from the fleets and on a hostile planet he found himself in a hopeless situation. He was an engineer, in a foreign land, only a small band of Margan with him as what bionics they could find in the wreckage of their invasion fleets were used to reconstruct him as best they could. He could at least walk, but he looked like the living dead. Skeletal bionics showing in places, flesh dangling off, he was a mess, and that serum still made him feel uncontrollable pain. He felt fear, that he would be like this forever, that he wouldn't survive, that he would return to that torture. However, as with all Margan, this fear led to determination, and it made him angry. He picked up a gun and a blade, and pushed on with the squad. Over the coming weeks the squad was picked apart by alien elements, members being dragged off while camping at night. Kalos's fear grew, and his hate grew. He continued pressing on, hatred washing over him as he hoped for a miracle. Unfortunately, the worst came first. The Reaper's fist found the planet too dangerous to land on immediately, so they carpet bombed the planet with various plagues and pathogens first to weaken the elements. Kalos was caught in the bombardment, and became horribly ill. His muscles atrophied and his breathe became raspy with flem and puss filling his lungs. To solve this, he grabbed a re-breather and more bionics, and pressed on. The tormenters became the tormented in the coming days, deathly ill the aliens began to weaken from the illnesses, while Kalos was driven on by his bionics and adrenaline. He began hunting down the aliens, marching clear into cities and killing them in their homes, in their fields, in their beds. He quickly became a boogeyman, a revenant meant to punish the species. His eyes foggy and glassed over, rotting flesh hanging from loose bionics, he really did look like the walking dead. When all was said and done, the race eventually died off from the plagues, and Kalos found himself alone. When the Reaper's Fist finally landed to clean up and begin mining out the planet, they were shocked to see Kalos shambling towards them. He was rushed to a medical center, and thanks to synthetic skins and an outrageous amount of bionics had been fixed up. However the damage had obviously been done, his nerves were beyond frayed and his remaining flesh sickly. Many were convinced any living being pushed to such a point should be by rights dead, he was simply a peace of meat that somehow kept on living. Kalos did what any sensible Margan would do after his recovery, he returned to the battlefield. Helping in further conflicts, Kalos had been hardened by his time against the sadistic aliens, he was unafraid of anything, and often marched into enemy lines with his gun cruely cutting down all that stood against him. Grevious wounds didn't phase him, he felt no pain, no fear, no remorse. After becoming the boogeyman for at least a dozen other races he was approached with the offer to become an Archon by Matriarch Taiki. With no hesitation he accepted, he did not just believe he -knew- he would survive the operation. After having had survived so much, how could he not? Sure enough with no issue whatsoever he did survive, with his new psychic power, fear. This Psychic ability effects the innate primal fears in those around him, terrorizing creatures by simply flicking on their fear responses. Being near him was already an unsettling affair but this psychic ability pushed it over the edge. Since then he's taken up a scythe as his weapon of choice and has a reputation as the 'Dead man', or 'The Immortal'. He often belittles other species for not being able to stomach the plagues and tortures he had too, calling them weak or frail. He's known for simply marching into battles, chunks of his body being blown off as he just walks clear through enemy fire into their lines and cleaves them down. What's worse, being near him is dangerous for most other species due to the various infectious viruses he carries in his very flesh. Simply being near enemy lines can infect them, making him a walking plague carrier. Many other Archons are sympathetic towards him, they know he is the way he is because of what he's been through. They know he was not a soldier, he did not ask for this, he was an engineer, a man who wanted to live one of the safer jobs. Lifting up when an invasion failed, usually being safe. Yet he had no such quiet life available to him now, it was robbed from him and he can never go back. Matriarch Taiki herself feels responsible, given the carpet bombing of the planet that happened. Though the Archon insists that it was the carpet bombing that saved him, and insists the Matriarch not blame herself. As such the Archon is zealously loyal to Taiki, seeing her as a motherly figure and a savior. She is in large part what he wants to be, a citizen, a person of the people, living a normal happier life. Something he can never truly have again. He understands that now he is an Archon, a death dealer, and the hope of many soldiers rest on him. He is a massive morale booster among the Margan, showing the sheer unstoppable determination all Margan hold within as he marches fearlessly into enemy fire. Personality wise, his hardships have made him very grim. He finds it hard to look on the bright side of things and usually speaks in a very subdued tone. He often can't 'lighten up', and ends up having very grim insights on what are supposed to be more lighthearted situations. Ferivus has coined him the nickname 'Mood killer'. However none really doubt the terror he brings to the battlefield, and his raw effectiveness. ===Other=== Archons and Matriarchs are the most important of Margan society but they are certainly not the only Margan of real importance. Various Generals, Soldiers, and Civilians who are either promising or integral figures in Margan society. ====General Marlika Farshot==== <b>Status:</b> General <b>Weapon:</b> Rail Gun <b>Affiliation:</b> Hammer Dynasty "Marlika has great potential, potential that should not go to waste. It is why I am so hesitant on my decision. . ." -- Matriarch Chilsa "I'd shake hands but you seem to be missing one." -- Archon Ferivus "Often determination is a good sign of a strong individual." -- High Priestess Marlika was a regular trooper, but rose through the ranks to a general swiftly enough thanks to good decision making and planning. She has not undergone the enhancements to become a Heavy Weapons user however, thanks to a certain disability. During her term of service in the warp a special ops Rach cut off her right arm. She had it replaced with a rail gun she can aim with deadly accuracy. To become a Heavy Weapons user would mean trading in the gun for bionics, something she doesn't feel comfortable doing. None the less she proves a magnificent leader figure and has led many very successful campaigns. Personality wise Marlika is fairly serious, often taking her job and duty quite seriously. Her family had been shamed in the past by Rach raiders stealing their goods, Marlika as a result finds herself working hard within the military to rebuild the prestige of her family while still doing the same for herself. The sheer determination and defiance of the general has caught the eye of her Matriarch, and she has been praised by her directly a couple of times. She also led a successful campaign attacking a Sauran outpost colony in order to gain footage of a Margan attack for a broadcast. The success of the attack and information gathered on the Sauran has almost ensured there will be further action against the Sauran in the very near future and that Marlika will be involved. The Matriarch, obviously, is seriously considering approaching her with the offer of becoming an Archon prior to such a war however. Though she is apprehensive, as Marlika has turned down the offer to be a Heavy Weapons Margan. Still, the time is drawing closer, and the fate of Marlika will be decided. ====Commander Hisila==== <b>Status:</b> Commander <b>Weapon:</b> Crystal Blade <b>Affiliation:</b> Red Rose Dynasty "Come, Hisila, we must burn this world together." -- Archon Chapel "I don't underestimate you Hisila, but I wonder if you really are being honest about your chances on Norsus?" -- Rach Commander Nero "Hisila, prove yourself not to me, but to the universe." -- Matriarch Pan Commander Hisila is the head commander of the Red Rose's efforts on Norsus. She is a recently appointed Blademaster of the Red Rose empire. She served well within the warp, facing the aliens of the warp with no fear, even when faced with energy beings she kept a cool head and fought bravely. She's a very good commander by rights and has led her squad to victory many times. Pan, wanting to truly test the resolve of Hisila, chose her to head the assault on Norsus. Victory was never the objective, the objective was simply to do as much damage as possible and make the Rach as miserable as they can. All Margan know after the Norsus conflict the Margan will not be engaging the Rach again for some time as they will be actively avoiding one another, both races sick of one another by rights. As Hisila puts it, 'The Rach are too slippery to catch, and the Rach couldn't hope to harm us. So this last offensive is our last insult to them before we move on to better things in the universe, we go our separate ways form here and wish to be affiliated with them no longer.'. Due to this understanding she was more then happy to head the attack herself. Currently though she finds the weight of stress bearing on her. She must work with unfamiliar allies against a foe that vastly outnumbers her while unaffiliated horrors also assail them. She is determined, but the weariness of her voice shows, something Archon Chapel has been watching closely. Her potential as a Commander, possibly to be promoted to General and given much more important tasks, means that Archon Chapel is tasked with protecting her. Her well-being is in his hands, and he must act as her confidant for the remainder of the campaign despite his personal desires to enjoy himself on Norsus. Currently she is heading a joint operation between the IAE, Zaretians and herself to try and turn the tide of the Norsus Conflict. However she admits they may need more help, as they are hopelessly outnumbered. ====Melee blade Vissha==== <b>Status:</b> Melee Blade <b>Weapon:</b> Double Crystal Daggers <b>Affiliation:</b> Red Rose Dynasty "Such fury. . . Such untamed defiance." -- Vissha's tutor "To those who go to the end of oblivion and back, great things can await within the aftermath." -- Archon Chapel "Fun" -- Archon Ferivus Vissha as of currently is a relatively unassuming Melee blade, one of the newest batch within the Red Rose empire who are still new to the melee initiative in its new reinstated format. Vissha with her fellow blades landed upon Norsus, unlike the others she had little experience however. She finds herself now upon a very hostile planet, having to quickly learn what usually takes other Margan centuries of battle before she is swept away in the waves of war. Currently she is isolated from her command, working with Zaretians to regroup with the other Margan in the aftermath of a Virisus ambush. She's usually a brave individual, though with issues of self-doubt. She's known for having a remarkably defiant attitude in the face of opposition even by Margan standards. Currently however she is very demoralized by the death of her close friend Hizka, who perished to a Rach Sniper in the early landing on Norsus. With no chance to give her friend a proper burial it plagues Vissha's mind as she continues on through the streets of Norsus. Where her destiny will lead and what her future holds are unkown, but as of now, it looks very bleak indeed. ====Matriarch Jisa==== <b>Status:</b> Deceased <b>Weapons:</b> Palm mounted laser blasters <b>Affiliation:</b> Seraphim Dynasty "She was a fool, a poor fool who wandered too far from the path." -- Archon Chapel "White bloodstained red forever." -- Archon Ferivus "Sometimes we must all set an example, even if it pains us greatly to do so. . ." -- High Priestess Matriarch Jisa was one of the older matriarchs alongside the High Priestess and Li-Hosan. She led the Seraphim Dynasty ages ago, a Dynasty who's color of choice was white and who's pride was unmatched. They saw themselves as truly divine, the closest to the High Priestess and the way of the Margan. Jisa herself had quite a bit of an ego and much like Ferivus does now she often broke into theatrics and romanticized about the greatness they were destined for. Unlike Ferivus though she tried not to annoy people with the theatrics and kept it purely to entertaining herself and others if it piqued their fancy. The High Priestess herself was quite fond of it actually and found herself often visiting Jisa to hear the grand tales of the inevitable future of the Margan and the greatness they'd achieve. Her fellow Margan obviously mimicked this, fighting with zealous fury and holding the teachings of the Margan close to their hearts. They were eager to do the work of the Margan and vast swathes of space burned under the Seraphim Dynasty's outstretched wings. Matriarch Jisa saw each one as an inevitable step closer to destiny manifest for the Margan, she could not have seen the darkness looming over her future, however. It all started when coming across a firmly defeated lesser civilization. Due to the theatrics, light shows and hefty speeches of the Seraphim Dynasty commanders the species began to worship the Dynasty, fearing them as gods willing to bring their wrath down upon them. Intrigued, the Matriarch postponed the demise of the species and instead tried to manipulate them into wiping out a neighboring species. They did this, without question. Marveling at the possibilities, the matriarch agreed to a truce with the race so long as they continued to do the bidding of the Dynasty. They acted as servants, moving to the whim and fancy of the Seraphim Dynasty. As they marched on across the galaxy they found more races with similar responses, and took them in as well, soon building an entire religion under themselves. The aliens were so useful in fact that they had been allowed to live in the grant civilian ships as slaves and servants to the Margan. Matriarch Jisa intended to turn on their unlikely cultists when their work was done, but for now simply lavished in her good fortune. As with all things, this was not destined to last. The other Dynasties found out, and were outraged. They pointed out how far harboring other species was against their teachings, the Seraphim Dynasty unable to admit its folly argued that they were only temporary alliances, and that they were completely loyal and subjugated. Things only got more and more tense, it was finally Li-Hosan who suggested ending the Seraphim Dynasty before they went rogue, and so it came to pass. Matriarch Jisa could only watch as her loved ones suddenly, and painfully turned on her. Her work was destroyed, ships overwhelmed by the combined efforts of the other dynasties, people slaughtered for their heresy, and her empire dismantled. Eventually, Li-Hosan, Hilda, and the High Priestess herself faced down Matriarch Jisa. The High Priestess offered her one last chance to surrender, but Jisa only provided a small smile. The recorded final words were this, "I am too far gone, we both know this. I am sorry, truly, horribly sorry. I am damned, and this is my fault. I cannot be redeemed, I cannot be forgiven, far too much blood is on my hands. . . But do not give up on the dream, please." Shortly afterwards she impaled herself on Li-Hosan's blade, and died. The High Priestess and other Margan soon afterwards chased the Rach into the warp, leaving the broken scraps of the once grand dynasty behind. The High Priestess has been quiet about the issue ever since, refusing to comment on the matter. Some say she feels guilt, or remorse, for what she had to do. All know it was something that had to be done, the Margan way had to be preserved. ====General Turos==== <b>Status:</b> General and Veteran Heavy Gunner <b>Weapons:</b> Wrist mounted Flamethrower and wrist mounted incendiary small napalm rocket launcher. <b>Affiliation:</b> Red Rose Dynasty "Turos makes up for his rash attitude with his history." -- Matriarch Pan "Turos wins some, and he looses some, but he never looses sight of the big picture." -- Archon Chapel "Insufferable. . . He has all the ego of Ferivus but all the flamboyance replaced with brazen recklessness. While still retaining the record to justify it. . ." -- Commander Hisilia General Turos was promoted a long time ago from a common Heavy Gunner to General by the Matriarch herself. Turos is an impulsive and otherwise reckless commander, however he has the luck, skill and talent to back up these tactics. He has his victories and his losses, but he tends to focus on the bigger picture and despite whatever failures he meets he usually finds some sort of victory in his overall goals and campaigns. He was once a Heavy Gunner and squad leader, he was renown for his colossal ego, yet his remarkable record to back it up. He's pulled off many brazen and impulsive actions that have turned the direction of entire wars which would otherwise seem impossible. He's a great fan of last stands, striking deep into enemy territory outnumbered, and of course unpredictable rushes. He's a Margan success story in other respects as his family had very little prestige and in fact had lost quite a bit over generations by being general cheats and con artists. Yet Turos proved to be a very hard and determined worker and soldier, and rose up the ranks through sheer determination and hard work. Many point to General Turos as the prime example of how Margan society supports anyone from any walk of life being capable of becoming something great. Currently, General Turos is working on the Red Rose front facing the Gronians, TmC and Nepharians. ==Opinions of other Races== The Margan have since met many races upon their return to the universe. Their opinions on what they've discovered of each race varies greatly. ===Peacekeepers=== <b>Rach</b> "I've heard many say they are our most ancient and hated enemy. I tend to correct them, they're our most ancient and hated pest." -- Archon Chapel "They are not to be underestimated, from the shadows they torment their opponents. However they are not to be taken as a true threat either, when light is shone on their shadows they are nothing but cowards." -- High Priestess The Margan have had a long war with the Rach since the very beginning of the great war. They went so far as to chase the Rach into the warp upon their escape to attempt to finish the race, their hatred for the Rach was that strong. They are ashamed at their failure and honestly are disgusted with the Rach, wanting little to do with the thieves anymore. They have the policy, 'We will get back to the Rach once we've burned all of their hiding spots, otherwise they're a waste of time.' <b>Diabloians</b> "Beautiful, the visage of a demon and the heart of a warrior. So brave even when they're burning." -- Archon Ferivus "I've never met a being so stubborn about the simple act of dying." -- Archon Chora "I think I pissed it off!" -- Melee soldiers last words to a frenzying Diabloian The Margan respect Diabloians as worthy foes, often wishing it was the Diabloians that they had been pinned as the ultimate rivals of, not the Rach. They see Diabloians as more worth of the title as 'Head of the Peacekeepers' then the Rach. They do see the Diabloian way of socializing with other races as a sign of weakness just like for any other race. Still, the sheer defiance of the Diabloians they find an endearing trait. <b>Luminarians</b> "Do not let their size fool you, they make up for it in vigor and intelligence. They honestly remind me much of ourselves. . ." -- Archon Chapel "Their constructions are grand, and their battle fervor intense. They really are worthy of the title peacekeeper." -- Matriarch Pan ". . .I'm going to punt you so hard!" -- Margan Trooper taunting a Lumninarian. The Luminarians are a more recent discovery to the Margan. They've been in heated conflict with them in Norsus where they were caught unaware by the sheer ferocity and technological prowess of the Luminarians. Much like the Diabloians the Margan have a begrudging respect for the Luminarians as they understand being a smaller race who must do great things to compensate for weaknesses. However their swiftness to come to the Rach's aid and the innate similarities in coloration between the Luminarians and Rach irk the Margan greatly. As it stands the Margan find their grand battlestation constructions awe-inspiring but ultimately a waste of resources in terms of strategy. <b>Aeveria Confederation</b> "If we are the angels of the universe, then Aeveria are without a doubt the devils." -- Matriarch Pan "We have been gone too long. . . To let such a thing flourish was foolish of us. It must be dealt with." -- High Priestess "A faction where multiple races work together within a faction where multiple races work together. . . Please tell me this is a bad joke, as I am not amused." -- Archon Chapel The Red Rose's meeting with Aeveria upon the Norsus conflict shook the Margan community some. The concept of there being other factions where races have banded together was alarming to them. It meant that this may be becoming a common trend within the galaxy, a terrifying ideal for the Margan. The Margan have a spiteful hatred for Aeveria because of this and have shown more extreme cruelty to the Aeveria Confederacy on Norsus then to other races. Already Margan are planning brutal plans to try and crush or divide Aeveria if at all possible. <b>Karahotduom</b> "Such a friendly race this one. . . I do enjoy making their smiles vanish upon drowning them in bile." -- Archon Kalos "I sometimes wonder if they take the war seriously. Then I see what they've done to our soldiers, and I don't question it anymore." -- Blademaster. "They're like bears with guns. . . The universe is truly out to get us." -- Margan Melee trooper Meetings with the Karahotduom have been violent as predicted with the Margan. They've taken particular delight in crushing their joint assaults with the Rach and testing the strength of the Karahotduom. The Reaper's Fist made it a point to assault their territory upon arrival in the galaxy, finding them the perfect subjects for testing their new plagues and viruses on upon being a biologically 'average' species. The Margan have quickly learned to respect Karahotduom strength, even if they find them 'funny looking'. <b>Necraal</b> "Unintelligent creatures, had they been smart they wouldn't have joined the peacekeepers." -- High Priestess "They're an almost zealous race. Yet unfocused on us, I feel as though they have another vendetta that plagues them. Perhaps its best we leave them too that." -- Matriarch Pan "Al Dar" -- Archon Chapel upon immolating a wounded Necraal soldier on Norsus The Necraal are an enigma to the Margan. They've seen but remnants of the Necraal's battles with other species no Norsus and have overall been unable to engage directly with them on many fronts. However warlord records on them are pretty informative and only though that have the Margan been able to really form an opinion. They find them cowards and fools for switching sides, and are curious of their ties to the Virisus. <b>Delani Republic</b> "Ah, a race that truly bears the scars of its past. I will be glad to relieve them of that pain." -- High Priestess "Perhaps if we leave them alone long enough they'll destroy themselves." -- Archon Chora "No one calls our allies sh*theads." -- Matriarch Hilda Again through Warlord Records the Margan have learned quite a bit of the Delani but have yet to really engage them other then a few orbital skirmishes. They're had pressed to form a real opinion of the peacekeepers but all in all they seem to be aware of the Delani history and want to abuse it somehow. That being said the Margan, should they engage Delani, will be quick to taunt them about their revolution. ===Warlords=== <b>Zaretians</b> "Ah, it is good to see our old allies still on the battlefield." -- Matriarch Hilda "Strong of number, strong of body, strong of will. For as much as the Zaretians have gone through I dare say I see the least weaknesses of them." -- Archon Chora "Explain to me. . . Again; what, exactly, placing your Genetalia within the mouth of an unconcious foe achieves?" -- Melee trooper Vissha The Margan are still loyal allies to the Zaretians, being the first true alliance they struck up. They easily see eye to eye with the Zaretians and their more chaotic ways, and find it easy to work with them. Obviously the Zaretian opinion of the Margan has become less then favorable due to their disappearance, however the Margan have shown humility towards this and are eager to make up for their mistakes. Starting with not only proving themselves on Norsus but evacuating the surviving Zaretians from the planet if at all possible. The Margan have been eager to reinforce Zaretian lines and get back to where they left off. <b>IAE</B> "If Aeveria is the devil then IAE is Baphomet." -- Matriarch Pan "How did such a faction manage to get into the Warlords? If they were not so overwhelmingly strong I'd have half a mind to--" -- Archon Chapel "I'm going to support you, but I want it to be known I really, really hate everything you stand for. Just wanted you to realize, if you die here, the only one keeping you company is someone who really, really hates you." -- Margan Trooper to IAE infantry Margan have no love of the IAE. They find the IAE approach to incorporating other races appalling and if not for their strength and the need to work with them they would quickly turn on them. As it stands though, it is more beneficial to work with the IAE and have them help crush the peacekeepers then attack them. Especially on Norsus where things are already tense, it was the Margan who called for a joint effort between themselves and the IAE. Still, the Margan opinion of the IAE is no secret even if they have a begrudging respect for the race. <b>Asanians</b> "Feed them well, they've earned the right to feast." -- High Priestess "So much like us, terrifying in a way. . . A relief in another. I had thought we'd never find other races with our mindset." -- Archon Chora "Archon Chora perfected a psychic bitch slap today when I suggested we try to give them caffeine. . ." -- Archon Ferivus First contact with the Asanians was violent, the Margan had tried to assist the Asanians in an assault only to be turned on quickly. Putting down the Asanians quickly, they encountered them again on a Diabloian planet they had been invading. At that time, the Asanians had approached the Margan with a proposal of alliance, if a bit awkwardly. Intrigued by the ferocity of the Asanians and their like goals the Margan accepted. Joint efforts against the Diabloians have been sparked and the Margan have found them easy allies. Eventually they will need to turn on one another, but that is not within the foreseeable future. So for now, the Margan simply enjoy having allies they can talk true genocide too on an equal level, even if they are rather energetic. <b>Virisus</b> "So they seek to destroy us? Perhaps they are wiser then most races we've encountered after-all." -- High Priestess "Such terrible beings, I feel this is the one time I don't blame the Rach for being afraid and hiding. Figures this is the one time they wont hide." -- Archon Chapel "So they seek to summon a diety? Excellent, lets let them do it. I look forwards to seeing their expressions when we kill it." -- Matriarch Pan The meeting of Virisus and Margan was very violent, first meeting upon the surface of Norsus and engaging in brutal conflict. From one psychopathic murderer to another the fighting was bloody and brutal. For that they have a respect for the Virisus, however their worship of another being is something of a weakness in the Margan's eyes. 'We've killed gods before, they rarely stop us.' often being the motto of the Margan, or the famous 'Many races have had gods in the past. None have really done much when their followers were burning.' To this end the Margan show as much furious defiance in the face of the Virisus as they do to any other race, however many harbor a delight in the prospect of crushing the cult-like beliefs of the Virisus. Though the High Priestess herself feels that the Virisus should be working with the Margan, not against them, not when they're already faced with so many foes. <b>Biomatter</b> "If ever we needed proof of our belief in the cruelty of nature, we need not look much further then Biomatter." -- High Priestess "Truly brilliant. Perhaps we can convince the IAE to allow us in on their alliance with the Biomatter?" -- Archon Chora "Bravo! Bravo! Encore!" -- Archon Ferivus upon seeing footage of a Biomatter invasion. The Margan have a strong respect for Biomatter. They see them as the true proof that life in the universe is meant to out-compete all other life and wipe it out. To this end Biomatter is not only the ultimate enemy but the ultimate ally. In this respect the Margan also realize they are actually the universes best weapon against the Biomatter. This being because their cauterization of planets will leave the Biomatter starved for biological material, starving Biomatter and cutting off expansion possibilities. The nomadic lifestyle of the Margan make it neigh impossible for Margan to run into Biomatter as the only window where they would meet would be if a spore landed on a planet in mid-Margan invasion. Even in that scenario Margan could simply leave the planet and let the Biomatter consume it to cauterize later. As it stands, Biomatter are an extreme curiosity for the Margan both as a potential foe and ally alike. ===Neutrals=== <b>Gronians</b> "They're like a wall of resistance. It will be amusing to chip away at." -- Matriarch Pan "I find dealing with Gronians tiring and frustrating. Even Diabloians have some sense of knowing when they're beat unlike these thick-skulled fossils." -- Archon Chapel "I once suggested to Archon Chapel that he should use his psychic abilities to make the Gronians hallucinate one another as aliens. Oh the looks on their faces after that." -- Archon Ferivus The Margan have a powerful hatred for the Gronians. They respect the strength of the Gronians along with their stubborn defiant attitudes. However they find their harboring of lesser races utterly disgusting and it puts them on a level below their opinion of even many peacekeepers. They also find the sheer stubborn stuck up attitude as tempting to try and break, trying to instill humility or a true sense of defeat in the stalwart aliens. The Red Rose has made it a point to assail the Gronians pretty much on this factor alone, let alone the other various reasons they have for cracking the immobile wall that is the Gronian Empire. <b>Nalstros</b> "Nasty creatures. . . Truly nasty. I like them, Lets kill them last." -- Archon Chora "Why couldn't the Rach be more like the Nalstros? We might have something to be proud of fighting then." -- Matriarch Hilda "They have no word for Mercy? My they have a wonderful vocabulary!" -- Archon Ferivus The Nalstros are one of the few sights the Margan recognize upon returning to the galaxy. They often steer clear of the Nalstros pirates but will engage them as furiously as they would any other enemy should the Nalstros try to raid Margan assets. However they find the Nalstros attitude to aliens to be absolutely respect-worthy and the sheer torment they cause other races to put them pretty low on the 'Races we need to kill' list. Margan are usually fairly hateful towards neutrals but Nalstros are an exception to that rule, that being said they rarely impede Nalstros activities in hopes they'll ruin their enemies far more then they ruin any Margan operations, especially as nomadic as Margan lifestyle is making them difficult targets for pirate raids. That being said there are no Margan offensives for focusing on Nalstros assets and never have been. <b>Sauran</b> "Disgusting." -- High Priestess "They're a strong race and defend nature as if it is their child. Needless to say I doubt there is any race in the universe they will hate more then us in the coming days." -- Marlika Farshot "Such a sympathetic race, I believe they are truly our polar opposite." -- Matriarch Chilsa The Margan of the Hammer Dynasty weren't spoiled for choice upon entering the galaxy. Their dynasty is the smallest and by rights they simply struck at the nearest race to them upon coming out of the warp in hopes of it being something worthy of broadcast. They were delighted to discover the nature of the Sauran upon landing, being they were everything the Margan were not. Chilsa is seriously considering full scale invasion of Sauran assets as the first true "proving" of her dynasty. The Margan loathe the Sauran and their love for nature, and make it a point to try and point out their own reversed viewpoint on the nature of life to the Sauran at every turn, even if they know the Sauran will never see things their way. <b>The Transmetallic Confederation</b> "How. . . How dare they attempt to work with Margan genetics. How -dare- they? I will take their 'Znification' and jam it so far down their throats--! ! !" -- Matriarch Pan "I don't mind the Chromium as much as the Zn. They remind me of the Rach, and I find that provocation enough alone to commit Genocide." -- Matriarch Chilsa "So the Zn wish to hide from the universe? Much like the Rach? Why not just, broadcast the location of their homeworld to everyone once we find it? Oh glorious day. . ." -- Archon Ferivus The first meeting of the Margan and the Transmetallics was on an unassuming alien planet of which the Margan were wiping out the life. The sentient race there had been saved by the Zn, it was a bother but it was no reason for them to turn their attention from their normal duties by any rights. It wasn't until they had discovered 'Znified' Margan that many Margan became outraged. They began to learn more of the Zn and Chromium and quickly found more reasons to hate the Transmetallics. Currently there's a debate over which Dynasty will attack them, it's not a question of 'if' rather of 'when'. A part of the Holy Dynasty is said to be taking an interest in such an offensive, finding the Znification, "Too great of a threat to allow to exist." Finding it a personal threat against their very way of life. (( The rest is a Work in Progress )) [[Category:Legacy Lore]][[Category:Page]] qo5sme0jewb3tvt1wk7cfpoq6az3qlm Marganite 0 1446 15490 15423 2021-02-13T01:26:09Z Amaker1450 26550035 15490 wikitext text/x-wiki [[Category:Biochemical Weapon]][[Category:Margan Empire]] 98h8485sn3yqvjh0r2a8rsk1gsxpe5r Marganite (Branding) 0 1558 16882 2021-05-20T00:26:27Z Amaker1450 26550035 Created page with "[[category:BrandingHold]][[category:Page]]" 16882 wikitext text/x-wiki [[category:BrandingHold]][[category:Page]] sujohvqgzxuxapxt9ei5jf86pjovk4w Melee Weapon 0 809 16422 15722 2021-05-08T03:02:03Z Amaker1450 26550035 /* Hybrid Weapons */ 16422 wikitext text/x-wiki '''Melee weapons''' are weapons designed for hand-to-hand combat. == Overview == For most societies, melee weapons played a pivotal role in warfare up until the development of firearms, which saw melee weapons gradually fall out of use until they more or less disappeared entirely from the battlefield. While ranged weapons remain the cornerstone of a modern army, advanced in technology have seen melee weapons make a resurgence on the battlefield as effective tools, particularly in urban combat and ship-boarding operations. == Categories == === Bladed Weapons === Bladed weapons are the most diverse form of melee weaponry as blades can be built to perform specific actions. Broadly speaking, most bladed weapons can fit into one of two categories: * '''Edged Weapons:''' Edged weapons emphasize cutting power. They are generally effective against lightly-armored opponents and groups. Edged weapons include axes, most types of swords, and sickles. * '''Puncture Weapons:''' Puncture weapons are designed to pierce into a target. They are more effective against armored opponents than edged weapons but are comparatively ineffective against groups, being better suited for one-on-one engagements. Puncture weapons include most knives & daggers, bayonets, pole weapons, and some swords. ==== Categories ==== ===== Utility Blades ===== Utility blades are standard metal blades with no enhancements. Such blades are used more for utility and ceremony rather than for combat, though they can be laced with [[poisons]] and [[germs]]. ===== High-Frequency Blade ===== High-frequency blades increase their sharpness by having the blade vibrate at a high frequency. They are relatively subtle, producing only a quiet humming when activated. High-frequency blades require a battery to operate. ===== Plasma Blade ===== Plasma blades come in two varieties. The first variety is an otherwise standard bladed weapon which produces a plasma blade. The more advanced variant uses an electromagnetic field to produce a blade of pure plasma. Regardless of whichever one is used, plasma blades are devastating against flesh and armor alike, though they are less effective against [[energy shields]]. ===== Revolving blade ===== Revolving blades utilize either saw blades of chain-blades. Standard revolving blades readily cut through flesh, inflicting often lethal wounds, and are modestly effective against energy shields, but they are almost wholly incapable of reliably piercing armor plating. Their armor-piercing capabilities can be increased by having the blades vibrate or by encasing the blade in an energized field. ===== Electroshock Blade ===== Electroshock blades electrocute their targets upon contact. This function is primarily used to drain a target's shields; to increase their actual lethality, most electroshock weapons feature high-frequency blades. ===== Crystal Blade ===== Crystals blades are made of pure [[Marganite]] and can be honed into either edged or puncture weapons. Crystal blades are both razor-sharp and incredibly poisonous, with even small cuts potentially proving lethal. === Blunt Weapons === Blunt weapons include weapons such as clubs, maces, hammers, flails, and quarterstaves. These implements rely primarily or entirely on blunt trauma, which can severely damage a target's organs, shatter their bones, trigger internal bleeding, and dent their armor, which can impair both their mobility and ability to breathe. Their effectiveness against armor can be amplified with the addition of flanges, knobs, and/or spikes and hooks depending on the weapon. Blunt weapons may also feature [[blades]] for extra versatility. ==== Categories ==== ===== Standard Bludgeon ===== Standard bludgeons do not feature any enhancements. Their effectiveness depends heavily on the user's physical strength. ===== High-Frequency Bludgeon ===== High-frequency bludgeons feature flanges, knobs, spikes, or hooks which vibrate at a high frequency for increased armor penetration. ===== Electroshock Bludgeon ===== Electroshock bludgeons deliver an electrical shock to their targets. The electricity is primarily used to quickly overload a target's [[shield]]. ===== Gravity Bludgeon ===== Gravity bludgeons produce a kinetic shock wave upon contact with a target, substantially amplifying the force of the strike. Such weapons can potentially fling their target across a room and shatter their entire body in a single blow. === Hybrid Weapons === Hybrid weapons combine a melee weapon with that of a ranged weapon, sometimes by having the weapon transition from one form to another. Hybrid weapons are a rare sight on the battlefield due in part to their cost and complexity compared to most other weapons. [[Category:Weapons by Category]][[Category:Public Access Page]][[Category:Page]][[Category:Melee Weapon]][[category:BrandingHold]] likszojzy0nahv8uwcf9ppcx8li1p9p Melee weapon 0 1427 15349 2021-02-12T05:44:33Z Amaker1450 26550035 Redirected page to [[Melee Weapon]] 15349 wikitext text/x-wiki #REDIRECT [[Melee Weapon]] 0ba2bmdls74h6qm5yfyx4bx45budg9k Melee weapons 0 1129 11655 2019-12-16T21:41:38Z Amaker1450 26550035 Redirected page to [[Melee Weapon]] 11655 wikitext text/x-wiki #redirect [[Melee Weapon]] c6h8y4q0qacgqdvbpkbezkdxk1iqyy2 Minomit 0 1329 13785 2020-07-31T21:16:28Z Amaker1450 26550035 Redirected page to [[WBI]] 13785 wikitext text/x-wiki #REDIRECT [[WBI]] ookye7y2uiz7in12b355g8en4yw9ly9 Mongrel 0 1473 15647 2021-02-23T17:34:41Z Corv 30641571 Redirected page to [[SKA Antipersonnel Needle Rifle]] 15647 wikitext text/x-wiki #REDIRECT [[SKA_Antipersonnel_Needle_Rifle]] beq18v6esiqv6sm14z9nf7mdhkbk9x8 Mortis Fen 0 1346 13940 13939 2020-08-09T21:29:01Z Corv 30641571 Changed redirect target from [[Nova Corporation#Station 25: Iito.E2.80.99s Rest Penal Colony]] to [[Nova Corporation#Station 67: Mortis Fen Command Centre]] 13940 wikitext text/x-wiki #REDIRECT [[Nova_Corporation#Station_67:_Mortis_Fen_Command_Centre]] [[Category:Planets]][[Category:Nova_Corporation]] e52181ztx7ymc7styu6e3tndef95n4x Mutineer Gun 0 1470 15703 15643 2021-02-25T00:26:21Z Corv 30641571 15703 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Mutineer Gun |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Pistol |header3 = Production history |label4 = Designer |data4 = Unknown |label5 = Designed |data5 = Prior to Great War |label7 = Manufacturer |data7 = [[Nalstros Space Pirates]], various manufacturers }} As a relic of a bygone era, the proliferation of the primitive firearms knowns as ‘'''mutineer guns'''’ can be attributed to their popularity with the [[Nalstros]] and their cheap methods of manufacture. The mutineer gun is almost admirably rudimentary in its design, consisting of a firing pin, grip and a snub barrel usually constructed out of recycled metal pipe. The mutineer gun can only load one round at a time: a high calibre [[Ballistic Weapon|buckshot]] shell often as cobbled-together as the weapon itself. Despite its short effective range and necessity to be reloaded after every time it is fired, an on-target shot from a mutineer gun boasts immense stopping power and is capable of killing even heavily armoured opponents at close range. The mutineer gun is outmatched by more sophisticated defences, such as military-grade [[energy shielding]], but this is a rarity among the typical quarry of Nalstros piracy expeditions. The mutineer gun’s moniker comes from a Nalstros ritual whereby recruits’ mettle must be tested before they are formally inducted into the clan’s armed ranks. Known as the Trial of the Mutineer, the recruit’s superior typically admonishes the recruit on their failings and issues an ultimatum whereby they must shoot their superior with the mutineer gun. A recruit who cannot or will not fire is discharged but one who does attempt to fire quickly learns that the gun is unloaded and they were being tested on their strength of will. A similar practice has been adopted by alien [[pirate]] bands with varying results – particularly when those not entirely learned in the practice forget to unload the gun first. [[Category:Ballistic Weapon]][[Category:Page]][[Category:Public Access Page]][[Category:Handheld Weapon]] 8lg65jer2p1mkf2f5767lmdr9uk375z NOVA 0 1333 13824 2020-08-06T05:07:24Z Corv 30641571 Redirect page 13824 wikitext text/x-wiki #REDIRECT [[Nova_Corporation]] o9x9df4okaswj5ajtvk3noiswpg8vzo Nalstros 0 1341 13888 2020-08-08T23:31:37Z Corv 30641571 Redirect to Space Pirates 13888 wikitext text/x-wiki #REDIRECT [[Nalstros_Space_Pirates]] 79qpauppwvj87qmltnv24ue5lppo3le Nalstros Space Pirates 0 513 17181 13913 2021-11-17T17:26:38Z Amaker1450 26550035 17181 wikitext text/x-wiki <center> <br>''Wiki by [http://www.spore.com/view/myspore/Jat371 Jat371]'' </center> ==Summary== <b>Faction:</b> Neutral <br> <b>Philosophy:</b> Individualism <br> <b>Home Planet:</b> ? <br> <b>Description:</b> The Nalstros are creatures that do not know mercy. There is literally not a word for mercy in their language. Their empire as a whole does not believe in alliances or trade agreements. This belief has led them to be called by another name, Space Pirates. Though loosely organized, the Nalstros manage to pose a serious threat to galactic empires because they are cunning creatures and their constant raids on merchant and civilian ships keep them well-funded. As pirates, they don't hold any official space and are extremely hard to track down which makes it very unlikely that they will stopped anytime soon. <br>[[Image:CRE Nalstros-09c6d1ff ful.png|250px|right|thumb|A Typical Nalstros.]] ==Biology== The Nalstros don't have a skeleton or an exoskeleton. Their body structure is composed of extremely rough but tensile muscles. This muscle system makes them both strong, flexible, and fairly immune to breaking limbs. The Nalstros do possess some pieces similar to bones however. Their claws are composed of a bone-like calcium compound and they have two spiky protrusions on the back of each leg. The tall fins that extend from their shoulders are made of cartilage and don't serve any noticeable purpose. They may have been used to attract mates in the distant past. Nalstros are slender and athletic by nature. They can run at high speeds and lift moderately heavy objects which combined with advanced training make them deadly. Nalstros have been observed eating a variety of foods which leads biologists to believe that they are omnivores and/or scavengers. They eat through a form of external digestion. Their facial tentacles secrete a digestive fluid that slowly breaks down organic material and absorbs it through tiny pores on the surface of their tentacles. The composition of this fluid is believed to be a combination of acids and enzymes working in conjunction with symbiotic bacteria from the Nalstros' own body. Small barbs are also present on the underside of the head for securing food as it is digested. The tentacles still hold food against their head to make sure it doesn't fall. Nalstros often eat on the move or while doing other tasks because stopping solely to eat would be a waste of time given their slow digestion. Their food is often broken up into or prepared as a number of small pieces for convenience and to speed up digestion. Just how the Nalstros manage to speak like other races without a traditional mouth was long debated. It's been discovered that Nalstros possess a number of membranes around the base of each tentacle under the skin. They vibrate and expel sound through small slits on their head and the base of each tentacle. Unlike other species, Nalstros can regulate the number of tentacles used to produce sound. The pitch and intensity of their voice is determined by the number utilized meaning that using more tentacles can result in overall louder speech. This also means that Nalstros with more tentacles than another will have an overall higher vocal range and volume. Nalstros are also adept at communicating through undulating their tentacles in different ways. These movements are usually meaningless to other races but can often provide the Nalstros a way to communicate quickly and unseen. ==Culture== ===History and Sociology=== Not much is known about the Nalstros because they are most commonly found within their ships and in very small isolated camps. Most of Nalstros history is isolated to each band or fleet of pirates and doesn't span that much time. Analysis of captured records indicates that there may be permanent settlements of Nalstros somewhere and maybe even an organized government. Further analysis indicates that Nalstros clans routinely meet to trade scrap, loot, and stories. It's still unknown where these meetings take place or how they're arranged. Some have reasoned that the Pirate Lords of each clan are somehow in correspondence with each other, and that each is only a call away. Resources are not plentiful inside most clan ships, so despite the high birthing rate of the Nalstros, all breeding is completely monitored to conserve resources. The clan usually appoints many of its minds to consider the flow of resources in the future, possible clan deaths, and other factors when determining how many children should be made. If many Nalstros lives are lost in a raid or action, many couples are arranged to breed and the current Pirate Lord will typically choose easier targets to raid and conserve resources until the clan's strength recovers. This recovery process obviously takes many years, so high-risk operations are usually avoided or soldiers are made to be as well-trained as possible in order to prevent heavy losses. Love is fairly unheard of because of the Nalstros' way of producing new generations. However, studies have shown it is not totally rare. Records indicate that if two Nalstros develop feelings for one another, they may request to work or share quarters together, this is only assuming that doing so will increase their efficiency. It's impossible to know what the other Nalstros would think of such a relationship but we can assume that if it makes the clan even slightly more effective, they may not mind it. ====Known History==== Millenia ago, before the Nalstros spread out through the galaxy, they were apparently an imperial power much like any other race. Information tells us that their influence was moderately large but their ties to races were more extensive and tight than the average empire. However, at one point, the Nalstros suffered a large number of betrayals by close allies, resulting in enormous social and political backlashes. This produced an almost universal feeling of higher morality among the Nalstros, many philosophers believe that this feeling eventually degenerated into the typical Nalstros' racial egotism we see today. At some point, nearly all the Nalstros left their worlds for a nomadic life aboard fleets after a vast majority were fed up with politics of imperial life. Records indicate that they were already divided into clans and families, but up to that point they were only a social division. Small families are believed to have grown into some of the larger clans today, first by trading mates with other families but eventually by "in-breeding" after enough size and genetic diversity had been achieved. It's unknown when seemingly all clans resorted to pirating resources rather than trading and bartering that most nomadic races practice or when they became known widely as the galaxy's quintessential space pirates. ====Religion and Beliefs==== Many Nalstros are known to practice various forms of ancestor worship or reverence, acknowledging that their ancestor's struggles are the reason that the clan is still existing. Many clans meticulously keep archives of all major and many minor events in their history. During long space flights, some of the Nalstros tasked with maintaining their clan's history act as story tellers, providing entertainment to much of the clan. Despite the surprisingly unbiased nature of the stories, it is thought that they bolster the Nalstros' ego as well as slowly teach new generations to hold themselves above all other races. Experts believe this may be one of the Nalstros only forms of entertainment given their rigorous lives. It's thought that it has some loose religious significance as well. Nalstros (usually individuals) less commonly pick up loose forms of religions from the many empires they come in contact with. These acquired beliefs usually stay as loose ones because stricter forms of religious practices would interfere with clan operations and efficiency and therefore be prohibited. Any beliefs that allow the clan to run smoothly or even better and don't conflict the Nalstros basic beliefs are allowed. ====Social Concepts==== Nalstros are either naturally or taught to be supremely egotistic about their race. They don't believe that they themselves are genetically or biologically better than other races but hold some unexplainable belief that they have a right to pirate any race. No single Nalstros will think twice about a raid or stealing something from another race. There are debates among experts as to whether this view developed genetically or is heavily ingrained to youths. Nalstros as a whole do not believe in alliances, seemingly as a result to their ancient imperial history. Curiously, the word mercy has slowly found it's way out of their language and lost meaning as a word. As mentioned earlier, their racial sense of justice is thought to have been slowly corrupted at one point into one of egotism. It's believed the concept of mercy died out during the same period. When it can't be avoided they'll often use alien languages to say words that are distasteful to them. <i>Coming soon...</i> ===Pirate Code=== All pirates are bound by a set of rules established long before any clan can remember. Researchers have determined that they are organized in the order of most to least important. All translations are direct from Nalstros script. 1) No 'mercy' <i>(Mercy is written in anything but Nalstros script)</i><br> 2) Obey the powerful<br> 3) Do not kill your Brothers <i>(The term here in Nalstros script refers to the entire species)</i><br> 4) One Brother is worth many outsiders <br> 5) Take what is ours <br> 6) Rogues shall remain Rogues <i>(The term 'Rogues' refers to a Nalstros that leaves his clan without immediately joining a new one)</i><br> <br> ==Military== ===Structure=== Since the Nalstros are separated into different clans and fleets, their forces aren't under the control of a central authority. Clans range in size but are generally somewhat powerful if they've earned the right to be considered a clan. Nalstros military groups are classified in the following order:<br> <b>Unit:</b> A single Nalstros of any class.<br> <b>Squad:</b> Between 4-10 Nalstros.<br> <b>Battle Group:</b> A collection of 4-8 Squads that usually operate in a given area.<br> <b>Force:</b> 3-5 Battle Groups that usually make up a raid.<br> <b>Camp:</b> 1-5 Forces including noncombat personnel.<br> <b>Band:</b> A collection of Nalstros ranging from 3-10 Camps. Bands are quite common and usually occupy one mid-sized ship.<br> <b>Clan:</b> A significant group of Nalstros, made up of atleast 5 bands. A Clan occupies a larger ship. <br> <b>Fleet:</b> A group composed of 2 or more clans. They're usually spread across multiple ships traveling together.<br> <b>Armada:</b> A vast group of Nalstros composed of numerous fleets. <br> <b>Legion:</b> A designation only heard of in legends. A Legion is said to be made up of hundreds of ships and millions of Nalstros. One tactic a Legion is said to use is to position themselves in between a planet and it's star, blotting out all light and spreading fear. <br> <br> ===Units=== <i>Italics in this section indicate the creation's in-game description.</i> [[Image:NalstrosTrooper.png|120px|right|thumb|A Trooper, a lightly equipped but effective face of terror for the galaxy.]]<b>Nalstros Trooper</b><br> - <i>The most common Nalstros unit is the Trooper. They are equipped with moderate pulse rifles for long range and electrified blades for short range. These weapons are light and economic but effective. Troopers are trained to be fast and resourceful which makes them devastating in numbers. The high birthing rate of the Nalstros ensures them this advantage.</i><br> <br> By tradition, all Nalstros (of normal size) must serve as a trooper before becoming another unit. Nalstros training programs are mostly unknown to outsiders but are seemingly very effective. Troopers show a significant level of strategic ability and dexterity not seen in "grunts" of most other armies. Researchers theorize that the Nalstros' clan structure means that generations of military knowledge is passed down to each recruit. Other think that their piratical lifestyle forces them to do more with less, resulting in highly trained basic troopers. <br> <br> [[Image:NalstrosHeavy.png|105px|left|thumb|A Heavy.]]<b>Nalstros Heavy</b><br> - <i>Heavies are units designated to clear out large groups of enemies or simply weaker foes like civilians. Their standard equipment includes: a portable blast shield, rocket rifle, and a heavy coolant jet. Before becoming a Heavy, a Nalstros must go through intense endurance and agility training. This enables them to quickly block attacks with their heavy shield as well as attack effectively.</i><br> <br> They are a prime example of the Nalstros' deceptive biological design. While seemingly stringy and fragile, Heavies are capable of carrying much more gear. The rest of their endurance is seemingly focused on effectively wielding their combat shield, which means life or death in a combat situation. Observers have noted that despite their tendency to use long range tactics, Heavies are just as dangerous up close.<br> <br> <b>Nalstros Commando</b><br>[[Image:NalstrosCommando.png‎|110px|right|thumb|A Commando.]] - <i>In the tight hallways of ship and buildings, these close-quarters units are incredibly dangerous. Commandos are bread for speed and ruthlessness to make dealing with enemies easier for the Nalstros. These units are normally equipped with toxic bayonets and electrified blades for devastating attacks. Their suits are also granted medical systems which allows them to withdraw and recover after battles. Commandos are often chosen for stealth missions because a death by one is quick and (mostly) silent.</i><br> <br> Commandos are notable in their typical choice of tactics. Their movements are very fast and animal-like and would require significant endurance to prevent one from tiring out easily. A survivor of a Commando ambush was quoted as saying that they possess "the agility you'd expect from a professional athlete, not a soldier".<br> <br> [[Image:NalstrosBerserker.png‎|115px|left|thumb|A Berserker.]]<b>Nalstros Berserker</b><br> - <i>Nalstros gifted with size and strength are often drafted to be Berserkers. Although bulky and weighed down by equipment, Berserkers are fast, deadly, and are equipped with jump jets for increased mobility. They are commonly seen during frontal assaults when their pulse gun systems and arm-mounted missile launchers can be best used. And when anything gets too close, they give them a nice one-two punch (energized for good measure).</i><br> <br> Observers have noted that Berserkers often act as squad leaders, giving rapid orders in their grunt like language. Captured records seem to indicate that most Berserkers are born into their role and go through extensive training (possibly for years).<br> <br> <b>Nalstros Sage</b>[[Image:NalstrosSage.png‎|80px|right|thumb|A Sage.]] - <i>The Nalstros are actually very superstitious creatures which lead to the making of the Sage unit. Their mastery of the shamanistic arts gives them abilities such as insect summoning, temporary mind control, freezing breath, and kinetic punches. Sages very rarely take part in raids but are often found aboard Nalstros ships. It's theorized that they use their abilities to interrogate or torture prisoners once raids are over.</i><br> <br> Sages are one of the more interesting units to research. One analyst had this to say: "They aren't your average priests. On one hand we've seen that they have extensive knowledge of tradition and rituals. On the other we've seen that they're more than a match for a special forces operative. It's a good thing they stay away from the battlefield for the most part, because we've spent a lot of money failing to find out why they're so dangerous."<br> <br> [[Image:NalstrosMiner.png‎|100px|left|thumb|A Miner.]]<b>Nalstros Miner</b><br> - <i>Although the Nalstros would much rather steal metal components than mine and smith them, they must at times. Miners are equipped with simple hydrogen pickaxes built from scrap, as well as some modest armoring.</i><br> <br> Miners can be very loosely defined as a Nalstros military unit. While they never take part in raids, it's been observed that they are more than capable of defending themselves. Their pickaxes are just as effective on soldiers as they are on rocks, which often means that taking a Nalstros mining encampment is not an easy task. It's unclear whether a Miner has to serve as a Trooper first (like other units do), but it would certainly explain their defensive abilities.<br> <br> <b>Nalstros Aqua</b>[[Image:NalstrosAqua.png‎|80px|right|thumb|An Aqua.]] - <i>Aquas are the aquatic version of Nalstros troopers are almost exclusively serve under Pirate Lord Xorr. They've received intense training and are a nightmare underwater. Aquas are equipped with a plasma jet propulsion system that can be vented for use as a plasma gun. The jet itself is also useful for high speed punching maneuvers.</i><br> <br> Xorr's clan is one of the only ones that stays faithful to the classic notion of seafaring pirates. Even the lowly Aquas under Xorr's command are highly trained and not just for aquatic combat. Many of their targets include offshore and coastal installations, so his aquatic forces have been seen operating both in and out of the water. <br> <br> [[Image:NalstrosTyphoon.png‎|80px|left|thumb|A Typhoon.]]<b>Nalstros Typhoon</b><br> - <i>Typhoons are the aquatic version of Nalstros commandos. They prefer close-quarters tactics just like regular commandos but have to sacrifice their electrified blades in order to work underwater. Typhoons train every day to keep their endurance up and can be almost as dangerous on land as regular commandos. Just don't run into them offshore.</i><br> <br> Typhoons are the closest Nalstros come to being fish. Most reject plasma jet systems so they can be as maneuverable as possible. They are notoriously devoted to their training and seemingly live just for raids. One of the few survivors of a Typhoon attack described the ambush much like an Earth shark attack. "You're minding your own business and then this... thing just charges at you from below."<br> <br> <b>Nalstros Surge</b>[[Image:NalstrosSurge.png‎|80px|right|thumb|A Surge.]] - <i>A Surge is the aquatic version of a Nalstros Heavy. Their rockets are substituted for high-speed torpedoes and their combat shields are more built more for underwater combat. Their propulsion systems are different from the other aquatic Nalstros', built more for mobility than speed. Surges can still use their shield to some effect, they're lightweight, useful in close quarters combat, and can stop most underwater projectiles.</i><br> <br> The Surge can barely be compared to the Heavy. The only real similarity is their equipment. Some findings indicate that being one of Xorr's Surges doesn't bring much respect from other pirates for whatever reason. Other research tells us that their numbers as a unit are shrinking and being replaced with the much stronger Leviathan. <br> [[Image:NalstrosLeviathan.png‎|95px|left|thumb|A Leviathan.]]<b>Nalstros Leviathan</b><br> - <i>A Leviathan is the aquatic version of a Nalstros Berserker and their name was well chosen. They use their size, strength, and super underwater capabilities to overwhelm targets with ease. They're equipped with 4 dual torpedo launching systems and an oversized plasma vent for devastating attacks. Up close, Leviathans can divert power into their secondary jets to create devastating high speed punches.<br> <br> </i> Estimated population statistics based on encounters with Lord Xorr and other factors seem to indicate that Leviathans make up a larger than normal proportion of his clan. Analysts believe that Xorr has either committed more Berserker class Nalstros to the front lines than normal or has instituted breeding programs designed to cultivate the genes that result in gigantism. <br> ====Non-Nalstros Units==== On some occasions, the Nalstros have been seen fielding units that don't belong to their species. It's obvious that using such units in an auxiliary capacity has immediate benefits. These auxiliary units likely aren't granted the same living standards as Nalstros and therefore cost less to maintain and are apparently expendable in most situations. Using them to lower Nalstros casualties is also thought to perpetuate their racial ego.<br> <br> <b>Nalstros War Hound</b>[[Image:Warhound.JPG‎|250px|right|thumb|A War Hound. The species was first discovered by the Nalstros and has yet to be assigned a scientific classification.]]<br> - <i>The Nalstros have recently begun breeding War Hounds in the last few generations. They're vicious and charge at enemies to maul them up close. Their ability to reduce pirate casualties has made them very popular among several clans.</i><br> <br> No one is quite certain where the Nalstros found these dog-like creatures but soldiers on the front lines of anti-pirate operations are starting to wish they never had. They are vicious beyond all belief and the Nalstros have quickly trained them to be unconcerned with their own well-being. War Hounds charge at enemies with frightening speed and ferocity, unshaken by any fire they may receive. It's clear from their predatory features that they've always been aggressive but the Nalstros have quickly and effectively domesticated them and still retained that bloodthirsty nature. There are no recorded incidents of any War Hounds turning on Nalstros units as of yet. Many Nalstros allocate entire sections of clanships to provide semi-open habitats for War Hounds to grow and breed (though they are closely monitored).<br> <br> [[Image:Hectrian.jpg‎|175px|left|thumb|A biologically typical Hectrian with a now-typical empty stare occupying it's eyes.]]<b>Hectrians</b><br> - <i>An ancient enemy of the once-imperial Nalstros, the Hectrians became their slaves after a disastrous war. Nalstros clans down to this day use their descendants for their needs although millenia of slavery has impeded their dexterity and brain function.</i><br> <br> Widely known to be one of the empires that betrayed the ancient Nalstros, the war they perpetrated against the Nalstros ended in the enslavement of their entire race. Nothing resembling a Hectrian has been observed in the known universe, so it's likely that few or none escaped the Nalstros counterattack and subsequent enslavement. Reliable facts about the conflict are rare so not much can be said about pre-enslavement Hectrians. Observation of their group or individual behavior after rescuing them from Nalstros captivity is considered useless because it's impossible to differentiate from their innate and learned behaviors. No discernible remnants of their original languages remains and Hectrians almost exclusively speak a lower form of Nalstrosian. <br> <br> Though not observed directly, Nalstros slavery methods are likely very brutal and efficient. So much so that the Hectrians have been almost totally conditioned out of having free will or the level of intelligence needed for any kind of rebellion. Nalstros have little to fear from their servants because at this level of mental degradation it would take several generations of education to regain a significant level of mental aptitude (beyond menial labor) nevermind the ability to organize an armed uprising. Otherwise, Hectrians can be seen performing unending labor for the Nalstros as well as being used for cannon fodder during larger scale operations, serving as living warnings of the Nalstros' brutality. <br> <br> [[Image:Gargrathen_1.png|350px|right|thumb|The Gargrathen.]]<b>Gargrathen</b><br> <br> - <i>The Gargrathen are a race of brutal warriors uplifted by the Nalstros to act in various capacities as soldiers. Calling them a slave race of the Nalstros would be a severe misnomer. They are extremely willing servants of their respective Nalstros Lords. Their race hails from the swamp world of Orgraith.</i><br> <br> <br> <b>Phresellia</b><br> <br> Hailing from the aquatic world of Owelline, the Phresellia are by all appearances a graceful and refined species. As one might realize after learning they serve the Nalstros, that could not be further from the truth. In reality, they cultivate an elegant image for themselves to serve as diplomats and negotiators for many clans. Much like the Gargrathen, they do so willingly. In return for providing for their needs, the Nalstros are happy not to have to learn alien languages or bother with translation technology.<br> <br> Despite their ability to put on a facade when acting as mouthpieces, the Phresellia are a very young race and often still influenced by their primal instincts. Because they were the apex predators of their planet they often act in ways that seem overly cruel to more civilized races. When they're not negotiating, they gladly join the Nalstros in their more unscrupulous activities. They have no problem eating the remains of other sentient races when the Nalstros are done with them and delight in using their electricity-producing organs in sadistic ways.<br> <br> [[Image:Phresellia.png|350px|right|thumb|The Phresellia.]] Because most races distrust the Nalstros as much as the Nalstros distrust them, the Phresellia have a solid place as intermediaries. Though resources are usually tight, clans will often set aside the necessary (stolen) garments, accessories, and other trappings so that the Phresellia can properly put on airs. Outside of meetings with other races though, they're content to live as any other clan member assuming they have enough prey to keep them fed. Poorer clans provide modest rehydration pods for the amphibious Phresellia while bigger ones can devote entire sections of ships to aquatic habitats. Pirate Lords are strictly Nalstros but many Phresellia are allowed to serve in advisory roles and other important positions. Though the Nalstros look down on all other races they generally get along with the Phresellia very well. They find them useful as subordinates (which can be considered high praise) and often show them a level of respect that many would be baffled seeing come from a Nalstros. The Phresellia themselves respect their overlord's brutal methods and are very content with their accommodations, given that they've been uplifted only recently.<br> <br> Despite being absolutely lethal to the fauna of their homeworld, the Phresellia are not well-suited for most galactic battlefields. Their bioelectricity is not effective against enemies with even low-level shielding and their teeth are better at tearing through flesh than armor. Still, many are not content with anything but spilling blood. Though their fighting ability on land is average at best, they excel in the water. Using their predatory instincts to the full makes them a nightmare to enemies without extensive aquatic training. Because their race is relatively unknown to those without anti-piracy expertise, the Phresellia make excellent assassins. The list of those in the way of the Nalstros's aspirations is an ever-growing one. Therefore, a member of a lesser known species like the Phresellia will attract far less attention than the notorious Nalstros. <br> ====Pirate Lord==== - Pirate Lords (and in some cases, Ladies), are the commanding class of the Nalstros. They control any Nalstros that form a Camp or larger. Every Pirate Lord has achieved it's status through notable brawns and brain. Not much is known about their ways, as most are untouchable as far as Nalstros go. Captured records indicate that nearly all die of old age, which is either a lie or a testament to their abilities. All Pirate Lords are unique in their armament and apparently construct their own combat equipment. <br> <br> ====Known Pirate Lords==== =====Varr===== [[Image:LordVarr.png‎|150px|right|thumb|Pirate Lord Varr]][[Image:LadyAppa.png‎|150px|right|thumb|Pirate Lady Appa]]<br> - Lord Varr is one of the more well-known Pirate Lords despite his policy of leaving no survivors. Various galactic authorities have confirmed his involvement in atleast 100 separate pirate operations and suspect his involvement in hundreds more. There is an incredible bounty on his head and he's very aware of it. If anything, it's made him more ruthless than ever. Varr is a stern commander and has been rumored to turn any disobedient followers into a high protein ration for his new recruits.<br> <br> One of his more recent raids took place on the [[IAE]] world of Eritora[http://www.spore.com/sporepedia#qry=usr-Jat371|2267552952%3Asast-500585679841%3Apg-20] during a conflict between defending IAE forces and the [[Karahotdoum]]. Varr's teams were able to gather a significant amount of loot while the two other armies were occupied with each other. During a short pause in the fighting, The IAE was able to identify his dropship and hit it with an EMP. However, Varr's followers were able to defend the ship long enough for them to repair it and escape. The IAE was unable to effectively pursue Varr due to the ongoing battle.<br> <br> Some time later in the war, Varr would be targeted by Nova Mercenary Corp. While raiding a Gronian border colony, Varr's flagship was infiltrated by a group of mercenaries intent on reclaiming an advanced communications system taken from one of Nova's own facilities. Though details are scarce, Varr's assets were apparently damaged heavily enough to interrupt his ongoing campaign. Pirate raids attributed to Varr's clan have all but ceased and many believe he has retreated into hiding in order to regain his strength. =====Appa===== - Lady Appa is one of the few Lords (or Ladies) to actively use Sages in combat. Appa's Sage squads are incredibly efficient at sweeping through ships, whether violently or stealthily. She is only slightly less ruthless than your regular Pirate Lord, preferring to erase memories rather than slaughter every possible witness. She considers it cleaner and more efficient to leave a target's crew confused and clueless rather than dead.<br> =====Koro===== [[Image:LordKoro.png‎|150px|right|thumb|Pirate Lord Koro]][[Image:LordXorr.png‎|150px|right|thumb|Pirate Lord Xorr]]<br> - Lord Koro and his Nalstros are known to hide on planets with particularly rough conditions, often making bases in icy wastelands or endless deserts where it would be too expensive and time-consuming for his enemies to try and find him. Koro is also a popular character with the galaxy's underworld and has numerous safehouses on many of the more lawless territories of space. When added with the typical resourcefulness of a Pirate Lord, Koro is virtually untouchable.<br> <br> Some rumors that Koro has connections with the [[Diabloians]], specifically high-ranking admirals, have been floating around a number of intelligence agencies. They're yet to be confirmed.<br> =====Xorr===== - Lord Xorr is one of the more notable Pirate Lords. His clan specializes in naval operations and raids on aquatic worlds. Xorr's forces are some of the most elite aquatic warriors in the galaxy. Xorr's income is well supplemented through raids on poorly defended oceanic outposts and by regular jobs given to him by empires with inflexible naval forces. His willingness to lend his support to other species as a mercenary force is a source of controversy from both other lords and other galactic powers. Nalstros analysts can't help but marvel at Xorr's intelligence and the extent of his political maneuvering that allow him to keep a tenuous web of alliances and agreements with multiple parties. Xorr's ability to work with powers outside his race has helped him solidify a powerful and constantly growing position in the galaxy.<br> =====Ezza===== - Lady Ezza's clan is not a well-known one due to her preference to operate in the shadows. Unlike Lady Appa's confusion based methods, Ezza's forces rarely leave anything resembling survivors. Those aware of her know Ezza to be extremely bubbly and cheerful; disturbingly so for a Nalstros. However, she is a ruthless murderer who is disliked even among other Nalstros for her tendency to kill anyone that displeases her, clanmates included. She is incredibly dangerous in close combat, reportedly striking faster than the eye can follow. It is believed she spent most of her youth as a Commando unit before ascending to her current leadership position. Little is known about her ascension or if any blood was spilled in the process. Though most Pirate Lords encountered are of the natural berserker class, Ezza is of completely average size and therefore seems very small by comparison. Survivors of her clan's raids report that she routinely uses an enemy's size against them, overwhelming them with her speed and maneuverability. She is often able to get the jump on unprepared foes because she can hide among her lower ranking footsoldiers or otherwise bait enemies into underestimating her.<br> <br> Strangely enough, despite her bloodthirsty reputation, Ezza's clan employs many non-Nalstros units, a number of whom aren't even slaves. Experts hesitate to call her insane because of her willingness to freely converse with outsiders and what seems to be a knowledge of multiple common languages. Many believe that Nalstros morals and attitudes towards violence are simply too different compared to the rest of galactic society to write any of them off as simply crazy. That aside, Ezza's gruesome handiwork makes sure that debate stays ongoing. <br> <br> ====Non-Commissioned Units==== <b>Nalstros Scientist</b><br> - <i>The Nalstros need intelligent minds to explore new levels of weapons technology, archaeology, engineering, and other fields. The armor they construct for themselves has no weapon systems but plenty of shielding and medical interfaces.</i><br> <br> Notably the opposite of Sages. The Nalstros are observably very superstitious but at the same time are highly interested in perfecting their makeshift technology. Scientists aren't as gifted with combat abilities as Sages are and seemingly go to great lengths designing ways to defend themselves or escape. Nalstros in general are masters at manipulating salvage and technological innovation so it's reasonable to assume that Scientists are on par with most intelligent minds in the galactic community.<br> <br> ===Vehicles=== <br> <i>Under Construction...</i> <br> ====Land==== =====Nalstros Hover Transport===== - <i>A flatbed hovercraft, normally pieced together from scrap, used by the Space Pirates. It carries just about anything. Some models come with magnetic coils that secure cargo during bumpy rides. They're also used to carry troops for quick hit-and-run attacks.</i><br> <br> There's not much to say about the Nalstros relatively primitive means of transport. Although the magnetic securing coils are an interesting innovation, it's use as a troop transport is incredibly dangerous for it's occupants. The only real trade-off is that troops using it can attack immediately upon arrival as well as lay down fire while moving as opposed to most troop transports which are completely sealed and lightly armed. The fact that any kind of Nalstros unit can use the transport means that it's offensive capabilities are impossible to predict. <br> <br> =====Nalstros Light Tank===== - <i>Although the Nalstros don't commonly stage frontal ground assaults, most clans still own a good number of tanks. They're useful for targets that regular Nalstros infantry don't have the firepower to handle. </i><br> <br> The common Nalstros light tank is a noticeably inflexible unit. It's main cannon is on par with most establish empire's tank designs but this model has nothing to speak of in the way of anti-infantry or anti-air weaponry. It's been noted that these tanks are often supported by a great deal of infantry so an effective strategy is to simply isolate the tank from it's escorts and destroy it. ====Air==== [[Image:GS6.jpg|300px|right|thumb|A Nalstros gunship in action.]] =====Nalstros Gunship===== - The Nalstros Gunship is one of the most dangerous units the Nalstros can deploy. Stolen records indicate that the Gunship was the result of a tremendous scrap recycling breakthrough. The new method of reusing and reinforcing scrap has quickly spread throughout the clans and increased the threat level of all Nalstros vehicles.<br> <br> The gunship itself is incredibly maneuverable and capable of devastating raids. While it's only armament is a front-mounted rotating gun, the Nalstros have been observed using a variety of ammunition like high-explosive rounds, concussive rounds, corrosive rounds, and a number of others which make it highly adaptable. Analysis of downed gunships indicate some kind of ammo alternating system behind the gun. The pilot is able to switch to a different kind of round to fit the situation. The mechanism is almost instant and very impressive considering the Nalstros choice of building materials. ====Space==== =====Nalstros Triclaw Starfighter===== [[Image:Triclaw Placeholder.jpeg|300px|right|thumb|A Triclaw Starfighter.]] - <i>In line with their standard hit-and-run strategy, Nalstros Triclaw's are some of the fastest and deadliest fighters in the galaxy. Because resources are always limited, they have variable flight modes for acting in and out of atmosphere.</i> <br><br><br><br> <i>Under Construction...</i> [[Category:Legacy Lore]][[Category:Jat371]] [[Category:Page]] 6d7q9dfmxs8izaokx60nsj4qg0h9ky5 Name Pool 0 1564 16980 2021-06-09T22:17:25Z HangLang 30544936 Created page with "A place to post any potential names for races/individuals/whatever. <small> * Jangzhim * Barzamun * Zolglii * Urum'bator * Bulgamandi * Ustal * Dakar'zaran * Sarendel..." 16980 wikitext text/x-wiki A place to post any potential names for races/individuals/whatever. <small> * Jangzhim * Barzamun * Zolglii * Urum'bator * Bulgamandi * Ustal * Dakar'zaran * Sarendel * Velthek * Sigasa * Aradel * Vaikaru * Ulusia * Char'dram * Althaim * Hidim * Sarakara * Thalmok * Thalvok * Gyrr * Ulfhig * Detmir * Nalfyrg * Ovgren * Tserog * Molkre * Uleg * Ovgyrr * Khersgyr </small> [[category:page]][[category:Public Access Page]] 5tcvmj5g5jnm1m182hde2v8zljzyri2 Named Characters 0 724 17036 16817 2021-11-08T02:49:29Z Corv 30641571 /* Delani Republic */ Characters from The Errant Watchman 17036 wikitext text/x-wiki A list of any and all named characters in the EAW universe, regardless of importance. <br> <br> <br> <br> ==[[Asanian Syndicate]]== ====Datyl Vexen==== Status: <b>ALIVE</b><br> Info: ====Navora(1)==== Status: <b>ALIVE</b><br> Info: ====Trysulen==== Status: <b>ALIVE</b><br> Info: ==== Technomancer Cron==== Status: <b>ALIVE</b><br> Info: ====Overseer Ast'En==== Status: <b>ALIVE</b><br> Info: ====Derith==== Status: <b>ALIVE</b><br> Info: ====Ket==== Status: <b>ALIVE</b><br> Info: ====Ark==== Status: <b>ALIVE</b><br> Info: Experimental supersoldier. Currently working as a [[Nova Corporation]] mercenary ====Rix==== Status: <b>ALIVE</b><br> Info: Nova Corporation mercenary. ====F4==== Status: <b>ALIVE</b><br> Info: Rix's robotic companion. ==[[Delani Republic]]== ====Anello==== Status: <b>UNKNOWN</b><br> Info: A conscript stationed on [[Kleinos]]. ====Gavryx==== Status: <b>UNKNOWN</b><br> Info: A conscript stationed on [[Kleinos]]. ====Recruit Class 1 Maryx Ritalas==== Status: <b>DECEASED</b><br> Info: Killed on Neros. == [[Delani Remnants]] == ====Dictator Melios Turiani==== Status: <b>DECEASED</b><br> Info: Former Dictator, killed by a Remnant General's assassin ====General Kolos Terranys==== Status: <b>DECEASED</b><br> Info: Killed in Remnant power struggle ====General Velsa Qulassinat==== Status: <b>DECEASED</b><br> Info: Killed in Remnant power struggle ====General Hyros Nyxos==== Status: <b>ALIVE</b><br> Info: New leader of the Remnant, after emerging from the power struggle victorious. == [[Empire of Diablos ]] == ====Admiral Korsair ==== Status: <b>ALIVE</b></br> Info: Commander of the Outer Fleet. ====Admiral Eva Vastiir ==== Status: <b>ALIVE</b></br> Info: Commander of the Inner Fleet. ====Vice Admiral Valdir==== Status: <b>ALIVE</b></br> Info: Commanding officer of the 112th Fleet. Played a crucial role during the Battle of Helia, during which his forces mortally wounded Repzork Field Marshal Zirnak Gilosa. ====Vice Admiral Maeya==== Status: <b>ALIVE</b></br> Info: Commanding officer of the 256th Fleet. ====Vice Admiral Astara==== Status: <b>ALIVE</b></br> Info: Commanding officer of the 399th Fleet. ====Vice Admiral Drikar==== Status: <b>ALIVE</b></br> Info: Commanding officer of the 496th Fleet. ====Vice Admiral Falmae==== Status: <b>ALIVE</b></br> Info: Commanding officer of the 523rd Fleet. ====Vice Admiral Vokmair==== Status: <b>ALIVE</b></br> Info: Commanding officer of the 99th Fleet. ====Commander Iladov==== Status: <b>DECEASED</b></br> Info: Commander of the Lichen garrison. Killed during the [[Battle of Lichen|Zaretian invasion]] of the planet. ====High Lord Cirisus==== Status: <b>ALIVE</b> Info: ==== Hakarn the Heavy Handed ==== Status: <b>ALIVE</b></br> Info: Famed Paragon Hammer Master. ==== Gun Commander Uriel ==== Status: <b>ALIVE</b> Info: Stationed at Yer II ==== Captain Saphiel ==== Status: <b>ALIVE</b> Info: Stationed at Yer II ==== Heimdall ==== Status: <b>ALIVE</b> </br> Info: Anti-Biomatter Specialists. Real name unknown. ==== Sergeant Kael ==== Status: <b>ALIVE</b></br> Info: ==== Private Kross ==== Status: <b>ALIVE</b></br> Info: ====Skarrd Heldav ==== Status: <b>ALIVE</b></br> Info: [[Nova Corporation]] Mercenary. ==== Luci ==== Status: <b>ALIVE</b></br> Info: Child who lived on a colony attacked by Biomatter. Was rescued and returned to her parents by Heimdall. ==[[Holy Nepharian Empire|Holy Nephani Mandate]]== ====Lo'Tau Lackren Keru'Tau==== Status: <b>DECEASED</b><br> Info: Lauded politician in charge of the Nepharian's Milky Way colonies. Died in an extremist-orchestrated coup during the Kran rebellion. ====Lo'Tau Lackren Narsin Harun==== Status: <b>ALIVE</b><br> ====Phyla Kran==== Status: <b>DECEASED</b><br> Info: Enigmatic military leader, responsible for the founding of the extremist Kran Faction and the instigation of the Kran rebellion. ====Pho'Too==== Status: <b>ALIVE</b><br> Info: Military leader, orchestrated and led a series of Peacekeeper evacuations near the end of the battle of Norsus. ====Jarun'Tau==== Status: <b>DECEASED</b><br> ====Pharmi Tau==== Status: <b>ALIVE</b> ====Samsiik Harun==== Status: <b>ALIVE</b> ====Kral'Too==== Status: <b>ALIVE</b><br> Info: [[Nova Corporation]] mercenary. Notably bleeds a lot. ====Joraal Harun==== Status: <b>ALIVE</b><br> Info: Nova Corporation mercenary. ====Keero'Tau==== Status: <b>ALIVE</b><br> Info: Nova Corporation mercenary. ==[[IAE]]== ====High Chancellor Iralo Ezori==== Status: <b>ALIVE</b><br> Info: Current High Chancellor of The IAE, the highest office in the empire. Oversees the other councilors as well as lawmaking and administrative matters. Also has significant influence over the Euskanian military. ====Military Chair Agiarix Zylat==== Status: <b>ALIVE</b><br> Info: ====Finance Chair Dara Killan==== Status: <b>ALIVE</b><br> Info: ====Agriculture Chair Prosis Girdai==== Status: <b>ALIVE</b><br> Info: ====Colonization Chair Kronel Sindas==== Status: <b>ALIVE</b><br> Info: ====Diplomatic Chair Bretys Foy==== Status: <b>ALIVE</b><br> Info: ====R&D Chair Tich-an Grandor==== Status: <b>ALIVE</b><br> Info: ====Senator Kemmo Daedion==== Status: <b>ALIVE</b><br> Info: Senator of IAE Sector 117. IAE High Command has granted him special wartime powers because his sector is the most affected by the Great War. Has both a son and daughter in the Diplomatic Corps. ====Senator Kifon Dirival==== Status: <b>DECEASED</b><br> Info: Senator of IAE Sector 79 when it was still on the Outer Rim and very popular in his time. He personally heard Iveena's request to repatriate the Reevit and acted decisively to help her. His efforts made him beloved by Reevit everywhere and a close friend to Iveena up until she passed away. He would speak at her funeral and was a driving force behind getting Appeals Day recognized as an official holiday. A distant nephew of Admiral Kifon Toramik, whom he was named after. ====Senator Tirak==== Status: <b>DECEASED</b><br> Info: Senator of IAE Sector 64, which encompassed former Reevit space. He was bombarded with requests to repatriate the Reevit after Senator Dirival made the nature of their exile public. Though the Euskanian inhabitants of Viital needed little convincing, Tirak is generally viewed very favorably by Reevit. He would remain friends with Iveena and worked closely with her as her superior. ====Chief Diplomat Akani Kelaro==== Status: <b>ALIVE</b><br> Info: The Chief Diplomat of Sector 117. Works under and closely with Senator Daedion. ====Supreme High Almirant Rima Shrodalsi==== Status: <b>ALIVE</b><br> Info: Highest ranking commanding officer of the IAE military. Second highest ranking member of IAE High Command, behind the Military Chair. ====RD-0001 “Carmine”==== Status: <b>ALIVE</b><br> Info: Red Devil agent and commander of the Red Devil Primary Battalion. Considered by many to be the strongest single fighter in The IAE. ====Lady Itzal Lundura==== Status: <b>ALIVE</b><br> Info: Commander of the Itzal Corps, The IAE's stealth division. Lundura is not confirmed to be her real name. No person without clearance has seen her face, moreso than even the average Euskanian. ====High Admiral Kivan==== Status: <b>DECEASED</b><br> Info: One of the first members of the outer space admiralty and the very first High Admiral. Despite her initial failures in conquering the rebel colonies of Miranai and Aranio Nova, Kivan's shrewdness and calculated gambles would eventually bring The IAE complete victory. ====High Admiral Dalran==== Status: <b>DECEASED</b><br> Info: The first admiral of the Euskanian home fleet. At High Admiral Kivan's orders, Dalran briefly abandoned his post to conquer Aranio Nova during the War for Unification. His decisiveness in cutting off all of the enemy's means of communication enabled Kivan's ruse to succeed. ====High Admiral Kalai Z. Enleru==== Status: <b>ALIVE</b><br> Info: Commander of the 101st Invasion Battlegroup, “Champions of Norsus”. Junior member of IAE High Command. Often paired with GM Semorron. ====Grand Marshal Arzen G. Semorron==== Status: <b>ALIVE</b><br> Info: Commander of the 101st Invasion Battlegroup's ground complement. Senior member of IAE High Command. Often paired with HA Enleru. ====Admiral Damaran Brosak==== Status: <b>ALIVE</b><br> Info: Commander of the 48th Invasion Fleet, “High and Mighty”. Often fights on the Diabloian war front. ====Admiral Telan Merodac==== Status: <b>ALIVE</b><br> Info: Commander of the 278th Invasion Fleet, “Sons of Trelesa". Previously stationed in Sector 91 before his transfer to Sector 117. Briefly fought the Karahotdoum before a temporary ceasefire. Known to be extremely cruel to any opposing force. ====Admiral Kifon Toramik==== Status: <b>DECEASED</b><br> Info: An admiral responsible for the displacement of the Reevit from their original territory. Details are scarce and many are confused about his actions since exile is not normally a method used by The IAE. The decision is further complicated by the fact that the Reevit are widely considered very polite and overall model citizens by the majority of The IAE in the present day. A distant uncle to Senator Kifon Dirival, who is named after him. ====Admiral Sevarien==== Status: <b>DECEASED</b><br> Info: Formerly disgraced officer during the Shadow of the Council incident. Was able to clear his name after being falsely convicted of treason. ====General Daro Vitran==== Status: <b>ALIVE</b><br> Info: Commands various armies depending on the situation. Known to be very close to the Warlords and has many contacts among them. ====Colonel Dyron==== Status: <b>DECEASED</b><br> Info: Executed as a traitor during the Shadow of the Council incident. Previously had framed Admiral Sevarien for his crimes. ====Captain Niro Armeus==== Status: <b>ALIVE</b><br> Info: Currently tasked with the strike force tracking rogue Diabloian Admiral Kaldev. ====Captain Drigo==== Status: <b>ALIVE</b><br> Info: Commander of the expeditionary force that would eventually escalate war against the Diabloian Empire. ====Captain Tiral==== Status: <b>ALIVE</b><br> Info: Commander of the outpost in Rupana. Present during the Kran Nepharian's attack on the planet. ====Captain Broygyr==== Status: <b>ALIVE</b><br> Info: Second in command of the outpost on Rupana, responsible for the sizable Croylarys contingent. Present during the Kran Nepharian's attack on the planet. ====Commander Damion Makhendra==== Status: <b>DECEASED</b><br> Info: Famed space captain of the Continuum Wars. ====Commander Dreas==== Status: <b>DECEASED</b><br> Info: An off-duty commander whose personal bodyguard was vital to Deosis's survival against the Volkaan Federation. The colony would not have lasted until reinforcements arrived without his help. ====Commander Corak==== Status: <b>ALIVE </b><br> Info: Military commander of the asteroid colony and spaceport of Ausenia. Also overseeing its expansion. ====Lieutenant Dreta==== Status: <b>DECEASED</b><br> Info: Led a company said to have defeated a large Biomech force that had previously downed an entire cruiser. ====Lieutenant Tevian==== Status: <b>ALIVE </b><br> Info: Military commander of the colony of Meurana. Present during Admiral Kaldev's attempted raid. ====Lieutenant Baro Nyrit==== Status: <b>ALIVE </b><br> Info: A Battle Police lieutenant present in Eumara's capital during Admiral Kaldev's attack. His decisive leadership during the crisis enabled the Battle Police to defend the civilian bunkers long enough for reinforcements. He received a wound to the side of the head while defending but survived. ====Sergeant Basati==== Status: <b>DECEASED</b><br> Info: A tech sergeant aboard one of the very first Toletum Battleships. ====Sergeant Armaine==== Status: <b>DECEASED</b><br> Info: Commander of the small colony of Deosis. Led the defense of the colony during the Volkaan Federation's incursion. ====Sergeant Grada==== Status: <b>DECEASED</b><br> Info: One of the sole survivors of the Resonance incident. Highest ranking survivor. ====Sergeant Gor'en==== Status: <b>ALIVE </b><br> Info: Necraal officer loyal to The IAE. Serving in the task force to capture Admiral Kakdev. ====Officer Delen==== Status: <b>DECEASED</b><br> Info: One of the sole survivors of the Resonance incident. ====Corporal Boro==== Status: <b>DECEASED</b><br> Info: One of the soldiers present during the liberation of Tarrenia during the Continuum Wars. ====Private Castor==== Status: <b>DECEASED</b><br> Info: One of the sole survivors of the Resonance incident. ====Private Jero==== Status: <b>DECEASED</b><br> Info: One of the sole survivors of the Resonance incident. ====Private Kyen==== Status: <b>DECEASED</b><br> Info: One of the sole survivors of the Resonance incident. ====Private Roystyl==== Status: <b>ALIVE</b><br> Info: An engineer stationed at the outpost on Rupana. Considered instrumental in repelling the Kran Nepharian's attack. Promoted directly to Specialist in recognition of his bravery. ====Cadet Huron==== Status: <b>ALIVE </b><br> Info: A Battle Police cadet under the command of Lieutenant Baro Nyrit. Saved Lieutenant Nyrit's life by administering medical attention to his head wound between exchanging fire with Diabloian forces. ====RD-4706-X==== Status: <b>ALIVE </b><br> Info: Also known as "Red." A young but highly experienced Red Devil mercenary in the employ of Nova Corp. Covertly being supported by The IAE. Acquainted with Belisem de Belimakom. ====Belisem de Belimakom==== Status: <b>ALIVE </b><br> Info: Also known as "No Name of No Place" or "Beli." An Itzal agent acquainted with RD-4706-X. Very experienced in both combat and infiltration. Real name not known. ====Doctor Ariem==== Status: <b>DECEASED</b><br> Info: The last head scientist of Sky Gardens. Was present during its decommissioning after an attack by the Aeon Confederation during the Shadow of the Council incident. ====Maro Crassan==== Status: <b>ALIVE </b><br> Info: The owner of Crassan Colonial Technologies and Services (CCTS), a colonial development corporation. Known to be extremely wealthy, quite possibly the wealthiest individual in The IAE. His influence is felt across thousands of worlds. Close friend to Grand Marshal Arzen G. Semorron. ====Reldar Z’Gion==== Status: <b>DECEASED</b><br> Info: Popular late night host during the Continuum Wars era. ====Nisasa==== Status: <b>ALIVE </b><br> Info: A well-known Nesaprosian peddler on the colony of Ausenia. ====Iveena==== Status: <b>DECEASED</b><br> Info: The de facto leader of the Reevit before they settled in IAE space. Though uneducated, she was a very capable orator. Her request for repatriation to Senator Dirival is celebrated by Reevit down to this day and Iveena herself is revered as an important figure in their history. After successfully negotiating a place for the Reevit in The IAE, she would go on to be elected the administrator of Viital, the rediscovered Reevit homeworld. She was generally popular and continued to be reelected until her retirement. ====Liido==== Status: <b>DECEASED </b><br> Info: A poet and Iveena's great grandnephew. Though previously unsuccessful, his relation to such an important cultural figure secured him a prominent place at a milestone Appeals Day celebration. Liido would subsequently become something of a voice for Reevit interests. Many credit him with his race's overall decision to live in enclaves rather than establish large colonial presences. ====Nitish==== Status: <b>DECEASED </b><br> Info: One of the billions of peasants on Nemressia before the Nesaprosia's incorporation into The IAE. After their leaders rejected The IAE's offer, Nitish's bravery in approaching the aliens would spark the worldwide labor movement that ended The Golden's stranglehold on the planet. Not much is known of his life after his interaction with the IAE envoy. == Karahotdoum Empire == ====Hekkesh==== Status: <b>UNKNOWN</b><br> Info: Legendary Karahotdoum who established himself as his people's principal deity. ====Soobek Wikit==== Status: <b>ALIVE</b><br> Info: Member of the Karem Magistrate. ====Katay Ser ==== Status: <b>ALIVE</b><br> Info: Diplomat. ====Vergon Ras==== Status: <b>ALIVE</b><br> Info: Assistant diplomat. ====Supreme commander Yazid Ali Jolof==== Status: <b>ALIVE</b><br> Info: Also known as the 'Head of the Snake'. Highest ranking official in the Karahotdoum National Army. ====Aziz The Merciless==== Status: <b>ALIVE</b><br> Info: Aziz has a reputation for his stubbornness and there are rumours spread throughout the military that he is unkillable. What ''is'' true is that he is a mother fucking badass with a fist made out of admantium which reads "your face goes here". Led at the Battle of Weylu, Battle of Prixata, and Battle of Norsus. ====Admiral Sehla Horoot==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 653rd Fleet. ====Admiral Jabar Azi==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 797th Fleet. ====Admiral Faleem Kuno==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 534th Fleet. ====Admiral Abbik Gomaya==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 264th Fleet. ====Admiral Beptu Fami==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 432nd Fleet. ====Admiral Berkku Halkim==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 677th Fleet. ====Commander Zibasg ==== Status: <b>ALIVE</b><br> Info: Commander of the 316th Jabat Brigade. ==== Captain Aluzo==== Status: <b>ALIVE</b><br> Info: Officer in the 653rd fleet. ====Captain Duso Vel==== Status: <b>ALIVE</b><br> Info: Veteran that leads groups of Boodakai against enemy ships. ====Hezekiah==== Status: <b>ALIVE</b><br> Info: ====Torezza Za==== Status: <b>ALIVE</b><br> Info: ====Muttik==== Status: <b>ALIVE</b><br> Info: ====Gojiro==== Status: <b>ALIVE</b><br> Info: Jazzassin ====Vroin==== Status: <b>ALIVE</b><br> Info: Jazzassin ====Alani Ketaih==== Status: <b>ALIVE</b><br> Info: Veteran of many battles against the Margan, IAE, and Zaretians. ====Zeebadiah==== Status: <b>ALIVE</b><br> Info: ====Herak==== Status: <b>ALIVE</b><br> Info: "That" assault trooper. ====Sohtai Voz==== Status: <b>ALIVE</b><br> Info: Surgeon who helps the poor. ====Borten Surahey==== Status: <b>ALIVE</b><br> Info: Trooper. ====Ortesh==== Status: <b>ALIVE</b><br> Info: Scout, was trapped on Kuldug, a Repzork-occupied Betel world ====Beruk==== Status: <b>ALIVE</b><br> Info: Kanzee, trapped on Kuldug, a Repzork-occupied Betel world. ====Jarak Heptdan==== Status: <b>ALIVE</b><br> Info: [[Nova Corporation]] mercenary ====Anzhar of Galharea==== Status: <b>DECEASED</b><br> Info: An ancient artist renowned for his sculptures. ==[[Kastalian Survivors]]== ====Aleraissa==== Status: <b>ALIVE</b> Info: Senior advisor to Survivor leadership. ====Rinet ==== Status: <b>ALIVE</b> Info: Young but intelligent military commander. ====Vasina==== Status: <b>ALIVE</b> Info: ====Cerevan==== Status: <b>ALIVE</b> Info: ====Sialia==== Status: <b>ALIVE</b> Info: ====Feya==== Status: <b>ALIVE</b> Info: Formal name Denet-Feya. Aiding Betel resistance on Kuldug against the Repzork alongside Krejjak and Squad Leader Tolm. ====Vael==== Status: <b>ALIVE</b> Info: [[Nova Corporation]] mercenary. ====Kaelira==== Status: <b>ALIVE</b> Info: Nova Corporation mercenary. ====Kell==== Status: <b>ALIVE</b> Info: Nova Corporation mercenary. ==[[Khasii Consulate]]== ==== Ascendant Khu'vizul ==== Status: <b>ALIVE</b></br> Info: ====Skyshear the Golden Wing of the Elysian Light==== Status: <b>ALIVE</b></br> Info: [[Nova Corporation]] mercenary. == [[Margan Empire]] == ====High Priestess Massachiah==== Status: <b>ALIVE</b> ====Priestess Tehi==== Status: <b>ALIVE</b> ====Priest Helon==== Status: <b>ALIVE</b> ====Priestess Nihara==== Status: <b>ALIVE</b> ====Priest Chu'Hran==== Status: <b>ALIVE</b> ====Matriarch Li-Hosan==== Status: <b>ALIVE</b> ====Matriarch Hilda==== Status: <b>ALIVE</b> ====Matriarch Pan==== Status: <b>ALIVE</b> ====Matriarch Taiki==== Status: <b>ALIVE</b> ====Matriarch Chilsa==== Status: <b>ALIVE</b> ====Matriarch Jisa==== Status: <b>ALIVE</b> ====Archon Ferivus==== Status: <b>ALIVE</b> ====Archon Ki-Migral==== Status: <b>ALIVE</b> ====Archon Chora==== Status: <b>ALIVE</b> ====Archon Chapel==== Status: <b>ALIVE</b> ====Archon Kalos==== Status: <b>ALIVE</b> ==== General Azakiah ==== Status: <b>ALIVE</b> ==== General Marlika Farshot ==== Status: <b>ALIVE</b> ==== General Turos==== Status: <b>ALIVE</b> ====General Ni'Vola==== Status: <b>ALIVE</b> ====General Alo'Kizan==== Status: <b>DECEASED</b> ====General Iliva==== Status: <b>ALIVE</b> ====General Apulon==== Status: <b>ALIVE</b> ==== Commander Hisila ==== Status: <b>ALIVE</b> ==== Commander Tishious ==== Status: <b>DECEASED</b><br> Info: Killed by Diabloian Hammer Master in one-on-one combat while in his Battlesuit. Orion Dynasty. ==== Commander Krotas ==== Status: <b>DECEASED</b><br> Info: Red Rose commander who directed troops during the [[Battle of Terak]]. Killed alongside his men as their base of operations was overrun by Katar's forces. ==== Squad Commander Hioso ==== Status: <b>ALIVE</b><br/> Info: Known as the 'Undying Flame'. Killed during Battle of Terak. ==== Squad Commander Lokin ==== Status: <b>ALIVE</b><br/> Info: Killed during Battle of Terak. ==== Squad Commander Teemo ==== Status: <b>ALIVE</b><br/> Info: Killed during Battle of Terak. ==== Squad Commander Malzahar ==== Status: <b>ALIVE</b><br/> Info: Killed during Battle of Terak. ==== Squad Commander Lokin ==== Status: <b>ALIVE</b><br/> Info: Killed during Battle of Terak. ==== Confessor Killian ==== Status: <b>ALIVE</b> ==== Doctor Thion ==== Status: <b>ALIVE</b> ==== Blademaster/Melee blade Vissha ==== Status: <b>ALIVE</b> ==== Heavy Gunner Jikon ==== Status: <b>ALIVE</b> ==== Heavy Gunner Phikus ==== Status: <b>DECEASED</b> ==== Heavy Gunner/Melee Blade Miden ==== Status: <b>ALIVE</b> ==== Blademaster Kosaan ==== Status: <b>ALIVE</b> ==== Blademaster Teeron ==== Status: <b>DECEASED</b> Info: Killed by General Katar during the Battle of Terak. ==== Blademaster Tosh ==== Status: <b>DECEASED</b> Info: Killed during Battle of Terak. ==== Spearmaster Kellick ==== Status: <b>ALIVE</b> ==== Pilot Li'eia ==== Status: <b>ALIVE</b> ==== Trooper Nati ==== Status: <b>ALIVE</b> ==[[Nalstros]]== ====Pirate Lady Appa==== Status: <b>ALIVE</b><br> Info: [[Nalstros_Space_Pirates#Appa|A Nalstros Pirate Lord.]] ====Pirate Lady Ezza==== Status: <b>ALIVE</b><br> Info: [[Nalstros_Space_Pirates#Ezza|A Nalstros Pirate Lord.]] ====Pirate Lord Iito==== Status: <b>DECEASED</b><br> Info: [[Nova_Corporation#Station_25:_Iito.E2.80.99s_Rest_Penal_Colony|A Nalstros Pirate Lord who was killed]] by the Luminarian Frontier Navy prior to the [[Luminarian Schism]]. ====Pirate Lord Koro==== Status: <b>ALIVE</b><br> Info: [[Nalstros_Space_Pirates#Koro|A Nalstros Pirate Lord.]] ====Pirate Lord Varr==== Status: <b>ALIVE</b><br> Info: [[Nalstros_Space_Pirates#Varr|A Nalstros Pirate Lord.]] ====Pirate Lord Xorr==== Status: <b>ALIVE</b><br> Info: [[Nalstros_Space_Pirates#Xorr|A Nalstros Pirate Lord.]] ==[[Rach Empire]]== ====Emperor Gorach==== Status: <b>ALIVE</b><br> Info: Formerly General. Now current leader of the Rach. ====Emperor Coradine==== Status: <b>UNKNOWN</b><br> Info: Former Emperor. Disappeared after betraying the empire to the Zaretians by deactivating the last stealth generator protecting Norsus. ====General Lasee==== Status: <b>ALIVE</b><br> ====Captain of Rach Special Ops Kertak==== Status: <b>ALIVE</b><br> Info: Head of Rach special operations ====Sniper Captain Moran==== Status: <b>ALIVE</b><br> ====Captain Doron==== Status: <b>ALIVE</b><br> Info: Commands the Rach Battleship Karadin. ====Captain Raynor==== Status: <b>ALIVE</b><br> ====Captain Lorach==== Status: <b>ALIVE</b><br> ====Captain Goral==== Status: <b>ALIVE</b><br> ====First Mate Fenix==== Status: <b>ALIVE</b><br> ====Commander Tavon==== Status: <b>ALIVE</b><br> ====Commander Mezin==== Status: <b>ALIVE</b><br> ====Commander Wescher==== Status: <b>ALIVE</b><br> Info: Currently cooperating with the Gronian Imperium ====Stealth Commander Chira==== Status: <b>ALIVE</b><br> Info: ====Nightmare Nicholas==== Status: <b>ALIVE</b><br> Info: ====Nightmare Aiska==== Status: <b>ALIVE</b><br> Info: ====Nightmare Ares==== Status: <b>ALIVE</b><br> Info: ====Nightmare Copaz==== Status: <b>ALIVE</b><br> Info: ====Nightmare Cruze==== Status: <b>ALIVE</b><br> Info: ====Commander Borus==== Status: <b>ALIVE</b><br> Info: Veteran against the Margan. More recently involved in evacuating TmC from Gronian offensive. ====Intel Commando Jako==== Status: <b>ALIVE</b><br> ====Shade Sahia==== Status: <b>ALIVE</b><br> ====Sniper Sarch==== Status: <b>ALIVE</b><br> Info: May also be known as Sarach ====Navigator Mengsk==== Status: <b>ALIVE</b><br> ====Diplomat Cihon==== Status: <b>ALIVE</b><br> ====Diplomat Zarach==== Status: <b>ALIVE</b><br> ====Doctor Harc Purlone==== Status: <b>ALIVE</b><br> Info: [[Nova Corporation]] mercenary. ==[[Remusian Republic]]== ==== Grand General Vithem Templesmith ==== Status: <b>UNKNOWN</b></br> Info: Former Monarch and Military Director of the Republic. Current whereabouts are unknown, after disappearance following the [[Collection Conflict]]. ==== Tealana Templesmith ==== Status: <b>DECEASED</b></br> Info: Mother of Vithem Templesmith and first member of the Templesmith lineage. Killed during the [[The Calamity]]. ==== Kaber Kraltoo ==== Status: <b>DECEASED</b></br> Info: Father of Vithem Templesmith and husband to Tealana Templesmith. Was killed during the Calamity. ==== Cael Consor ==== Status: <b>ALIVE</b></br> Info: Leader of [[The Collection]], formally known as the Neo-Synthetic Party, and instigator of the Collection Conflict. His whereabouts are unknown but they are speculated to be the homeworld of the Collection. ==== Vechtho Templesmith ==== Status: <b>ALIVE</b></br> Info: First and only Son of Vithem Templesmith and the current Monarch Of the Republic. ==== Neth Castorkoff ==== Status: <b>ALIVE</b></br> Info: Former Advisor to Vithem Templesmith and the Director of the [[The Science Directive]] and Chairmen of the [[The_Remusian_Republic#Technocratic_Council|Technocratic Council]]. Inventor of the [[Science_Directive#The_Quantum_Entanglement_Device|Quantum Entanglement Device (QED)]]. ==== Doctor Bishun Barreté ==== Status: <b>ALIVE</b></br> Info: Member of the Technocratic and Royal Council. Head of the [[Science_Directive#Interstellar_Engineering_Division|Intersteller Engineering Division (IED)]]. Overseer of [[Science_Directive#Project_Intervention|Project Intervention]] and [[Science_Directive#Addendum:_Project_Contigo|Project Contigo]], and co-lead of [[Science_Directive#The_Overwatch_Program|The Overwatch program]]. ==== Doctor Bem Markflay ==== Status: <b>ALIVE</b></br> Info: Member of the Technocratic and Royal Council. Head of the [[Science_Directive#Military_Engineering_Division| Military Engineering Division (MED)]]. Overseer of [[Science_Directive#Project_Daybreak_.26_Nightfall|Project Daybreak and Project Nightfall]]. ==== Doctor Cruezahn Goerh ==== Status: <b>ALIVE</b></br> Info: Member of the Technocratic and Royal Council. Head of the [[Science_Directive#Interstellar_Warsat_.26_Intelligence_Networking_Division|Interstellar Warsat and Intelligence Networking Division (IWIN)]]. ==== Doctor Cheesh Parker ==== Status: <b>ALIVE</b></br> Info: Member of the Technocratic and Royal Council. Head of the [[Science_Directive#Directed_Energy_Division|Directed Energy Division (DED)]]. Oversees the construction of the [[The_Remusian_Republic#Interstellar_Ion_Cannon|Interstellar Ion Cannons]]. ==== Doctor Prisma Margel ==== Status: <b>ALIVE</b></br> Info: Member of the Technocratic and Royal Council. Head of the [[Science_Directive#Combat_and_Personal_A.I._Division|Combat and Personal A.I. Division (CPAID)]] and the main developer of the [[Science_Directive#The_Central_Datanet|Central Datanet]], co-lead of [[Science_Directive#The_Overwatch_Program|The Overwatch program]]. ==== Doctor Rapel Kraven ==== Status: <b>ALIVE</b></br> Info: Member of the Technocratic and Royal Council. Head of the [[Science_Directive#Electrical_Energy_Division|Electrical Energy Division (EED)]]. ==== Doctor Ventures Sampson ==== Status: <b>ALIVE</b></br> Info: Member of the Technocratic and Royal Council. Head the of the [[Science_Directive#Firearms_.26_Balistics_Division|Firearms & Ballistics Division (FBD)]]. ==== Doctor Mjol Mantel ==== Status: <b>ALIVE</b></br> Info: Member of the Technocratic and Royal Council. Head of the [[Science_Directive#Interstellar_Warsat_.26_Intelligence_Networking_Division|Biological & Health Development Division(BHDD)]]. Oversees the [[Science_Directive#Genetic_Compilation_And_Collection_Program_.28Project_Recode.29|Genetic Compilation And Collection Program and Project Recode]] ==== MEDICI==== Status:<b>ACTIVE</b></br> Info: Formally known as the Central Datanet, MEDICI was the original AI datamind developed and programmed by Dr. Margel after the Collection Conflict. Since its move to the "The House Of the Kings", MEDICI has created two other instances to assist itself in its Protect and Predict Initiative. He has insisted on being called Medici since the move. In addition to being the hardest to contact, MEDICI is the most distant and secretive the other two Dataminds. He works from the shadows and makes sure things run smoothly while maintaining constant, predictive algorithms for almost every event he has eyes on. Dr. Margel, Dr. Goerh, Dr. Barreté and Omas Deltas are some of the few who can directly contact MEDICI. ==== VISCONTI ==== Status:<b>ACTIVE</b></br> Info: Datamind that works alongside Deskardo Cohen to maintain the mid sector. VISCONTI directly participates in affairs and events that occur in the mid sector. At times this can be challenging since the sector is so expansive. His personality if friendly and welcoming in stark contrast to his fellow dataminds. VISCONTI doesn't appear to to do much work with the other two data minds, but does a lot of logistical work that is often overlooked. ==== ORSINI ==== Status:<b>ACTIVE</b></br> Info: The datamind that monitors and maintains the outer rim and its outposts alongside Moreno Ottica. ORSINI enforces strict regulations and policies to foreign and domestic travelers alike. ORSINI carries a gruff and strict demeanor to help reinforces these policies. ==== Arthro Leteb ==== Status: <b>ALIVE</b></br> Info: A member of the Royal Council and Co-Director of the [[The_Grand_Army_of_The_Republic|Grand Army and Grand Navy]] since the disappearance of Vithem. One of the writers of the [[The_Grand_Army_of_The_Republic#Origins|Military Codex]] alongside Vithem. Arthro is a part of one of few military lineages, dating back to Remusia. His parents served as part of the Royal guard on Remusia, but only he and his mother escaped the consequences of [[The Calamity]]. His mother would continue to serve as part of the Royal guard. As he was able, Arthro enlisted. Arthro became stationed on Tesmar during the initial days that ignited the Kusheen conflict. He lost his mother during that attack, while she was trying to protect Viola Templesmith from certain death, though this would end in both of their deaths. Vithem invited Arthro alongside Royal guard members to draft the Codex Act. Arthro himself made several contributions, including the introduction of platoons, and the reformatting of the Navy. Arthro would lead one of the first platoons, the Wallcomb Platoon, who fought during the Kusheen and Collection conflict, earning the platoon several marks of distinction. ==== Idesk McVoll ==== Status: <b>ALIVE</b></br> Info: A member of the Royal Council as well as the Director and chairmen for the [[The_Remusian_Republic#The_Royal_Corps|Royal Corps]] Idesk himself is a former high-ranking Corps member who served alongside H'rothgoar von Smathen but was not persuaded to participate in Project Kronos. He was instrumental in proving that his former college was conspiring with those leading Project Kronos, which lead to Hrothgar’s exile, to which he became a mercenary. ==== Brigadier General Sevna Templesmith ==== Status: <b>ALIVE</b></br> Info: Daughter of Vithem, leads the [[The_Remusian_Republic#Interro_Platoon|Interro platoon]] which carried out [[The_Remusian_Republic#Other_Notable_Conflicts_.26_Events|Operation Bellringer.]] ==== Omas Deltas ==== Status: <b>ALIVE</b></br> Info: The sector governor of the home cluster who is constantly bombarded with paperwork and bureaucracy. Works very closely with MEDICI, the Royal Council and the Science Directive. ==== Deskardo Cohen ==== Status: <b>ALIVE</b></br> Info: Sector governor of the mid sector. Was the first to record and report the appearance of the [[The_Remusian_Republic#Other_Notable_Conflicts_.26_Events|Kreetah Remote Installation]]. He is currently occupied with monitoring foreign traffic with concern to the Rift Incident. Cohen works closely with VISCONTI to coordinate foreign diplomats. ==== Moreno Ottica ==== Status: <b>ALIVE</b></br> Info: Sector governor of the Outer Rim who works closely with ORSINI. As an Ex-General, Ottica reinforce Grand Army outposts well and ensures they are maintained in the event of an attack. Ottica also enforces strict travel regulations through and around the outer rim. ==== Elas Sanpel ==== Status: <b>ALIVE</b></br> Info: Co-head of the Remusian Colonization Planning & Infrastructure Services(RCPIS). Holds a seat on the Royal Council. ==== Dras Grino ==== Status: <b>ALIVE</b></br> Info: Co-head of the Remusian Colonization Planning & Infrastructure Services(RCPIS). Holds a seat on the Royal Council. ==== Goyo Hamara ==== Status: <b>ALIVE</b></br> Info: Co-head and Overseer of Education and the [[Science_Directive#Directive_Application_Process|Empire Scientific Assessment]]. Manages most of the administration and paper work for the aforementioned areas. Holds a seat on the Royal Council. ==== Ima Jabra ==== Status: <b>ALIVE</b></br> Info: Co-head of Education and the Empire Scientific Assessment. Works closely with the Directive to update and write the Empire Scientific Assessment. Holds a seat on the Royal Council. ==== Rava James ==== Status: <b>ALIVE</b></br> Info: Co-head of Remusian Communications and Foreign Affairs (RCFA). One of two diplomats who represent the interests of foreign relations, leads most diplomacy with the Sauran Solidarity and the Telkevan Union. Played an pivotal role in bringing the Neural Riots to an end. Holds a seat on the Royal Council. ==== Dizel Craftstead ==== Status: <b>ALIVE</b></br> Info: Co-head of Remusian Communications and Foreign Affairs (RCFA). One of two diplomats who represent the interests of foreign relations. Currently involved in an classified diplomatic assignment. Holds a seat on the Royal Council. ==== Lehman Haul ==== Status: <b>ALIVE</b></br> Info: Developmental lead for Colony/Empire Infrastructure. Manages general Empire trade routes and traffic moving through the Republic's space. Works Closely with Dr. Goerh and the IWIN Division. Holds a seat on the Royal Council. ==== Duran Toba ==== Status: <b>ALIVE</b></br> Info: Production lead for Colony/Empire Infrastructure. Manages contracts to companies that build infrastructure across the many worlds owned by the Republic. Holds a seat on the Royal Council. ==== Upol Marlez ==== Status: <b>ALIVE</b></br> Info: Minister of Economy, trade and commerce. Manages most of the Republic's trade and commerce with local and foreign connections . Holds a seat on the Royal Council. ==== Abbot Interik ==== Status: <b>ALIVE</b></br> Info: Minister of Transportation. Manages and versees local traffic across the Republic's colonies. who works closely with Duran Toba. Holds a seat on the Royal Council. ==== Steveth Nielson ==== Status: <b>RETIRED</b></br> Info: A former General who offers teachings of the [[The_Remusian_Republic#Military_Artists|Military Artists]]. One of the writers of the Military Codex. ==== H’rothgoar Von Smathen ==== Status: <b>UNKNOWN</b></br> Info: Former supporter of the Royal Family who successfully led several stealth teams against the Neo-Synthetic Party, of which who also retrieved the early blueprints of the Hyperlane Portal Drive from Cael's laboratory. Von Smathen was also affiliate with the Republic's Royal Corps and defected to participate in Project Kronos. Von Smathen is now an employee of [[Nova Corporation]] and leads the [[The_Remusian_Republic#Enemies|Lithraga Mercenary Group]]. Intel has identified him as changing his name to Spaark 343. Smathen was approached by [[Named_Characters#Flanel_Glazmir|Flanel Glazmir]] and [[Named_Characters#Pavil_Foregen|Pavil Foregen]] to help make [[The_Remusian_Republic#Project_Kronos|Project Kronos]], a place without scientific or ethical boundary, a reality. He became confidant the two scientists would gain the approval of the Royal Council. As such, he would fund the two, and help gather volunteers and lead them to Kronos, an isolated planet not bearing and boundaries to any neighbors. Von Smathen invited his student , McVoll, into the project, who blindly followed his mentor for a time. He managed to keep his involvement in the project secret from Council, until he was formally dispatched to dismantle it. Smathen disagreed with the Council's decision and prompted Glazmir and Foregen to continue their work, and ignored his direct orders. McVoll accidentally overheared a discussion between Von Smathen and Foregen, and quickly realized the true intentions of the project despite Von Smathen's assurance otherwise. McVoll confronted his former mentor, but Von Smathen easily overpowered his student having received several augmentations, but McVoll managed to escape. He brought his findings to the Royal Council, who dispatched the Royal Guard to apprehended the individuals involved. McVoll was commended for his actions and was given the position of Corps representative, as well as a seat on the Royal Council. Foregen, Glazmir and Von Smathen were able to retreat to Kronos, where they would create the Lithraga Nebula and, and cede from the empire to continue their work, forming the Lithraga Mercenary Group. Von Smathen became further involved in Kronos based experiments, though to what extent is unknown. Several encounters with the Mercenary group indicate that as a result of these experiments, he suffers from a "memory blank", which involves a sort of blackout, where he cannot remember the string of events while he experiences the blank. Being a former loyalist the Council does not know why he defected, but many suspect that Foregen or Glazmir manipulated him and his ideals. Von Smathen has since taken on the title Spaark 343 and leads said group. For a time, he would serve for the [[Nova Corporation]] on squad 255 but would find his way back to Lithraga after immense inactivity of the squad. ==== Flanel Glazmir ==== Status: <b>UNKNOWN</b></br> Info: Former Directive member who defected during Project Kronos to pursue research deemed unethical by the Directive. Currently affiliated with the Lithraga Mercenary Group. ==== Pavil Foregen ==== Status: <b>UNKNOWN</b></br> Info: Former Directive member who defected during Project Kronos to pursue research deemed unethical by the Directive. Currently affiliated with the Lithraga Mercenary Group. ==== Dr. Lamis Logist ==== Status: <b>UNKNOWN</b></br> Info: Former Directive scientist who studied the Anomalous entities and Denizens of the Void. After a lab incident went awry, he has not been seen since he was admitted into critical care. == [[Telkevan Union]] == === High Chamber === ==== Grand Marshal Tarsovis Visaria ==== Status: <b>ALIVE</b></br> Info: Head of state and commander-in-chief of the armed forces. ==== High Marshal Zurar Azakeia==== Status: <b>ALIVE</b></br> Info: High Marshal of the Army. ==== High Marshal Ilivaris Kindasi ==== Status: <b>ALIVE</b></br> Info: High Marshal of the Solar Navy. ==== High Marshal Nuoh Gersalv ==== Status: <b>ALIVE</b></br> Info: High Marshal of the Legion. ==== High Marshal Veto Korvack ==== Status: <b>ALIVE</b></br> Info: High Marshal of Central Intelligence. ====Kaiser Zervath Nezekar V==== Status: <b>ALIVE</b></br> Info: Representative of the public to the Marshal's Council. Subservient to Tarsovis. === Kaiser's Cabinet === ==== Chairman Vogarog Kezedor ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Internal Security. ==== Chairman Fikoro Vorch ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Foreign Affairs. ==== Chairman Tornu Kinasis ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Exploration and Colonization. ==== Chairman Sugorak Tilar ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Internal Affairs. ==== Chairman Ruthrak Darzelog ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Reconciliation. ==== Chairman Xadorag Inorv ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Infrastructure. ==== Chairman Relonek Wasithi ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Finances. ==== Chairman Gatorak Fisoro ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Citizens & Workers. ==== Chairman Hinlaev Zecha ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Veterans. ==== Chairman Torov Vaildag ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Military Research and Development. ==== Chairman Sorvitsig Raelot ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Civil Research and Development. One of the few aliens serving in the federal government. ==== Chairman Hinaru Vas ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Education & Information. ==== Chairman Yimana Huthifi ==== Status: <b>ALIVE</b></br> Info: Chairman of the Department of Husbandry. One of the few aliens serving in the federal government. === House Nezekar === ==== Crown Prince Karetath Nezekar ==== Status: <b>ALIVE</b></br> Info: One of Zervath's children. Chosen heir of his father's position by the Marshal's Council. Often seen alongside his father, who acts as his tutor. ====Princess Vailovi Nezekar ==== Status: <b>ALIVE</b></br> Info: One of Zervath's children, Vailovi has rejected a life in politics and has instead embraced a career in the armed forces. Little else is known of the reclusive daughter, who is believed to be working as a spy for High Marshal Veto Korvack. === Lower Chamber === ==== Speaker Zuyiv Faelok ==== Status: <b>ALIVE</b></br> Info: Speaker of the senate and representative to the Marshal's Council as of 3493 AE, or year eleven of the [[Great War]]. === 70th Combined Armada === ==== Marshal Oltar Falklung ==== Status: <b>ALIVE</b></br> Info: Marshal overseeing 70th Combined Armada. ==== 96th 'Exultant Blade' Armada ==== ===== Marshal Livuna Yethelig ===== Status: <b>ALIVE</b></br> Info: Marshal of the 96th armada. ===== Lord Admiral Olthvet Iwatazi ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 96th armada. ===== Lord General Veinfyr Lukitov ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 96th armada. ===== Lord Imperator Gorsk Heldre ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 96th armada. ===== Lord Commander Felre Oskalon ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 96th armada. ==== 28th 'Testament of Zeal' Armada ==== ===== Marshal Tinaji Waldrekt ===== Status: <b>ALIVE</b></br> Info: Marshal of the 28th armada. ===== Lord Admiral Farsara Olvu ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 28th armada. ===== Lord General Kalak Zadir ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 28th armada. ===== Lord Imperator Valsgy Chalhros ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 28th armada. ===== Lord Commander Halfek Tulavan ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 28th armada. ==== 323rd 'Kaiser's Seer' Armada ==== ===== Marshal Alrukon Zath ===== Status: <b>ALIVE</b></br> Info: Marshal of the 323rd armada. ===== Lord Admiral Lihov Riigira ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 323rd armada. ===== Lord General Taran Zolchu ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 323rd armada. ===== Lord Imperator Gutara Kilusos ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 323rd armada. ===== Lord Commander Fetzhal Selkehausin ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 323rd armada. === 57th Combined Armada === ====Marshal Thalkae Xelnir==== Status: <b>ALIVE</b></br> Info: Telkevon-class 'iron soul' artificial intelligence construct covertly masquerading as an organic Repzork. Was assigned to command the 57th Combined Armada following the Battle of Helia as a test of his abilities. ==== 277th 'Spear of Athovat' Armada ==== ===== Marshal Gulg Kelendorth ===== Status: <b>ALIVE</b></br> Info: Marshal of the 277th armada. ===== Lord Admiral Viotr Akuru ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 277th armada. ===== Lord General Alkisi Vikolay ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 277th armada. ===== Lord Imperator Likana Raldalvi ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 277th armada. Also known as "The Demon" due to her reputation for extreme violence and for taking trophies from her foes in the form of bones which she wears on her armor. Owns a customized battlesuit. ====== Imperator Ezanfi Dugoro ====== Status: <b>ALIVE</b></br> Info: Lord Imperator Likana Raldalvi's second-in-command. Temporarily served as Lord Imperator following the Battle of Embaelos. =====Lord Commander Nenris Vulidi===== Status: <b>ALIVE</b></br> Info: Lord Commander of the 277th armada. ==== 14th 'Helia's Thunder' Armada ==== ===== Marshal Theledar Heldros ===== Status: <b>ALIVE</b></br> Info: Marshal of the 14th armada. ===== Lord Admiral Kiryusa Luok ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 14th armada. Known for her use of bold and unorthodox strategies and a tendency to taunt her enemies. Serves as one of the Marshal Council's executioners. ===== Lord General Vonkular Tinarya ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 14th armada following the Battle of Thaelvak. ===== Lord Imperator Sulathek Olsilan ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 14th armada. Cousin of Kaiser Zervath V and heir apparent to House Olsilan, a noble family whose exploits have been traced back to the ancient Telkevan kingdoms. ===== Lord Commander Kaedris Vul Chegor ===== Status: <b>ALIVE</b></br> Info: Lead commander of the 14th armada. ==== 537th 'Fate's Reckoning' Armada ==== ===== Marshal Osgof Waul ===== Status: <b>ALIVE</b></br> Info: Marshal of the 537th. ===== Lord Admiral Hulisi Kitoro ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 537th armada. ===== Lord General Relfae Ghou ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 537th armada. ===== Lord Imperator Zalahin Yushtet ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 537th armada. ===== Lord Commander Thalhu Felke ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 537th. ==== 980th 'Seekers of Wisdom' Armada ==== =====Marshal Turlak Izali ===== Status: <b>ALIVE</b></br> Info: Marshal of the 980th armada. ===== Lord Admiral Sethog Eralat ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 980th armada. ===== Lord General Unaiya Goritzov ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 980th armada. ===== Lord Imperator Uyalef Valosa ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 980th armada. ===== Lord Commander Dalthur Seikesthral ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 980th armada. === 108th Combined Armada === ==== Marshal Iosin Gofthre ==== Status: <b>ALIVE</b></br> Info: Marshal of the 108th Combined Armada. ====77th 'Saertu's Gaze' Armada ==== ===== Marshal Validon Dilae ===== Status: <b>ALIVE</b></br> Info: Marshal of the 77th armada. ===== Lord Admiral Xatka Yuvaki ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 77th armada. ===== Lord General Siveris Halz ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 77th armada. ===== Lord Imperator Akolan Hunzigr ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 77th armada. ===== Lord Commander Zultha Nolovich ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 77th armada. ====843rd 'Vindication of Blood' Armada==== ===== Marshal Orlak Naudrid ===== Status: <b>ALIVE</b></br> Info: Marshal of the 843rd armada. ===== Lord Admiral Dravius Sarikara ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 843rdth armada. ===== Lord General Hiyusta Silin ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 843rdth armada. ===== Lord Imperator Velas Gilenan ===== Status: <b>ALIVE</b></br> Info: Commandimg imperator of the 843rd armada. ===== Lord Commander Saltova Lugall===== Status: <b>ALIVE</b></br> Info: Leading commander of the 843rd armada. ====355th 'Purity's Test' Armada==== ===== Marshal Galagos Lindre ===== Status: <b>ALIVE</b></br> Info: Marshal of the 355th armada. ===== Lord Admiral Triladak Falser ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 355th armada. ===== Lord Imperator Gakrin Lugall ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 355th armada. Brother of Saltova Lugall. ===== Lord Imperator Gusavig Wazari ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 355th armada. ===== Lord Commander Viseria Aulgar ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 355th armada. ===97th Combined Armada=== ==== Marshal Wultyr Aesigir ==== Status: <b>ALIVE</b></br> Info: Marshal of the 97th combined armada. ====977th Children of Riigr==== ===== Marshal Eslu Tiladan ===== Status: <b>ALIVE</b></br> Info: Marshal of the 977th armada. ===== Lord Admiral Fauz Devig ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 977th armada. ===== Lord General Alfyon Zolch ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 977th armada. ===== Lord Imperator Kalezar Duroyagon ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 977th armada. ===== Lord Commander Zalsilae Hunovia ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 977th armada. ====150th 'Might of Thaelvak' Armada==== ===== Marshal Unaya Holzilaz ===== Status: <b>ALIVE</b></br> Info: Marshal of the 150th armada. ===== Lord Admiral Nerea Vukard ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 150th armada. ===== Lord General Haleus Dregorf ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 150th armada. ===== Lord Imperator Sulevahn Zarsogog ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 150th armada. ===== Lord Commander Nevhet Yasirif ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 150th armada. ===88th Combined Armada=== ==== Marshal Tegar Zokonae==== Status: <b>ALIVE</b></br> Info: Marshal of the 88th Combined Armada located in the [[Tomastahl Sector]]. Currently overseeing [[Operation Dawnhammer]]. ====109th 'Radiant Hierophant' Armada ==== ===== Marshal Ozagi Inusa ===== Status: <b>ALIVE</b></br> Info: Marshal of the 109th armada. ===== Lord Admiral Viirga Kulasku ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 109th armada. ===== Lord General Faltaka Wedaro ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 109th armada. ===== Lord Imperator Haraya Izunati ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 109th armada. ===== Lord Commander Girid Ryothir ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 109th armada. ====252nd 'Hand of Golgolag' Armada ==== ===== Marshal Shagar Welugoro ===== Status: <b>ALIVE</b></br> Info: Marshal of the 252nd armada. ===== Lord Admiral Xerx Thalkunviir ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 252nd armada. ===== Lord General Varius Nizurahk ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 252nd armada. ===== Lord Imperator Halgiri Thukov ===== Status: <b>ALIVE</b></br> Info: Commanding imperator of the 252nd armada. ===== Lord Commander Delthega Hilid ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 252nd armada. ====489th 'Ghost Eaters' Armada ==== ===== Marshal Alyko Faeravia ===== Status: <b>ALIVE</b></br> Info: Marshal of the 489th armada. ===== Lord Admiral Trolgath Vinien ===== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 489th armada. ===== Lord General Selchazar Ghanaz ===== Status: <b>ALIVE</b></br> Info: Commanding general of the 489th armada. ===== Lord Imperator Sunahi Woku ===== Status: <b>ALIVE</b></br> Info: Leading imperator of the 489th armada. ===== Lord Commander Ithna Rarlesh ===== Status: <b>ALIVE</b></br> Info: Leading commander of the 489th armada. === 500th 'Purity of Flames' Armada === ==== Marshal Hrivalku Falaz ==== Status: <b>ALIVE</b></br> Info: Marshal of the 500th 'Purity of Flames' armada. ==== Lord Admiral Elseron Nethali ==== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 500th armada. ==== Lord General Eaeru Tritheka ==== Status: <b>ALIVE</b></br> Info: Commanding admiral of the 500th armada. Replaced Elseron Nethali following her defection. ==== Lord Imperator Alesanda Hilingoth ==== Status: <b>ALIVE</b></br> Info: Commanding imperator of the armada. ==== Lord Commander Sasrilov Vech ==== Status: <b>ALIVE</b></br> Info: Leading commander of the 500th armada. Spends much of his time monitoring for incursions and cult activity. === Other === =====Marshal Yuluvar Eras ===== Status: <b>ALIVE</b></br> Info: Former marshal of the 57th Combined Armada. Was demoted following the [[Battle of Helia]]. ==== Specialist Iova Gangl ==== Status: <b>ALIVE</b></br> Info: ==== Ambassador Orva ==== Status: <b>ALIVE</b></br> Info: Lead Telkevan representative to the Warlord Pact. Initially hesitant to allying with the Pact and has only grown increasingly skeptical of the alliance. Nevertheless, he is loyal to the High Chamber's wishes and is trusted even by Veto Korvack. === Deceased === ==== Grand Marshal Tagara Vukarn ==== Info: Responsible for evacuating the Repzork following the Wars of Unification and for establishing military rule. Hailed as a national hero by most, with some revering her as an agent of the gods. ==== Kaiserin Linalu Nezekar ==== Info: Former Kaiserin and mother of Zervath Nezekar. Succeeded by her son. ====Kaiser Hrivalga Nezekar==== Info: Attempted to overthrow the High Chamber and establish an absolute monarchy, resulting in the Bloodletting. Was ambushed and killed during his attempt to eliminate the High Chamber. ==== Lord General Zirnak Gilosa ==== Info: Former commanding general of the 14th armada. Was grievously wounded during the Battle of Thaelvak by Diab Shocktroopers and later succumbed to his injuries. ==== Captain Oktora Dulog ==== Info: Officer in the 150th Armada who defected to the Peacekeepers during [[Operation Stormbreaker]]. Fought alongside Rach forces during [[Operation Downfall]] until she was killed during the [[First Battle of Norsus]]. ==Sauran Solidarity== ====Commander Vakarai Uru==== Status: <b>ALIVE</b> ====Advisor Shar're Sascus==== Status: <b>ALIVE</b> ====Commander Markull Earu==== Status: <b>ALIVE</b> ====Advisor Jarr'se Akl==== Status: <b>ALIVE</b> ====Commander Lunéss'zru==== Status: <b>ALIVE</b> ====Advisor Asul Kah==== Status: <b>ALIVE</b> ====Commander Maresar Barr==== Status: <b>ALIVE</b> ====Advisor Versah Obes==== Status: <b>ALIVE</b> ====Duchess Amara'Eress==== Status: <b>ALIVE</b> ====Mare'Sa Akul==== Status: <b>ALIVE</b> ====Captain Akarr'Esk==== Status: <b>ALIVE</b> ====Officer Meyah Erse==== Status: <b>ALIVE</b> ====Squad Captain Varr're==== Status: <b>ALIVE</b> ====Vorus==== Status: <b>ALIVE</b><br> Info: Captured by Gastan Industries at the behest of Navora. Currently her servant. ====Mai'zru==== Status: <b>ALIVE</b><br> Info: [[Nova Corporation]] mercenary. ==[[Transmetallic Confederation]]== ====Chief Commander Xoria==== Status: <b>ALIVE</b><br> Info: ====Chief Commander Zulgrev==== Status: <b>ALIVE</b><br> Info: ====Chief Commander Zeru'zeleus==== Status: <b>ALIVE</b><br> Info: ====Battle Commander Ixxia==== Status: <b>ALIVE</b><br> Info: ==== Battle Commander/Spy Zultzen==== Status: <b>ALIVE</b><br> Info: ==== Battle Commander Authos==== Status: <b>ALIVE</b><br> Info: ====Pyro Lord Mulgesio==== Status: <b>ALIVE</b><br> Info: ====Sergeant Zor'thos==== Status: <b>ALIVE</b><br> Info: ====Sharpshooter Redri'gius==== Status: <b>ALIVE</b><br> Info: ====High Commander Serlia==== Status: <b>ALIVE</b><br> Info: ====Medic Voro'gan==== Status: <b>ALIVE</b><br> Info: ====Zenlen==== Status: <b>ALIVE</b><br> Info: [[Nova Corporation]] mercenary. ====Migrev Cronis==== Status: <b>ALIVE</b><br> Info: Nova Corporation mercenary. ==Zaretian Monarchy== ====King Breys==== Status: <b>ALIVE</b><br> ====Former King Moscassin==== Status: <b>ALIVE</b><br> Info: Deposed and exiled by King Breys ====High General Gancarda, The Knight of Zartar==== Status: <b>ALIVE</b><br> ====Lord General Atles==== Status: <b>ALIVE</b><br> ====Lord General Rex’Abilion==== Status: <b>ALIVE</b><br> ====General Peacha, Leader of the Night Shade Division==== Status: <b>ALIVE</b><br> Info: Female ====General Varthos==== Status: <b>ALIVE</b><br> ====General Vipenite==== Status: <b>DECEASED</b><br> Info: Favourite of Breys, defeated by Nepharians ====General Axe==== Status: <b>DECEASED</b><br> Info: Former leader of the Night Shades, executed ====Admiral Helios==== Status: <b>ALIVE</b><br> ====Admiral Coole’Raan==== Status: <b>ALIVE</b><br> Info: Female ====Admiral Vice’Rin==== Status: <b>ALIVE</b><br> ====Admiral Zen’Toos==== Status: <b>ALIVE</b><br> ====Admiral Galthos==== Status: <b>DECEASED</b><br> ====Commander Ganos==== Status: <b>ALIVE</b><br> ====Commander Bore’Ock==== Status: <b>ALIVE</b><br> ====Commander Tales==== Status: <b>ALIVE</b><br> ====Mako the Titan==== Status: <b>ALIVE</b><br> ====Karis the Hunter==== Status: <b>ALIVE</b><br> ====Zandra the Psychic==== Status: <b>ALIVE</b><br> Info: Also known as Zandra the Sage or Zandra the Prophet ====Atoppos the Great==== Status: <b>ALIVE</b><br> Info: Defected to the Aeveria Confederation ====Night Shade Elite Vario’Vese==== Status: <b>ALIVE</b><br> ====Night Shade Elite Sai’Ax==== Status: <b>ALIVE</b><br> ====Night Shade Elite Janor'Artious==== Status: <b>ALIVE</b><br> ====Night Shade Elite Xenia==== Status: <b>ALIVE</b><br> Info: Daughter of General Peacha ====Chief Engineer Cor’Zu==== Status: <b>ALIVE</b><br> Info: Part of the Night Shade Division as well ====Chief Engineer Mirant==== Status: <b>ALIVE</b><br> Info: Notably a pacifist and only focuses on civilian technologies ====Governer Sor'oz==== Status: <b>DECEASED</b><br> ====Lyeria==== Status: <b>ALIVE</b><br> Info: Lead an Elite squad known colloquially as "Zartar's Might", promoted to commando, later selected as a Mech Champion, where he pilots the Earth Hammer and trains future mech pilots. ====Ladge==== Status: <b>UNSURE</b><br> Info: Member of Lyeria's former Elite squad, "Zartar's Might" ====Jaytons==== Status: <b>UNSURE</b><br> Info: Medic and member of Lyeria's former Elite squad, "Zartar's Might" ====Trels==== Status: <b>UNSURE</b><br> Info: Heavy Weapon Specialist and member of Lyeria's former Elite squad, "Zartar's Might" ====Ambetta==== Status: <b>ALIVE</b><br> Info: Royal Newscaster for Voices of Zartar ====Deg==== Status: <b>ALIVE</b><br> Info: Royal Newscaster for Voices of Zartar ====Leck==== Status: <b>ALIVE</b><br> Info: Royal Newscaster for Voices of Zartar ====Taimera==== Status: <b>DECEASED</b><br> Info: Commander who defected during [[Operation Stormbreaker]]. Fought alongside the Rach until she was killed during the final stages of the [[First Battle of Norsus]]. [[Category: Characters]] [[Category: page]] [[Category:BrandingHold]] gdjxboqh46z4qmj3sxmbzipx6jp56wj Named Characters (Legacy) 0 1414 16565 16564 2021-05-12T12:58:35Z Amaker1450 26550035 /* Car'siris'nyrax'kor Meiset (Iris) */ 16565 wikitext text/x-wiki An archive of all EAW characters who have been relegated to legacy lore. ==[[Acropolan Empire]]== ====C'Amathius==== Status: <b>ALIVE</b><br> Info: Carinthon Amathius Andon (Andonlia). The Son of Andon and Andolia, the young leader of Acropolan diplomacy and a very able military commander. Almost certainly to be elected after Andon as The Head of Council for his Legendary Diplomacy and great deeds. ====Brigadier Commander Felix==== Status: <b>ALIVE</b><br> Info: ====General Fynows==== Status: <b>ALIVE</b><br> Info: ====Field Commander Aola==== Status: <b>ALIVE</b><br> Info: ====Field Commander Xavier==== Status: <b>ALIVE</b><br> Info: ====Commander Andon==== Status: <b>ALIVE</b><br> Info: ====Admiral Briggs==== Status: <b>ALIVE</b><br> Info: ====1st Captain Proditorus==== Status: <b>ALIVE</b><br> Info: ==[[Aeveria Confederation]]== ====President Sandra Williams==== Status: <b>ALIVE</b><br> Info: Current president of the Aeveria. ====Jayson Chapman==== Status: <b>ALIVE</b><br> Info: Public Relations Secretary of the Department of Defense. ====Clairissa Harper==== Status: <b>ALIVE</b><br> Info: Stand-in Secretary of the Department of Foreign Affairs. ====Admiral Velo==== Status: <b>ALIVE</b><br> Info: Commanding officer of Blockade sector Charlie-5. ====Admiral Entus==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 501st fleet. ====Admiral Tuscannon ==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 196th fleet. ====Admiral Elthin ==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 290th fleet. ====General Evrok Meintith==== Status: <b>ALIVE</b><br> Info: Commanding general of the 19th fleet. ====General Ezora ==== Status: <b>ALIVE</b><br> Info: ====General Post ==== Status: <b>ALIVE</b><br> Info: Commanding general of the 64th fleet. ====Freyda==== Status: <b>ALIVE</b><br> Info: ====General Elicia K Elis==== Status: <b>ALIVE</b><br> Info: ====Desmine==== Status: <b>ALIVE</b><br> Info: ====Vela==== Status: <b>ALIVE</b><br> Info: ====Asana==== Status: <b>ALIVE</b><br> Info: ====Mrs. Nalsa==== Status: <b>ALIVE</b><br> Info: ====Ms. Nalsa==== Status: <b>ALIVE</b><br> Info: ====Gabriel Wilson==== Status: <b>ALIVE</b><br> Info: [[Nova Corporation]] mercenary. ==[[Betel Recyclers]]== ====Arthur Visomian==== Status: <b>ALIVE</b><br> Info: Chief Inventor of the Recyclers, notable war hero, very old for a Betel. ====Erwin Malov==== Status: <b>DECEASED</b><br> Info: Energy Scientist in the Golden Face, killed in power plant explosion. ====Masarch Yut==== Status: <b>ALIVE</b><br> Info: Head diplomat of the recently founded Recycler External Affairs Commission (REAC). Member of Helm's Hold. ====Epson Ithigart==== Status: <b>ALIVE</b><br> Info: Leader of the [[Recycler Trade & Expansion Commission]](RTEC). Member of Helm's Hold. ====Harmi Kalodech==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Nedor Hezeron==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Achar Oprellik==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Zimri Spekdech==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Sekno Vorniket==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Ithor Wactnelt==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Wycho Levnechak==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Nokro Kestoglat==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Lerwi Fitiskel==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Utnir Cozniket==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Werek Virtnac==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====Eksur Paskotymin==== Status: <b>ALIVE</b><br> Info: Member of Helm's Hold. ====High Chancellor Bavur Trivac==== Status: <b>ALIVE</b><br> Info: Current High Chancellor ====High Chancellor Visas Jorental==== Status: <b>DECEASED</b><br> Info: Former High Chancellor, was leader when war started, assassinated. ====High Chancellor Nol Byervid==== Status: <b>ALIVE</b><br> ====High Chancellor Corim Decutuk==== Status: <b>RETIRED</b><br> ====High Chancellor Vestid Waestik==== Status: <b>RETIRED</b><br> ====High Chancellor Duth Yektiul==== Status: <b>DECEASED</b><br> ====High Chancellor Pav Kordust==== Status: <b>DECEASED</b><br> ====High Chancellor Wej Tarres==== Status: <b>DECEASED</b><br> ====High Chancellor Tolu Bastil==== Status: <b>DECEASED</b><br> ====Voivode Ruusad Hassai==== Status: <b>ALIVE</b><br> Info: Voivode (Military Governor-Commander) on Repzork front ====Voivode Yodd Wikrix==== Status: <b>ALIVE</b><br> Info: Voivode on the Xeverran Front (Wikrix Wall) ====Overlance Tachko Irukon==== Status: <b>ALIVE</b> ====Overlance Venerad==== Status: <b>ALIVE</b><br> Info: Former, retired. ====Golik Maelotumn==== Status: <b>ALIVE</b><br> Info: Sky Commission Lead, also a sitting member of Helm's Hold, per the job description. ====Noro Revomin==== Status: <b>ALIVE</b><br> Info: Helmwehr Supervision Commission Lead, also a sitting member of Helm's Hold, per the job description. ====Brave Commander Faer Kollerbas==== Status: <b>ALIVE</b><br> ====Alacastur Ersin==== Status: <b>DECEASED</b><br> Info: Former Head of the Betel’s Armed Forces. Term was served during the Doisu Wars. ====Olivar Necchuk==== Status: <b>ALIVE</b><br> Info: Weapons entrepreneur, creator of [[Recycler_Helmwehr#Assault_Rifles|Ollie's Rapid-Fire Rifle]] and de facto despot of the the [[Yarla System]]. ====Dr. Sysvan==== Status: <b>RETIRED</b><br> Info: Expert in Cyborg technology responsible for development of the [[Betel_Recyclers#Redemption_Program_and_the_End_of_the_Doisu_Wars|Redemption Program]] alongside Dr. Caspar. ====Dr. Caspar==== Status: <b>DECEASED</b><br> Info: Expert in Cyborg technology responsible for development of the [[Betel_Recyclers#Redemption_Program_and_the_End_of_the_Doisu_Wars|Redemption Program]] alongside Dr. Sysvan. ====Zion==== Status: <b>ALIVE</b><br> Info: Founder of the North Arm, Former Commander, demoted to a Squad Leader for misconduct against his own forces. ====Raswar==== Status: <b>ALIVE</b><br> Info: Minor Diplomat serving under Masarch Yut, strongly anti-Asanian ====Ravi the Clever==== Status: <b>ALIVE</b><br> Info: Betel-Gronian Diplomat ====Brave Commander Expilor==== Status: <b>ALIVE</b><br> Info: 4th South Arm Grip Brave Commander ====Brave Commander Korb Terenbek==== Status: <b>ALIVE</b><br> Info: E3CAP Brave Commander who led a masterwork defense of the Rodun enclave & military supply base alongside Brave Commander Expilor's 4th South Grip as part of the [[Recycler_Helmwehr#Zaretian_Strike|Zaretian Raid on Betel]] ====Cord Officer Koj==== Status: <b>ALIVE</b><br> Info: Juast East Grip, 2nd Digit ====Squad Leader Losek==== Status: <b>UNKNOWN</b><br> Info: Last seen fighting against the Repzork on Trukkstopp, which later fell under their occupation ====Squad Leader Lamech==== Status: <b>UNKNOWN</b><br> Info: Last seen fighting against the Repzork on Trukkstopp, which later fell under their occupation ====Squad Leader Havilah==== Status: <b>UNKNOWN</b><br> Info: Last seen fighting against the Repzork on Trukkstopp, which later fell under their occupation ====Squad Leader Tolm==== Status: <b>ALIVE</b><br> ====Tzuriel Uze==== Status: <b>DECEASED</b>, publicly <b>UNKNOWN</b><br> Info: Doisu War Veteran turned scavenger leader, constructed giant ship that was basis for Uze Dreadnought. Killed by Repzork. ====Krejjak==== Status: <b>ALIVE</b><br> Info: Leads a band of Recycler-aligned [[Scrapper Crabs]] on Kuldug ====Aran Mizraim==== Status: <b>ALIVE</b><br> Info: Nova Corp Mercenary ====Arphaxad the Red==== Status: <b>DECEASED</b><br> Info: One of the heroes of the Fire Sky Period == [[Dragoneteran Monarchy]] == ====King Dralan==== Status: <b>ALIVE</b><br> Info: ====Delarus==== Status: <b>ALIVE</b><br> Info: ====Divory==== Status: <b>ALIVE</b><br> Info: ====Donaris==== Status: <b>ALIVE</b><br> Info: ====Draror==== Status: <b>ALIVE</b><br> Info: ====Davoran==== Status: <b>ALIVE</b><br> Info: ====Dilona==== Status: <b>ALIVE</b><br> Info: ====Captain Honoras==== Status: <b>ALIVE</b><br> Info: ==[[Gronian Imperium]]== ====Emperor Commodus==== Status: <b>DECEASED</b> ====Commander Stral==== Status: <b>ALIVE</b> Info: Deimos Commander ====Falcus==== Status: <b>ALIVE</b> ====Gaius==== Status: <b>ALIVE</b> ====Lord Aspis==== Status: <b>ALIVE</b> ====Lady Calpria==== Status: <b>ALIVE</b> ====Ser Lapan==== Status: <b>ALIVE</b><br> Info: Knight of the Ordo Sanguine currently serving in House Aspis as an advocate for House Imperia. Involved at Tarmas. ====President Banslif==== Status: <b>ALIVE</b><br/> Info: Crai'Tal President ====Chieftain Krix==== Status: <b>ALIVE</b> Info: One of the Karmachin leaders, sophisticated for a Karmachin ====Chieftan Ajanx==== Status: <b>ALIVE</b> Info: One of the Karmachin leaders, in charge of mustering the new Client Kingdom armies ====Chieftan Pern==== Status: <b>ALIVE</b> Info: One of the Karmachin leaders, first to sign treaty making his people a client kingdom ====General Gladios==== Status: <b>ALIVE</b> Info: Gronian General in charge of reconstruction of Karmachin Homeworld ====General Katar==== Status: <b>ALIVE</b> ====General Turos==== Status: <b>ALIVE</b> ====General Drulin==== Status: <b>ALIVE</b><br> Info: House Erilan ====General Joralo==== Status: <b>ALIVE</b><br> Info: A Calprian Lord who married into House Imperia at a young age. Joralo was the General in command during the first Zaretian skirmishes. ====Ughan==== Status: <b>ALIVE</b> Info: General Joralo's Karmachin manservant ====Lord General Zardoine==== Status: <b>ALIVE</b> ====Admiral Olin==== Status: <b>ALIVE</b> ====Admiral Jorian==== Status: <b>ALIVE</b> ====Thane Cauador==== Status: <b>ALIVE</b> ====Thane Poulder==== Status: <b>ALIVE</b> ====Sergeant Ibenx==== Status: <b>ALIVE</b> Info: Crai'Tal subordinate to Captain Azec ====Sergeant Grelin==== Status: <b>ALIVE</b> Info: House Aspis, stranded on [[Tarmas]] ====Captain Azec==== Status: <b>ALIVE</b> ====Captain Belshaine==== Status: <b>ALIVE</b> ====Captain Hranca==== Status: <b>ALIVE</b> ====Brigadier Mithlin==== Status: <b>ALIVE</b> ====Brigadier Antillar==== Status: <b>ALIVE</b> ====Brigadier Ronawlod==== Status: <b>ALIVE</b> ==== Officer Leenox==== Status: <b>ALIVE</b> ==== Officer Dozim==== Status:<b>ALIVE</b> ==== Officer Rolus==== Status:<b>ALIVE</b> ====Lower Officer Trelin==== Status: <b>DECEASED</b> ====Lower Officer Relork==== Status: <b>ALIVE</b> ====Ward==== Status: <b>ALIVE</b><br> Info: Rach who was spared as an infant when the Gronians massacred fleeing Rach refugees following First Battle of Norsus. Raised as a Ward of the state. ==Kelmir== ====Ziknar==== Status: <b>ALIVE</b></br> Info: Commander of the 1st Kelmir Flotilla. Despite prior grievances from [[Operation Downfall]], fought alongside Bael'thir during the [[Necraal Schism]]. Suffered a schism as a portion of his forces joined the [[Virisus]]. ==Luminarian Empire== ====Emperor Ulran==== Status: <b>ALIVE</b></br> Info: Current ruler of the Luminarian Empire. Instigated what would become the Luminarian Split. ==== Baryoto ==== Status: <b>DECEASED</b></br> Info: Former emperor. ==Luminarian Rebels== ====Speaker of the Council Gosaval==== Status: <b>ALIVE</b></br> Info: Survived the [[Bunker Incident]] as a Representative and eventually elected as Speaker of the Council ====Adalasia==== Status: <b>ALIVE</b></br> Info: Current Speaker of the Assembly. ====Admiral Zircha==== Status: <b>ALIVE</b></br> Info: Commanding officer of the 1st Battlefleet. ====Admiral Aslai==== Status: <b>ALIVE</b></br> Info: [[Admiral_Aslai|Commanding officer of the 2nd Battlefleet.]] ====Admiral Cyrilus ==== Status: <b>ALIVE</b></br> Info: Commanding officer of the 3rd Battlefleet. ====Rear Admiral Xentha==== Status: <b>ALIVE</b></br> Info: Commanding officer of Battlegroup Noxia. ====Rear Admiral Valka ==== Status: <b>ALIVE</b></br> Info: Commanding officer of Battlegroup Vasrius. ====Rear Admiral Vetur==== Status: <b>ALIVE</b></br> Info: seasoned veteran of the Schism and of several battles during Operation Burning Lance. Assigned to 9th BattleFleet. ====General Urotos ==== Status: <b>ALIVE</b></br> Info: Commanding officer of Battlegroup Vasrius. ====Major Tolos==== Status: <b>DECEASED</b></br> Info: Led an SOC detachment during the [[Battle of Hethos]]. Was killed by a neutron bomb explosion. ====Colonel Hellas==== Status: <b>ALIVE</b></br> Info: Involved in the [[Incident at Fehgrov]] ====Captain Belkas==== Status: <b>ALIVE</b></br> Info: Involved in the [[Incident at Fehgrov]] ====Captain Vernas==== Status: <b>DECEASED</b></br> Info: Head of security at the ill-fated [[Bunker Incident]]. Killed by an Asanian strike team. ====Representative Radosk==== Status: <b>DECEASED (PROBABLY)</b></br> Info: Representative at the ill-fated [[Bunker Incident]]. Killed by an Asanian strike team. == Magello Empire == ====Emperor Zinmar==== Status: <b>ALIVE</b></br> Info: Current emperor of the Magello Empire. Placed under house arrest and supplanted by the Marshal's Council for his role in the Magellan Insubordination. ====Captain Omard==== Status: <b>DECEASED</b></br> Info: Former War Hero and confidant of Zinmar. Defamed and executed during the Magellan Insubordination for allowing a Diab fleet to bypass his forces to support Norsus. ====Captain Bulgara==== Status: <b>ALIVE</b></br> Info: Commander of the 17th Battle Fleet. Established a ceasefire with the Peacekeepers to eliminate the Rathakern, resulting in the successful Battle of Vedrthar. ====Ambassador Tarqil==== Status: <b>DECEASED</b></br> ====Captain Yorgef==== Status: <b>ALIVE</b></br> Info: Wanted for killing of civilian forces, Pirate. ====Commander Bifto==== Status: <b>ALIVE</b></br> Info: He weaponized Biomatter with friend Calla. ====Calla==== Status: <b>ALIVE</b></br> Info: Lead scientist of Deltroda Station, she weaponized Biomatter with friend Commander Bifto. ==Necraal Sovereignty== ==== Sor the Valkyri ==== Status: <b>UNKNOWN</b></br> Info: Omega. ====Ro'as the Deadwalker==== Status: <b>UNKNOWN</b></br> Info: Omega. ==== Sli'tret the Titanborn ==== Status: <b>UNKNOWN</b></br> Info: Omega. ==== King Bael'thir Anduish'ent'mar ==== Status: <b>ALIVE</b></br> Info: First-born child of King Hor'or. Current ruler of the Necraal Sovereignty. Was stranded on Phaeris during the ion storms. ====Ceraph'ir==== Status: <b>ALIVE</b></br> Info: Member of the royal family. ====Daer'rein==== Status: <b>ALIVE</b></br> Info: Member of the royal family. ==== Commandant Tor'vath Alth'met'ker ==== Status: <b>ALIVE</b></br> Info: Led remaining Warlord-affiliated Necraal following the schism. Has since relocated his headquarters to Phaeris to serve Bael'thir. ==== S'ai Cor'armer'tey ==== Status: <b>ALIVE</b></br> Info: Leader of Peacekeeper-affiliated Necraal. ==== High Commander Ar'dar ==== Status: <b>ALIVE</b></br> Info: Peacekeeper affiliated. Commander of the 2nd Division Fleet. Served as a diplomat prior to the Schism. ==== Lord Paladin Or'drey ==== Status: <b>ALIVE</b></br> Info: Peacekeeper affiliated. De-facto leader of OTE Anti-Virisus Taskforce. ==== Lord Tarren ==== Status: <b>ALIVE</b></br> Info: In the Crown Prince's court within the storm. Lord Guardian and the Shield of Ivn. ==== Lord Por'this ==== Status: <b>ALIVE</b></br> Info: Advisor to Prince Bael'thir ==== Commander Lor'enxo ==== Status: <b>ALIVE</b> ==== Captain Teraea ==== Status: <b>ALIVE</b> ==== Sheer'ni the Watcher ==== Status: <b>ALIVE</b></br> Info: Diplomat and assassin. ==== War'sorac the Darkwarden ==== Status: <b>ALIVE</b></br> Info: Among the oldest living Necraal. Currently tutors students on how to hone their psychic abilities. ==== Kar the Unholy ==== Status: <b>ALIVE</b></br> Info: Exceptional sharpshooter. ==== Cra'rk the Berzerker ==== Status: <b>ALIVE</b> ==== Mere'ar ==== Status: <b>ALIVE</b> ==== Dor'ma ==== Status: <b>ALIVE</b></br> Info: Peacekeeper affiliated. Director of S'ai's intelligence operations. Spy master and leader of the Wer caste prior to the Schism. ==== C'ile'ar'mere Anduish'ent'mar (Sile) ==== Status: <b>ALIVE</b></br> Info: [[Nova Corporation]] mercenary. Son of King Hor'or. ==== Car'siris'nyrax'kor Meiset (Iris) ==== Status: <b>ALIVE</b></br> Info: [[Nova Corporation]] mercenary. == [[Rathakern]] == ====Warmaster Moratoryan==== Status: <b>DECEASED</b><br> Info: Leader of the Reapers. Killed during Battle of Vedrthar. ====Commander Wreav==== Status: <b>DECEASED</b><br> Info: Commander of most small scale attacks. Killed during Battle of Vedrthar. ====Commander Dorion==== Status: <b>ALIVE</b><br> Info: Commander of the Reaper Honour Guard. ====General Wraithbane==== Status: <b>ALIVE</b><br> Info: Leads the army & offensive fleets in partnership with Moratoryan. ====General Parthen==== Status: <b>ALIVE</b><br> Info: Architect of the Reaper's full offensive plans. Given control of the homeland defense fleet by the Warmaster before their full offensive was launched. ====Kanten==== Status: <b>ALIVE</b><br> Info: Lead engineer on the Omnishia project. ====Percivel==== Status: <b>ALIVE</b><br> Info: ==[[Saracin Empire]]== ====Emperor Saracin IX==== Status: <b>DECEASED</b><br> ====Grand Beyir Lubicin==== Status: <b>ALIVE</b><br> ====Grand Beyir Yalacin==== Status: <b>ALIVE</b><br> ====Eminent Vivnate Kubycin==== Status: <b>ALIVE</b><br> ====Eminent Vivnate Repecin==== Status: <b>ALIVE</b><br> ====Premier Scion of the Host Bulocin==== Status: <b>DECEASED</b><br> ====Zaliim==== Status: <b>DECEASED</b><br> Info: Officer of the Jubilant Riposte who defected to the Peacekeepers during [[Operation Stormbreaker]]. Fought alongside the Rach during [[Operation Downfall]] until he was killed during the Battle of the Third Generator. ==[[Scrapper Crabs]]== ====Captain Grakken==== Status: <b>ALIVE</b></br> Info: The most (and possibly only) daring and bold Scrapper Crab in the galaxy. Captain Grakken is the owner and top Salvor of the Crab Nebula Salvage Corp. He personally leads his crew on jobs too perilous for his cowardly sub commanders to accept. ==Skrey Nation== ====War Chief Bhatuzorig==== Status: <b>ALIVE</b><br> Info: Influential general of the leading Skrey clan. Led Skrey troops on the Karahotdoum front. Currently directing Skrey efforts against the Gronian Imperium. Adamant supporter of the Warlord Pact. ====Autguld==== Status: <b>DECEASED</b><br> Info: Former commander of 15th Tanzag Auxiliary Fleet. Killed alongside the majority of his fleet during the [[Operation Sledgehammer#Assault on the Aeverian Border Blockade|Assault on the Aeverian Border Blockade]]. ====Burlgili==== Status: <b>ALIVE</b><br> Info: Commander of the 7th Tanzag Auxiliary Fleet. ====Ghiljag==== Status: <b>DECEASED</b><br> Info: Commander of the 4th Otguhl Auxiliary Fleet. Later killed by the [[Rathakern]] as they invaded occupied [[Warbot]] territory. ====Zimtuld==== Status: <b>ALIVE</b><br> Info: Commander of the 20th Khonghan Auxiliary Fleet ====Bruktalis==== Status: <b>ALIVE</b><br> Info: Bruktalis is and has been for quite a while a veteran warrior ====Garzlan==== Status: <b>ALIVE</b><br> Info: Skrey Pulverizer who fought against WBI on Cawmuth. ====Colonel Hadrak==== Status: <b>ALIVE</b><br> Info: Fought against WBI in the invasion of Cawmuth. ====Sulekrakk==== Status: <b>ALIVE</b><br> Info: Military Commander who worked his way up. Fought WBI and forced surrender of some elements ==Tegotian Empire== ====The Emperor==== Status: <b>DECEASED</b><br> Info: Led the empire. Killed during the Battle of Aserai. ====Admiral Palanosh==== Status: <b>DECEASED</b><br> Info: Commanded Fourth Fleet. Killed during the Battle of Aserai. ====General Valu==== Status: <b>DECEASED</b><br> Info: Commanded Fourth Division. Killed during the Battle of Aserai. ==Virisus== ====Horr'or Anduish'ill'et ==== Status: <b>ALIVE</b><br> Info: Former king of the Necraal Sovereignty. Was driven into exile following the Schism. Currently leads the Virisus. ==== The Herald ==== Status: <b>ALIVE</b><br> Info: Hor'or's second-in-command. ==== Ranger Lord Bor'ok ==== Status: <b>ALIVE</b><br> Info: Founder and leader of the Dri caste prior to the Schism. Oversees tactical and strategic decisions of the king. ==== Glad'mere the Consumed ==== Status: <b>ALIVE</b><br> Info: Shaman who worships the Biomatter and who played an instrumental role in the Schism. Leader of the Cult of Legion. ==== Commandant Thorn ==== Status: <b>ALIVE</b><br> Info: Hor'or's executioner. ==== Mistress Death ==== Status: <b>ALIVE</b><br> Info: Commanding officer of the Pale Covenant. ==== Commandant Tsuternex ==== Status: <b>ALIVE</b><br> Info: Stealth and deception specialist. ==== Commandant Var the Stareater ==== Status: <b>ALIVE</b><br> Info: Served on the Karahotdoum front prior to the schism. Was driven into near-insanity and underwent severe mutations due to splicing with Biomatter DNA following the schism. ==== Commandant Scy'the ==== Status: <b>ALIVE</b><br> Info: Served on the Aeverian front prior to the schism. ==== Conquest ==== Status: <b>ALIVE</b><br> Info: Revenant. Lord of the Silver Covenant. ====Sor'aman ==== Status: <b>ALIVE</b><br> Info: Commanding officer of the Bone Hand. ==== Commander T'yern ==== Status: <b>ALIVE</b><br> ====Ser'at==== Status: <b>ALIVE</b><br> Info: Advisor to Hor'or. ==== Est'carn'sylr'ivn'sater (Karnsyl)==== Status: <b>ALIVE</b><br> Info: [[Nova Corporation]] mercenary. ==== Seraph ==== Status: <b>ALIVE</b><br> Info: A.I assistant to Karnsyl. ==Wingle Union== ====General Divine==== Status: <b>Alive</b><br> Info: ====Captain White==== Status: <b>Alive</b><br> Info: Hero of the Fall of Athenousis. Was placed into cryogenic slumber until being awaken to help resolve the Nepharian Escalation, later known as the Kran Rebellion. ==== Tail Grode ==== Status: <b>DECEASED</b><br> Info: First Wingle to successfully enter space. ==== Sherien ==== Status: <b>Alive</b><br> ==Wolnch Authority== ====Toce Ke Toce==== Status: <b>ALIVE</b><br> Info: Representative for the Wolnch to the Warlord Pact. ==Xeverra Federation== ====Galden==== Status: <b>ALL SYSTEMS NOMINAL</b><br> Info: AI that secretly leads the Xeverra ====Commander Galacia==== Status: <b>ALIVE</b><br> Info: Highest ranking military leader ====Commander Gurren==== Status: <b>ALIVE</b><br> Info: ====Maruess==== Status: <b>ALIVE</b><br> Info: Member of the Xeno Council ====Kerr==== Status: <b>ALIVE</b><br> Info: Diplomat ====Rikora==== Status: <b>ALIVE</b><br> Info: ====Therk / The Engineer==== Status: <b>IT'S COMPLICATED</b><br> Info: Died, but was repurposed by Galden into The Engineer to serve him directly. Given a new, strange, metallic body. ====Mosalla the Awakened==== Status: <b>ALIVE</b><br> Info: Nova Corp Mercenary ==Warbot Industries== ====Moran ==== Status: <b>DECEASED</b><br> Info: Former commanding officer of the Oruin Defense Flotilla. Killed by Margan during [[Operation Sledgehammer]]. ====Irnam==== Status: <b>DECEASED</b><br> Info: Former commanding officer of the 32nd Flotilla. Killed during Operation Sledgehammer. ====Reiven==== Status: <b>ALIVE</b><br> Info: Commanding officer of the 60th Flotilla. Assisted in evacuating remaining Minomit during the Rathakern invasion and integrating them into the Aeveria. Hopes to one day establish a new Minomit state. ====Zechaz ==== Status: <b>DECEASED</b><br> Info: Former commanding officer of the 57th Flotilla. Killed during Operation Sledgehammer. ====Tenama==== Status: <b>ALIVE</b><br> Info: Former commanding officer of the 11th Flotilla. Currently retired and residing in the Aeveria. ==== Assembly Droid Model-001487 Unit-255==== Status: <b>ALIVE</b><br> Info: Known also as Prime Unit 255. Worker droid who had been damaged during the Margan invasion of Oruin. Would repair itself and establish the Warbot Oruin Republic several years later. [[Category: Legacy Lore]] [[Category: page]] o0qdc8eijmgwc3xuaa7rwy3nq9bubwx Named Planets 0 1302 17047 17037 2021-11-15T03:59:32Z RaptorChu 30471271 /* Alfazar */ 17047 wikitext text/x-wiki A list of any and all named planets in the EAW universe, regardless of importance. == [[Asanian Syndicate]] == ==== Tornash ==== '''Info:''' Homeworld of the Asanians. Aggressive industrialization and rampant pollution would have rendered the planet uninhabitable were it not for the Asanian's continuous use of chemicals and terraforming machines. == [[Barrakru Kaat]] == == [[Delani Republic]] == ====Demosrakus==== '''Info:''' Former homeworld of the Delani. Conquered by the Asanian Syndicate. ====Kleinos==== '''Info:''' A moon that was home to a mining colony. ====Nis Retaiant==== '''Info:''' Former political capitol. Conquered by the Asanian Syndicate. ====Tikka==== '''Info:''' Captured by the Rathakern but eventually reclaimed. Later conquered by the Asanian Syndicate. ====Jolna==== '''Info:''' == [[Empire of Diablos]] == ==== [[Diablos]]==== '''Info:''' Diab homeworld. ==== [[Lichos]]==== '''Info:''' Captured by the Zaretians for its crystalline resources. Recaptured years later by the Diabs. ==== Sevethos ==== '''Info:''' First colony to fall to the Pact during [[Operation Downfall]]. Currently serves as a logistics base for the Pact foothold. ==== Baltreos ==== '''Info:''' Major economic hub which was captured by Pact forces. Currently serves as the headquarters for Pact forces in the sector. ==== Alvainos==== '''Info:''' Arctic planet where the Diabs had constructed underground settlements to harvest valuable minerals. Currently occupied by Pact forces. ==== Urdos==== '''Info:''' Gas giant with several harvesting stations and inhabited moons. Currently occupied by Pact forces. ==== Glasos ==== '''Info:''' Fringe colony which was subject to severe crystal bombardment which left much of the surface uninhabitable. Currently occupied by Pact forces. ==== Falkeos ==== '''Info:''' Former military hub for the region. Currently occupied by Pact forces. ==== Veos ==== '''Info:''' Location where the [[Operation Sledgehammer|Sledgehammer]] offensive had been halted. Temporarily occupied by Pact forces following the [[Keros Offensive]] but since recaptured. ==== Embaelos ==== '''Info:''' Occupied by Pact forces following a [[Battle of Embaelos|costly battle]] during the Keros Offensive. Was recaptured during Operation Iron Gauntlet. ==== Mardos==== '''Info:''' Was [[Battle of Mardos|invaded]] by the Margan following their return. Diab forces successfully repelled the invaders. == [[Holy Nepharian Empire|Holy Nephani Mandate]] == ====Lo'at'Tau==== '''Info:''' Homeworld of the Nepharians. Located in a star cluster resting just above the Milky Way disc. ====Jarru'Se'Karaan==== '''Info:''' Mining colony located near the Gronian-Nepharian demilitarized cone. == [[IAE]] == ====Euskana==== '''Info:''' Homeworld of the Euskanians and capitol of the IAE. ====Tarrenia==== '''Info:''' Home of the Tarrenians. ====New Serasia==== '''Info:''' Colony. Among the many to be temporarily lost following the first colonization wave. ====Krindak==== '''Info:''' Colony. Among the many to be temporarily lost following the first colonization wave. ====Aranio Nova==== '''Info:''' Colony. Among the many to be temporarily lost following the first colonization wave. ====Mirinai ==== '''Info:''' Colony. Among the many to be temporarily lost following the first colonization wave. ====Armarri==== '''Info:''' Outer-rim colony. ====[[Delesa]]==== '''Info:''' Secluded planet, home of the Sky Gardens. ====Eritora==== '''Info:''' IAE outpost. ====Nabor-ran==== '''Info:''' Homeworld of the Ic-shan. ====Croylar==== '''Info:''' Homeworld of the Croylarys. ====Viital==== '''Info:''' Homeworld of the Reevit. Had long been occupied by the IAE, who were unaware of its significance following the exile of the Reevit by a long-forgotten IAE officer, until a nomadic Reevit fleet stumbled into IAE space and explained their story. ====Nemressia==== '''Info:''' Homeworld of the Nesaprosia. ====Rorana==== '''Info:''' Birthplace of Admiral Damaran Brosak. ==== Tumera==== '''Info:''' Birthplace of General Daro Vitran. ====Trelesa==== '''Info:''' Birthplace of Admiral Telan Merodac. ====Aumera==== '''Info''' Outer-rim colony. == [[Karahotdoum Empire]] == ==== Karem ==== '''Info:''' Homeworld of the Karahotdoum. ====Cassarh==== '''Info:''' De facto economic capitol of the Karahotdoum. Home to 67% of the empire's businesses. Also known for rampant corruption and for being home to dozens of crime syndicates. ====Bataok==== '''Info:''' Military headquarters and one of the most fortified planets in the empire. Home to vast production facilities and shipyards. == [[Kastalian Survivors]] == ====Vidieran ==== '''Info:''' Former homeworld of the Kastalians. Destroyed during the fall. == [[Margan Empire]]== ====Marga==== '''Info:''' Former homeworld of the Margan. Was stripped bare of all resources and lifeforms by the Margan, who abandoned the planet. == [[Nova_Corporation|Nova Corporation]] == ==== Agniemia ==== '''Info:''' A hydrogen-helium gas giant mined by [[Nova_Corporation#Mining_Division|Nova Corporation's Mining Division]]. A [[Nova_Corporation#Station_451:_Satellite_in_Agniemia_Orbit|satellite used for staging mercenary operations, Station 451]], is also in Agniemia's orbit. ==== Iito's Rest ==== '''Info:''' A small, unassuming planet home to the [[Nova_Corporation#Station_25%3A_Iito.E2.80.99s_Rest_Penal_Colony|secret maximum security prison Station 25: Iito's Rest Penal Colony]]. ==== Mortis Fen ==== '''Info:''' An isolated planet overgrown with giant fungus and the location of the [[Nova_Corporation#Station_67:_Mortis_Fen_Base|secret Nova Corporation command centre, Station 67]]. ==== New Venturia ==== '''Info:''' A planet owned by Nova Corporation which is used as [[Nova_Corporation#Station_888%3A_New_Venturia_Luxury_Resort|one large luxury resort]]. ==== Sirrune ==== '''Info:''' An ice world with rich metal deposits. Home to Nova Corporation [[Nova_Corporation#Station_935:_Sirrune_Mining_Initiative|Station 935, the Sirrune Mining Initiative]]. == Nuverian Union == == [[Rach Empire]] == ==== Norsus ==== '''Info:''' Infamous former homeworld of the Rach. Was [[First Battle of Norsus|invaded]] at the climax of [[Operation Downfall]], culminating in the Exodus. The Rach [[Sercond Battle of Norsus|attempted to reclaim the planet]] upon their return but were thwarted by the Margan. The planet is currently uninhabitable to most forms of life and is of little strategic value. The Gronian Imperium claims ownership of the planet regardless. ==== Nizo III ==== '''Info:''' Colony which had avoided invasion by concealing its settlements. Asanian forces occupied the planet following the Exodus, entirely oblivious to the Rach presence. Rach forces formally reclaimed the planet in a surprise attack in which their new military doctrines were proven effective. == [[Remusian Republic]] == ==== Remusia ==== '''Info:''' Former homeworld of the Remusians. Was rendered uninhabitable by frequent fighting between Royalists and the Neo-Synthetic Party. ==== Aisumer ==== '''Info:''' Seat of the Royal Council and current capitol planet of the Remusian Republic. Sports a sprawling ecumenopolis that stretches across the whole planets surface. One of many hubs of the Republic's scientific endeavors. ==== Tesmar ==== '''Info:''' Formally a new colony that bordered Kusheen space and the Ikzod Cluster, Tesmar was the site of the Kusheen's first attack on the Remusians. Since the Kusheen Conflict, Tesmar has fully recovered and flourished into a neutral, cultural hub between Remusians, Betel, Kusheens, and any others who may find themselves within Remusian space. Tesmar still possesses its garrisons from the Kusheen and Collection conflicts, but they remain largely unoccupied and are used by its colonists as makeshift homes for drifters. ==== Yvesole ==== '''Info:''' A heaviliy fortified Grand Army facility run by Sevna Templesmith. The Interro Platoon made its final stand against the Collection at the location, and barely survived the encounter. ==== Castello ==== '''Info:''' The original Royal Platoon led by Vithem Templesmith waged their final battle against the Collection at this location. It is unknown if they survived the encounter. Castello is also home to one of five colonial labs constructed by Vithem during his Tour of Duty prior and during the Collection Conflict. The site became the Omas Installation was incredibly influential in the Collection Conflict and helped form the basis of what became the Collection Rehabilitation Division. Additionally, several insights into how to track down the Collection were also found among the lab. Castello is now a garrisoned Directive facility where the Republic continues to work on ways to defeat their foe. ==== Cabanis ==== '''Info:''' The second of five colonial labs discovered after Vithem's disappearance. Cabanis is located on the outskirts of the Mid Sector, which also homes a robust economic colony for Remusians and Betel. Cabanis was discovered and occupied by the Archivist faction, who use it for their own ends and prevent the Directive from entering and performing research of their own. It has since been designated as the Sisu Installtion. Despite this setback, intel on Cabanis suggests that Vithem had been conducting genetic purification and augmentation on willing volunteers from the city. It is hypothesized that the constant flow of foreign investors and the start of the Genetic Complication Program made it easy for Vithem to gather data. ==== Leona ==== '''Info:''' The third of Vithem's colonial labs, located on a small agricultural colony the middle of the outer rim. The lab became the Betromas Installtion, and focused on advanced construction and engineering techniques, and inspired the autonomous fabrication nanites used to build modern colonies. The lab and colony have since become occupied by Directive. ==== Ethena ==== '''Info:''' The fourth of Vithem's colonial Labs, located on an isolated colony on the far outer rim. Ethena was initially claimed by the Archivists, but was later turned over to joint occupation after discovering what the lab contained, and renamed the Vitevem installation. Despite Vithem's past of refusing to explore cybernetics, he explored just that in the Ethena lab, directly violating the Remusian Intergalactic Code of Ethics and Standards. Vithem explored beyond the Remusian body, and experimented with uploading one's consciousness to a fully synthetic body, with similarities to those seen among the Collection. Even though Vithem drew from willing participants who were dying or had volunteered, there were many failures, and lives were lost and in an unethical manner by Directive standards. A couple of working prototypes were recovered from the installation, and are currently in Archivist custody for study, where they cannot be seen. Both parties agreed the research was to be collected, but not pursued. ==== Aethena ==== '''Info:''' The fifth of the colonial labs was located on a desolate plantet close to the home cluster and mid sector border, and investigated the replication of precursor technology. The lab has been given the Patentan Installation designation. Some of these devices include hard light weapons, hypothetical engines and drives, and void-based technology bearing remarkable similarities to the ones observed to be used by the Void Denizens. While it is unknown how Vithem acquired such items, there were several prototypes developed out of his efforts, but to replicate them again is beyond the Directive's capabilities. ==== Olympus ==== Olympus is the designation given the system which houses the [REDACTED] Installation, where the House of the Kings is built containing Central Processing Unit of the The Republic's Dataminds. As a result its existence is extremly sensitive and highly classified. The system is isolated from hyperspace, in that there is no hyperlane that leads to the system. It is unknown by most how personnel travel to the location. Olympus is never publicly discussed and is unknown to the general public. ==== Alfazar ==== A large economic hub and checkpoint where many hyperlanes on the east front converge. The colony is heavily armed and fortified, and its location matches the first spotted location of The Collection. Beyond the checkpoint is unexplored space, which is hypothesized to belong to the Telkevon Union or other unknown empires. ==== Benu ==== A heavily patrolled and fortified colony that acts more as a controlled prison colony than a residential colony. Though Remusians are free to travel in and out as they please, they run the risk of having to interact with the swatch of criminals that occupy the colony. ==== Galen ==== A military outpost colony posted on the edge of the Lithraga nebula, mainly to deal with the mercenary group of the same name that occupies the nebula. additionally, the station is charged with dealing with any Space Chimeras that have come from the illegal testing of the aforementioned mercenary group. == [[Telkevan Union]] == ====Alrukai==== '''Info:'''First planet settled by the Repzork following the Second Exodus and former capital. ====Volusai==== '''Info:'''Former military headquarters until it was superseded by Valakar Station. Currently serves to manage and train military forces within the Royal Sphere and experiment with new weaponry. == [[Sauran Solidarity]] == ====Aradan==== '''Info:''' Homeworld of the Sauran. ====Jaru IV==== '''Info:''' Was invaded by the Margan following their return. == [[Transmetallic Confederation]] == ==== Zanforrin ==== '''Info:''' Homeworld of the Zn and political capitol of the Transmetallic Confederation. ==== Chromis ==== '''Info:''' Former homeworld of the Chromorum. Currently uninhabitable. ==== Agorin ==== '''Info:''' Colony in the Central Cluster. Gifted to the Chromorum by the Zn following the Great Wars since Chromis was by then unlivable. ==== Wexxis ==== '''Info:''' Colony in the Central Cluster. ==== Melanae ==== '''Info:''' Among the first planets to be colonized during the first expansion wave. Major trading hub. ==== Akortis ==== '''Info:''' Part of the First Expansion Wave Sector ==== Dellor ==== '''Info:''' Part of the Outskirts Cluster. ==== Deneven ==== '''Info:''' Part of the Outskirts Cluster. ==== Dinasten ==== '''Info:''' Gas giant in the Outskirts Cluster. Part of the Gnargin system. ==== Farbus ==== '''Info:''' Colonized moon of Dinasten. ==== Vandarin ==== '''Info:''' Life-bearing planet in the Gnargin system. An extreme climate made it unsuitable for colonization. ==== Fermariah ==== '''Info:''' Part of the Outskirts Cluster. ==== Amakotarus ==== '''Info:''' Gas giant in the TmC-Gronian Border Sector, home to the Zulkaran covert station. Part of the Ivaldi system. ==== Ictarus ==== '''Info:''' Part of the Ivaldi system. ==== Kalotus==== '''Info:''' Moon of Amakotarus. ====Farnarus==== '''Info:''' Moon of Amakotarus. ====Migterus==== '''Info:''' Moon of Amakotarus. ==== Maevok ==== '''Info:''' Part of the TmC-Gronian Border Sector. Part of the Heklios system. Currently besieged by Gronian forces. ==== Vaenel==== '''Info:''' Moon of Maevok. ==== Thermakal ==== '''Info:''' Most developed colony in the TmC-Gronian Border Sector. Part of the Volgaran-3 system. Currently besieged by Gronian forces. ==== Kegudd ==== '''Info:''' Homeworld of the Yugadd. ==== Iunithe ==== '''Info:''' Part of the [[Akirystis System]]. Tidally locked. Contains remnants of an industrial civilization. ==== Geralyd ==== '''Info:''' Part of the Akirystis System. Believed to have once had a moon that now makes up asteroid belts around the planet. ==== Senlaxonu ==== '''Info:''' Part of the Akirystis System. Contains evidence of terraforming and numerous Astatanian constructs. ==== Beraygamu ==== '''Info:''' Moon of Senlaxonu. Astatanian constructs poke up from the moon's surface. ==== Yytriad ==== '''Info:''' Part of the Akirystis System. Gas giant with relatively low gravitational pull. May have been used to help terraform neighboring planets. ====Rhymalko ==== '''Info:''' Part of the Akirystis System. Molten, tidally-locked. ====Fryuj ==== '''Info:''' Part of the Akirystis System. Archaeological evidence suggest it is older than the star it orbits. Ancient mines, potentially of Tiamold origin, dot the surface. ====Tiamold==== '''Info:''' Part of the Akirystis System. Surface is highly irradiated, suggesting a nuclear war took place, possibly contributing to the accelerated life-cycle of most plant-based life on the planet. Intelligence reports suggest Tiamold may be the homeworld of the Tenordrog. ==== Hezkowla==== '''Info:''' Part of the Akirystis System. Life-bearing moon of Tiamold inhabited predominantly by predators, making the planet extremely dangerous to explore. DNA similar to life found on Tiamold, suggesting that the planets were 'seeded' by an outside source or that panspermia took place. Tiamold civlization attempted to settle the moon but left shortly afterward. ==== Miuzetemi==== '''Info:''' Part of the Akirystis System. Part of a binary planet system with Adnagow. Similar to Yugadd homeworld. Frequently experiences earthquakes and eruptions due to Adnagow's tight rotation around the planet. ====Adnagow ==== '''Info:''' Part of the Akirystis System. Dry and unremarkable world. May have experienced a major extinction event; contemporary life is limited to bacteria and simplistic plants. ==== Vyladom==== '''Info:''' Part of the Akirystis System. Mountainous planet only kept habitable by a thick atmosphere which traps greenhouse gasses. Tunnels of an atomic-age civilization cut through the mountains. ==== Wehilak==== '''Info:''' Moon of Vyladom. Contains crashed satellites presumably from the Vyladom civilization. ====Dojagilv ==== '''Info:''' Part of the Akirystis System. Gas giant. ====Umuykha ==== '''Info:''' Moon of Dojagilv. Bears life with strong resemblance to Zanforrin lifeforms. Borderline-sapient megafauna dominant the planet. ====Heskeryi ==== '''Info:''' Moon of Dojagilv. May contain ammonia-based life. ====Xzevard ==== '''Info:''' Frozen moon of Dojagilv. Contains vast oceans of water beneath the ice. ==== Jeilagry==== '''Info:''' Moon of Dojagilv. Extremely cold, with the poles dominating three-quarters of the planet's surface. == [[Zaretian Monarchy]] == ====Zartar==== '''Info:''' Homeworld of the Zaretians. ====Cetho==== '''Info:''' Zaretian military headquarters. Home to thousands of factories and training facilities. ====Nu-Zartar==== '''Info:''' Military district headquarters. Currently occupied by Peacekeeper forces. == Neutral/Unclaimed Planets == ====Rotunin==== '''Info:''' Neutral trading hub. Infected by the Biomatter and later purified via orbital bombardment. Now abandoned. ====Terimiak III==== '''Info:''' A planet in the Severak system which was seemingly inhabited by a now-extinct alien civilization referred to as The Ancients. [[Nova Corporation]]'s [[Nova_Corporation#Squad_178|Squad 178]] visited Terimiak III on a mission. [[Category:Page]] [[Category:Planets]][[Category:BrandingHold]] elgk8bi9ybrl4b5j23utm4dys2sz5l5 Named Planets (Legacy) 0 1415 16787 16785 2021-05-16T04:36:08Z Amaker1450 26550035 /* Raptis Prime */ 16787 wikitext text/x-wiki An archive of all planets in EAW which have been relegated to legacy lore. == [[Acropolan Empire]] == ====Briaska==== '''Info:''' Was captured by Conkirite forces and used to experiment with frost tech. Was recaptured by Acropolan troops. ====Taldrin==== '''Info:''' Fringe colony which was infected by the Biomatter. == [[Aeveria Confederation]] == ====Iliveria==== '''Info:''' Political capital of the Aeveria. ====Alerisa==== '''Info:''' Major trade & commerce center. Location of the United Empires Assembly Headquarters. ====Aiden'Veil==== '''Info:''' Former homeworld and current economic powerhouse. Home to the largest military base in the Aeveria. ====Amenia==== '''Info:''' Location of the Presidential Estate, tightly protected. Also acts as a nature reserve ====Aluri==== '''Info:''' ====Arthena==== '''Info:''' A planet home to an Aeverian Military surveillance outpost which was covertly destroyed by [[Nova Corporation]] agents. In proximity to [[Named_Planets#Norsus|Norsus]]. ====Iaula==== '''Info:''' ====Iveya==== '''Info:''' Home to [[Aeveria_Confederation#Corvus_Technological_Industries|Corvus Technological Industries]]' primary testing facility ====Ikora==== '''Info:''' Home to a large shipyard operated by Reccivas Construction == [[Betel Recyclers]] == ==== Betel ==== '''Info''': Homeworld of the Betel. ==== Ikzod ==== '''Info''': Regional economic hub, near Kusheen and by extension Remusian space. Dry climate and a terrain that is easily developed ==== Old Step ==== '''Info''': Junk world used by the Kusheen Empire, shares system with Ikzod. ''' ==== Votu ==== '''Info:''' A planet in the Betel home system. ==== Rust Train ==== '''Info:''' Dustbowl backwater world with scattered Skrey and Zaretian populations. ==== Trukkstopp ==== '''Info:''' Saw frequent fighting during the Repzork invasion. ==== Umbra ==== '''Info:''' Saw fighting during the Repzork invasion. ==== Garti ==== '''Info:''' Bustling colony built atop an older colony abandoned in a forgotten war. ==== Vedem ==== '''Info:''' Home of the late High Chancellor, Visas Jorental, presently oversees the conquered Doisu. ==== Hael ==== '''Info:''' Located in the Xeverran front. Jagged terrain and a thick atmosphere gave the Betel an advantage over the invaders. ==== Kuldug ==== '''Info:''' Junk world which acted as a trading hub prior to the Repzork invasion. ==== [[Juast]] ==== '''Info:''' Foreign trading hub. ==== Eccon ==== '''Info:''' Ice dwarf housing cybernetics & AI research facilities. ==== Holifar ==== '''Info:''' Trading and industry hub, former home of Decomp Rebels. ==== Telmarul ==== '''Info:''' Military production colony. ==== Ergoes ==== '''Info:''' Backwater world. ==== [[Fehgrov]] ==== '''Info:''' Gas giant and regional hub. Name is Xeverran designation. Notable for being the site of the [[Incident at Fehgrov]] as well as its subsequent [[First Battle of Fehgrov|capture]] and eventual [[Second Battle of Fehgrov|recapture]]. ==== [[Shiver Station]] ==== '''Info:''' Small outpost on the fringes of Betel space. Starting point of the Repzork invasion. == [[Dragoneteran Monarchy]] == ====Aserai==== '''Info:''' Homeworld of the Dragoneterans. Notable for having been invaded by both the [[First Battle of Aserai|Zaretians]] and later by the [[Second Battle of Aserai|Tegotians]]. ====Dralix==== '''Info''': Colony which had been infected by the Biomatter during the Zaretian invasion. Was used to study the Biomatter until it was eventually purified via orbital bombardment. == [[Conkirite Dictatorship]] == ====Ryzonor==== '''Info:''' Site of a teleportation facility where Conkirite forces were mustering for an invasion of the Acropolan homeworld. The facility was destroyed in the decisive Battle of Ryzonor. == [[Gronian Imperium]] == ==== Gronia ==== '''Info:''' Gronian Homeworld. Home of House Imperia. ====Phylum==== '''Info:''' Gronian homeworld. Home to House Aspis. ==== Atrax==== '''Info:''' Gronian Homeworld. ====Yurxis-2==== '''Info:''' Current homeworld of the Crai'Tal. ====Terak==== '''Info:''' Colony. Was [[Battle of Terak|invaded]] by Margan forces who were repelled by the efforts of General Katar. == [[Magello Empire]] == ====Sculpterra==== '''Info:''' Homeworld of the Magello. == [[Luminarian Xenophobes|Luminarian Empire]] == ====Luminaria ==== '''Info:''' Homeworld of the Luminarians and capitol of the Luminarian Empire. == Luminarian Rebels == ====Midale==== '''Info:''' Former colony. Razed by Luminarian Empire, marking the beginning of the Luminarian Schism. ====Aphu Prime==== '''Info:''' Former home of the Aphu Technocracy. Razed by a Luminarian Empire Battlestation. ====Epinikios==== '''Info:''' Godspeaker colony. == [[Nalstros Space Pirates|Nalstros]] == ====Rusthome==== '''Info:''' Homeworld of the Nalstros. == [[Necraal Sovereignty]] == ====Ivn==== '''Info:''' Former homeworld of the [[Necraal]]. Was infected by the [[Biomatter]] and subsequently purified of all life during the [[Necraal Schism]]. ====Phaeris==== '''Info:''' Political capitol of the [[Necraal]] under the rule of Crown Prince Bael'thir. Was cut off from the galaxy during the ion storms. == [[Rathakern]] == ==== Raptis Prime ==== '''Info:''' Homeworld of the Rathakern, part of a secluded sector near the galactic edge. == [[Saracin Empire]] == ====Talik==== '''Info:''' Homeworld of the Saracin. ====Lecil==== '''Info:''' Closest inhabited planet to Talik. == [[Warbot Industries]] == ====Oruin==== '''Info:''' Former homeworld of the Minomit. Currently uninhabitable following [[Operation Sledgehammer]] during which the planet was invaded by the Margan. Current capitol of the Warbot Oruin Republic established by Assembly Droid Model-001487 Unit-255. ====Ozelion==== '''Info:''' Colony which was infected by a Biomatter spore, though the swarm was defeated before the planet was overrun. Later captured by Pact forces during [[Operation Sledgehammer]]. Currently abandoned. == [[Warbot Industries]] == ====Oruin==== '''Info:''' Former homeworld of the Minomit. Currently uninhabitable following [[Operation Sledgehammer]] during which the planet was invaded by the Margan. Current capitol of the Warbot Oruin Republic established by Assembly Droid Model-001487 Unit-255. ====Ozelion==== '''Info:''' Colony which was infected by a Biomatter spore, though the swarm was defeated before the planet was overrun. Later captured by Pact forces during [[Operation Sledgehammer]]. Currently abandoned. == [[Wingle Union]] == ==== Athenousis==== '''Info:''' Homeworld of the Wingle. Was captured by Conqrix but was reclaimed following the Conqrix's destruction. Currently in the process of reconstruction and terraformation. ====Cityscape==== '''Info:''' Political capitol of the Wingle Union. Encompassed by a single planet-wide city. ====Nova Prime==== '''Info:''' First planet to have been colonized by the Wingle. Site of a public bomb demonstration which killed thousands of civilians. ====Eos==== '''Info:''' Important mining colony at the fringe of Wingle space. ====Elucia==== '''Info:''' Farming colony near Athenousis. ====Inferno Prime==== '''Info:''' Responsible for most of the Union's metal production. == [[Wolnch Authority]] == ==== Chlar ==== '''Info''': A lush green fertile planet with dense cities & expansive integrated agriculture that is the homeworld of the Wolnch. == [[The Xeverra|Xeverra Federation]] == ==== Xer==== '''Info:''' Part of the Gerrus system. Rendered uninhabitable by nuclear fallout. ==== Bironver==== '''Info:''' Military and industrial stronghold. Home of the Ordovan Point space station. ==== Mihkon ==== '''Info:''' Part of the Harthax cluster. Drones are used to harvest the valuable ores and spare workers from the planet's inhospitable conditions. ==== Herpal ==== '''Info:''' Part of the Harthax cluster. Home to several floating cities. == Zaretian Monarchy == ====Rigni==== '''Info:''' Fortress world in the Nu-Zartar sector. Currently occupied by Peacekeeper forces. ====Valkoro==== '''Info:''' Zaretian logistics base. Currently occupied by Peacekeeper forces. ====Hethos==== '''Info:''' Zaretian logistics base. Occupied and then bombarded by the Luminarians following news of a growing insurrection. ====Balis==== '''Info:''' Zaretian logistics base. Occupied and then bombarded by the Luminarians following the destruction of two Luminarian vessels via tainted fuel. ====Thales==== '''Info:''' Zaretian logistics base. Occupied and then bombarded by the Luminarians, who were in danger of a rout, following news of an imminent Zaretian counteroffensive. [[Category:Page]] [[Category:Legacy lore]] lmsaxvqfelj095qivlequ2captgst9l Necraal 0 52 17072 103 2021-11-17T03:13:39Z Amaker1450 26550035 17072 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|The Necraal Sovereignty}}} |image = |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Warlord |label3 = Homeplanet (Former): |data3 = Ivn IV |label4 = Homeplanet (Current): |data4 = Phaeron |header5 = Leadership |label5 = Current Leader: |data5 = Bael'thir Anduish'ent'mar |label7 = Former Leader(s) |data7 = Horr'or Anduish'ill'et (VIRISUS), S'ai Cor'armer'tey (PEACEKEEPER AFFILIATED) |header9 = Biology |label9 = Lifespan: |data9 = 250-400 Years (Varies greatly) |label10 = Height (In Feet): |data10 = 6 to 8 |header11 = Diplomacy |label11 = Number of Alliances: |data11 = 1 |label12 = Number of Current Warfronts: |data12 = 1 |label13 = Number of Current Trade Routes: |label13 = 0 }} =Summary= ==Phaeron, The Throneworld== ==The Sar'ion Sector== ==Homefleets== =History= == Early History == Early Necraal history is for the most part shrouded in mystery to all those who are low born and even then, it is not commonly known amongst those who are not. Early history can be divided into three parts, each relating to a significant event in time: The Beginning, The Age of the Omegas and the Great Unification. ===The Beginning=== Countless millenia before the Necraal took to the stars, they were the apex predators of Ivn. Some of the oldest fossils found on Ivn suggest that they orginated from an area that had come to be known as the Gates of Evel'est, a lush plains region, surrounded by sprawling mountain ranges. The only body of water within the region was a large inland sea known as the Dr'arian Divide, which rested within the mountains to the north of the territory. Keen senses, uncanny wit and unmatched agility caused them to rocket ahead on the food chain. Prefering to hunt in small packs and caring little for what creatures they would hunt, these ancient Necraal hunted countless species into extinction, wiping them from the face of the universe. Early Necraal relied heavily upon their massively powerful jaws and razor sharp claws to bring down prey, able to tackle and bring down creatures several times their size. Early Necraal would commonly travel on all four limbs, only switching to a bipedal stance when speed was not required. This enabled them to reach speeds of up to 60km/h while on all fours, enabling them to chase and ultimately catch anything on the open plains of Ivn where they made their home. Although primarily carnivorous, they were known to eat various roots and grasses, which were rather common on the lush planes, alongside any animal they may be feasting upon. They often ate anything, at times even devouring their own dead. After climbing their way to the top of the food chain within the Gates region, groups of Necraal began to migrate from their homelands and into mountains. Many migrating packs of Necraal perished within the harsh heat of the mountains. If the heat didnt kill them, the lack of appropriate prey surely would of. Less and less Necraal packs traveled into the mountains. By this time they had discovered fire and began to develop a spoken language. Packs soon formed into tribes and these tribes soon began to claim territory for their own. Confrontations between rival tribes was common place and great battles were often fought over worthless patches of land. Amongst the warriors of the tribe were its shamans, powerful healers and spiritual leaders. They ruled their tribes with iron fists and everything that happened amongst the tribe was known to them. It was amongst these individuals that the first signs of psychic ability were discovered amongst the Necraal. The destructive nature of the tribes began to have an affect on the landscape and soon, most of the wildlife in the area had either migrated away from the Gates region or been completely wiped out by the Necraals destructive ways. With their primary food source diminishing quickly and their population growing far to large for the Gates, the Necraal again attempted to travel into the mountains in search of new lands. The harsh climate of the mountains, this time around, was much much more forgiving on the Necraal, tribes choosing to move north during the much cooler winter months. Containers fashioned from the hides of prey creatures were used to hold water and food stuff and tribes could survive in the mountains for weeks at a time. Although these trips were almost always short lived, they often proved to be more and more fruitful with every new venture. However, back on the plains, the war between the tribes had only escalated. Tools designed specifically for combat were developed amongst the tribes, ranging from simple blades to massive wooden constructs used to hurl sharpened discs of the granite that was so very prevalent on the plains. Discovering the usefulness of raw minerals and the ability to smelt and ultimately reshape them, several of the tribes shot to the forefront in the war. Lesser tribes were forced to either yield and join the larger ones or flee into the mountains the perish and even a handful of the larger ones were brought to their knees. In the span of three hundred years, there remained only eight tribes, each numbering in the millions. With the territory of each tribe walled up and ultimately sealed away, there was peace, if only for a short time. ===The Age of the Omegas=== This brief age of peace saw the Necraal grow at a bizarre and disturbingly quick pace, showing how quickly they could change if allowed to. Within a period of less then a hundred years they discovered black powder and perfected the art of smithing, to the point of being able to craft anything from the minerals found in the plains. But their most incredible discovery by far was the very weapons which would define and change their very ways of lives forever, the Titans. Unlike most species who developed wheeled vehicles before anything else, the Necraal went straight to walkers. Although they seemed unpractical on the flats of the plains, they showed how devastating they could be when faced with terrain like the mountains and cities of each of the tribes. The first Titans where little more then boxes of Serium with guns and legs powered by steam they quickly developed and grew. With the discovery of Y'tium Shards and the near limitless electrical power that came with them, Titans grew into walking incarnations of death himself. By the time that the tribes emerged from behind their massive walls, each had an army of Serium giants to call their own. ====The Coming of the Car Daem'phir==== ===The Great Unification=== ====The High Lord of the Necraal==== ====Formation of the Eight Great Castes==== ==Into the Stars: Modern History== ===Early Space Travel=== ===Entry Into the Great War=== ===The Great Divide=== ===Isolated=== ===A New King=== =Racial Information= ==Biology== ===Diet=== ===Anatomy=== ===Reproduction=== ===S'sor Glands=== ==Technology== ===Titans=== ===Arc Technology=== ===Anti-Gravity=== ===Ion Technology=== ====Ionic Shielding==== ====Ionic Weaponry==== ===Unique Minerals=== ====Y'tium Shards==== ====Serium==== ===Bioweaponry=== ====Viral Warfare==== ==Culture== ===Family Structure=== ===The Royal Bloodline=== ===Clothing=== ===Arts and Music=== ===Religion=== ===The Eight Castes=== ====The Sor: Followers of the Shamanistic Ways of Old==== ====The Dri: The Hunters Caste==== ====The Ar: A Warriors Coven==== ====The Wer: Lords of the Shadows==== ====The Ro: The Seers==== ====The Tsu: The Engineers Caste==== ====The Exen: Titanlords==== ====The Cro: The Aviators Guild==== ==Notable Figures== ===The Royal Bloodline=== ====Horr'or==== ====Bael'thir==== ====S'ile==== ====Ceraph'ir==== ====Daer'rein==== ===Military=== ===Omegas=== ===Other=== ==The Phaeris== ===Biology=== ===Technology=== ===Military=== ===Culture=== =Military= ==Weaponry== ===Small Arms=== ===Close Combat Firearms=== ===Carbines/Wrist Mounted Weapons=== ===Heavy Weapons=== ===Long Range Weapons=== ===Melee Weapons=== ===Vehicular Mounted Weaponry=== ==Infantry== ===Standard Infantry=== ====Ar Troops==== ====Dri Troops==== ====Wer Troops==== ====Sor Troops==== ===Elite Infantry=== ====Ar Elites==== ====Dri Elites==== ====Sor Elites==== ====Wer Elites==== ====Exen Elites==== ====Ro Elites==== ===Experimental Infantry=== ==Mechs/Titans== ===Battlesuits/Titansuits=== ===Light Mechs=== ===Heavy Mechs=== ===Light Titans=== ====Taer Mo'deran: Patrol Titans==== ''"No one gets in or out, I want that operative caught! Deploy and activate the Patrol Titans, he will not escape!" - Commander Lor'enxo'' '''Typical Combat Role:''' Base/Facility Defense '''Standard Armament:''' Twin EH-50 Plasma Cannons '''Height:''' 16 ft '''Weight:''' 1.5 tonnes '''Shielding/Armor:''' 2 inch thick Serium plates on front armor, Light Personal Shield Generator capable of absorbing most solid rounds traveling at less than 5000 feet per second. '''Crew Number:'''1 Patrol Titans are some of the simplest Titans to produce and are often made in bulk as such. With an average build time of five days and a relatively low power consumption, they make for a cheap and easy way to defend an outpost. They are usually deployed in groups of five to ten. With advanced scanning modules and sensory packages, they can detect threats far before they are even visible to most sentries. Their twin arm mounted Plasma Cannons make a mockery of most forms of light armor and infantry, able to easily tear through basic armor plating and leaving naught but a bubbling heap of slag in its place. The primary downside of the Mo'deran is that it is relatively slow. Although it is one of the much lighter Titans, most of its power cores function is directed to the various equipment and shields on board, as opposed to powering the actual engines. This makes the Patrol Titan quite sluggish and can make it very easy to outflank by most quicker mechs and vehicles. The lack of armor on its rear also make its inability to respond quickly to flanking even more of a threat. However, Patrol Titans are rarely alone for long and they can easily call in support from other units in the area, namely the quick and deadly Decimator Titans. ===Heavy Titans=== ====Taer Mor'sheer: Templar Titans==== ''"Most say that swords have no place in a war where everyone possesses a huge gun. The Mor'sheers prove otherwise." - Exen Pilot'' '''Typical Combat Role:''' Anti-Mech, Anti-Armor '''Standard Armament:''' 7 ft long Tryleian Phase Blade, D-22 "Devourment" Blast Cannon '''Height:''' 24 ft '''Weight:''' 2.4 tonnes '''Shielding/Armor:''' 4 inch thick Serium Plates encasing the cockpit and both arms, 2 inch thick plates elsewhere, Personal Shield Generator capable of absorbing most solid/energy/plasma rounds traveling at less than 5000 feet per second and burning at less than 8000 degrees Celsius. '''Crew Number:'''1 Although the Mor'sheer is the lightest of the heavy Titans, it is in no way a pushover. Extremely quick for its size and having one of the best combat modules available to the Necraal, it can quite literally cut a swathe through most things its size. Usually deployed in groups no larger then three, they serve as the elite armor hunters of the Necraal, able to navigate even the harshest of terrain in order to close the gap with their prey. Mor'sheers will generally move in hard and fast, using their Blast Cannon (which acts like a giant shotgun) to suppress anything that tries to slow them down, before getting into melee range and slicing through their prey with the giant Tryleian Phase Blade. The blade itself is capable of passing through some of the strongest materials in the known universe, from Titanium to Serium to Adamantine. However the blade is almost ineffective against shields, as they can displace the molecules that make up the blades razor sharp edge. Although Mor'sheers are incredibly agile and quick, they lack a decent field of view. No peripheral cameras make it impossible for the pilot to see anything coming from the sides of them and ultimately counter and flanking attack effectively, unless they are aware of the target. ====Taer Sol'arc: Arc Titan MKI==== ''"Main battle mech my ass. That thing could handle a fucking tank column by its lonesome!" - Zaretian Solider upon witnessing a Arc Titan in action'' '''Typical Combat Role:''' Anti-Structure, Anti-Armor, Anti-Mech, Anti-Orbitial '''Standard Armament:''' Twin Nyrum D-370 "Lancer" Rail Cannons '''Height:''' 50 ft '''Weight:''' 20 tonnes '''Shielding/Armor:''' 4 inch thick Serium Plates covering the entire body, anti-gravity fields on all major joints supporting 5 inch thick Myrium shields '''Crew Number:'''1 The Arc Titan is one of the single most feared vehicles on the field of the Great War. Housing a huge power core and having layer upon layer of armor plates covering it, it can stand up to most things one on one and come out on top. Deceptively quick for its size and with enough firepower to bring even a Battleship to the ground, the Arc Titan has remained a favorite among the Necraal even after its near countless years of service. Arc Titans, unlike most other Titans, are not deployed in a group but instead are dropped from high orbit and scattered over the battlefield so that they may inflict as much damage as possible, instead of concentrating fire on a single target. The MKI Arc Titans main weakness is its distinct lack of shielding. With the chassis so crammed full of weapons and repair systems, there simply isn't any room for a Shield Generator, a problem which has been rectified in the new MKII Arc Titans. This makes it so that the Titan must rely on its thick armor plating and backup repair systems for protection, something that is difficult to do under constant fire. The name Arc Titan comes from the fact that the Sol'arc was the first ever type of Titan that utilized an Arc Power Core, something that has now become the default for most modern Titans. ===Experimental Titans=== ==Ground Vehicles== ===Light Vehicles=== ===Heavy Vehicles=== ===Experimental Vehicles=== ==Facilities== ===Standard Facilities=== ===Advanced Facilities=== ==Fleet== ===Notable Fleets=== ===Vessels=== ====Frigates==== ====Cruisers==== ====Battleships==== ====Dreadnaughts==== ====Carriers==== ====Capital Ships==== ===Flagships=== =Diplomacy= ==Allied Races== ==Enemies== ==Other== [[Category:Inactive]][[Category:Page]] ks1t6so3fmfm439tcl3eabkzxgarpvw Necraal Schism 0 1080 17128 13923 2021-11-17T03:41:43Z Amaker1450 26550035 17128 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= Year 11 |partof= [[Great War]] |notablebattles= Sentience Incident, Battle of Ivn |place= |result= Peacekeepers claim victory. <br/> * Hor'or and Virisus driven into exile. <br/> * Majority of Pact-aligned Necraal, Bael'thir included, trapped within massive [[Ion_Storm|ion storm]]. <br/> * Surviving Necraal establish populations throughout Warlord and Peacekeeper space. |territorychanges= Ivn and several other colonies abandoned due to severe Biomatter infestations. <br/> * Large swath of Necraal territory trapped within [[Ion_Storm|ion storm]]. |side1= [[Virisus]] |side2= [[:Category:Warlords | Warlord Pact]]<br/> * Bael'thir Supporters<br/> * [[Repzork Empire]]<br/> * [[Zaretian Monarchy]]<br/> * [[Skrey Nation|Skrey Nation (Auxiliaries)]]<br/> |side3= [[:Category:Peacekeepers | Peacekeeper Alliance]]<br/> * Peacekeeper-aligned Separatists<br/> * [[Aeveria Confederation]]<br/> * [[Karahotdoum Empire]]<br/> * [[Empire of Diablos]]<br/> |side4= |commanders1= * Horr'or Anduish'ill'et <br/> * Glad'mere the Consumed<br/> * The Herald<br/> * Bor'ok<br/> * Thorn<br/> * Mistress Death<br/> * Conquest<br/> * Tsuternex<br/> * Var the Stareater<br/> * Scy'the<br/> * Conquest<br/> |commanders2= * Bael'thir Anduish'ent'mar<br/> * Ceraph'ir<br/> * Daer'rein<br/> * Tor'vath Alth'met'ker <br/> * Alesanda Hilingoth<br/> * Elseron Nethali<br/> |commanders3= * S'ai Cor'armer'tey<br/> * Or'drey<br/> * Tarren<br/> * Ar'dar<br/> |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= Massive |casual2= Heavy |casual3= Heavy |casual4= |other= |notes= }} ==Background== === Necraal-Biomatter Splicing === King Horr'or had a keen interest in using the Biomatter Swarms as a weapon since news of the Dragoneteran's use of the swarms during their war with the Tegotian Empire first surfaced. Due to the taboo surrounding the use of the swarms amid both Warlord and Peacekeeper forces as well as the Necraal populace, the King kept these ideas to himself, fearing potential retaliation from his allies. But with the Warlords on the retreat in many fronts and Necraal casualties climbing, Horr'or initiated a weaponization program in the underground vaults of Ivn. This program was to be conducted with utmost secrecy, with all nonessential personnel, including Crown Prince Bael'thir, left uninformed. Creatures were collected from several hives and were experimented on to determine if it was possible to sever their connection to the hivemind. Testing on the brain eventually proved successful, but the result did little to change the behavior of the specimens, who continued to attack any and all who came near. Attempts to control the creatures via cybernetic implants, chemicals, or training all proved futile. Roughly a month after the program had begun, King Horr'or unexpectedly invited Shaman Glad'mere to Ivn's vaults to take part in the project as an advisor. Glad'mere and his followers were known best for their fascination with the swarms, which they looked upon with a sort of religious reverence, which had made him an outcast among the Shamans and greatly disliked by many Necraal in high command, including Prince Bael'thir. Why Horr'or contacted Glad'mere remains unknown, but it is presumed that he believed that Glad'mere could provide information or guidance to help achieve his goals. Horr'or's demeanor changed shortly after Glad'mere joined the project; the king became insular, and he spent more and more time around the shaman. With control seemingly impossible, Horr'or drastically altered the project's course. Beginning with prisoners, Horr'or would splice Biomatter DNA into that of the prisoners. The first several dozen experiments ended in failure, with each procedure creating mindless monstrosities that were almost immediately terminated after their creation. A breakthrough finally occurred when an Aeverian prisoner was spliced, and despite being severely mutated, retained his sanity. The subject proved inconsolable and was terminated like those before him, but to Horr'or and Glad'mere, it showed that the procedure was in fact possible, which led to the two beginning experiments on willing Necraal volunteers who were promised that they would become 'supersoldiers' that could turn the tide of the war. As they began experimenting on Necraal, both Horr'or and Glad'mere started openly speaking of a being they referred to as 'Legion'. Legion was said to be the driving force behind the Biomatter, and was directing the actions of Horr'or and Glad'mere so as to 'uplift' the Biomatter race. Unease grew among those involved in the program. Some believed that stress from the war had pushed Horr'or into madness, or that the two had been exposed to Biomatter samples. Others thought that Glad'mere was manipulating the king and attempted to have him ousted, but their efforts were halted by the king. Others, however, had been in frequent contact with Glad'mere's followers and had come to believe in their doctrines. They gladly followed Horr'or's commands, with many willingly giving themselves up to experimentation. Fearing reprisal, those who thought disagreed kept quiet. After a few failed attempts, scientists successfully created the first Necraal-Biomatter hybrid with samples from Fafnir. The first few subjects were still undeniably insane, suffering from bouts of severe aggression, but remained loyal to the king. Successive procedures would gradually diminish mental flaws, creating hybrid soldiers that were more or less as sane as before they underwent the procedure. These soldiers often spoke of compulsive feelings to perform certain acts and images that would flash through their minds, which some interpreted to be messages from Legion. These hybrids are then sent into cells containing Biomatter to observe how the creatures respond. Just as Horr'or had hoped, the Biomatter did not attack the Hybrid, and instead appeared to regard the soldier as one of its own. Hybrids were then deployed to a known Biomatter colony to the same result. === Sentience Incident === Once Horr'or had amassed a sizeable force of hybrids, he decided to test them against the ABTF. An outdated Necraal vessel was seeded with a spore and sent to the Flytal colony of Yintil. The spore had unintentionally landed near the planet's northern pole, but it still managed to establish a sizeable colony and threatened to overwhelm a nearby settlement until an ABTF response unit arrived. Late into the fighting, the Necraal hybrids, who had established a base on the opposite end of the planet, joined the fighting and opened a second front against the ABTF. The combined Necraal and Biomatter force completely overwhelmed the response unit, killing all but a few stragglers that narrowly managed to escape back to the main fleet. The battle, known shortly after as the 'Sentience Incident' in both Peacekeeper and Warlord media, incited panic across the region, as it was feared that the swarms had truly become sapient and would overwhelm the war-wary nations. More cool-headed public officials thought otherwise, and looked at the Necraal with suspicion, though the Kingdom denied any involvement. With this success, Horr'or became a devout follower of Legion, and became convinced that all Necraal, and eventually, life in the galaxy, was to become one with the swarms. He expanded his splicing program to amass more recruits while Glad'mere became a priestly figurehead, teaching new recruits of the tenants of Legion. == The Schism == But even as the cult of Legion spread, there remained those who did not believe in it, and who in fact believed that Horr'or and Glad'mere's ambitions were going to bring the kingdom to ruin. Unwilling to remain idle any longer, three researchers managed to sneak out of Ivn's vaults with video and photographic evidence of the king's activities. They presented their evidence before unwitting military officials, who gradually worked their way up the chain of command before Bael'thir himself was notified of what had transpired. Horrified by his father's actions, Bael'thir resolved to overthrow Horr'or and purge the monarchy of the swarms at once. This quickly proved to be no easy task; much of the monarchy remained oblivious to the king's ambitions, and more importantly, Bael'thir and his forces were stationed on the Karahotdoum front. Many Commandants were also operating in fronts elsewhere, tying down much of the Necraal military. To take Ivn, he would need assistance. The Crown Prince came before the Warlords and presented his case, requesting any help they could spare before it was too late. Both the Repzork and the Zaretians declared immediate support, with the Repzork pledging the support of the largely-nomadic 500th armada and subsequent reinforcements when available. With Warlord backing, Bael'thir announced Horr'or's crimes to the kingdom and declared his intentions to claim the throne for himself. Fighting erupted throughout the kingdom almost immediately. Many had sided with Bael'thir, but there were those who still declared their allegiance to Horr'or either out of respect for his position or a belief that Bael'thir was lying and that the Pact had betrayed them and was attempting to establish a puppet government. Shortly after fighting began, a third led by Sa'i, the leader of the Tsu caste, declared their support for the Peacekeepers. Sa'i, once a firm supporter of the Pact's cause, had grown disillusioned as the war continued to drag on and the various crimes of the Pact became more common. These events also led to him favoring a democratic style of governing rather than the monarchists that permeated the Pact. Though there were many Alliance officials who doubted Sa'i , the opportunity to strike the Necraal while they were vulnerable was something Alliance command could not ignore. With Necraal forces withdrawing on all fronts, the Alliance amassed a fleet comprised of Karahotdoum, Diab, and Aeveria ships and moved into Necraal space. Infighting also broke out along the Necraal's various fronts. Commandants Var and Scy'the both pledged their support to the king, while Tor supported Bael'thir. Before any of them could return to the mainland, they had to eliminate dissident elements within their fleets. Var and Scy'the would also have to contend with their former allies. Repzork and Zaretian forces along the Karahotdoum front attempted to eliminate Var and his forces. Even with their enemy divided, the ensuing battle proved catastrophic for the Pact. Necraal armor proved more than a match even for next-generation Pact equipment while poor communication, a chaotic battlefield, and attacks from the Karahotdoum left the Warlords disorganized, sometimes resulting in friendly-fire incidents with allied Necraal. After a few weeks of fighting, Var's forces would make a fighting retreat back to the homeland. But while the Commandants would provide Horr'or with a distinct tactical advantage, he still found himself in a two-front war with himself and Ivn as the primary target of both of his opponents. The loyalist were outnumbered and rapidly losing ground on all fronts. To slow down the enemy's advance, Horr'or launched Biomatter spores wherever he could. He also spliced as many soldiers as he and his scientists were able. The king had also spliced himself, believing that a closer connection to Legion and the Biomatter's own abilities could help. Glad'mere reassured the king, declaring that the conflict was nothing more than Legion's way of separating the worthy from the weak. But on the field, Horr'or's use of the Biomatter only proved Bael'thir's claims, which resulted in many Necraal who had been loyal to the king switching their loyalties. For Bael'thir, it became a race to reach Ivn before the Peacekeepers. Though fighting a mutual enemy, the two forces would still engage one another when they came into contact. Both sides engaged in a propaganda campaign to win the hearts and minds of the populace, especially as Horr'or's madness became more apparent. The crown prince had a distinct advantage in his intimate knowledge of Necraal space; his forces were often the first at strategic strong points such as industrial centers and forts, allowing him to scavenge the weapons, vehicles, and troops there. Though Sa'i and his followers were very dedicated, years of fighting the Peacekeepers had embedded itself into the population, and most proved unwilling to follow his footsteps. === Battle of Ivn === Bael'thir and his Warlord entourage were the first to arrive at Ivn, which had already seen heavy fighting between the three factions. As Bael'thir's forces made landfall, Horr'or, made what would be one final act of defiance and deployed dozens of Biomatter spores across Ivn. The result was a vast infestation the likes of which had last been seen since Rotunin. The loyalist, with the swarm's assistance, nearly repelled Bael'thir's fleet, but the arrival of the Peacekeepers saw their offensive blunted. Realizing the scale of the infestation, both the Pact and Peacekeepers abandoned any hope of capturing the planet and instead focused on evacuating civilians. Despite constant fighting, millions of Necraal would be rescued by both sides before Ivn was abandoned and bombarded. Horr'or and his remaining followers disappeared shortly after the Battle of Ivn, their fleets having fled into unexplored space as they were unable to continue fighting. Instead of pursuing the king, Bael'thir relocated his fleet to Phaeris to secure what remained of the empire. Pact forces remained behind to slow down the advance of the Peacekeepers. Mere hours after Bael'thir's departure, the Pact fleet suddenly lost contact with the Crown Prince. Fearing that he may have been assassinated, a scout was sent ahead, and found that Bael'thir, Phaeris, and the rest of the Necraal's colonies had been enveloped in a vast [[Ion_Storm|ion storm]]. The storm had severed communication with the Crown Prince and also disrupted space travel, making accurate jumps impossible. With no way to reach Bael'thir, the Pact abandoned the area, followed shortly after by the Peacekeepers and Sa'i, who was taken to the Aeveria Confederation for questioning. With Bael'thir absent, leadership of Pact-aligned Necraal fell upon Commandant Tor. With no home to return to, his armies crippled, and hundreds of millions of refugees to care for, Tor looked to the Pact for assistance. The Marshal's Council were the first to step forward, allocating colonies for the Necraal to establish a population within imperial space despite protest from Veto Korvack and other officials. These settlements were provided both protection and the necessary aid to care for the wounded and to rebuild, but they were also subject to mass surveillance, as both Tor and the Marshal's Council feared infiltration by Horr'or's forces. For having assisted them during and after the schism, Tor and those under him would become fiercely loyal to the Pact. In time, they would rejoin the effort against the Peacekeepers, but with the Kingdom in ruins, they could not wage war on the same scale, their forces being limited to relatively small but elite units. == Aftermath == The events of the schism had a profound affect on the leader of the 500th Armada, Admiral Elseron Nethali. Nethali, who had not directly engaged in the Great War due to her assignment on the front against Tiamat, had already been somewhat of an outcast, believing that Repzork society was far too militaristic and authoritarian, though she kept these beliefs to herself as she believed eliminating Tiamat to be a righteous cause. News of the war had made her increasingly frustrated with Imperial Command, particularly events on the Diab front, such as the Battle of Helia. While on the offensive in Necraal space, Elseron had spoken with both soldiers and civilians that her forces had rescued. Their stories fully turned Nethali against the Warlord effort, as she believed that their methods and beliefs were self-destructive. She wanted to overthrow the Marshal's Council, but lacking the means to do so and fearing the consequences were she to be captured, she bided her time, hoping that an opportunity for revolt would one day present itself. Those Necraal who had been evacuated by the Peacekeepers would spend weeks in processing to insure that no Warlord sympathizers nor loyalist were in their ranks. Sa'i himself was cleared of any suspicion, and was allowed to attend an ongoing talk between Peacekeeper leaders to speak his case. There were still many who distrusted the Necraal's intentions, and Sa'i had difficulty making any headway. This changed when a squad of Zaretian Nightshades infiltrated the meeting and attempted to kill Alliance officials. Sa'i and his entourage successfully eliminated the Nightshades in a short skirmish, winning over those who doubted him. Sa'i's forces were then granted membership into the Alliance. Sa'i's Necraal would establish themselves in a pocket of uncolonized space. Confident that the [[Ion_Storm|ion storms]] would one day pass, Sa'i made it his objective to eliminate Commandant Tor and claim the Pact-aligned Necraal before Bael'thir's return. Once the Crown Prince did return, Sa'i would focus his efforts on killing the monarch and claiming the throne, from which he would reunify his people. Horr'or, Glad'mere, and their remaining followers would disappear for several months, during which Horr'or would infuse all who had not yet been injected with Biomatter DNA. Lacking the equipment they had possessed on Ivn, these infusions had a greater chance for error, resulting in sometimes severe side-effects. One of the most notable examples was Commandant Var, who was driven to insanity and grew a large, toothy mouth and a 'digestion system' that converted organic matter into Biomass that Biomatter could use. Despite this, Horr'or pressed on until his work was complete. With no wholly-Necraal forces left among their fleets, Horr'or's forces would become known as the Virisus. It was also during this period that Horr'or, seemingly because of the weight of the events that had transpired, regained some of his lucidity. Though still a changed individual, Horr'or would eventually cease worshiping Legion and distanced himself from Glad'mere, viewing the Biomatter as more of a sword to be used rather than as beings deserving of worship. For some of the loyalist, this was a comforting change, as they were more loyal to Horr'or than they were to the shaman. Glad'mere's followers, however, saw the king as a fool, and continued their religious practices, forming the Cult of Legion in the process. Though they would still follow the king's commands, they would also act of their own accord when they saw fit. With the [[Ion_Storm|ion storms]] blocking access to Bael'thir and the remaining Necraal colonies, Horr'or set his sights on enacting vengeance against those who he believed had betrayed him and destroyed the kingdom. Lacking the numbers for large-scale assaults, the Virisus would instead begin raiding thinly-defended targets, stealing supplies and eliminating or capturing all witnesses. They especially focused on Tor's and Sa'i's forces. The Cult of Legion would propagate Biomatter infestations, seeking to spread the doctrine of Legion via assimilation. Peacekeeper and Warlord forces alike would attempt to hunt down and eliminate the Virisus, but the loyalist would prove elusive, and continued to harass both parties for the next several years. [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] gic0vommtpq8fg1ofpsc12c8jrozcxh Necraal Sovereignty 0 869 17073 16972 2021-11-17T03:13:49Z Amaker1450 26550035 17073 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|The Necraal Sovereignty}}} |image = |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Warlord |label3 = Homeplanet (Former): |data3 = Ivn IV [TODO] |label4 = Homeplanet (Current): |data4 = Phaeron [TODO] |header5 = Leadership |label5 = Current Leader: |data5 = Bael'thir Anduish'ent'mar [TODO] |label7 = Former Leader(s) |data7 = Horr'or Anduish'ill'et (VIRISUS), S'ai Cor'armer'tey (PEACEKEEPER AFFILIATED) [TODO] |header9 = Biology |label9 = Lifespan: |data9 = 250-400 Years (Varies greatly) [TODO] |label10 = Height (In Feet): |data10 = 6 to 8 [TODO] |header11 = Diplomacy |label11 = Number of Alliances: |data11 = 1 [TODO] |label12 = Number of Current Warfronts: |data12 = 1 [TODO] |label13 = Number of Current Trade Routes: |data13 = 0 [TODO] }} = Summary = == Warlord Presence [TODO] == == Racial Niche/Trope [TODO] == == War Goals?? [TODO] == = History = == Early History == === Ancestors === === Early Life === === Stone Age === === Bronze Age === === Medieval Age === === Industrial Age === === Nuclear Age === === Computer Age === === Space Age === == Pre-War History == == Epic War History [TODO] == === Years 1-3 === === Years 4-6 === === Years 7-9 === === Years 10-12 === === Years 13-15 === === Years 16-17 === = Racial Information = == Biology == === Diet === === Anatomy === === Mental or Communication [TODO] === === Reproduction === === Bacterial Cultures === == Culture == === Family Structure === === Royal Bloodline === === Castes and Houses === === Arts and Music === === Religions === === Architecture and Personals === == Technology == === Personal Equipment === === Cultural Equipment === === Military Equipment === == Notable Figures [TODO] == === Leader [TODO] === === Former Leader [TODO] === === Some pilots and generals and stuff [TODO] === === Maybe diplomatic persons and scientists [TODO] === === Leaders of the houses definitely too [TODO] === = Military = == Equipment == === Melee Weapons === === Personal Weapons === === Light Weapons === === Heavy Weapons === === Support Weapons === === Vehicular Weapons === === Special Weapons === == Infantry == === Standard Infantry === === Elite Infantry === === Unique Infantry === == Mechanized Units == === Battlesuits === === Mechs === === Battlestations [TODO] === == Surface Vehicles == === Light Vehicles === === Heavy Vehicles === === Support Vehicles === == Atmospheric Vehicles == === Light Vehicles === === Heavy Vehicles === === Support Vehicles === == Space Vessels == === Corvettes === === Frigates === === Cruisers === === Battleships === === Dreadnaughts === === Carriers === === Flagships === = Diplomacy = == Peacekeeper Alliance == == Warlord Pact == == Neutral Powers == [[Category:Inactive]][[Category:Page]] eb3oqqziq1d27znrg52xlnr0kranavf Needle Gun 0 1507 16187 2021-04-09T02:48:52Z Amaker1450 26550035 Redirected page to [[Projectile Weapon]] 16187 wikitext text/x-wiki #REDIRECT [[Projectile Weapon]] hga8ggcvw60i5spil17nfg5yydi8qwf Needle guns 0 1178 12266 12265 2020-01-26T06:44:36Z Amaker1450 26550035 Redirected page to [[Needle Gun]] 12266 wikitext text/x-wiki #REDIRECT [[Needle Gun]] pq6s0wqnpu10qdera6gvhxx9l6uip25 Nelon Corporate Territories 0 20 6410 2560 2017-10-09T01:36:24Z Amaker1450 26550035 /* Corporate Thugs */ 6410 wikitext text/x-wiki ==Summary== <br />'''Faction:''' Neutral <br />'''Philosophy:''' Ruthless Trader <br />'''Brief Description:''' Fractious, unpredictable and thoroughly unscrupulous to boot, the NCT is a rising faction in the economic field. They will stop at nothing to obtain profit, they will trade just about anything and can be trusted as much as far as you could throw them, which isn’t very far. They never stop at anything in their quest, always searching for new ways to profit from their surroundings, always looking for new ways to gain the upper hand in galactic markets, it is this attitude which has made them what they are and it will be this attitude which will take them to the dizzy heights of a major galactic power, if they don’t get themselves wiped out on the way. ==History== Still being compiled by historians... ==Racial Characteristics== ===Biology=== The Nelon are a surprisingly small race, tales of them making them out to be quite taller. They stand at only 4-5 feet tall, standing upon two legs. Their heads house a brain smaller than that of a human encased in a thick skull which often has many hollow “air” pockets in it, despite having a smaller brain compared to other sentient races the brain of a Nelon is much more developed, resulting in its compact size. They have two eyes sitting on either side of their head, though these give them binocular vision and not side vision like what would be expected, their peripheral vision is quite better compared to other binocular vision races. Their eyes are much more adept at handling greater shifts in light intensities than races such as humans, as their irises can shift between more sizes (getting closer to the optimum light intake for each light intensity) and react quicker as well. Nelon have two arms to go with their two legs, a reminder of their quadruped ancestry. They have two hands with two fingers and an opposable thumb. Their feet have three toes in a slight Y shaped formation. Nelon skin tone is not very variable and is sandy coloured, brown markings are found on their head and down their back; this is subject to some depth and hue variation which Nelon use to individualise themselves. Unlike with some races the Nelon cannot use their eyes to differentiate as all Nelon have entirely black eyes. Nelon have relatively short lifespans compared to a majority of sentient races, they generally live till they are in their seventies but sometimes they can live till their eighties. ===Psychology=== The Nelon area shrewd, cunning race. They are noted by others for their ingenuity which they apply to every problem they come across. Nelon are also quite tenacious if extremely disciplined. Nelon react to fear in a manner typical to small creatures, panic, worry and sometimes attempt to escape it. ===Culture=== ====Overview==== To understand Nelon culture one has to know their overall racial and individual goal, ‘‘Advancement’’. This is similar to many races in the galaxy, however what is unique about the Nelon and what is the most difficult concept about them one has to grasp is what they believe one must do in order to achieve ‘‘Advancement’’, they believe that ‘‘Advancement’’ can only be attained by obtaining Profit. This is what throws most Psychologists who attempt to understand the Nelon and the way they act, the fact that the Nelon base their belief, a belief which is shared by all Nelon on a racial and individual level, around trade and Profit. Once this concept has been grasped and understood one can then look at and understand the way Nelon culture truly functions. ==Military== The NCT military is a surprisingly unified force. Along with the Corporate Edicts comes a Military Regulation Committee, a neutral group which controls and enforces laws on military standards and equipment. This is because each corporation, no matter how small or large, has a private army in order to defend their assets, or conversely obtain new ones. When Corporations ally or Consortiums pool their troops they all fit in together with the same equipment, weapons and training. <br />The NCT relies not on huge hordes or large, focused armies like most other races but instead on small, fast moving, rapidly deployed squads of marines who use ingenuity, surprise and their unusual tactics to bloody any foe they face, drawing them into quickly but well laid traps which can tear apart the unwary. ===Tactics=== The Nelon are masters of a very unique style of warfare. They utilise small numbers of fast moving VTOL (Vertical Take Off and Landing) drop ships to land small squads of marines who use co-ordinated mid-range fire power to either break their foes or anger them enough so that when they fall back to pre-prepared evacuation points they can draw their enemies straight into networks of devious traps. <br />Marines mainly use turrets, short range burst turrets and long range explosive turrets to eliminate any kind of foe from a variety of ranges, these are backed up by mines, barbed wire, decoys and shields which eat whatever comes at them. It is these traps which they lay which makes them prefer ranged battles where they can swiftly withdraw and leave the enemy floundering in fields of turrets, distractions and hazards. <br />Marines are suitable for most operations but when specialised tactics are needed, a squad or two of Commandoes can be deployed to infiltrate, raid, harry, distract and even hold a line in the rare occasions it needs to be done. <br />The favoured tactics of Marines and Commandoes is a swift drop in from their Drop ships before the enemy can react to the craft, a rapid assault on the designated target and then a faster withdrawal, leaving behind those who are still stunned that something actually hit them. <br />In urban defence or assault Nelon will sometimes use Gunships as Hunter-Killers, holding aerial positions and simply firing at whatever comes into range and sights with a range of load-outs. ===Infantry=== ====Corporate Marines==== Corporate Marines are the backbone of Corporate militaries, these battle-hardened men are all male, women don’t have time to fight as they have Corporations to run. Marines are frequently fielded, far more often than other races would expect, because of this they rapidly become veterans of their tactics and of battle in general. ====Corporate Commandoes==== These are the elites, using the best equipment and with better training, all commandoes are veteran marines who have been chosen for further training because of their actions on and off the battlefield and because of their skills. Among marines these soldiers have gained a quiet respect. Like Marines, all Commandoes are male. ====Corporate H-Marines==== Another way in which the Nelon are unique compared to other races is their method of deploying heavier equipment among their marine squads. They don't have "Heavies" in the manner that other races do, they don't have big guys who tote massive machineguns or overbearing anti-tank rocket launchers, instead a marine in the squad is equipped with a longer, slightly larger and much hotter rifle and they are tasked with taking out heavy armour and vehicles. Marines are already well trained and given these rifles they can cause more damage to enemy armour than they could if they had regular missiles like other races. ====Corporate Snipers==== Corporate Snipers are the rangers, long-shots and sometimes scouts in the Corporate military. They have better accuracy and more patience than their fellow marines and are rewarded for this by being given a high-powered rifle with a scope and sent out to mark their targets, with bullets. However, Snipers tend to be jumpy, flightly and suspicious people as their fellow marines usually use them as bait in traps. For this reason, Snipers are almost always stressed and quite often get killed in battle during their middle years. ====Corporate Captains==== These marines are grizzled marines, usually veterans of many conflicts and have encountered a vast array of foes. While Captains may not be the best shot or have the fastest reload times and sometimes they may not even be the best tacticians in the squad. Captains however are excellant leaders, they earn the respect of the marines they lead and they can hold a squad together under even the toughest conditions. Captains are the central figures in a squad's morale, all of their tenacity, determination and calmness relies upon a Captain being in their midst. ====Corporate Sergeants==== The Commando equivalent of a Captain, Sergeants or the very best the Commandos have to offer. They, are expert tacticians, superb leaders and radiate quiet confidence. Where there is a difficult operation which cannot be done by anyone else, they send in a Sergeant for it is a well known fact amongst the Corporations that Sergeants can run a difficult operation neatly around a pin-head. ====Corporate Enforcers==== Due to the nature of Corporate internal-politics it was seen as wise very early on to assign the use of marines to the corporation as a whole instead of just to individual members of the corporate hierarchy. Brute force is one way to ascend the ladder of rank or prevent a descent and so for this reason corporate employees and employers utilise the Corporate ‘police’; brutal, efficient and totally without morals these enforcers are outfitted in full Riot Gear and are tasked with responding to any and every threat to Corporate peace or an employer’s path to power. ====Corporate Thugs==== Nelon who don’t quite make it into the ranks of the Marines are instead bought by lower ranking Corporate officials who are looking to rise in the ranks. While not as efficient or as skilled as the Enforcers, who many thugs aspire to be, they are none the less dirty, useful and prepared to do almost anything they are told to, making them excellent albeit unwitting pawns in corporate politics. [[Category:Page]][[Category:Inactive]] sfwaplak9brdhkvo9674qmfegf2b545 Neo-Synthetic Party (NSP) 0 950 9144 2019-03-19T06:27:04Z RaptorChu 30471271 Redirected page to [[The Collection]] 9144 wikitext text/x-wiki #REDIRECT [[The Collection]] 6oz2ufhrz9e4af9n3gudl7imwrk52j5 Nepharian 0 703 5758 2016-10-10T05:53:41Z Drag0n0us 3365896 Redirected page to [[Holy Nepharian Empire]] 5758 wikitext text/x-wiki #REDIRECT [[Holy_Nepharian_Empire]] m3w0wtctk3prtwcenx78qeudswv1tfp Nepharian (Branding) 0 1557 16839 2021-05-19T18:57:14Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16839 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Neutral Powers 0 1407 14867 14864 2020-12-18T02:33:11Z Amaker1450 26550035 /* Neutral Powers */ 14867 wikitext text/x-wiki == History == == Neutral Powers == === Holy Nepharian Empire === ''Main page: [[Holy Nepharian Empire]]'' === Transmetallic Confederation === ''Main page: [[Transmetallic Confederation]]'' [[Category:Page]][[Category:Neutral]][[Category:Factions]] oru7hsxx1ibtd5azmipbsl9i99ai5h0 Norsus 0 595 17173 6525 2021-11-17T17:23:42Z Amaker1450 26550035 17173 wikitext text/x-wiki ==Overview== [[File:Spore 2012-10-19 21-52-48.png|400px|left|thumb|A lively coast on Norsus prior to the invasion.]] Planet Norsus was once the heart of [[The Rach]] Empire, which acted as the heart of the Peacekeeper Alliance during the early days of the war. It was most known for it's sprawling planet-wide city of unique architecture, great wealth, and native Grasses that grow a vivid shade of blue, and eventually as the site of The [[Battle of Norsus]]. {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = n/a |caption = A birds-eye view of one of many sprawling districts of Norsus. |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Native Race: |data2 = [[The Rach]] |label3 = Previous Occupants: |data3 = [[The Rach]] |label5 = Current Occupants: |data5 = The [[Zaretian Monarchy]] }} ===Early War=== Early in the war Norsus acted as the center of the Peacekeeper Alliance, under the guidance of the then well-established Rach Empire. Under the cloak of their Planetary Stealth Generators, Norsus was believed safe from Warlord Attacks. Norsus was famed for it's sprawling global city and 'unique' architecture, some of which is rumored to have been stolen from other empires entirely. Norsus also boasted great wealth and a prolific economy. However Norsus's prosperity would come to an abrupt end. Ex-Emperor Coradine exposed the location of the Norsus Stealth Generators to the Zaretian Monarchy in the name of his own greed, believing that his betrayal would be rewarded by Zaretian King Breys. ===Invasion of Norsus=== [[File:Spore 2012-10-19 22-36-19.png|500px|right|thumb|Norsus Skyline of Zaretian Occupation.]] Following Emperor Coradine's betrayal, the [[Zaretian Monarchy]] prepared an invasion force, and with the aid of The [[Margan Empire]], destroyed all of Norsus' Stealth Generators, disabling the stealth field that kept Norsus hidden. Although Peacekeeper Allies attempted to replace the Stealth Generators initially, the effort was not completed in time, as Zaretian Forces charted course for Norsus. As Norsus stealth field dropped, Zaretian and Margan forces began a swift and brutal invasion of the planet, with the full intention to purge all Peacekeeper presence from the planet. The Rach now under Martial Law enacted by General Gorach in lieu of Coradine's treason and facing all but certain enslavement, or worse extermination, by the Zaretians and Margan, enacted an emergency plan to escape the invasion. The vast majority of Rach population boarded emergency "Exodus Ships" designed to escape a potential planetary invasion, and used an unstable experimental technology to flee through a warp. The Margan pursued the ships into the short lived Warp rift, with both Empires seemingly vanishing following the battle. With the Rach having abandoned their Empire, the Zaretian Invasion continued, facing almost no active resistance. Before long Norsus had been reduced to a ruin. The Zaretian Monarchy would use Norsus as a scrapyard and intelligence center in the Rach's absence. The fate of the treasonous Coradine remains unknown, though it is believed the Zaretian Monarchy may be harboring him. [[File:Spore 2012-10-19 22-37-23.png|400px|left|thumb|Zaretian patrols scavenge the ruined city searching for valuables.]] ===Return of the Rach=== When the Rach resurfaced from their sanctuary in The Warp (With the Margan following shortly behind) they descended on the now nearly deserted Norsus, which housed a small Zaretian garrison, and sent a distress call to all Peacekeeper aligned forces requesting aid in retaking Planet Norsus. ===The [[Battle of Norsus]]=== The Rach distress call managed draw the attention of the Peacekeeper Alliance and received extensive support, however also managed to capture the attention of Warlord Forces, who promptly moved to oppose Peacekeeper Forces in an attempt to break morale among the Peacekeepers. What was intended to be an allied reclamation of Norsus by a modest Peacekeeper force quickly escalated into a massive battle of varying motives among the present forces. Ultimately the ill-prepared Peacekeeper Forces were driven back. Despite the Warlord victory, the Battle caused even further damage to the Planet, enough so that even the Zaretian Monarchy has largely abandoned operations on the planet, only rarely sending scavenging teams to collect potentially valuable debris. Any remaining Zaretian forces garrisoned on Norsus have been withdrawn, and the scavenger ships are the only Zaretian ships that go near the planet. The Rach have seemingly lost interest in reclaiming the now scarred planet. ===Following the Battle=== With Norsus being left an even bigger wreck than it had been when the Rach first fled the planet on their exodus ships, even the Zaretians felt it was no longer of value and withdrew their garrison and orbital presence from the system. While on rare occasions Zaretian scavenger ships still visit the planet in search of valuable debris, the Zaretian Monarchy has essentially abandoned the region. Following the battle some discussion of what would become of the planet was held by the Peacekeepers, though it did not amount to any conclusion. Some Peacekeepers believe the Sauran Solidarity may have the experience and advanced technology to restore the planet to a healthy state. At the same time, it is also possible that the Betel Recyclers may take the planet as their own, as the ruined state of the planet is actually conducive to their lifestyle. [[Category:Legacy Lore]][[Category:Rach]] [[Category:Aurikine]][[Category:Page]] 9ikvdahvg4fonjdmcg4njtgtlln74vd Nova 0 1332 13820 2020-08-06T04:51:25Z Corv 30641571 Redirect page 13820 wikitext text/x-wiki #REDIRECT [[Nova_Corporation]] o9x9df4okaswj5ajtvk3noiswpg8vzo Nova Corp 0 1331 13819 2020-08-06T04:50:44Z Corv 30641571 Redirect page 13819 wikitext text/x-wiki #REDIRECT [[Nova_Corporation]] o9x9df4okaswj5ajtvk3noiswpg8vzo Nova Corporation 0 1605 18261 2022-04-22T19:29:25Z HangLang 30544936 HangLang moved page [[Nova Corporation]] to [[Nova Corporation (Branding)]]: Page was fully valid for branding, just not labelled 18261 wikitext text/x-wiki #REDIRECT [[Nova Corporation (Branding)]] 85kw8m2cnz6m3avma29t80bvgvcoyqo Nova Corporation (Branding) 0 21 18260 17012 2022-04-22T19:29:25Z HangLang 30544936 HangLang moved page [[Nova Corporation]] to [[Nova Corporation (Branding)]]: Page was fully valid for branding, just not labelled 17012 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:NovaCorpLogo.svg|300px|]] |caption = ''"NOVA Outshines the Rest"'' |captionstyle = font-size: medium; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label1 = Allegiance: |data1 = Neutral |label2 = Official Colours: |data2 =<p style="color:#DBA138">'''''NOVA Gold'''''</p><p style="color:#C1AE96">'''''NOVA Beige'''''</p><p style="color:#61584D">'''''NOVA Light Brown'''''</p><p style="color:#393229">'''''NOVA Dark Brown'''''</p> |header3 = Administration |label3 = Organisation: |data3 = Privately-Traded Interstellar Conglomerate |label4 = Industries: |data4 = Private Security Services Contractor<br /> Mining, Metals, Natural Gases<br /> Interstellar Salvage<br /> Logistics<br /> Public Commerce<br /> Private Commerce<br /> Personal Defence Products<br /> For-Profit Prisons<br /> |label5 = Current Leaders: |data5 = The Board of Directors |label6 = Headquarters: |data6 = The ''Upper Management'' |header7 = Diplomacy |label7 = Clients: |data7 = Most [[:Category:Peacekeepers|Peacekeeper empires]]<br /> Most [[:Category:Warlords|Warlord empires]]<br /> |label8 = Enemies: |data8 = [[Margan Empire]]<br /> [[Biomatter Swarms]] |header10 = Status |data10 = Expanding Market Share, Recruiting New Mercenaries, Colonising New Worlds }} The enigmatic '''Nova Corporation''' is a galaxy-spanning conglomerate established in a wide array of industries. Nova have profited immensely from the [[Great War]], remaining neutral but partaking in extensive contract work with the military and civilian sectors of [[:Category:Peacekeepers|Peacekeeper]] and [[:Category:Warlords|Warlord]] races alike. Despite Nova Corp's prolific branding and significant political influence, very little is known about those in control of the corporation. Although most will recognise the Nova name from its seemingly innocuous forays into salvage, logistics and mining, the organisation conducts far more nefarious activity behind the scenes. At first glance it might be difficult to tell that any part of Nova Corporation’s dealings are illicit; after all, their contracts are watertight, their cheques never bounce and their lawyers are faultless. The reality is that, behind their business façade, Nova are one of the universe’s largest organised crime syndicates and most powerful players in interstellar politics. The organisation is variably referred to as ''Nova Corporation'', as ''Nova Corp'', as simply ''Nova'' or by its consumer-facing brand name, ''NOVA''. ==Divisions and Subsidiaries== The expansion of Nova Corporation’s commercial empire and the proliferation of their brand across the galaxy has been abetted by their highly diversified business model. The conglomerate is involved in a variety of industries, always under the ubiquitous household name of Nova. ===Consumer Products Division=== [[File:NovaConsumerProductsDivisionLogo.svg|thumb|right|200px|The ''NOVA'' logo.]]To their clients in powerful positions of authority, Nova Corporation are synonymous with espionage, sabotage and professional violence. To the general public, the friendly face of Nova Corporation is one of a mainstream consumer brand. The Consumer Products Division – or simply ''NOVA'' to its patrons – are a familiar presence on many colonies and trade satellites across the galaxy. Dealing in everything from personal defence weapons to nail clippers, the CPD has taken root in the popular subconscious and it is rare to find anyone who is not familiar with them or their catchy jingle on the worlds they inhabit. Nova Corporation’s dealings with imperial governments and (alleged) liberal use of corporate espionage have given them the edge they need to monopolise many areas of the consumer market. Customers of thousands of species participate in their rewards programme which incentivises them to use ''NOVA'' as their one-stop-shop for all of their everyday needs. This has provided an excellent veil for Nova Corporation’s more insidious dealings because their reputation as a budget retailer is so pervasive that hearsay about their involvement in organised crime and war profiteering is laughable to most. ===Private Security Division=== [[File:PSDLogo.svg|thumb|right|200px|The PSD's official insignia.]]The euphemistically named Private Security Division is the mercenary wing of Nova Corporation and the most controversial element of the Nova business model known to the public. Efficient, populous, and notoriously expensive, Nova Corporation mercenaries can be found in all manner of disputes across the galaxy, provided they are ones which can be resolved with the copious application of violence. Nova’s success in the mercenary industry can be attributed to their propensity to accept missions most organisations would not touch. No job is too unethical or dangerous; from destroying unarmed diplomatic vessels to capturing live [[Biomatter]] specimens for study. [[File:VanosVrarockPortrait.png|thumb|left|150px|[[Nova_Corporation#Vanos.27Vrarock|Vanos'Vrarock]].]]The hired guns who comprise the PSD’s ranks are an assortment of exiles and traitors to their races, dishonourably discharged veterans, killers who want nothing more than the opportunity to inflict destruction and cold-hearted hitmen in it for the credits. Nova Corporation employs mercenaries from almost any species in the universe; even members of [[:Category:Peacekeepers|Peacekeeper]] or [[:Category:Warlords|Warlord]] races can be found among the ranks, provided they are willing to risk life and limb for imbursement. The past lives of these individuals are immaterial to the organisation, so long as they are capable of doing the job. Mercenaries who generate a profit for Nova Corporation can expect an illustrious career in the PSD but those who lack the talents or the guts are quickly ejected from the enterprise. The PSD’s clients are just as varied as their personnel, including businesses looking to sabotage the competition, alien empires needing to bolster their armies or just individuals desiring protection as they cross the galaxy. The division’s involvement in the [[Great War]] is widespread. A devious [[Zaretian]] general might employ Nova mercenaries to act as cannon fodder. A worrisome [[Luminarian_Military|Luminarian]] commander might require hired guns to go behind enemy lines. PSD personnel do the missions they are paid to do, whether they like it or not. The work may be dangerous and the number of casualties may be high, but there will always be someone more desperate willing to take the job. ====Mercenaries==== [[File:MigrevCronisOnTerimiakIII.png|thumb|right|300px|[[Nova_Corporation#Migrev_Cronis|Migrev Cronis]], a mercenary of [[Nova_Corporation#Squad_178|Squad 178]] on the planet Terimiak III.]]Nova Corporation’s mercenary population is not dissimilar to a task force in a conventional army. Employees are arranged in small groups formally known as squads who travel aboard the same starship and undertake missions together. The members of a squad must learn to live alongside each other in confined spaces, work together as a team to overcome the challenges they face and learn to come to terms with the normalcy of their comrades dying in action. It is a dangerous and dirty occupation and those who are not adequate for the role quickly resign from it if they are not killed on-mission first. Mercenaries who demonstrate unparalleled skill and tactical insight on the other hand can become richer than they could ever hope to become from civilian work. Although the mercenary force is constantly replenishing, all of its employees are expected to follow their contracts to the letter, regardless of what deeds they might entail. By their nature, mercenary squads are compartmentalised and ultimately expendable. Mercenaries have minimal contact with others outside of their immediate squad and almost never meet anyone more than one rung up the managerial ladder. Orders are usually given remotely using signal proxies which inhibit tracking. Details which might incriminate the corporation’s management are kept guarded and anyone who gets too curious has their contract terminated, usually with no trace of them to be found. On account of the organisation's shadowy dealings, verifiable details on its leaders are hard to come by and rumours are abundant. ====Recruitment==== To maximise mercenary squad efficacy in the wide range of missions they embark upon, the PSD intentionally diversify their crews in terms of species, roles and specialist skills. Squads who engage in more niche work or further afield in the galaxy typically supply their own armour and weaponry, allowing them to respond to challenges as they believe they are best suited. In more conventional or public operations, such as bodyguard work for important public figures or terrestrial security posting, mercenaries are expected to wear the company's yellow and grey uniforms and use company-produced weapons. Nova Corporation's aggressively consistent brand identity is a pillar of their successful business model, although one disliked by many of their mercenary employees. Even more unpopular is the fact that when mercenaries are expected to wear official uniforms and carry official firearms, they are required to purchase them from the company themselves. Species from which the Private Security Division have been known to recruit (but are not necessarily limited to) include: * [[Asanian]] * [[Transmetallic_Confederation#Aumpnuuk|Aumpnuuk]] * [[Betel_Recyclers|Betel]] * [[Transmetallic_Confederation#Chromorum|Chromorum]] * [[Gronian_Imperium#The_Crai.27Tal|Crai'tal]] * [[:Category:Delani|Delani]] * [[Diabloian]] * [[The_IAE#Euskanians|Euskanian]] * [[Gronian_Imperium|Gronian]] * Human * [[Karahotdoum]] * [[Kastalian_Survivors|Kastalian]] * [[Khasii]] * [[Necraal]] * [[Nepharian]] * [[Rach]] * [[Remusian]] * [[Repzork]] * [[Sauran]] * [[Skrey]] * [[Wingle_Union|Wingle]] * [[Xeverra]] * [[Zaretian]] * [[Transmetallic_Confederation#Zn|Zulvokaria]] A list of [[Nova_Corporation#Known_Squads|known Private Security Division squads can be found here]]. ====Terrestrial Vehicles==== Nova Corporation designs and manufactures most of the vehicles it uses in its interstellar merecenary operations but outside of the public eye squads are given free reign to use whatever technology they have at their disposal. Vehicles produced by the Private Security Division for their own activity include: =====Jet-Setter Mark I Battlesuit===== After more than ten years of development hell, the Jet-Setter Battlesuit of designed-by-committee (and named-by-committee) reputation was released to the public. Although the Mark I is available as a premium product to the corporation’s customers, they are most frequently seen bolstering Nova’s mercenary squads while sporting the company’s official colours. The battlesuit is a jack-of-all trades, no doubt because of the fact that nearly forty different people had a say in its specifications. It is able to engage ground infantry in conventional terrestrial combat but can additionally engage aerial opposition with the intent of preventing enemy forces’ planetfall. The Battlesuit is equipped with a ballistic [[Projectile_Weapon|minigun]] attachment on its right arm and can fire Orlian missile pods which track enemy vehicles. It also has internal speakers for playing music. =====K11 Scout Buggy===== [[File:NovaScoutBuggy.png|thumb|right|350px|A [[Sauran]] mercenary explores a wasteland by buggy.]]Small, agile and resilient, the K11 Scout Buggy is ideal for exploring alien worlds, tracking down targets or fleeing the scene of an illegal operation. The buggy boasts independent suspension for each of its four wheels and can switch between two-wheel and four-wheel drive at the touch of a button to interchangeably speed across flat land or scale steep slopes. On account of its high off-road mobility and small frame, the Scout Buggy is often the first unit to be deployed by the Private Security Division in hostile territory. It seats only one person and can be deployed directly from a [[Nova_Corporation#Hydra_Light_Frigate|Hydra]] while airborne, meaning that one mercenary can be covertly dropped into a hot zone to chart the area while the rest of the squad deploys elsewhere. During the preliminary tests of Nova Corporation’s Scout Buggy design, the K11’s precursive prototype was originally fitted with a front-mounted [[Ballistic_Firearm|ballistic rifle]]. In the prototype’s field tests, engineers discovered that the Scout Buggy’s chassis was so lightweight that even the smallest mounted ballistic turrets would generate enough recoil to flip the buggy over. The K11’s finalised and mass-produced design eschews any weaponry at all, minimising its weight and reserving its role for reconnaissance excursions where it is not expected to engage enemies directly. The K11's dorsal bar is typically used for attaching practical peripherals such as headlamps, scanners or small cargo racks. Mercenaries who are sick of the tedium of security work on backwater colonies have been known to use it for extreme sports instead; hanging on to it while the Scout Buggy drives at high speed for an exhilarating and often calamitous thrill. =====K83 Cargo Transporter===== [[File:NovaK83CargoTransporter.png|thumb|right|350px|The K83 with a wooden crate payload.]]The K83 is a terrestrial vehicle equipped with a large cargo bed for short-haul cargo transport. It is primarily use for hauling equipment and ammunition on off-world missions. The cargo bed is fitted with electromagnets which can hold cargo in place while in motion. The bed is of modular design and alternative auxiliary components such as retractable weapons, additional seats or long-range communications technology can be fitted to its base for specialised operations. The K83 can accommodate a driver and one passenger but can seat additional passengers if the cargo bed is fitted with a people-carrier module. The K83 is only lightly armoured and offers little protection from small arms fire. It is intended to operate in cooler areas of a combat zone where supplies can be imported or exported. The driver and passenger sit side-by-side in front but in some instances the K83 is modified to remove the passenger seat and accommodate additional space inside the cab. K83 Cargo Transporters are employed by non-combat personnel in other branches of Nova Corporation, such as terrestrial Mining Division work and Extraplanetary Salvage Division operations in-atmosphere (such as on derelicts which have crashed planetside). The Private Security Division operate a driving school for mercenaries and those who show aptitude at controlling terrestrial vehicles under high-stress situations are granted company licences to operate the [[Nova_Corporation#K11_Scout_Buggy|K11 Scout Buggy]] in the field. Those who do not demonstrate such aptitude get to drive the K83 Cargo Transporter instead. =====K95 Armoured Personnel Carrier===== [[File:NovaCorpK95APC.png|thumb|right|350px|The K95 saw action against the [[Zaretians]] in the [[Second Battle of Norsus]] after Nova mercenaries were enlisted to bolster [[Rach]] defences.]]The K95 was designed with the intention of providing a high-mobility and high-protection component to the Private Security Division’s mostly on-foot mercenary infantry units. Functioning primarily as a mass-transport vehicle for small groups of Nova Corp mercenaries, the K95 makes an effective escort for deploying ground troops into enemy territory where they would otherwise be vulnerable. Its hull is armoured enough to provide survivability against direct small-arms fire, withstand high drops and stay upright even when in proximity to explosions. The K95 is typically not equipped with any extraneous weaponry because otherwise its deployment on client colonies would be contentious. Instead, drivers are advised to take the 'practical option' of driving the vehicle over enemy troops. The K95’s suspension and AI-assisted steering system makes it excellent in both on and off-road situations, allowing it to adapt to extreme terrain and to extricate itself from areas with low manoeuvrability thanks to its six independently reversible wheels. It can scale up to a 65 percent incline and traverse a 35 percent slope. Since PSD mercenaries may be required to fight on worlds with extremely hazardous climates, the K95 is environmentally sealed, temperature controlled and sufficiently waterproofed to drive through waters of up to 2.5 metres. Up to six passengers can ride in the vehicle at a time (not including the driver) but the number of seats can be decreased to make space for cargo in specific situations, such as a mission to escort a precious payload which would be exposed and vulnerable on the back of a [[Nova_Corporation#K83_Cargo_Transporter|K83 Cargo Transporter]]. The most widely-criticised aspect of the K95 is its mechanised doors at its rear which are so heavily armoured they have a tendency to jam shut, trapping the mercenaries inside. This has earned the K95 the derisive nickname "''the armoured coffin''". In their characteristic effort to never take the expensive option, Nova Corp elected not to fix this flaw on all of the existing K95s and instead issued mercenary squads each with an extraction rig normally used by the salvage division to pry open the hulls of crashed spacecraft. ====Extraterrestrial Vehicles==== [[File:NovaCorpEscortColourCorrectForRealThisTime.png|thumb|right|350px|A [[Nova_Corporation#Hydra_Light_Frigate|Hydra Light Frigate]] is escorted by [[Nova_Corporation#HASLR_Patrol_Craft|HASLR Patrol Craft]] team.]]Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah =====HASLR Patrol Craft===== [[File:NovaCorpHASLR2Flipped.png|thumb|right|350px|The HASLR Patrol Craft]] Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah =====Hydra Light Frigate===== [[File:NovaCorpHydra.png|thumb|right|350px|[[Nova_Corporation#Squad_178|Squad 178]] fly on a Hydra-class frigate, the ''NCNV Steelhawk''.]]The Hydra is a light frigate class of starship manufactured and deployed by the Nova Corporation. They are the most abundant ship in the Private Security Division’s space arsenal on account of the fact that their [[Space_Travel#Faster-Than-Light_Travel|FTL capability]] can transport mercenary squads across systems but they can also quickly deploy on terrestrial missions too. Hydras are also employed to escort convoys of Nova Corp ships with minimal or no armaments whatsoever, such as salvager ships, cargo ships and mining ships. The Hydra is equipped to defend itself against smaller and more manoeuvrable craft, particularly small [[pirate|pirate vessels]]. Its [[Laser_Weapon|laser weapons]] are near-instantaneous and computer-assisted, allowing it to target small hit-and-run assailants like the [[Nalstros_Space_Pirates#Nalstros_Triclaw_Starfighter|Nalstros Triclaw Starfighter]] against which it would otherwise be indefensible. The Hydra’s lack of [[Plasma_Weapon|plasma-based weaponry]] makes it ineffective against larger and more heavily-armoured opponents. The ship possesses a medical bay, a cargo hold and crew quarters which can accommodate up to sixteen. It is optimised for both expedient and sustained terrestrial deployment, thanks to its four deployment chutes which can safely lower a mercenary to a planet’s surface in seconds and its cargo hold which can accommodate multiple ground vehicles. The Hydra is also kitted out with a [[Space_Travel#Subspace_Drive|subspace FTL drive]], a shield generator, three escape pods and two [[Laser_Weapon|laser cannons]]. =====Ilothar Corvette===== ===Mining Division=== [[File:NovaCorpMiningDivisionLogo.svg|thumb|right|200px|The Mining Division's emblem.]]The Mining Division is a branch of Nova Corporation responsible for collecting resources which are used in the manufacture of their industrial and engineering ventures. The majority of mining operations are conducted in space, such as asteroid cracking and mining natural gas from gas giants. Nova Corp also engages in conventional terrestrial mining, particularly of precious metals on small moons. While the primary function of the Mining Division is to support the conglomerate’s internal manufacturing, it is also a profit-making organisation and sells resources to empires or other interstellar corporations. In their continuing mission to expand their operations across the galaxy, Nova Corporation Mining Division have developed a self-perpetuating industrial model whereby the raw materials they recover are used to build power plants, refineries and pipelines on new worlds which then harvest more materials and enable more infrastructure. Although much of the work the division conducts is on unclaimed, uninhabited planets, Nova Corp actively seeks out contracts with alien governments to begin work on inhabited worlds too. As Nova Corporation’s reach has extended, the Mining Division has absorbed imperial and inter-species companies alike to establish a "cradle-to-grave corporate experience" for their employees. ====Labourers==== Labourers of the Mining Divisions hail from an assortment of backgrounds. Low-skilled and terrestrial work is primarily conducted by freelancers who reside on-site for the duration of their contract. High-skilled and extraplanetary work is usually performed by full-time employees of the corporation. The division recruits many pilots to operate mining vehicles in space. Many pilots who apply to fly for the Private Security Division but fail to meet the standard required are referred to the significantly less demanding work in the Mining Division. The Mining Division maintains numerous subsidiaries that operate in alien civilisations to recruit workers to staff their facilities. Among these are academies which provide job-related education opportunities which funnel graduates into skilled roles in the division, thereby maintaining a qualified incoming workforce. This is invaluable for Nova’s efforts when establishing mining initiatives on brand new worlds because they are able to do so and keep almost all operations performed completely in-house, creating consumers out of their own employees. This system has drawn criticism, in no small part because Nova Corporation’s decision to target early space-fairing races new to the galactic community has garnered them a wealth of fresh alien contractors eager to visit space and engage in alien cultures. Many of these new contractors are sent to harsh, isolated worlds to work for long contract durations, a practice some have described as misleading and exploitative. Nova have also received scrutiny for their abuse of a contractual loophole whereby miners on their colonies can have their salaries paid in a virtual currency only redeemable in Nova Corporation's own outlets. This is particularly questionable for mining initiatives in more remote systems wherein the only place for miners to spend their wages is on the mining base itself, effectively locking them to their job forever because they would be bankrupted should they leave. ===Extraplanetary Salvage Division=== [[File:NovaCorpSalvageDivisionLogo.png|thumb|right|200px|The insignia of the Extraplanetary Salvage Division.]]The ESD is a subsidiary responsible for salvage of starship and satellite wreckages in space. The services they offer clients include evacuation, cargo recovery, towing or effecting repairs of stranded or damaged craft. The division also engages in ethically dubious non-contract private salvage for which they have received scrutiny and criticism by consumer interest groups. Interstellar laws surrounding non-contract salvage are notoriously lax in many parts of the galaxy and, outside of imperial borders, salvors are free to act with impunity. The crews of many private craft have been relieved when ESD salvors have responded to their distress calls only to then receive a hefty charge for their rescue. Crews who will not or can not pay are typically still towed to the nearest safe location but a lien is placed on their craft whereby they forfeit possession of it to Nova Corporation until they can settle their debt. Although this practice has been likened to extortion and piracy, it has enabled Nova Corp to steadily generate profit and expand its fleet with new starships. The division also engages in the salvage of derelict craft to acquire materials or technology onboard. Many of such craft are wreckages resulting from conflicts in the [[Great_War|Great War]] and it is not uncommon for ESD trawlers to pick through the aftermath of skirmishes for anything worth selling back to the combatants’ empires or to third parties. Salvaging a military vessel without the permission of its owner is usually illegal and must be conducted covertly. It is rumoured that some imperial militaries contract the ESD to clear up their wreckages for them but the authenticity of this rumour is debatable. The Extraplanetary Salvage Division [[Nova_Corporation#Olvoll_Derelict_Incident|was once Virkad Recoveries]], a private interstellar salvage firm which was subsumed by Nova Corporation to whom it was significantly indebted. All traces of the organisation's former identity have been scrubbed and replaced with the galaxy-familiar Nova veneer. The story is similar for its management. ====Salvage Vehicles==== Nova Corporation designs and manufactures the vehicles it uses for its salvage operations. Vehicles produced by the Extraplanetary Salvage Division for their own activity include: =====Salvager Craft===== [[File:NovaCorpSalvagerCraftArms.png|thumb|right|350px|The Salvager Craft (arms)]]Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah [[File:NovaCorpSalvagerCraftLasers.png|thumb|left|250px|The Salvager Craft (lasers)]]Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah Blah ===Premium Trade Division=== [[File:NovaCorpPremiumTradeDivisionLogo.png|thumb|right|200px|The logo of the Premum Trade Division.]]Although branded as a commercial enterprise for trading in unique items, the Premium Trade Division is little more than a means for Nova Corporation to barter with alien governments and the estates of extremely wealthy individuals. Under the guise of a prestigious interstellar auction house, the PTD is used to sell off rare artefacts and commodities that would never be affordable to the average consumer. Noteworthy transactions include [[Saracin_Empire|Saracin]] officer uniforms, the preserved and [[Repzork_Empire#Clothing_.26_Body_Art|tattooed wings of a Repzork]], still-functional Warbots predating the collapse of [[WBI]], recovered [[Gronian]] military journals and the taxidermied remains of a general of the [[Delani Republic]]. Where and how Nova Corporation acquired these strange items is a controversial trade secret. The division has retreated from the public eye in recent years after a media fiasco involving the sale of a historically significant artwork. The item, a brass sculpture supposedly created by the ancient [[Karahotdoum]] artist Anzhar of Galharea, was identified as a counterfeit by an appraiser some time after it was purchased by a collector at great cost. Nova Corporation refused to accept accountability for selling the fake and denied knowledge of its true nature prior to auction. Outside of its publicised dealings, the PTD reserves its activities for trade it would prefer to keep under the table. This primarily pertains to military technology, information valuable to the [[Great War]] effort and important prisoners held at ransom. There is some speculation among the upper ranks of Biomatter Task Force as to whether Nova Corporation have used the PTD to sell inert [[Biomatter]] material but the evidence for this is unreliable. ===Upper Management=== The enduring rumour inside Nova Corp’s ranks hints that the company’s unseen Board of Directors meet in secret aboard a spacecraft or space station referred to as the ‘Upper Management’. The veracity of this rumour is impossible to prove but, considering Nova Corporation’s influence on the galaxy, it would be unwise to underestimate their resources. ==History== ===Olvoll Derelict Incident=== Discretion is an oft-touted selling point of the Nova Corporation service, a quality that was exemplified when the company played a role in resolving a public relations fiasco pertaining to Virkad Recoveries, a private firm engaged in scrapping the wreckages of large spacecraft. The saga began when a financially faltering Virkad secured the rights from federal authorities to salvage a large derelict vessel in orbit of Olvoll, a star in [[Aeveria_Confederation|Aeverian]] territory. Virkad Recoveries contracted some three thousand freelance salvors to deconstruct the remains of the derelict over the course of two years. The derelict’s engines were inoperable and the cost of moving it were deemed an excessive expense by Virkad. Instead, Virkad established a controlled atmosphere system around the ship which would allow the salvors to safely disassemble it while in orbit. They could minimise time and resources wasted transporting the freelancers by keeping them onboard for the duration of their contract, with the contractual obligation that they would transport the salvors back to the [[Aeveria_Confederation|Aeverian]] world of [[Aeveria_Confederation#Aiden.27Veil|Aiden'Veil]] after the job was completed. Only two months into the salvage operation however, engineers deduced that the derelict was in far worse condition than preliminary analysis had suggested. In the time between the assessment of the vessel and the initiation of the salvage operation, the derelict’s orbit around Olvoll had tightened significantly. Consequently, the star’s electromagnetic field had left the vessel’s electrical systems severely damaged and its superstructure deteriorated. Virkad Recoveries’ higher-ups were dismayed to learn that the salvage operation would no longer be financially viable. The immense investment of the operation had financially crippled the company and with no foreseeable means of returning its expenditure Virkad was bankrupted and entered administration. With the salvors still stranded aboard the derelict, Virkad were left no choice but to cease all operations to prevent the firm’s dissolution. Foreseeing an imminent public relations nightmare because of the thousands of salvors stuck in space, Virkad Recoveries’ CEO (and largest stockholder) contracted Nova Corporation to intervene and resolve the situation with minimal backlash. A small fleet of Nova Corp ships were dispatched to the derelict and promptly evacuated the irate salvors, many of whom had been surviving on only minimum rations for weeks. Much to the salvors’ chagrin, a contractual condition of their rescue was that they were legally bound not to reveal their mistreatment by Virkad Recoveries to the public; a warning that was impressed on them by their Nova Corp rescuers who were conspicuously heavily armed upon arrival aboard the vessel. While the freelancer fiasco was ultimately resolved, Virkad Recoveries failed to financially recover from the Olvoll incident. Bankrupted and still deeply indebted to Nova Corporation, Virkad were left no choice but to relinquish almost the entirety of their material assets to Nova Corp before the firm was officially disbanded. This inherited Nova Corporation a small fleet of salvage craft, federal licences to scrap wreckages in various regions of [[Aeveria_Confederation|Aeverian]] space and a reputation as an organisation able to resolve disputes quickly and quietly. The takeover of Virkad Recoveries (now officially renamed Nova Corporation Extraplanetary Salvage Division) opened a new avenue of commerce for the ever-expanding Nova Corp which persists as lucrative facet of their business model to date. The Olvoll incident remained in public obscurity but was a major success for Nova Corporation’s image behind closed doors, in the eyes of potential clients in interstellar businesses and governments. It briefly garnered some media attention a year after the fact, when a small legal coalition of a few of the freelance salvors brought public charges against Nova Corporation Extraplanetary Salvage Division, accusing them of employee mistreatment and blackmail and imploring [[Aeveria_Confederation|Aeverian]] federal authorities to investigate the abandoned salvage infrastructure around the derelict ship as evidence to their claims. Their legal campaign collapsed after [[Aeveria_Confederation|Aeverian]] authorities failed to find any trace of the salvage operation’s paper trail or indeed of the derelict ship itself. One media commentator posited that Nova Corporation likely destroyed all evidence of the vessel before the proceedings by pushing it into the star using their salvage ships but Nova Corp categorically denies this and the accusation was quietly retracted after threat of litigation. ==Known Territories and Bases== ===Station 16: Braker's Dip Space Station=== Station 16 is a Nova Corporation space station from which mercenary operations are dispatched. Located in the Braker's Dip region of the galaxy, newly-recruited but highly-capable mercenaries are often hailed to Station 16 so that they can be arranged into squads and briefed on their missions prior to disembark. The centrepiece of the station is its hangar bay, nearly a mile across and almost half a mile high. New recruits are expected to find their own means to arrive at the station but can freely use its hangar to store their spacecraft. Station 16 is also host to extensive living quarters where mercenaries can reside before and after deployments. Each squad is designated their own floor of the complex and each mercenary has their own individual room. The busiest area of the station is its Central Hub: a nexus to the larger galaxy which contains giant video screens that stream live news from across space and are used to issue squads their objectives. [[Nova_Corporation#Squad_255|Squad 255]] were assembled aboard Station 16. ===Station 25: Iito’s Rest Penal Colony=== [[File:IitosRest2.jpeg|thumb|right|300px|Satellite towers form a surveillance array around the planet's surface.]]Station 25 is located on Iito’s Rest - a small, unassuming planet with a thin atmosphere and no imperial colonial presence. The planet has been passed over by private colonial groups because its topography makes traversing its surface a struggle. The terrain is largely composed of dark clay which is saturated by the humid climate and frequent rainstorms, resulting in permanent bogs that span hundreds of miles. Attempting to travel on foot or by terrestrial vehicle without detailed knowledge of the area is fatal for most travellers, as the sediment in less stable areas will give way and swallow them whole. Iito's Rest's axial rotation is very slow and a day lasts the approximate equivalent of 19 solar days. Nights are similarly measured in hundreds of terrestrial hours, when the minimal light pollution means that the surface is pitch black and completely untraversable without the appropriate equipment. The planet’s moniker is derived from the Pirate Lord Iito, a [[Nalstros]] marauder who used it as a crude anchorage for his flotilla and as a place to store the loot from his raids on merchant ships. In an act of extreme egotism, Iito carved a giant message onto the surface of the planet with his heavily-armed flagship’s extensive laser weapons. In hundred-foot-tall [[Nalstros]] script, Iito’s engraving boasted of his prowess, influence and invincibility. The Pirate Lord’s operations came to a head some years prior to the [[Great War]] when a detachment from the [[Luminarian_Navy#Origins|Luminarian Frontier Navy]] was scouring the sector on a piracy-suppression campaign. Iito was caught with his flagship grounded on the planet while its plunder was offloaded. After being issued an order to surrender by Luminarian forces, Iito refused to capitulate and rallied the pirates to engage the Luminarians. His flagship was destroyed instantaneously when attempting to take off. Nova Corp could see the writing on the wall – or rather, the ground – and established the Iito’s Rest Penal Colony within a matter of months. The institution’s message was cynical but clear; even the most powerful outlaws can be brought to heel. The maximum security (and maximum confidentiality) prison holds some of the most dangerous criminals in the galaxy, including terrorists, [[pirate|pirates]] and mass murderers. The secret colony remains under the jurisdiction of the Private Security Division with mercenaries acting as prison guards, ready to dispense violence at the earliest suspicion of an impending riot. The planet's inhospitable topography makes an intimidating deterrent to would-be escapists, as a attempting to flee across the surface without an appropriate vehicle means wandering through treacherous marshland and risking death to the quicksand deposits. Long-range surveillance towers on the surface monitor activity from space and from the ground, allowing the security force to detect and respond to threats coming from inside or outside the facility. [[File:IitosRest1.jpeg|thumb|left|300px|Iito's Rest's terrain is flat, desolate and boggy. Even if a prisoner escaped they would be easy to track and apprehend.]]While the entire installation is referred to as Station 25, it is more akin to a sprawling network of smaller prisons seperated by the untraversable bogs than a single structure. Much of the colony is visible from the surface, including numerous batteries of aerial defence towers. How much of the prison complex exists below the surface is unknowable. Each Nova Corporation institution is first and foremost intended to drive profit and Iito’s Rest is no exception. The [[Great War]] has been a major boon for Iito’s Rest’s business model, with Nova Corp eager to disappear and incarcerate undesirables on [[:Category:Peacekeepers|Peacekeeper]] and [[:Category:Warlords|Warlord]] sides alike. War criminals whose atrocities must not be exposed and political prisoners who must never be traced are locked up where there is no chance they will be found, at immense financial expense for Nova Corp’s clients. Never one to squander their investments, it is rumoured that the administrator of Iito’s Rest has recognised the potential of its inmates and is preparing to redeploy them as agents for the organisation. While the military capabilities of the prison’s inmate population are undeniable, such a move would be so risky as to be unthinkable to any rational individual. ===Station 67: Mortis Fen Command Centre=== [[File:MortisFen3.jpeg|thumb|right|300px|Nova Corp infrastructure shrouded in fog.]]Colloquially known as ''Dead Man’s Garden'', the unwelcoming world of Mortis Fen is synonymous with the high-density vegetative zones on all eleven of its continents. The land of the entire planet is overrun by the suffocating hypergrowth of several giant fungal species which make building stable habitats on the surface troublesome. Mortis Fen’s oceans are similarly unamenable to sustained habitation on account of their toxicity. High quantities of sulfide minerals in the water mean that establishing a settlement with potable water is effectively impossible for most organisations. The planet is best known as the candidate location for a calamitous settlement project by the now defunct Intrepid Frontiers private colonial initiative. After clearing a large region of land of the giant fungi and deploying the first wave of prefabricated buildings, Intrepid Frontiers were horrified to learn that the fungi could regrow at abnormally high rates. The colony was overgrown in a matter of weeks and with no means of clearing the fungi without destroying their infrastructure Intrepid Frontiers were forced to abandon their holdings. The story has made for an effective deterrent to any others foolhardy enough to attempt settling on Mortis Fen. The planet’s isolation and apparent inhospitability have made it the ideal location for Station 67, a secretive Nova Corp base from which operations in the Golver Expanse can be secretively coordinated. The installation is entirely self-sufficient, undetectable from orbit and acts as a staging area for the organisation’s more militaristic operations. It is home to hangar bays, armouries, military intelligence and living quarters for mercenary squads to reside in between deployments. Station 67's official role is that of command centre and as such some of the highest-ranking officials in the PSD remain on-site at all times. [[File:MortisFen1.jpeg|thumb|left|300px|Fungal tendrils in the wasteland beyond Station 67's forcefields.]]Station 67 exploits Mortis Fen’s abundant geothermal energy and relies on water extracted from lower in the planet’s crust where sulfide contamination is less severe. Hot sulfur springs are scattered across the land, producing a dense, warm fog which acts as a convenient cloak for Nova Corporation installations from thermal imaging technology. The base continuously operates forcefields which prevent the encroachment of the fungus, without which it would be quickly overgrown. Surprisingly, some of the fungus species are edible to most aliens and are harvested to support Station 67’s inhabitants. The planet’s fauna feed on the fungus and when they expire their decaying carcasses are chemically absorbed by the fungal biomass. This fact makes the premise of eating the fungus unattractive to some on-site personnel. Instantly recognisable when arriving on Mortis Fen are the giant tendril-like fungal structures which reach into the sky. These tendrils have been likened to prehensile appendages and, although they take weeks to noticeably reorient themselves, are capable of ensnaring and immobilising landing craft left unprotected by forcefields. Although technically impossible, the fear that one might be grabbed by one of these tendrils is a common symptom of prairie madness on Mortis Fen – an exceedingly common affliction on account of the harsh living conditions and the extreme levels of isolation. ===Station 451: Satellite in Agniemia Orbit=== [[File:Station451.png|thumb|right|250px|Station 451 in orbit over Agniemia.]]At 3.75 kilometres in length and with a gross weight of 960 metric tons, the staggering Station 451 is an invaluable component of the Nova Corporation mercenary programme. Originally a small research outpost with living modules for only a few dozen personnel, the station is a paradigmatic example of the utility of modular satellite engineering for space station expansion. Since its purchase and renovation by Nova Corporation’s Private Security Division, Station 451 has incorporated living quarters for some 3,500 personnel, a depot for terrestrial vehicles and hangar bays which can accommodate dozens of corvettes used for mercenary work. The individual components of the station can be detached or reattached using powerful electromagnetic clamps, meaning that new pieces can be slotted into the centre of the structure without affecting its general shape. Station 451 orbits Agniemia, a hydrogen-helium gas giant. Weak winds and low orbital velocity make Agniemia an ideal candidate for natural gas mining and as such Nova Corp’s Mining Division also have a constant presence in the star system. The station is primarily used as a jump-off point for mercenary excursions into the rest of the sector. Squads frequently stop by Station 451 to refuel, rearm or relinquish any amassed valuable cargo to their employers.   Unlike some of Nova Corporation's more secretive bases, Station 451's location and purpose are public information. The station is an imposing symbol of Nova Corporation's power and reach and it has been featured in advertisements for the Private Security Division in the past. ===Station 888: New Venturia Luxury Resort=== [[File:VenturiaLandscape1.png|thumb|left|300px|The resort is as lively at night as it is in the day.]]New Venturia is the paradigm of a corporate space age tourist attraction; luxurious, extravagant and utterly excessive. The subject of immense contention both politically and culturally, the entertainment complex drew ire partly on account of the fact that it was established over the entirety of a widely-revered planet of natural beauty and partly because its corporate-designated moniker was regarded as deeply tacky (in no small part because there was no 'Old Venturia' to precede it). With its cerulean skies, staggering mountains and abundance of natural crystal formations, New Venturia was unspoiled prior to being secured by Nova Corporation. Now, the horizon is dominated by towering resort structures wherein discerning patrons can dine and relax while admiring the landscape. [[File:VenturiaLandscape2.png|thumb|right|300px|Pleasure craft fly tourists between beauty spots.]]The planet's ecosystem has been similarly renovated for its new role, with countless non-native plant and animal species being regularly introduced to the wild. Marketed by Nova's tourist board as the go-to place for wild adventure, the most absurdly wealthy flock to the resort for its fishing and hunting expeditions. New Venturia's 'big game hunting experience' allows the higher class of holidaymaker to try their hand at taking down the most exotic of megafauna with almost no means of dispatch being too imprudent or unethical. Billed by some journalists as being more like a warzone than a nature reserve, New Venturia may be the only holiday park where guests can fire a gauss cannon into a roaming herd of wild animals. Nova Corporation met heavy resistance from the [[Sauran_Solidarity#Sustainers_of_Nature|Sustainers of Nature]], a Sauran faction dedicated to the conservation of natural ecology on alien worlds. Sustainers criticised Nova’s extreme meddling in the planet's ecosystem, with most of the native species being entirely wiped out by the introduction of more exotic invasive species. Another area of dispute was the resort's liberal use of military-grade munitions in its hunting expeditions which had rendered the once-pristine landscape a patchwork of craters and spent ammunition. ===Station 935: Sirrune Mining Initiative=== [[File:Sirrune1flip.jpg|thumb|left|300px|Nova infrastructure like this communicatons relay is sparse on the surface.]]Advertised by Nova Corporation Mining Division as the prime destination for freelance mining work, the frigid world of Sirrune is infamous for its monumental ice storms which render its surface uninhabitable. Almost all of Sirrune’s hydrosphere is in its pole-spanning glaciers and there is no ocean to speak of. Totally devoid of animals, the only life on Sirrune before Nova Corp arrived was the scarce terrestrial plant life and microbial population. Mining Division operations are coordinated from Station 935, a sprawling mining complex that survives nestled inside the gigantic Mulga Canyon which loops around the entire planet. The storms make an effective deterrent to [[Pirate|pirates]] and business rivals as landing anywhere but inside the canyon itself is a foolhardy exercise; the sweeping storms are capable of freezing travellers solid in a matter of minutes. [[File:Sirrune2.jpeg|thumb|right|300px|The uncharted ice caves of the Mulga Canyon.]]The living conditions are harsh and as such only the hardiest of freelance miners choose to stay after their initial contract period expires. Minimal sunlight, cramped living spaces and the bitter cold are enough to ward off contractors who don’t have what it takes. Below Sirrune’s ice and rock lies rich metal deposits which are extracted and shipped offworld. Low atmospheric pressure makes the planet ideal for the transportation of heavy cargo and regular trips are made from Sirrune to nearby colonies transporting the raw metal ores. Despite minimal confrontation with intruders, Nova Corporation protect their presence on the planet with a full-time military garrison from their Private Security Division – referred colloquially among the mercenary community as “the worst posting in the galaxy”. ==Known Squads== Includes squads which have not yet done anything of note, for reference. (Note: Not all of these have to be fully fleshed out RP'd squads, they might have just been mentioned in passing elsewhere) ===Squad 176=== Backwater ====Ram Cardolas ==== '''Species''': [[Zaretian]] ====Rix ==== '''Species''': [[Asanian]] =====F4 ===== ====Aran Mizraim ==== '''Squad Role:''' Engineering & Close Range Gunner '''Species:''' [[Betel]] '''Status:''' Alive '''Callsign:''' Breakthrough In his early life, Aran made his trade as assembling pre-war tanks on the fringe world of Rust-train, but fell into financial troubles when he tried advancing his career. In desperation, he took up work as a freelance mercenary for the [[Aeveria]] for a time, but when work dried up in the area he spent time on a neutral colony where he ran afoul of local crime syndicates. Forced back into the mercenary life, he signed up with Nova Corp. As a mercenary, he is a boisterous fellow who works well under pressure but prefers to do things the easy way otherwise. Aran is heavily armoured, armed with a primitive ballistic shotgun, and carries a variety of explosives. ====Car'siris'nyrax'kor Meiset ==== '''Species''': [[Necraal]] ====Giroj Akdav ==== '''Species''': [[Diabloian]] ====Syren Kartalak ==== '''Squad Role:''' Heavy weapons & Explosives '''Species''': [[Repzork]] '''Status:''' Alive '''Callsign:''' Jackhammer Syren was conscripted into the [[Repzork Empire#Organization|Armed Forces of the Repzork Empire]] shortly before the outbreak of the Great War. He faithfully served the High Chamber for the next five years, but following the empire's alliance with the [[Margan]] and their entry into the Great War, he grew disillusioned. Initially willing to put aside his doubts, the disasters of the interim year convinced Syren that fighting for the Repzork had become a fruitless endeavor. He abandoned his post and soon found employment in Nova, where he believed that he would be able to earn glory for himself and his ancestors on his own terms. He remains a devout follower of the gods, with Yinve as his patron, and wears her icon on on a necklace. Syren still wears his service armor and wields a CHRN16 machine gun, breech-loaded grenade launcher, dagger, and grenades. ====Merath Xxeifal==== '''Species''': [[Transmetallic_Confederation#Aumpnuuk|Aumpnuuk]] ===Squad 178=== This squad has a solid track record of reliability. The squad's home is the NCNV Steelhawk, a [[Nova_Corporation#Hydra_Light_Frigate|Hydra-Class Light Frigate]]. Squad 178 would help escort a pair of Peacekeeper scientists (Professors Jhul'tsa, a [[Sauran]], and Silimi, a [[Rach]]) to planet Terimiak III in the Severak System to investigate a temple of an archaic civilization, colloquially known as The Ancients among the two. The squad succeeded in getting the two to the planets surface and set up camp, and confirmed the existence of the temple, which retained energy barriers protecting the inner temple. After night had fallen, the Squad and the scientists prepared for to explore the temple the next day, but the temptation to explore was overwhelming for the scientists, who pleaded with Captain Kaemakrov to let them take a look inside. Despite orders to the contrary, the scientists disabled the barrier, awakening temple guardian robotics. Forced into action, Kaemakrov begrudgingly ordered his squad to enter combat. The squad demonstrated their combat prowess, easily dispatching the antiquated mechs. After some persuasion, Kaemakrov allowed the scientists a ten minute look before they returned to camp, but Jhul'tsa interfaced with an old terminal, activating a portal of some kind. The burst of electromagnetic waves attracted the attention of a [[Margan]] scout fleet, which immediately set course for the planet as Squad 178 dug in to defend themselves. ====Captain Alexiv Kaemakrov==== '''Squad Role:''' Leader & Tactician '''Species:''' [[Diabloian]] '''Status:''' Alive '''Callsign:''' Captain One of the longest serving members of Nova Corp. Multiple awards for acts of extreme selflessness in the field. Has the highest recorded kills of any Nova Corp Captain. Notable Fought at the Battle of Belfast and the Battle of Nyrax. Also aided a Necraal fleet in evacuating Peacekeeper civilians from the planet of Emnivore. Future promotion is likely. ====Sile==== '''Squad Role:''' Recon & Melee '''Species:''' [[Necraal]] '''Status:''' Alive '''Callsign:''' Sin ''See entry in Squad 255 for more info.'' Sile has been with Nova for the last four years, first serving with the infamous Squad 255. After a transfer to Squad 178 (current), he began to form a strong bond with squad mates. Does whatever is nessecary to get the job done. Experience with most forms of melee combat has been invaluable to the Hawks. Has also shown evidence of psychic powers beyond Necraal norms. ====Migrev Cronis==== '''Squad Role:''' Marksman '''Species:''' [[Transmetallic_Confederation#Chromorum|Chromorum]] '''Status:''' Alive '''Callsign:''' Raptor Dishonorably discharged from the TmC for murdering a superior officer. Was saved from execution by a successful plea of self defense. Has yet to miss a shot in battle. ====Riip Darmasc==== '''Squad Role:''' Engineer & Battlesuit Pilot '''Species:''' [[IAE|Euskanian]] '''Status:''' Alive '''Callsign:''' Sovereign Riip is responsible for the single largest sum of fines due to destruction of public property. Dishonorably discharged from the IAE military. Overcharged a Thor cannon, resulting in the utter destruction of a invading fleet, at the cost of the power core of every vehicle on the base being utterly depleted, leaving everyone stranded. It is no surprise that he has gained a reputation amongst his squad for being something of a safety hazard. Riip pilots the battlesuit known as Sovereign, a Former IAE HAABS, with heavy modification by the Hawks. Provides heavy weapons, aerial reconnaissance, and anti-armour support. Armed with a Single Terlex Pattern Railgun, aircraft countermeasures, a stun blast and an EMP overload. ====Keero'Tau==== '''Squad Role:''' Chaplain & Weapon Specialist '''Species:''' [[Nepharian]] '''Status:''' Alive '''Callsign:''' Bishop Keero'tau came to Nova approximately a year ago. Applying for the position of chaplain (a position not often applied for) he immediately was accepted into Squad 178. Current combat reports indicate a 7 percent increase in squad functionality since Keero'tau joined 178. Squad mates report nothing but good things about him. ====Elatira Merian==== '''Squad Role:''' Quartermaster & Weapon Specialist '''Species:''' [[Gronian]] '''Status:''' Alive '''Callsign:''' Dutchess Exiled form the Imperium after several account of disobedience, Elatria has only been with Nova for the last few months. Although she has trouble with certain squadmates, her combat record is exemplary. Proficient in the use of most weapons available in the outer rim worlds. ====Kaelira==== '''Squad Role:''' Medic '''Species:''' [[Kastalian]] '''Status:''' Alive '''Callsign:''' Doc One of only three Kastalians on Novas roster, Kaeliria has served with Nova for approximately two years. Has saved countless squad mates. Surprisingly deft and agile for someone of her size. Has shown to be quite capable of self defense if the need arises. ====Idirn==== '''Squad Role:''' Pilot & Driver '''Species:''' [[Gronian_Imperium#The_Crai.27Tal|Crai'tal]] '''Status:''' Alive '''Callsign:''' Flyboy Served with Captain Kaemakov since before they both joined Nova. Has an equally impressive track record. Doesnt get along well with Elatria, due to racial reasons. Would likely be promoted to Captain if Kaemakov is indeed himself promoted. ===Squad 255=== Original RP "Astral Talon" ==== Skaard Heldav==== '''Species''': [[Diabloian]] ====Gabriel Wilson==== '''Species''': [[Aeveria Confederation|Human]] ====Mai'zru==== '''Species''': [[Sauran]] ====RD-4706-X==== '''Species''': [[IAE|Euskanian]] ====Kral'Too==== '''Species''': [[Nepharian]] ====Vael==== '''Species''': [[Kastalian]] ====Doctor Harc Purlone==== '''Species''': [[Rach]] ====Jarak==== '''Species''': [[Karahotdoum]] ====Zenlen==== '''Squad Role:''' Stealth & Mid-Close Range Combatant '''Species:''' [[Transmetallic_Confederation#Zn|Zulvokaria]] '''Status:''' Alive Zenlen is a 24 year old zulvokaria who, prior to joining Nova Corporation, was enlisted in the 65th Division, a joint zulvokaria-aumpnuuk peacekeeping force. About 5'8" in height, his relatively slender but toned frame lacks the long tapered head crest, heavy upper body musculature, and distinctive green scarring of an adult member of his species. Like many members of his race, Zenlen tends to act more reserved and dispassionate in public, saving his true thoughts and opinions for direct conversations. While generally obedient to those he considers his superiors, his relative lack of experience with the chain of command, combined with his natural curiosity, can cause him to make his own decisions from time to time. Zenlen's equipment reflects the cooperative nature of his previous occupation; a typical set of ZNC soldier armor equipped with shields and stealth field technology, dual Phantaros-036 Energy Carbines, and an aumpnuuk-designed sword and shield tweaked to his own personal liking. More notably, he is equipped with an advanced Junnit-048A Grenade Launcher. This special edition of the launcher can target specific races by their unique bio-signature, often to lethal effect. -WIP will finish later- ====Sagesk==== '''Species''': [[Skrey]] ====H’rothgoar Von Smathen==== '''Species''': [[Remusian]] ====Aria Lorakan Gloran==== '''Species''': [[Gronian]] ==== Ark ==== '''Species''': [[Asanian]] ====Vanos'Vrarock==== '''Species''': [[Zaretian]] ''See: [[Zaretian_Monarchy#Vanos.27Vrarock|Vanos'Vrarock, Zaretian Mercenary]].'' ====Est'carn'sylr'ivn'sater (Karnsyl)==== '''Species''': [[Necraal]] =====Seraph===== ====Ciapas Paolo==== '''Squad Role''': Sniper & Spec Ops '''Species''': [[Delani Republic|Delani]] A former Delani marine with an impressive Record. Hailed from Jolna, which was designated a rebel world and drove Ciapas to go rogue in face of execution. Has trust issues. ===Squad 317=== Takes on dangerous jobs beyond those of a normal mercenary, Squad 317 is composed of combat-focused elites sporting exceptional equipment usually far exceeding Nova Corporation standards. ====Talza Nerasis==== '''Squad Role''': Close-Quarters Combat Specialist '''Species''': Repzork '''Status''': Alive '''Callsign''': Wraith Prior to his career in Nova Corp, Talza Nerasis had served in the Repzork Armed Forces as an elite commando unit. Noted for being a particularly devout atheist, a rare trait among the Repzork, Talza's primary concern was advancing his own career and accumulating fame. It is likely for this reason that, upon hearing of the possibilities of mercenary work, he promptly defected to Nova, where his elite training gave him a distinct advantage over many of his peers. Aware that Repzork officials are likely still hunting Talza, Nova has been particularly careful to keep Talza within their reach while Talza himself tends to be distant and introverted towards strangers. Talza wear XBA-A armor and is equipped with an ITD57 shotgun, GAR81 railpistol, grenades, and a retractable plasma blade on his right wrist. ====Kell==== '''Squad Role''': Tank '''Species''': [[Kastalian]] ====Joraal Harun==== '''Squad Role''': Sniper '''Species''': [[Nepharian]] ====Mosalla the Awakened==== '''Squad Role''': Combat Generalist '''Species''': [[Xeverra]] ====Skyshear the Golden Wing of the Elysian Light==== '''Squad Role''': High-Mobility Combat Specialist '''Species''': [[Khasii]] ==== Ilothar-class Corvette ==== Built by Nova Corp, the Ilothar is the personal starship of Squadron-317. Resembling a large dropship, the Ilothar can comfortably hold up to ten passengers for an extended period of time. It has a reserve of food and medical supplies custom fitted to the species that comprise the squadron as well as a built-in subspace FTL drive, shield generator, active camouflage, ballistic autocannons, and missile pods. ===Squad 437=== Served on Asanian-Delani front [[Category:Nova_Corporation]][[Category:Mercenary_Organizations]][[Category:Private_Military_Corporations]][[Category:Weapon Manufacturers]][[Category:Corporations]][[Category:Tertiary Powers]][[Category:Page]][[Category:BrandingHold]] d7t57xmlvhj1ng04rnqllm32ocqpg81 Nuverian Union (Branding) 0 1536 16746 2021-05-16T01:32:10Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16746 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Ohgyag Confederacy (Branding) 0 1603 18239 2022-04-20T00:54:21Z Amaker1450 26550035 Redirected page to [[Öhgyag Confederacy (Branding)]] 18239 wikitext text/x-wiki #REDIRECT [[Öhgyag Confederacy (Branding)]] an94we98dyepur91hq515xlzwv1hjrz Oltari 0 1578 17711 17680 2022-01-04T06:21:07Z Amaker1450 26550035 /* Core Precepts */ 17711 wikitext text/x-wiki '''Oltari''', also known as '''Oltarism''' or as the '''Oltaran Faith''', is a polytheistic religion that originated within the [[Telkevan Union]], where most of its practitioners can be found. Oltari is founded upon the teachings of the eponymous Oltari Clan, a kingdom of deific beings led by the God-King, Oltavar, who established the Blood Covenant with [[Arkevan]] Kaiser Telkevon I and Kaisiren Kilune. Oltari's teachings are recorded in the Keltular, the Oltari holy book, with some denominations adopting additionally supplementary texts. Though the reigning Kaiser or Kaisiren is traditionally regarded as the leader of the faith, they hold no official sway over individual communities; likewise, even after seizing power, the Telkevan Armed Forces made no effort to consolidate the faith, which has contributed to the vast number of denominations which have since developed, some of which have amassed a following outside the Union. Oltarans believe that creation is enveloped in the Unbreaking Cycle, an endless cycle of creation & destruction in which the world and its gods are inevitably destroyed by a new generation of gods, who then create a new world in their image. The current cycle was created by the Builders, who later sacrificed themselves to slay the monstrous Oroganu, the lone survivor of the previous cycle's destruction. Control over the cosmos subsequently fell to the Builder's children, including the Oltari, who chose the Telkevon to act as their mortal ambassadors; those who live a righteous life will join the gods in the afterlife and will fight alongside them during coming battle known as Dusk. == Beliefs == Oltarism encompasses a vast number of philosophical and religious beliefs united by a shared understanding of the nature of creation. ===World Cycle=== The World Cycle describes the endless, cyclical formation and destruction of the cosmos. The cycle begins with formless chaos, a vast, swirling mass of liquid and smoke which continuously spawns entities until inevitably giving birth to a god or group of gods which then tame the chaos and use it to create a new world. These gods then rule until they and their creations are destroyed by a new generation of gods, returning creation to chaos and beginning the cycle anew. All things born of chaos are bound to the World Cycle; the gods may be able to delay their destruction, and some, for a time, may even survive into subsequent cycles, but one way or another, whether it be through decay or war, they will inevitably die. Only the Five Scribes, whose essence is beyond primordial chaos, are free from the cycle. The World Cycle forms the bedrock for all Oltari philosophical and religious beliefs. Because all things will inevitably be destroyed and forgotten, lift has no inherent meaning or objective; the world and all that occurs therein are little more than a byproduct of creation's unpredictable nature. The gods and their followers are instead left to give meaning to their finite existence. For the Telkevon, this means honoring both the Oltari and their ancestors whilst leaving behind a legacy in spite of the fatalistic nature of the world around them, though what this entails varies from sect to sect. Knowing death and chaos are unavoidable, the Telkevon do not fear mortality, viewing it as just another part of a cycle beyond their control. === Mythology & Deities === ''Main page: [[Oltari Deities]], [[Oltari Mythology]]'' It is widely believed that the current cycle was initially formed by a group of gods known as the Builders. The Builders slew the Beasts, the rulers of the old cycle, before creating a new world in their image. They reigned as royalty, siring a new generation of gods in the process, but their reign was brought to an end by the Oroganu, the last of the Beasts, which had returned from hiding to enact vengeance and return the world to chaos. Amidst an apocalyptic conflict that reduced much of the world to ruin, the Builders sacrificed themselves to finally slay the Oroganu. With their dying essence, the Builders passed the world over to their children to rebuild and nourish until the coming Dusk, a future conflict that will once more decide the fate of their cycle. The eponymous Oltari clan are descendents of the Builders and are the central deities of Telkevan sects of Oltarism. The clan is comprised of at least nineteen gods, with some sects adding or removing particular deities. God-king Oltavar, the god of fatherhood, leadership, courage, war, strategy, and blood, rules the clan alongside his wife, God-Queen Lluawit, the goddess of fertility, motherhood, love, peace, animal husbandry, storms, and lightning. Together they have sired sired Riigr the Hero, who protects the Telkevon from spiritual threats; Hruthvar and Hruthvair, the twin gods of medicine & travel; and Livunyr, the goddess of hospitality. Saertu and Sarikarak, the gods of law and magic respectively, act as Oltavatr's advisors and direct the royal court, with which includes Visar, Xitav, Faea, Hunovo, Nilzeli, Golgolag, Athovat, Faiok, Yuvon, and Vyras. Akla and Yinve are both associated with the court, but are not a part of it. The Oltari rule from their heavenly domain, Vethia, which is home to an array of supernatural beings, including the various servants of the clan, collectively referred by the Telkevon as the Zuldhi. Mortals who performed heroic deeds live in Vethia alongside the gods, where they are given new bodies and live in eternal bliss. The rest of the dead instead go to Lyathra, a realm of rest ruled by Nilzeli, the goddess of death, funerals, and ancestral worship. Some of the gods, most notably Yinve the Blood Dancer, are said to pass through and entertain the residents of Lyathra. Those who committed heinous acts are instead sent to the Ofu, or pit, to be punished by Golgolag, the god of terror and punishment, until they are repentant. While Telkevon worship the Oltari, Oltarism itself is omnistic, declaring that all gods and religious beliefs have some element of truth to them, even if they are wholly contradictory to the Oltari. These two seemingly contradictory ideas are reconciled by the Oltari view that the gods, while beyond mortal understanding, are still imperfect beings driven by their own whims and desires; therefore, if a god proclaims himself to be all powerful, it is generally assumed by Telkevon that the god is either referring to their sphere of influence in particular or is outright lying. There are also a number spiritual entities that are not traditionally worshiped or revered; chief among them are the Five Scribes, immortal, omniscient beings who either record the events of each cycle as impartial observers or who play an active role in creation by determining one's ultimate fate. Worship of the Scribes is rare even among those who see them as an active force due to the Scribes seeming indifference towards individuals, the scribes serving only their own esoteric goals. ==== Animism ==== Alongside the gods and their mortal followers, Oltarism teaches that all entities, both animate and inanimate, possess either a soul or some form of spiritual energy. However, this does not mean that all objects are considered to be living in the traditional sense; the nature and characteristics of a soul depends upon its host. Inanimate objects such as stones lack sentience and solely respond to outside stimuli. Plants and animals are purely instinctual, lacking any comprehension of higher concepts, but they, just as mortals can, can increase in might and wisdom as they age, with some deeming ancient trees to be the equals of mortal life. Some groups hold a pantheistic view, professing that primordial chaos, being the place from which gods are born, is a god in and of itself, and that all entities forged from chaos are therefore aspects of the same god. Much like the Five Scribes, whether or not chaos is a living entity which directs the course of creation, is itself one of the scribes, or is something else entirely, is a contentious subject among pantheistic sects. === Blood Covenant === The Blood Covenant is the oath of loyalty established between the Oltari and the [[Arkevon]] of [[Alrukai]] under the leadership of Kaiser Telkevon I. It is said that shortly after the death of the Builders, the surviving gods divided the cosmos amongst themselves, each god and clan receiving lands to rule as they see fit. While the Oltari were observing their new holdings, Xitav and Faea found Telkevon I and his followers and were moved by their devotion and perseverance in the midst of the ruins of Alrukai. They presented the Arkevon to Oltavar, who after consulting his advisors and divining the future, appeared before Telkevon and his wife, Kaisiren Kilune. After commending their Arkevon's righteousness and informing them of the Builder's fate, the God-King promised to bless the Arkevon's work and give them purpose, wisdom, and power with which they could build their world anew. The mortals agreed, and the two sealed the agreement with a blood oath, forever binding the Arkevon to the Oltari and imbuing them with a tiny, imperceptible portion of Oltavar's essence. Adherence to the Blood Covenant and its precepts, even unto death, is required of all who deem themselves servants of the Oltari. Through their righteousness, practitioners will attain blessings from the gods for their devotion, glorify their name and lineage through heroic deeds, and maintain honor amongst their brethren through their loyalty and strength of character. ==== Core Precepts ==== All Telkevon adhere to these precepts: * Telkevon of the oath shall serve the Oltari first and foremost. * Revere the ancestors, for it is their sacrifice that brought life. * Treat even the outsider with respect and humility. Give anger and hatred only to the enemy, for they shall find no safety in these commands. * Act with integrity and loyalty, for this brings honor. Children shall serve parents, parents shall serve their rulers, and the rulers shall serve those above them. Those above shall likewise serve below, for their followers are the pillars upon which they stand. Above all, serve the Oltari. * Act with courage and honesty, for this brings glory. It is easier to tell a hard truth than to mend the scars of deception. * Act with compassion. Feed the hungry, protect the weak, shelter the lost, mend the sick and wounded. A strong community is of more value than any singular warrior. * Abhor weakness in both mind and body. Strive for greatness in all things. * Abhor the sluggard. Rest is good for the soul, but it is through work that one attains a life worth living. * Honor oaths, to do otherwise is a disgrace. * Waste nothing. To waste material goods is to insult the legacy of the Builders; to waste lives is to summon retribution. * Do not steal from your neighbors; those caught in the act must repay their victims. * Do what must be done to defeat the foe, but spare those who concede, and give no heed to those who do not take up arms. If, however, one is bound by oath to kill, then they must show no mercy; to do otherwise brings disgrace. ==== Oaths ==== In Oltari tradition, oaths are promises or agreements in which one or both parties explicitly swears upon their own honor, their ancestors, and/or the gods to as an assurance that they will fulfill their part of the deal. Oaths are deeply rooted within Oltari society, and overrule almost all other precepts of the blood covenant; even if one makes an oath with their most hated enemy, they are obliged to perform their duty until either the terms are met or their adversary breaks the terms of their agreement. Those who break their oaths tarnish their own reputation, smear their family name, and invoke the wrath of spirits and the gods, with unrepentant offenders being sent to Golgolag for punishment upon death. Conversely, those who uphold their oaths receive blessings and a place of honor amongst the gods. == Cultic Practices == === Oath of Loyalty === The Oath of Loyalty is a rite of passage in which aspiring followers of the Oltari perform Kaiser Telkevon I's blood oath to Oltavar. Whilst reciting the kaiser's oath, aspirants use a blade to draw blood from the palm of either their left or right hand. The blood drains freely into a basin which is then poured upon an idol, symbolizing the aspirant's newfound connection to the gods. It is only once the ritual has been completed that the cut can receive treatment, though some prefer to instead allow the wound to heal on its own. Consent is an important aspect of the Oath of Loyalty; aspirants cannot be forced to perform the ritual, as the gods have no use for those with an artificial faith. Aspirants must be of age and fully willing to commit to the Oltari; once the oath is performed, there is no way to undo it without falling into apostasy, or worse, treason, the punishment for can range from imprisonment to execution. The Oath of Loyalty remains optional to this day; however, only those who have taken the oath are legally considered true Telkevon, which grants them certain rights and privileges not available to others. Most notably, only Telkevon are allowed to hold certain positions in the [[Union Chamber]] and [[Armed Forces of the Telkevan Union|military]]. Additionally, nonessential businesses are allowed to deny access to those who have not taken the oath. === Worship === The Oltari, ancestors, and other spiritual beings are worshiped in both public and private settings within shrines and temples and through the use of idols and icons. ==== Shrines ==== Oltari shrines come in two forms: communal shrines and ancestral shrines, sometimes referred to as altars. Communal shrines are public buildings typically dedicated to a specific deity or set of gods determined by the dominant gods in the local community. Communal shrines are used for public prayer and worship services as well as rituals specific to their chosen deities, though any follow of the Oltari is permitted within. Shrines also serve as archives containing detailed records of the history of the local area, notable individuals, and a reliquary for notable artifacts, some of which may be employed in rituals. Shrines are led by a matriarch or patriarch, under whom are priests, priestesses, and attendants chosen from among the congregation, though the exact organizational structure can vary. Outsiders, including even aliens, are often allowed inside shrines as guests so long as they do not disrupt worshipers and ongoing rituals. Ancestral shrines are private shrines owned by a family and are dedicated both to the family's patron gods and their ancestors. There is no standard for what constitutes an ancestral shrine, meaning that they can range from a single, symbolic urn to one or more rooms containing altars, idols, heirlooms, and other items of significance. Compared to communal shrines, ancestral shrines are intensely private; visitors are seldom allowed near unless they have earned the family's trust. This is due partly to the belief that ancestral spirits use the shrines to commune with their descendants and that the entry of an unfamiliar stranger may be considered deeply offensive. Akla, god of the wild, is a notable exception among the gods as he explicitly forbids his followers from constructing shrines or temples in his name. The wild god dictates that his worshipers convene in natural groves so that they may connect with the natural world and with their inner primal being. ==== Temples ==== Often located near or within densely-populated regions, temples are serve a similar function to smaller shrines, albeit on a much larger scale. Each temple is a tiered complex built atop a ziggurat-like structure with chambers dedicated to all of the Oltari gods and their associated rituals (with the exception of Akla). While the majority of temples adhere to a particular denomination, some have instead declared themselves nondenominational, hosting chambers specifically for those of differing beliefs to debate with one another. Temples are the traditional place to celebrate numerous religious and civil ceremonies such as festivals, communal rituals, and military triumphs. The topmost portion of the temple, traditionally closed for much of the year, will be used during these events to prepare offerings. Temples, like shrines, are open to outsiders, though they must abide by the same as they would if they were visiting a shrine. === Ritual Offerings === Ritual offerings can be given to the gods for a variety of reasons and can consist of material goods, animals, and even sapient beings, though the use of Telkevan civilians, regardless of whether they have taken the oath of loyalty, is strictly forbidden. When an animal or prisoner is offered, they are placed upon an altar. The priest or priestess performing the ritual, after reciting a prayer, will then sever the offering's carotid arteries, which flows freely upon the alter until the offering bleeds out. The offering is then cooked and eaten, with individual pieces being divided amongst those involved in the ritual. The use of sapient beings in such rituals, while still relatively common, had gradually become less prevalent among some communities and sects who prefer to instead hold prisoners as hostages. There are several forms of sacrificial rituals: * '''Forgiveness Offering''' - If one has angered a spirit or the gods, they can offer an animal or an item of personal value so as to receive forgiveness. The specifics of the offering depend greatly upon the severity of the offense. Forgiveness offerings can also be performed by two parties locked in a dispute so as to settle the matter without violence. * '''Requests''' - Requests offerings ask for favors and blessings from either the gods or from one's ancestors and can vary from finding one's love to finding victory in battle. Like forgiveness offerings, the offering itself depends on the request being made. * '''Gratitude Offering''' - Gratitude offerings express thankfulness for having been blessed. They are particularly common in the military, where entire armies will host gratitude offerings after a victorious battle. It is often during these rituals in particular that sapient beings are offered to the gods. Only those deemed worthy for their strength and/or bravery are chosen to be sacrificed, for it is believed that the gods will reject the souls of cowards and fools. === Magic === Magis is the use of various rituals to coerce spirits into following one's will. Magic is often divided into various branches, each used to achieve particular goals. Practitioners will often specialize in one or two branches of magic, with only the most dedicated followers mastering all of them. ==== Runes ==== The Union's lingua franca, Kyrlagon, is comprised of a set of runes, each rune corresponding to an Oltari god and/or notable spirit. Each rune features a number of specialized variations, each of which can be combined with other letters to attain the desired effect. Runic magic is performed by inscribing an item with the desired rune(s), which then imbues that item with that rune's properties. Runes must be kept in good condition in order for them to work properly; users must also adhere to the Blood Covenant, lest their runes fail them at the user's time of need. ==== Astrology ==== Each God and spiritual entity is associated with one or more constellations, the positions of which have traditionally been used to track the passage of time and seasons. Some sects take this a step further, employing the constellations in their magical practices by performing certain rituals only when a specific constellation dominates the night sky so as to enhance its magical effects. These groups also believe that the movement of celestial bodies can be used to predict aspects of an individual's life and personality. Astrology has never attained a mainstream following among the Oltari, and its validity has often been called into question due to its claims that it can accurately divine the future, a feat widely believed to belong only to the gods. ==== Vocal Magic ==== Words have innate power that can be used for magic. Prayers, incantations, poetry, curses, and songs are the most common forms of deliberate verbal magic and are oftentimes used in conjunction with other forms of magic. At the same time, any word or phrase that stirs one's spirit can be considered magical in its own right; as such, an inspiring general or charismatic politician is as much of a magic user as a priest. ==== Dance ==== Ritual dance is believed to channel one's spirit towards their desires, thus helping them come to pass. Dancing is particularly common among devotees of Yinve and Akla. ==== Shamanism ==== Among the oldest and most esoteric forms of magic, shamanism intends to place one in an altered mental state so that they may commune directly with the spiritual realm. This is achieved by mixing blood from ritual sacrifices with specific substances, such as herbs, into a drink. The practitioner then drinks the mix while those around them either chant the runic alphabet or perform dances. === Funerary Rituals === When an individual dies, their body is cremated in an open-air pyre to symbolize the body's return to primordial chaos and the spirit's ascension to the spirit world. Prior to the ceremony, friends and family are given time to gather and to leave gifts that will be burned with the deceased. Once the funeral begins, priests and onlookers recite prayers until the body has been reduced to ash. The ashes are then collected into an urn which is added to the family's private shrine. When a soldier falls in battle, all of their equipment is collected for salvaging with the exception of one part of their armor. This part, chosen by the soldier upon recruitment, is to be sent home, regardless of its condition, along with the deceased's identification tag. If the armor in question cannot be recovered, then a boot, gauntlet, or pauldron is sent in its stead. == Denominations == === Vokstari === A portmanteau of ''Oltari'' and ''Vokstan'', Vokstari is a hybridization of Telkevan and Repzork traditions, specifically those of the Zuthric religion. Vokstari hold that the gods of both faiths intermarried to become a single pantheon. Primordial chaos is itself revered as a sixth scribe, the 'mother' of all of creation, who plays an active role in mortal affairs. The Vokstari also believe in reincarnation, reasoning that since all souls are a creation and aspect of the primordial mother, that cannot be destroyed and will inevitably return to the world in some form. Like traditional Zuthrism, Vokstari places a great emphasis on battlefield prowess and courage; some of the Union's most decorated war heroes have been devout Vokstari practitioners. === Kaftep === The Kaftep believe that the very act of creation is itself sacred due to its connection to the World Cycle; chaos created the gods, who then used chaos to create the cosmos and its mortal inhabitants, who then used the gods' own creations to forge their own devices. The majority of Kaftep pursue creative occupations and hold gods such as Visar, Sarikarak, Athovat, and Yuvon in high regard. Radical Kaftep revere technology itself, considering it to be divinely inspired, and tend to view the universe and chaos as aspects of a singular, esoteric machine. === Sayi === The Sayi are a radical sect that seeks to reconstruct Oltarism as it was prior to the Bloodletting and Tagara's Coup. They believe that Tagara's reforms and foreign influence have corrupted the faith and that nothing short of overthrowing the Union Chamber and returning back to a feudal monarchy under the rule of the Kaiser can save the faith. Sayi operate in cells scattered across the Union and employ terror tactics against both military and civilian targets. Sayi is officially banned by the Union, which has given [[Central Intelligence]] the task of hunting down and eliminating the sect's followers. === Yinvism === Yinvism is a sect devoted almost entirely to Yinve, the goddess of of lust, dance, joy, parties, intoxication, dawn/dusk, youth, and beauty. While Yinvism still upholds the Blood Covenant, adherents are otherwise wholly hedonistic, using the finite time they have in the mortal realm to indulge in their passions. While often associated with licentiousness, anyone who worships Yinve in pursuit of their own hobbies and goals can be a part of the sect. Yinvism has a poor reputation across much of the Union for its perceived selfishness, especially among followers of Athovat. [[Category:Page]][[Category:Amaker]][[Category:Telkevan Union]][[Category:Religions]][[Category:Oltari]] e5cedo0mighwt1jsmuuqs5d7hc2d2ct Oltari Deities 0 1579 17624 17548 2021-12-15T01:19:10Z Amaker1450 26550035 /* Syleris & Nygalara */ 17624 wikitext text/x-wiki == Deities == The Repzork believe in an endless number of deities which can be broadly divided into fave categories: the Five Scribes, the Beasts, the Builders, and the Gods. Each group plays a specific role in the universe, but not all are worshiped equally, with most individuals focusing their devotion on the Gods. === The Five Scribes === The Five Scribes are the personification of destiny, time, prophecy, knowledge, and truth. They are not considered gods in the traditional sense as they operate outside of the Unbreaking Cycle. They are omniscient and eternal, incapable of being injured or killed. They take no interest in the affairs of those beneath them, and instead commit themselves to tirelessly recording the history of each and every cycle, and all of those who dwell within it, as the cycles unfold. Because of this, many individuals seek to read the parchment of the Scribes in order to acquire knowledge of their future, for only the Scribes can paint a perfect picture. However, the Scribes are fiercely protective of their writings and permit none, not even the gods, to read it. Those small few who have successfully recovered scraps managed only to doom themselves shortly thereafter, or were cursed by the Scribes themselves. It is because of these curses that the exact nature of the Scribes is debated to this day. Many believe that the Scribes are impartial and take no active role in the Unbreaking Cycle. From this perspective, they are mere observers. Others view the Scribes as the true source of all creation and believe that their writings directly influence events. It is this second group that will often try to appease the Scribes with worship and offerings in a bid to uncover the truth, but such attempts have ended in failure, for the Scribes are either truly indifferent to mortal affairs, or are wholly beyond comprehension, and thus impossible to appease. === Beasts === The Beasts were the rulers of the previous cycle. Their reign was marked with endless turmoil and darkness brought about by their ravenous hunger. Being the antithesis to the modern world, the Beasts are not worshiped by the Repzork and are instead treated as a moral lesson of what one should strive to avoid, she as greed, arrogance, gluttony, and wanton wrath. === Gods === The gods are the ultimate rulers of the current cycle. Gods are often grouped into clans led by one or two individuals referred to as either the god-king or god-queen, though exceptions are relatively commonplace. Every god or clan possesses one or more domains in which they hold sovereignty; when a follower of that god dies, their soul is brought to that god's domain. Every sapient race in the universe has at least one god or clan watching over them, making it impossible to know how many gods exist and equally impossible to summarize their behavior, as every god and every clan has their own moral code. The gods are naturally immortal, but are neither omniscient nor invincible; indeed, the death of Riigr is a frequently cited example of divine mortality. == Clan Oltar == The Oltar Clan is the preeminent clan of gods and the ruling clan of Helia. It was responsible for creating the Repzork, teaching them how to live, and is believed by most to have guided the Repzork through both the First and Second Exodus. It is comprised of at least 19 named gods, though there are believed to be more, and some sects add unique gods. Most individuals will only worship the gods most relevant to their lives and aspirations, though it is not unheard of for enthusiastic believers to worship the entire pantheon. ===== Oltavar ===== Oltavar is the god-king of the Oltar Clan and the god of fatherhood, leadership, courage, war, strategy, and blood. He is married to the god-queen Lluawit, with whom he has sired Hruthvar, Hruthvair, Riigr and Livunyr. His weapon of choice is Thaelvak, a magical two-handed war hammer. Oltavar embodies the attributes that make both a caring father and an effective leader. As a father, he is loving and compassionate, but will not hesitate to punish unruly behavior and to allow his children to face the consequences of their choices so as to teach them valuable lessons. As a leader, he is bold, decisive, and charismatic; not binding himself to any strict code of conduct, he will sometimes use unorthodox means to resolve disputes and win his battles. He cares for his men, but expects total obedience, even unto death, as he emphasizes what is best for the whole rather than for the individual. As a warrior, he embodies war in all of its facets, from the shock trooper on the front lines to the spy operating deep in enemy territory; but most importantly, he also represents conflict from the perspective of the government and military officials responsible for waging war. In many ways, the modern Repzork governments and its world view has been shaped by the teachings of Oltavar. ===== Lluawit ===== Lluawit is the god-queen of Clan Oltar and is the goddess of fertility, motherhood, love, peace, animal husbandry, storms, and lightning. Just as Oltavar represents an ideal father, Lluawit represents the attributes of a good mother, having placed the needs of her own children above her own and tending to the needs of both her home and the clan when Oltavar was away. Lluawit is also fiercely protective of her kin, and will use her powers over lightning and storms to smite those she perceives to be a threat without hesitation; if this fails, she also wields Sutha, a spear through which she can channel electricity. In certain respects, Lluawit is also the opposite of her husband. To many, Oltavar represents destruction and change, the call to place duty above one's own personal needs. Lluawit instead embodies rebirth and tranquility, as while there is a time for battle, there is also a time for rest. Thus, the two gods create a duality in which neither aspect can exist without the other. ===== Hruthvar & Hruthvair ===== Hruthvar and Hruthvair, male and female respectively, are the twin gods of travel, messengers, psychopomps, teaching, hospitality, and medicine. Having hatched from the same egg, Hruthvar and Hruthvair have spent their entire existence together, only parting from one another temporarily for specific circumstances. Even as young children they have constantly been on the move, exploring anywhere they could reach and learning all that they could about the world. By the time they were adults, they knew the cosmos by heart, and used their knowledge to guide wayward travelers and heal the sick and wounded. They are attested to have sometimes disguised themselves as mortals and lodge in towns where they would provide their services for a time before moving on. It is because of their eagerness that Oltavar will use the two as his messengers and take charge over the spirits responsible for guiding the dead to the afterlife. ===== Riigr ===== Riigr was a son of Oltavar and the god of martyrdom, guardianship, heroism, dueling, and weaponry. Though his life was short, he was admired by Oltar for his unparalleled bravery and his skills as the clan's best duelist. He often sparred with Athovat, one of the few capable of matching his skills with a sword, and was said to be romantically attracted to the goddess, though he was forced to accept that such a relationship could not be. He was also close friends with Visar, who provided him a large collection of weapons. When he was not sparring, he spent much of his time in the mortal realm, protecting the young Repzork from various threats and teaching them how to fight right up until his death at the hands of the Nygalara. To this day, his death is a national day of mourning throughout the empire. ===== Livunyr ===== Livunyr is a daughter of Oltavar and the goddess of agriculture, cooking, poison, and spite. Despite being a child of Oltavar and being responsible for cooking all of the gods' food, she is generally considered a minor deity. This is partly due to acting primarily as Lluawit's assistant and for being a recluse, seldom leaving Oltar's palace. She is amicable to visitors, but can also be remarkably spiteful, a trait sometimes spurred by her mother. She will deliberate sabotage the meals of those who cause offense and can make a wide variety of deadly poisons, some of which the gods use for battle, particularly Vyras, Livunyr's closest friend. ===== Saertu ===== Saertu is one of Oltavar's brothers and the god of law, justice, retribution, fairness, honor, oaths, wisdom, and birds. Also known as the One-Winged, Saertu is one of Oltavar's most trusted advisors and in many regions is considered almost as important as Oltavar himself, as while Oltavar embodies leadership, Saertu embodies the elements required to make an effective ruling body. He is the wisest of the gods, and as a result, many come to him for his guidance. He also judges the souls of the dead and helps Oltavar to resolve disputes between the gods. His servants are birds, which he sends out to acquire knowledge. ===== Visar ===== Visar is the god of forging, construction, engineering, stones, metals, and the arts. Though considered to be one of the Oltar's worst fighters in some sects, Visar more than makes up for this with his unparalleled skills in construction and engineering. He is known for having forged the gods' weapons and armor, including Thaelvak, countless magical items, and for constructing Oltavar's palace. As a practitioner of the arts, he has also produced many paintings, statues, mosaics, and engravings, which are featured prominently on his creations. A sometimes obsessive perfectionist, Visar will sometimes spend days or even weeks ensuring that every detail of his creation is to his exact specifications. While often more than happy to create tools and artifacts for others, he only gives freely to his fellow Oltar gods, and demands fair compensation from others, going as far as to recruit the help of Golgolag to punish those who do not pay their debts. =====Sarikarak===== Sarikarak is one of Oltavar's brothers and the god of writing, poetry, singing, runes, magic, fortune, and tattoos. He is regarded as one of the most important of the gods even among those who do not directly worship him, as without his teachings and his discovery of the runes, magic would be nearly impossible. A scholar beset with a desire to understand the inner-workings of creation, Sarikarak often travels to the far corners of the world to study the primordial chaos and the domain of the Builders. He will also accompany Hruthvar and Hruthvair on their travles from time to time, during which time he formed a close bond with the two. Like the two explorers, Sarikarak will disguise himself to walk among mortals, where he will often test the moral character of those he encounters; those who pass his test are well rewarded, while those who fail are punished through trickery. ===== Akla ===== Akla is the god of hunting, nature, forests, trees, the Wild Heart, animals, and fury. He represents one's independence and the untamed wilds; he avoids civilization, preferring to instead live a nomadic life in the woods where he will sleep in caves, his only companions being the animals that live alongside him. He frequently disguises himself as an animal to stalk those who enter his grounds and will exact swift retribution on those who defile his lands. Unbound by notions of ethics or politeness, Akla can be crude and irreverent, particularly to those who have not earned his respect. This has led to a sometimes difficult relationship with some of his fellow gods, such as Saertu and Hunovo. At the same time, all acknowledge Akla's skills in hunting and his willingness to help those who have earned his approval. Visar at one point created a bow for Akla known as Hilfig; though the bow was of exceptional quality, Akla refused, preferring to instead use a stone dagger and a bow he himself had made from a tree. The bow was instead gifted to Vyras. The so-called 'wild heart' is the primal core that is said to inhabit all sapient life. When pressed hard enough, even the most civilized of individuals will be consumed by their wild heart, overriding all inhibitions for better and for ill. A soldier in a desperate situation can call upon it to perform otherwise impossible feats; simultaneously, a Repzork driven to madness through isolation can be reduced to little more than a cornered animal. As all Repzork possess the wild heart, none can truly escape Akla's grasp, and all must learn to tame their spirit. Akla is worshiped by many, but his anti-social behavior is, particularly in modern times, viewed as a warning. While independence is not in and of itself inherently bad, Akla's behavior is sometimes detrimental as it pushes others away and leaves him to fend for himself; even the solitary Akla sometimes requires the help of his Clan to overcome obstacles. ===== Xitav ===== Xitav is the god of the sky, light, sleep, meditation, and dreams. Though he is the embodiment of the sun, Xitav is generally calm and reserved, spending much of his time in meditation while his radiant rays bring light and warmth to those around him. He meditates to tame his sometimes temperamental spirit, which can transform his radiance into a scorching heat that brings with it drought and fire. Being nocturnal by nature, the Repzork use Xitav's time to rest, either sleeping or basking in the sun to warm themselves and recharge. Xitav predominantly communicates to his followers through dreams and during meditation. ===== Faea ===== The wife of Xitav, Faea is the goddess of darkness, constellations, space travel, the [[Void]], and visions. She is the most prominent of the solar deities, embodying the hours in which Repzork society is most active, the night. Her prominence has only grown with the advent of space travel, with the goddess now considered crucial to the empire's continued survival in much the way that Faiok once was. She is credited for having produced the wormhole that led the Repzork to Alrukai during the Second Exodus, and is thus regarded as a national hero. Appropriately, Faea has an outgoing and energetic personality, but whereas Xitav can bring searing heat, Faea retains an inner peace which she employs to soothe Xitav's anger. Faea uses visions to communicate with her followers. ===== Yinve ===== The daughter of Xitav and Faea, Yinve, known also as the Blood Dancer, is the goddess of lust, dance, joy, parties, intoxication, dawn/dusk, youth, and beauty. She is often described as the most worldly of the gods; unconcerned with the future and the inevitable end of all things, Yinve lives in the present, making most of the time she has available to enjoy herself and spread joy to others. She will host lavish parties in which she and those attending lose their inhibitions in an intoxicated haze and indulge in their desires. She is also known for traveling throughout the realms and lodging with whoever permits her; one notable story involves both Hruthvar and Hruthvair. She is also close friends with Akla, who admires her free-spirited nature and her beauty. Being unmarried, Yinve is free to go from partner to partner as she pleases without consequence. Because of her overt association with physical desire, Yinve is often misunderstood by outsiders. While Yinve does embody carnal lust, her lust refers to desire in general, such as a desire for adventure or battle. Likewise, her intoxication is also interpreted to mean that one has lost themselves to whatever activity they are engaging in at the moment. In fact, Yinve has shown a particular thrill for adrenaline and combat, with some stories depicting Yinve painting herself with and dancing in an enemy's blood as she cuts them down, earning her title as the Blood Dancer. As a result, Yinve is a popular deity among shock troopers and Chosen. Nevertheless, Yinve is among the more contentious of the gods. Few take issue with her broad attributes, but while her carnal behavior is to some degree expected and even permitted among the youth, sects cannot agree on whether or not it should carry over into adulthood. Some firmly believe that an individual should either settle down and marry, abandoning their wild youth, or instead commit themselves to another deity, generally Athovat, once they are of age. Others view this course of action as demeaning to Yinve and needlessly constricting. ===== Hunovo ===== Hunovo is the god of money, business, trade, and ethics. A close associate of Oltavar, Saertu, and Visar, Hunovo manages Oltar's treasury and acts as the middleman in the clan's affairs with outsiders. He ensures that all exchanges and agreements are fair and that both parties receive the exact compensation they had agreed to. He almost exclusively utilizes oaths in his dealings as an extra layer of assurance and to dissuade parties from attempting to alter the deal at a later date. Hunovo is also an advocate for the common worker, demanding that their masters treat them with dignity and provide them with fair wages. Those who fail to heed Hunovo are said to be cursed with poverty in the afterlife. ===== Nilzeli ===== Nilzeli is the goddess of snow, ice, mountains, melancholy, burial, and ancestral worship. As the queen of Lyrthra, Nilzeli spends much of her time among mortal souls, particularly those in need of comfort. As a result, she has taken a keen interest in the mortal world, and is said to often visit merely to observe how mortals live and to occasionally comfort the relatives of the deceased. Though associated with death, she is gentle and benign, leaving the role of judge to Saertu and Golgolag. However, she will curse those who intentionally defile one's funeral or grievously offend their ancestors. ===== Golgolag ===== Golgolag is the god of frostbite, hypothermia, divine punishment, revenge, fear, and nightmares. He and his servants punish those who are sent to the Pit for committing heinous crimes. Golgolag's punishments depend on the crime and its severity; for example, if one's crime was of breaking a blood oath, the perpetrator's blood will be drained by ripping away one or both wings. Once the punishment has been delivered and the guilty proves innocent, Golgolag will then allow them to leave, though the scars of their punishment will remain with them forever. Among his brethren, he is Oltar's enforcer, using his immense strength and powers over fear to ensure that those who deal with the clan perform their part of the deal. Some sects associate Golgolag with war, him and his servants embodying the terror and confusion of combat. This is especially true in some branches of [[Central Intelligence]] which make use of his iconography. Despite his connections to the underworld and to ice, Golgolag is not related to Nilzeli, instead having been born directly from chaos. ===== Athovat ===== Athovat is the goddess of strength, perseverance, athleticism, sports, sharpshooting, and chastity. She is the opposite of Yinve, denying herself any and all worldly pleasures in the pursuit of glory and strength. She is constantly training, testing her own willpower, or exploring the world in search of challenges to overcome and beasts to slay. As a result, she has become Oltar's best fighter, surpassed only by the deceased Riigr, who had been Athovat's closest companion. After mourning his death, she vowed revenge against the Nygalara and is said to be awaiting the day that she can avenge her companion. Athovat's relationship with Yinve is contentious. Some myths depict Athovat holding the dawn goddess in outright contempt, though others show that they can and often do tolerate one another from a distance. Nevertheless, this does not stop Yinve from trying to win Athovat over, though she has yet to succeed. ===== Faiok ===== Faiok is the god of the oceans, floods, fishing, the tide, and navigation. Much like the ocean, Faiok is unpredictable and enigmatic. He can be calm one moment, and then enter a state of intense anger the next. He holds himself and high regards, and shows great respect for those who can traverse the raging seas. In ages past, he was considered a major god due to the necessity of ocean travel, particularly during and after the First Exodus. Fishing was a major industry throughout Repzork history as Kalkria's cold climate made it difficult to grow many crops. But as ships were supplanted by aircraft and then by starships, Faiok has fallen from the wayside and effectively became a niche god, though his connection with navigation has helped to keep him relevant beyond the lives of sailors and fishermen. ===== Yuvon ===== Yuvon is the wife of Faiok and the goddess of beaches, sand, oases, gift-giving, and glass. Though little is recorded of her, she is regarded as being just as important as any other god, as she saw beauty even in the most hospitable of environments, made use of that which was once thought to be useless, and possessed a boundless, soothing positivity. Many consider her to be the most loving and compassionate of the Oltar gods as her stories resolve solely around teaching and helping those in need; she can fight, but is only ever shown to engage in sparring matches with Riigr when he visited her. Some sects go as far as to claim that Yuvon is a pacifist, though this is disputed. ===== Vyras ===== Vyras is the goddess of illusion, deception, lies, theft, and espionage. She is a relatively recent addition to Oltar, having been first recorded shortly before the First Exodus; unfortunately, due to the timing, a great deal of information regarding Vyras was lost, leaving her origins uncertain. It is known that, though she is a member of the clan, Vyras is viewed almost as an outsider by some deities, such as Hunovo, as they find it difficult to trust her. Vyras often uses her powers to punish individuals for hubris and to acquire information for Oltavar when others cannot. The goddess also has a more playful side which she often presents during festivals, though not to the same extreme degree as Yinve. === Nefal === Nefal is an umbrella term describing entities born of the primordial chaos after the Gods had established the world. Syleris is a notable example of a Nefal, though there are many others described in the Oltelkar, such as the Chereg, which are described as a race of flying serpents who roam the edges of creation; Xalku, mischievous spirits which use deception to bind mortals to their will; and the Tyrg, ghostly figures which drain the life of those who come too close. The Nefal are not a unified force, with every individual or group having its own agenda. Though many are in some way hostile towards the current cycle, some have willingly sided with the Gods or are simply ambivalent. Nefal are not typically subjects of worship, but some communities do make offerings to certain Nefal in exchange for a gift or blessing. === Foreign Gods === Foreign gods are those deities which exist outside of the Oltar Clan. As mentioned previously, it is believed that all sapient races have at least one deity associated with them, including all participants of the ongoing [[Great War]]. Many Repzork hold to the belief that actions in their world can to some extent mirror those in the spirit realm; thus, just as the Repzork fight the Peacekeepers, so to are Oltar fighting the gods of the Peacekeeper races. These foreign gods are often used in media to represent nations. None are expected to worship a foreign god, just as no foreigner is expected to worship an Oltar god, but many foreign deities have nevertheless earned the Repzork's respect, notable among them being the Diab goddess Haratahavi, a statue of whom was built on Baltreos by the Repzork following the planet's capture. The statue is dedicated to those Diabs who died honorable deaths. === Mythical Figures === ==== Telkevon & Kilune ==== Telkevon and Kilune, male and female respectively, were the first Repzork, and thus are the parents of the entire Repzork species. It is said that Telkevon and Kilune became monarchs of the first Telkevan kingdom, and that their bloodline gave rise to what is now the Nezekar dynasty, as well as some or all of the other dynasties of the pre-exodus Telkevan era. Though not regarded as gods, they are revered as the 'primordial ancestors'. ==== Yolkavach ==== Yolkavach is a legendary figure from the Oltelkar. Found as a lone egg in the woods by the gods, Yolkavach was raised as one of their own and became wise and mighty. Unfortunately, this developed pride in the young man, which emerged as a hot temper that would lead to his downfall when he broke a blood oath by slaying the man with whom he had forged the oath. He was then killed and brought to Golgolag, who had his wings ripped off and his body branded with the mark of the kinslayer. Yolkavach pleaded for an opportunity to redeem himself. Oltavar, because of Yolkavach's previous loyalty, gave him a list of challenges including the slaying of wild beasts, the retrieval of items stolen from the gods, and most importantly, making amends with the ancestral spirits of the slain man. If he succeeded, all would be forgiven. Yolkavach was placed back in his mortal body, but still bore the scars he had acquired from Golgolag, making him an outcast among the people. After many years of struggle, during which some of the gods either hampered or helped him, he achieved his assignments and made peace with the man whom he had killed. In recognition for his deeds, Yolkavach was made whole and forgiven of all crimes. He would live the rest of his days as a traveling storyteller and a royal advisor. The story of Yolkavach teaches various lessons, most notable among them being the severity of oaths and of kinslaying and the fact that that while one must work tirelessly to atone for their crimes, forgiveness is indeed possible for all but the most grievous of offenses. [[Category:Page]][[Category:Amaker]][[Category:Telkevan Union]][[Category:Oltari]] kog92l4lqot3pw7n57cvujvjjixlv9z Oltari Mythology 0 1580 17550 17549 2021-12-08T04:14:05Z Amaker1450 26550035 17550 wikitext text/x-wiki == Cosmology == === Primordial Chaos === Primordial chaos is the natural state of creation. It is described in the Oltelkar as a vast, swirling sea of black water and smoke from which beings and objects emerge with little rhyme or reason. Beings of sufficient spiritual strength can 'tame' the chaos and bend it to their will, but chaos itself is infinite and will inevitably return to its natural state at some point in the future. Because all of creation emerges from the chaos, all are fundamentally influenced by the nature of chaos. === Helia === Helia is the home of the Oltar Clan. Here, the gods reside in a vast palace with chambers dedicated to each deity and their attributes. It is often described as 'vibrant' and 'beautiful beyond compare', and supplies all those who live within it everything they need and desire. Only Repzork who have achieved legendary deeds are allowed to reside in Helia; these men and women live in or around the palace and spend their days serving their patrons and preparing for Dusk, the end of days in which all will be destroyed. === Lythra === Lythra is the home of Nilzeli and is where those who were not deserving of Helia go upon death. It is regarded as a place of rest, as it is in many ways similar to the real world, albeit Lythra lacks many of the world's evils. Nilzeli herself resides in a modest home among the people and frequently strolls across Lythra to speak to its inhabitants. Other deities, notably Yinve, Xitav, and Faea, also occasionally pass through Lythra. === The Pit === The Pit is located in the lowest depths of Lythra and is a land of ceaseless darkness and ice. Ruled over by Golgolag, the Pit is where those who have committed heinous crimes go to receive their punishment. Once an individual receives their punishment and proves repentant, they are sent to live out their days in Lythra. Only a few particularly wicked individuals remain in the Pit on a permanent basis due to their transgressions and unrepentant spirits. == Mythical History == === Creation === In the old cycle, all was untamed chaos. The old gods, the Beasts, ruled over this primordial realm, but rather than bringing life, they instead consumed all that emerged from the abyss, for their ravenous hunger could not be quenched, nor could their anger be sated. All were subject to their dominion save for the Five Scribes, the keepers of all knowledge, who watched the Beasts from the place beyond chaos. The Beasts vied for the Scribe's parchment, hoping to divine the future, but the Scribes denied their every offer. In a fit of rage the Beasts attempted to strike down the Five, but they could not, for the Scribes were just out of reach. They thus returned to the Chaos and hoped for a time that the Scribes would grow weak. After many eons, the Gods emerged from the chaos and challenged the Beasts for dominion over the cosmos. The Beasts fought back, but after many days of warfare, the Gods prevailed, bringing the cycle of the Beasts to an end, but not before they made one, single creation: the Nygalara, a creature of spite and malice. Given the burden of avenging its kin, the Nygalara fled into the void, where it would bide its time until it was ready to enact its revenge. The Gods then took the corpses of the beasts and with them brought order to chaos, creating both the realm of the Gods and the realm of mortals. However, the tainted blood of the Beasts corrupted the Gods' creations, spawning diseases, hardships, and all other ailments that would plague man and god alike. The Gods accepted this as the intervention of fate itself, for in these hardships all would grow in strength and thus earn their right to live. During this period, many of the Gods, bound by oaths and by marriage, organized themselves into clans. One of the first clans to emerge was Clan Oltar, founded by the God-king Oltavar, his wife, Lluawit, Oltavar's brothers, Saertu and Sarikarak; Visar, who had forged Oltavar's armor and weapons; and Athovat, a loyal follower of Oltavar. Oltavar and Lluawit soon sired Hruthvar & Hruthvair, Riigr the Hero, and Livunyr. Hunovo, Golgolag, Faiok & Yuvon, Xitav & Faea, who bore Yinve; Akla, Nilzeli, and many minor deities and their servants gradually joined the clan. Vyras would join the pantheon at a much later date, though her origins have been lost to time. When their labor was complete, the gods and clans divided the world amongst themselves. Oltavar, after confiding with Lluawit and his brothers, chose Kovas. However, other clans, namely Clan Nezri, led by the god-queen Thalhu, also claimed Kovas, sparking a quarrel. Not looking to fight a relative, Oltavar proposed that the clans divide the planet between them. Thalhu agreed to take much of Chelksrin and the Knalkrik archipelago while Oltavar claimed much of Nolsaria and Kalkria. As he was exploring and forming the land, Oltavar came across Telkevon and Kilune, two Repzork who had recently emerged from the watery womb of Kovas with the rest of their young race. The two mortals were dumbstruck by the god-king's majesty and began to worship him. Moved by their reverence, Oltavar promised to bless the couple's labors and to teach them the ways of his clan in exchange for their loyalty. Both Telkevon and Kilune accepted, and the three established the Blood Covenant, binding mortal and god to this day. Each of the Oltar gods imparted gifts of knowledge to Telkevon and Kilune: * Oltavar taught the two of fatherhood, strategy, leadership, war, and how to perform blood rituals. * Lluawit taught them motherhood, how to tame animals, the purpose of rain, and the benefits of peace and rest. * Hruthvar & Hruthvair taught them how to mend their wounds, the rules of hospitality, and showed them across Nolsaria, leaving no place untouched. * Riigr trained them in combat and taught them to live for a greater purpose than themselves. * Livunyr taught them farming, how to cook, and how to create poisonous concoctions from local plants and animals. * Saertu taught them of fairness, the rule of law, how to run a government, and of the significance of oaths, particularly blood oaths. He warned them against evil, for he would judge their souls in the next world. * Visar taught them building and engineering for both artistic and practical applications. * Sarikarak taught them how to perform magic in all of its forms, including writing. * Akla taught them how to hunt and survive when separated from their pack. He also warned them of the dangers of their innate, inescapable primal instincts. * Xitav taught them how to meditate in order to control their emotions and of the purpose of dreams. * Faea taught them how to read the stars, of hard work & diligence, and to heed her visions, for they would be the closest one could get to knowing the future. * Yinve taught them how to enjoy the moment without fretting over the future. She also introduced alcohol to the couple, producing such a strong drink that both Telkevon and Kilune passed out, much to the irritation of those who had yet to teach their lessons. * Hunovo taught them of bartering, money, and of ethical work practices. * Nilzeli comforted them in regards to their own mortality, taught them how to bury their dead, and to always revere their ancestors. * Golgolag taught them of the necessity of fear and of the time and place for revenge. * Athovat taught them of discipline, perseverance, and how to train their bodies for optimal performance. * Faiok taught them how to swim, sail, and fish. * Yuvon taught them to always seek out the silver lining even in dire circumstances and to never discount something as truly worthless, which she demonstrated by transforming sand into glass. With this knowledge, Telkevon and Kilune set out to start a family and formed the first tribe, which would in due time become the first kingdom. The gods left to Helia and Lyrthra, their domains, but they continued to visit the mortal world. === The Death of Riigr === Though not Oltavar's firsthatch, Riigr was considered the greatest of Oltavar's children for his heroism and prowess. Even after he had taught Telkevon and Kilune, whom he had grown attached to, Riigr remained in the mortal world to continue helping them and to protect them from threats they were not yet ready to manage themselves. For this he earned a prominent spot among the first Repzork. The Nygalara had watched the creation of the world with a baleful eye. It detested that which it saw, and planned continually on how it would bring all back to chaos. Though still young, the Nygalara saw an opportunity to increase its strength and to spite the Gods by consuming the Repzork and Nezriim. Waiting for the Repzork to be alone with Riigr, the Nygalara arrived to Kovas and brought with it devastation, its very presence tainting the seas, blackening the skies, and spreading death among the plants and animals. Riigr stepped forth to challenge the beast, and the two fought a long and vicious battle, during which the Repzork fled to a nearby cave. Riigr wounded the beast with his twin axes nine times, the final blow inflicting a deep laceration across the Nygalara's face. Knowing it would soon die if it continued, the Nygalara fled back into the void. But while Riigr had been victorious, he too was wounded, his injuries seeping with the Nygalara's poison. As the Repzork emerged from the cave to observe the aftermath, they found a dying Riigr. The god reminded the two of their duty to the clan and to the world cycle before finally perishing. Oltavar and the other gods arrived soon after, and both the god-king and Lluawit wept over Riigr's body. Riigr and all of his possessions were then taken to a pyre where his remains were cremated. Clan Oltar mourned Riigr's death for three months, but none so much as Athovat, who remained at Riigr's funeral pyre several days after the others had departed. === Oltar-Nezri War === Following Riigr's death, peace reigned on Kovas for many years. The Repzork and Nezriim, despite some incidents, enjoyed regular trade and permitted free passage through each other's lands. However, God-Queen Thalhu and her clan came to envy the bountiful land of Nolsaria, for much of the Nezriim's homeland was comprised of arid deserts. They plotted to claim Nolsaria for themselves by slaying Oltar and the Repzork. They decided to attack on the anniversary of the God's victory over the Beasts, during which many of the Gods would be drunk and partying. When the day finally came, all of Clan Oltar, along with most Repzork, were enjoying the festivities, with the exception of Athovat and, ironically, Yinve. Athovat had left the party early to resume her watch while Yinve had followed her in an attempt to bring her back to the party. As they were talking Athovat spotted three Nezri far in the distance. The two goddesses questioned the Nezri as to why they were so far from home, to which the Nezri, who were in truth acting as scouts, claimed that they were tracking the Nygalara. Incredulous, Athovat demanded to know where they had seen it. The scouts, intent on luring away and killing the two, led Athovat and Yinve down a random path. After several minutes of walking, the Nezri made their move, the group's leader drawing a dagger as he prepared to stab Athovat in the neck. Yinve witnessed him draw the blade, and before anyone could respond, forcibly bit down on the Nezri's arm and twisted it until it broke. Athovat then drew her weapons and fought the other Nezri, all of whom were slain after a brief skirmish. An enraged Athovat then brought the corpses before Clan Oltar, declaring that Oltar had been betrayed. Thalhu, learning of the scouts' fate through a forest beast, sent a messenger to Oltar declaring that the incident was a misunderstanding. Oltar returned the messenger's corpse. Thus began the Oltar-Nezri War. Though the gods and their respective children fought bitterly for many years, the burning flames of war soon simmered into a stalemate as neither side could defeat the other, for neither were united under one banner. The Repzork and Oltar ruled northern Kovas, but many of their brethren elsewhere followed after other gods and spirits, some of whom were hostile to Oltar and its ilk. The Nezri likewise endured the same. Thus, both races fought enemies within and without for generations. That was until a new deity by the name of Syleris, the self-proclaimed 'Queen of Light', emerged. She had established a following among the Repzork of southern Nolsaria under the banner of King Xarvok I. Syleris and a few of her loyal followers traveled to Helia to meet with Oltavar and his brethren personally. She pledged to support them in their campaign against Thalhu, and with her charisma and magical talents quickly found favor within the clan, a few even accepting her as an honorary member of Clan Oltar. With Syleris and her followers now at their side, Clan Oltar and the Repzork turned the tide against Thalhu. As the Repzork overran the Nezriim cities of Chelksrin, Oltar and Syleris fought and eventually slew all of Clan Nezri. Thalhu was the last to fell, Oltavar using his burning war hammer, thaelvak, to crush the god-queen. With Clan Nezri defeated and the surviving Nezriim subjugated, the Oltar gods celebrated their victory as the Repzork settled new lands. === The Betrayal of Syleris & The Exodus === This newfound peace would prove short-lived. There were those within Clan Oltar, namely Sarikarak, Xitav, Faea, Vyras, and Athovat, who had never come to trust the so-called Queen of Light and who had carefully watched her every move during her visits. Two months after their victory over Nezri, Xitav and Faea witnessed a vision of Sylerie crowning herself emperor upon a field of ash and ruin during a shamanic ritual. The next day, Athovat tasked Vyras with tracking Syleris during her next visit. Vyras, transforming himself into an insect, followed Syleris back to her domain and managed to get inside just as the gate closed. Inside, Vyras overheard a conversation between Syleris and Prince Ulukir, one of Xarvok's sons. The queen of light commanded Ulukir to overthrow her sister, Queen Faera, who had inherited the throne following her father's death. Ulukir was to crush the world under his heel, Syleris securing his conquest by slaying his divine opposition. Unable to escape without making himself known, Vyras hid within the citadel until he managed to escape through an open window the following morning. He reported his findings to his cohorts, who then informed the rest of the clan. As they were discussing their options, a messenger entered the chamber and informed them that Faera had been imprisoned and that Ulukir was marshaling his troops. Expecting Syleris to attack soon, most of the gods left the chamber to secure the citadel and to support their mortal followers, leaving Oltavar, Saertu, Sarikarak, Vyras, and Golgolag. Once the others had left, the messenger sealed the door behind them and revealed herself to be Syleris. The five charged the queen of light, who quickly proved immune to their magics. Oltavar was grievously wounded when Syleris drove her blade into his shoulder, but before she could finish him off, Saertu stepped between the two, losing one of his wings in the process. Vyras grappled the queen from behind and drove a dagger towards her neck, but instead of piercing Syleris, it instead broke the necklace which had been protecting Syleris from Oltar's magic. Syleris pushed Vyras away, but began to freeze due to her proximity to Golgolag. Sarikarak used the opportunity to open a hole in the earth under Syleris that led straight to Golgolag's domain. As Syleris fell, Golgolag and Vyras chased after her. Vyras lost an eye in the skirmish, but drove a dagger into Syleris' left knee. Golgolag then gained the upper hand, but Syleris produced a bright flash of light, allowing her to escape. Though Syleris had been driven off, the Repzork of Kovas were not so fortunate. Ulukir, with the aid of Syleris' followers, scored several victories against the Repzork, many of whom fled to the Kalrian colonies in an event known as the exodus. Ulukir's victory would prove hollow, however, as plague ravaged his ranks and ultimately claimed the king's life. Queen Faera claimed the throne and ended the crumbling invasion. The Repzork left on Nolsaria would never recover and were ultimately subjugated by the western kingdoms. Those on Kalria, uniting under the leadership of Hilthera, the late wife of Selshezak, began the long process of rebuilding. This marked the beginning of millennia of near-constant warfare between the Repzork and their Nolsarian rivals that would culminate in the Wars of Unification and the Second Exodus, which would see the founding of the modern Repzork Empire. === Dusk === Dusk is the final era of the modern creation cycle as prophesied by Xitav and Faea, who are said to have witnessed parts of the Dusk while performing a shamanic ritual. In the vision, they saw creation in turmoil. Creation itself, withered with age, had begun to rot from within, which in turn brought forth pestilence and cataclysm. This in turn led to warfare between the god-clans and their mortal children as they struggled to survive and to revive their world. Then, from the old chaos emerged the Nygalara and its spawn, intent on fulfilling its ancient promise. Syleris, and all like her who sought to control the coming cycle, emerged alongside their armies to do battle. Clan Oltar, knowing that their defeat was inevitable, went out to meet these two foes alongside the vanguard of Helia. One by one the gods fell until only Oltavar, Akla, and what was left of the god-king's chosen Repzork were left. They would fall in battle against Syleris, but not before permanently scarring the Queen of Light's face and destroying one of her eyes, ensuring that they would be remembered in the next world. The exact details of Dusk vary from community to community. Some claim that Athovat will avenge Riigr's death and slay the Nygalara, but will in turn succumb to its minions. Others say the opposite, or they outright leave the beast's fate ambiguous. Others believe that one of the gods, perhaps Vyras, may survive into the next cycle or that Saertu will deal a mortal wound to Syleris at the cost of his own life. Due in part to the First and Second Exodus, it is difficulty to conclusively prove which rendition of the most accurate. At the same time, such details are considered unimportant. No matter what happens, the Repzork will not live to see what happens after the battle. The Repzork instead focus on the actions of the participants; despite knowing that they would die, Oltar and the Repzork decided to fight to the last instead of cowering in fear. Dusk serves as a testament to bravery in battle and a commitment to one's duties even in hopeless circumstances. [[Category:Page]][[Category:Amaker]][[Category:Telkevan Union]][[Category:Oltari]] it6evgxtmen3wo5m9xf4vnp3xk7grer Onyx Sabre 0 1604 18299 18298 2022-04-30T01:50:46Z Amaker1450 26550035 /* Military */ 18299 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = |caption = |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label2 = Creator |data2 = Voltara |label3 = Allegiance |data3 = [[Margan Dynasties (Branding)]] |label4 = World Ship |data4 = Remembrance |label5 = Current Queen |data5 = Erinyes |label6 = Current Archon |data6 = N/A (Deceased) |label7 = Fleet color |data7 = Black }} The '''Onyx Sabre''' is a Fiefdom of the [[Margan Dynasties (Branding)|Margan Dynasties]]. Originally a part of the Pale Mace Dynasty, the founders of the Onyx Blade broke off from the fleet following Matriarch Jisa's heresy and alerted the dynasties to her actions, culminating in the destruction of the Pale Mace and Matriarch Jisa's suicide. Though spared the fate of their brethren, the surviving loyalists were ashamed of their dynasty's actions and reformed into a new fiefdom: the Onyx Sabre. The Sabre strives to atone for the sins of the Pale Mace through unwavering devotion to the Holy Goal and believes that final atonement will come only when the galaxy has been cleansed. The Onyx Sabre was vocally opposed to Matriarch Hilda's proposal to establish the Warlord Pact, perceiving it as a relapse to the same mistakes which had doomed the Pale Mace. Even after the [[Raid on Zartar|attempted assassination of High Priestess Massachiah and King Breys]] and the subsequent outbreak of the Great War, the Onyx Sabre refused to directly support the Pact and instead moved into the neighboring [[Tomastahl Sector]], where they remain to this day. Following the [[Telkevan Union|Telkevan Union's]] defection from the Warlord Pact, the Onyx Sabre has focused its efforts against the traitors. == History == === Origins === The fleets that would form into the Onyx Blade began as disparate elements of the Pale Mace Dynasty. Shortly after aliens began worshiping the Margan as gods, Matriarch Jisa assembled the queens of her flotilla to discuss the possibility of integrating these aliens into the dynasty as servants. Queen Tennyo of the Vengeful Seraphim battlegroup, was among those who dissented, arguing that the Holy Goal had no exceptions and that even mere slaves could corrupt Margan society. Ultimately, Tennyo was overruled, but she refused to integrate any slaves into the fleets under her jurisdiction. Tennyo continued in her efforts to have the decision overturned, but when it became clear that Jisa had strayed from the path, Tennyo gathered her allies within the Pale Mace and reached out to the Holy Dynasty to report Jisa's heresy. As a show of loyalty to the Holy Goal, Queen Tennyo and her forces participated in the subsequent purge of the Pale Mace. Queen Tennyo was commemorated for her steadfast loyalty, but she and her loyalists were deeply ashamed of their dynasty's sins. Believing the pursuit of the Holy Goal to be the only path towards atonement, the surviving elements of the Pale Mace rallied under Queen Tennyo. These fleets were organized into a fiefdom and given the title of 'Onyx Blade', exchanging the Pale Mace's white coloration for black to further distinguish themselves from their progenitors. === Eternal Penitence === The new fiefdom soon joined its brethren in their crusade against alien life. Despite lacking the strength of the larger dynasties, the Onyx Blade refused any and all offers of assistance, preferring to fight alone. Tennyo compensated by adopting new strategies, developing new weapons, and through emphasizing the mistakes of the Pale Mace to her troops. The Onyx Blade quickly developed a reputation for savage cruelty that surprised even some who followed the philosophy of the Demon. At the same time, their zealous aggression often made it difficult for the Fiefdom to replenish its losses between campaigns. Queen Tennyo, who often took direct command of operations, was herself eventually killed when her flagship was destroyed. Tennyo's appointed successor, Queen Erinyes, then took command of the fiefdom. Erinyes was just as militant as her predecessor, but she had ambitions to one day rule a dynasty of her own, and turned her attention towards building up the Onyx Blade and fostering a unique cultural identity among its inhabitants. As part of this program, Erinyes began the construction of a new worldship, ''Remembrance'', which would be completed roughly a year before the start of the Great War. === Great War === == Administration & Organization == The Onyx Blade is organized in much the same way as the larger dynasties, with the worldship ''Remembrance'', from which Queen Erinyes oversees the fiefdom, residing in the middle of the fleet. Notable deviations include a disproportionate number of combat vessels and factory ships and a comparatively small number of dedicated food-production ships, a consequence of the proliferation of cybernetics within the fiefdom. Additionally, unlike other worldships, ''Remembrance'' was designed specifically to be able to participate in major combat operations as Erinyes plans to use the vessel as a 'battering ram' in the event that lesser methods fail and felt that using the worldship for this task would embody the Onyx Blade's devotion to the Holy Goal. Despite this, the ''Remembrance'' has yet to see combat. == Philosophy & Culture == The culture of the Onyx Blade stems from the consequences of the Pale Mace's heresy and subsequent destruction. The fiefdom is xenophobic even by Margan standards and avoids interactions with alien life, even their Pact allies, at every given opportunity, going as far as to abstain from Pact meetings and instead deferring to the larger dynasties when necessary. As a result, even the Margan's allies know little of the Onyx Blade's culture outside of what can be observed on the battlefield. === Testament === Testament is a relatively new philosophical teaching that emerged within the Onyx Blade shortly after its creation. Testament perceives the universe as a sentient, gestalt entity comprised of all of the organic life within it, including even the Margan themselves. This entity embodies the natural order, and was thus responsible for the suffering the Margan endured on Marga. The Holy Goal is therefore both a physical battle against the species of the galaxy and a righteous revolt against the cosmos, which opposes the Holy Goal as the destruction of all life would see the entity transform into a new being comprised wholly of the Margan's essence. Rather than waging war, the cosmos instead subverts Margan society from within by tempting vulnerable souls to turn against the Margan's cause. In their own avarice, the Pale Mace unwittingly fell into the hands of the entity, bringing about their downfall and serving as a dire warning that all Margan, even the matriarchs, are vulnerable, and that the completion of the Holy Goal will only come about through both physical and spiritual purity. Priest Tulma is the leader and founder of Testament. Initially a follower of Chronicle, Tulma found it and the other philosophies unable to wholly explain the circumstances that had brought ruin to the Pale Mace. Tulma and his closest companions secluded themselves for several weeks as they poured over Margan texts and debated the nature of their existence, the end result of these talks becoming the teachings of Testament. Tulma's ideas quickly spread across the Onyx Blade, revitalizing the fiefdom's demoralized spirit and becoming a core element of its identity. To ensure the purity of his ideals, Tulma forsook his own organic body, his mind ultimately being installed within the ''Remembrance'' itself, where Tulma continues to preach Testament to followers new and old and provide counsel to the fiefdom's leadership. For most of Testament's followers, the uncompromising pursuit of the Holy Goal and the rejection of all foreign ideals is sufficient to protect them from the impurity of the cosmos. However, a growing minority under the leadership of Priestess Zahli have taken Tulma's teachings to an extreme, believing that their own flesh is of the enemy and that purity is found only in the Margan's mental and spiritual essence. These zealots wholly convert themselves into mechanical beings. Incapable of reproducing, these cyborgs extract samples of genetic material during the augmentation process and use it to birth new Margan in artificial vats. Tulma himself has commended Zahli's dedication, but has stressed that such extensive procedures be optional, arguing that not all would be willing or able to take the leap. While Margan of other dynasties have adopted Testament, the philosophy remains largely confined to the Onyx Blade due to the controversy it has generated. Testament's strict refusal to cooperate with aliens under any circumstances became a point of contention in the days leading up to the Great War. The fiefdom considered the very idea of the Pact to be blasphemous, and while it ultimately submitted to the High Priestess' will, the Onyx Blade avoids directly supporting Pact operations. Additionally, while Margan society embraces cybernetic augmentations, some are troubled by the tendency of Testament's followers, particularly Priestess Zahli, to antagonize the organic Margan form as a cursed entity. == Military == Lacking the numerical advantage held by the larger dynasties and subsequently unable to overwhelm its foes through brute force, the Onyx Blade has developed its own military doctrine centered around producing durable, versatile units and eliminating the enemy's ability to fight as quickly as possible. The Onyx's arsenal of armored units is comprised chiefly of mobile anti-gravity vehicles, battlesuits, and walkers, some of which are equipped with powerful jump-jets. Infantry primarily employ ranged weapons, with the fiefdom's few melee units filling specialized positions. The fiefdom takes advantage of the cybernetic nature of its forces by utilizing Marganite on an excessive scale not commonly seen among other dynasties which still have to avoid contaminating their own troops. Onyx soldiers are notorious for storing inert Marganite within their body to be released upon death for the sole purpose of increasing the risk of an infestation. [[Category:Page]][[Category:BrandingHold]][[Category:Margan]][[Category:Fiefdom]] easeqxjbzq9wt5h8dvd82fhfa0ldq5t Operation Downfall 0 1097 17879 17878 2022-01-24T07:37:48Z Amaker1450 26550035 /* Operation Poleaxe */ 17879 wikitext text/x-wiki {{Conflict |prev= [[Operation Stormbreaker]] |conc= |next= Project Relevance |name= |image= |conflict= |date= Year 5 |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= * Operation Sledgehammer: Decisive Warlord victory ** Peacekeepers suffer catastrophic casualties and are rendered largely incapable of supporting the Rach during the [[First Battle of Norsus|invasion of Norsus]].<br/> * Operation Downfall: Tactical Warlord victory/Strategic Warlord defeat ** Both Rach and Margan are lost in the [[The Void|Void]]. ** Norsus is occupied by Zaretian forces<br/> |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> * [[Margan Empire]]<br/> * [[Zaretian Monarchy]]<br/> * [[Saracin Empire]]<br/> * [[Repzork Empire]]<br/> * [[Necraal Sovereignty]]<br/> * [[Skrey Nation]]<br/> |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]] * [[Rach]]<br/> * [[Aeveria Confederation]]<br/> * [[Empire of Diablos]]<br/> * [[Sauran Solidarity]]<br/> * [[Delani Republic]]<br/> * [[Kastalian Survivors]]<br/> * Warlord defectors<br/> |commanders1= Margan Leaders<br/> * Azakiah<br/> * Alo'kizan(†)<br/> * Ni'vola <br/> * Ilivia <br/> * Turos<br/> * Markila Farshot<br/> * Apulon<br/> Zaretian Leaders<br/> * Gancarda<br/> * Atlas<br/> * Varthos<br/> * Peacha<br/> * Ganos<br/> Saracin Leaders<br/> * Yalacin<br/> Repzork Leaders<br/> * Oltar Falklung<br/> * Yuluvar Erasa<br/> Necraal Leaders<br/> * Bael'thir Anduish'ent'mar<br/> * Scy'the<br/> * Var the Stareater<br/> Skrey Leaders<br/> * Bhatuzorig<br/> * Autguld<br/> * Burlgili<br/> * Ghiljag<br/> * Zimtuld<br/> |commanders2= Rach Leaders<br/> * Gorach<br/> * Cloudreaver<br/> * Kertak<br/> * Lasee <br/> * Kalaz<br/> * Chikov<br/> * Ulmar<br/> Aeverian Leadership * Velo<br/> * Elthin<br/> * Tuscannon<br/> Diab Leadership<br/> * Korsair<br/> * Valdir <br/> * Maeya <br/> * Astara <br/> * Drikar <br/> * Falmae <br/> Sauran Leadership<br/> * Maresar Barr<br/> * Lunéss'zru<br/> * Vakarai Uru<br/> * Markull Earu<br/> Defector leaders<br/> * Taimera (†) <br/> * Zaliim (†) <br/> * Oktora Dulog (†) <br/> |commanders3= |commanders4= |forces1= Margan Forces<br/> * Sacred Blade Fleet<br/> * Firewing Fleet<br/> * Oathkeepers Fleet<br/> * Radiant Dawn Fleet<br/> * Flamedancer Fleet<br/> * Faithful Chisel Fleet<br/> * Morning Star Fleet<br/> Zaretian Forces<br/> * 5th Fleet<br/> * 7th Fleet<br/> * 54th Fleet<br/> * 72nd Fleet<br/> * 789th Fleet<br/> Saracin Forces<br/> * Fervent Sabre Repzork Forces<br/> * 70th Combined Armada<br/> * 57th Combined Armada<br/> Necraal Forces<br/> * 5th Shock Fleet <br/> * 27th Shock Fleet<br/> * 31st Shock Fleet <br/> Skrey Forces<br/> * 50th Tazorag Fleet<br/> * 15th Tanzag Auxiliary Fleet <br/> * 7th Tanzag Auxiliary Fleet<br/> * 4th Otguhl Auxiliary Fleet<br/> * 20th Khonghan Auxiliary Fleet<br/> |forces2= Rach Forces<br/> * Home Defense Fleet<br/> * Skyborn Legion<br/> * 1st Fleet<br/> * 4th Fleet<br/> * 7th Fleet<br/> * 9th Fleet<br/> Aeverian Forces<br/> *47th Fleet<br/> *290th Fleet<br/> *195th Fleet<br/> *196th Fleet<br/> Diab forces<br/> * Outer Fleet<br/> ** 10th Fleet<br/> ** 112th Fleet<br/> ** 256th Fleet<br/> ** 399th Fleet<br/> ** 496th Fleet<br/> ** 523rd Fleet<br/> Sauran Forces<br/> * 2nd Gauntlet<br/> * 15th Ionizers <br/> * 23th Taiga<br/> * 19th Circle<br/> |forces3= |forces4= |casual1= Massive <br/> * Firewing Fleet destroyed. * 1 Ikatan-Class Starbase |casual2= Massive |casual3= |casual4= |other= |notes= }} ==Background & Preparations== ''See also: [[Operation Stormbreaker]]'' == The First Six Months == === Operation Greatsword === === Operation Sledgehammer === === Operation Longbow === === Operation Scimitar === === Operation Warscythe === == First Battle of Norsus == ''Main page: [[First Battle of Norsus]]'' ==Aftermath== [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] fhv53w8kisg264sg151w8sofixt87vb Operation Isomer 0 1111 11153 11152 2019-11-07T03:13:27Z Amaker1450 26550035 Changed redirect target from [[Rigni Campaign]] to [[Rigni campaign]] 11153 wikitext text/x-wiki #REDIRECT [[Rigni campaign]] av6wzcnp63pxol2qoiocbog9gi8w38u Operation Sledgehammer 0 1098 16053 11992 2021-03-28T03:52:19Z Amaker1450 26550035 Redirected page to [[Operation Downfall]] 16053 wikitext text/x-wiki #REDIRECT [[Operation Downfall]] 10orubd01umcitjse17vtk5ce7bgenx Operation Stormbreaker 0 1085 17133 11993 2021-11-17T03:42:55Z Amaker1450 26550035 17133 wikitext text/x-wiki {{Conflict |prev= Operation Pierce the Veil |conc= |next= Dissolution of WBI |name= |image= |conflict= |date= 04 |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= Peacekeeper Defeat <br/> * Peacekeepers withdraw having achieved none of their objectives. |territorychanges= |side1= [[:Category:Peacekeepers | Peacekeeper Alliance]]<br/> * [[Rach]]<br/> * [[Empire of Diablos]]<br/> * [[Aeveria Confederation]]<br/> * [[Karahotdoum Empire]]<br/> * [[Sauran Solidarity]]<br/> * [[Warbot Industries]]<br/> * [[Kastalian Survivors]]<br/> |side2= [[:Category:Warlords | Warlord Pact]] * [[Margan Empire]]<br/> * [[Zaretian Monarchy]]<br/> * [[Repzork Empire]]<br/> * [[Necraal Sovereignty]]<br/> * [[Saracin Empire]]<br/> * [[Skrey Nation]]<br/> * [[Asanian Syndicate]] |side3= |side4= |commanders1= |commanders2= |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} == Background == With more and more of their colonies falling under Warlord control, the Rach became desperate in their efforts to turn the tide. Though officials such as General Gorach continued to call for a complete overhaul of Rach military doctrine, the Empire instead focused on finding more nations that would rally behind the Peacekeeper cause. A number of minor powers had been found and recruited, but they lacked the manpower or resources to push back the Pact's advance. With the Zaretians having gained considerable ground following their success at Aserai, the Rach expanded their search and considered nations that they would have otherwise left alone. It was during this time that explorers discovered the Empire of Diablos. The Diabloian's impressive military and honor-bound culture appealed to many within the Alliance, but others were skeptical, finding their thirst for battle and general demeanor off-putting. They also feared about the possibility of betrayal and the impact the Diabloians could have on the Peacekeeper's Public image. Ultimately, it was Gorach, with the full support of Aeverian High Command, who broke the tie, convincing the Alliance that the Diabloians could be instrumental in turning the war around. Those who still disagreed begrudgingly fell in line shortly thereafter. A diplomatic envoy was sent to Diabloian space to open negotiations. The empire provided the diplomats a warm reception and, to the surprise of a few of the diplomats, were more than willing to talk. In the ensuing meeting, the diplomats explained the Great War and the precarious position the Alliance, especially the Rach, found themselves in. They also provided information on the Warlords and the various atrocities that they had committed prior to and during the war. The Diabloians were moved by the Peackeeper's plight, but were more eager for a fight with what they now saw as both worthy and dishonorable opponents. They readily joined the Alliance and dedicated the Outer Fleet, under the command of Admiral Korsair, to the war effort. == Stormbreaker == After three months of planning, the Peacekeepers initiated Operation Stormbreaker, an ambitious offensive with the goal of repelling Pact forces across all fronts and force the Warlords to surrender. Acting as the vanguard, the Outer Fleet struck first, their shock tactics and unprecedented combination of armor and firepower overwhelming the Warlords and punching several holes in their front lines, allowing Peacekeeper forces to move in and attack exposed positions and logistics infrastructure. Pact forces were devastated by the combined assault, suffering more casualties in the first few weeks of the offensive than at any previous point in the war. Thousands more troops and vehicles were also captured, most having been encircled and cut off from help in the chaos of the opening battles. Now faced with the real possibility of Peacekeeper troops spilling into their territories, Pact leaders ordered their troops to withdraw to more defensible positions, with the exception of the Margan, who instead launched a suicidal counterattack to cover their allies' retreat. Using what time they were given, Warlord troops dug in, preparing to hold their positions as they awaited reinforcements and supplies. === Asanian Syndicate === [[File:333.jpeg|thumb|left|300px|Peacekeeper troops engaged with the Asanian Syndicate.]] As the Sauran wing of Stormbreaker was advancing, one of their fleets came across a world that was in the process of being strip-mined by an unknown alien race. The Sauran admiral, a devout member of the Sustainers of Nature, ordered his men to deploy to the planet, of which 20% of the surface had been rendered uninhabitable, to put a stop to the alien's operations. A small strike team was deployed to disable an anti-air battery so that the main force could land. The guns were destroyed, but the aliens retaliated almost immediately and in vast numbers, pushing the Sauran back to their landing zone. Unable to advance and at risk of being overwhelmed, the Sauran activated a distress signal which caught the attention of a nearby Diabloian task force, which moved to support the Sauran. The Kastalians, who had been silently monitoring the situation, also intervened. After another round of fighting, the combined Peacekeeper assault successfully repelled the aliens from the planet. The aliens, calling themselves [[Asanian Syndicate|Asanians]], vowed vengeance against the intruders, warning the Peacekeepers that their mistake had cost them their future. [[File:Spore_2019-04-06_17-50-01.png|thumb|right|350px|Archon Chora negotiating an alliance with an Asanian representative from [[Gastan Genetic Industries|Gastan Industries.]]]] Less than a week later, Margan troops of the Orion Dynasty attacked a distant Diabloian colony to draw Diab troops away from the front. Margan forces under the command of Archon Chora landed outside of one of the colony's settlements but ran into abnormally stiff resistance. Undaunted, the Margan continued their advance until they reached the settlement, only to learn that it had been destroyed by the Asanians, who were also invading the planet, and unbeknownst to the Margan, had been monitoring their progress since their arrival. A brief skirmish took place as the Margan indiscriminately attacked the few Asanians still in the colony. After the Margan had eliminated what remained of the Diab's defenses, the Asanians approached the Margan, inviting Archon Chora to an undisclosed location within the colony's capital discuss a potential partnership, as while the Asanians themselves were wary of the idea of an alliance, they saw many similarities between themselves and the Margan, and believed that an alliance could benefit the Syndicate. Chora, despite the suspicions of some of those under her command, agreed to speak, and took a small force with her while the rest of her troops stayed behind to engage targets elsewhere. Talks progressed rapidly, with Chora and the Asanian representative agreeing to formalize an alliance and induct the Syndicate into the Warlord Pact and join their fight against the Peacekeepers, the Asanians viewing Alliance ideologies as a threat to their own. Their discussion was interrupted when Diabloian troops arrived in force and stormed the city. Chora and the representative escaped, though Warlord forces were soon driven off of the planet. Margan and Asanian forces continued to engage the Diabloians both in their own territory and in contested space for weeks before they were finally repelled. Once more able to commit all of their forces, fighting resumed in earnest as the Diabs made another push. Warlord commanders did everything they could to slow down the Allies; vehicles had been fitted with more powerful guns and extra layers of armor while soldiers were provided more heavy weapons. These efforts saw limited success, and once more, the Diabloians broke through, though they were beginning to quickly lose their momentum. Fighting on multiple fronts, harassment from the Margan and Asanians, and the speed at which they had advanced within the first few months of fighting had put mounting strain on what was now a fragile logistics network. Likewise, though they had dealt heavy blows to Pact forces, they had taken considerable losses of their own, and most troops had been replaced by less experienced recruits, resulting in a loss of tactical capability. === Stormbreaker Collapses === [[File:333.jpeg|thumb|left|300px|Warlord troops launching a combined counterattack against the Peacekeepers.]] Taking a page from the Margan and Asanian's efforts, Pact commanders significantly altered their strategy. For much of the war, the Pact, though sharing resources and technology, had been fighting independently, with little direct support from the rest of the Pact unless the need called for it. This allowed the Pact to cover more ground in the opening stages of the war, but with the Diabloians, it became clear that this strategy was now holding them back. They instead combined their forces and modified their doctrines to work off of each other. This first became obvious in the naval war. Margan forces would engage the Diabloians first, acting as a shield for the Necraal and Repzork. Zaretian ships, helpless on their own against Diab starships, remained in the back line, using their long-range rail cannons until a Diab ship became vulnerable, where they would then move in, deal the death blow, and fall back. On the ground, Citadel Walkers, ST-47 Oltavars, Titans, and recently introduced Zaretian Brutes worked in unison, halting the advance of the once unstoppable Diabloian army. The Pact also adopted some of the tactics of the Rach, deploying small, specialized units, such as the Repzork's newly-developed Vatanis-class frigate, to hinder and disrupt the Diab's already-strained supply lines. With their logistics at the breaking point and casualties mounting at a quickening pace, the Peacekeepers ordered a halt to Stormbreaker, their troops retreating to more defensible positions until the strategic situation improved. The failure of the operation saw a sharp drop in Peacekeeper morale, with some Rach going as far as to say that the war was utterly hopeless. The Warlords used the opportunity to build their troops back up and prepare their next move. While the Asanians had played what many viewed as a vital role in causing Operation Stormbreaker to fail, their inclusion into the Warlord Pact was not without controversy. To some, namely the Repzork, Necraal, and Magello, the Asanians could not be trusted due to their extreme aggression and xenophobia. Like the Margan, they were seen as temporary allies, and thus, would almost certainly become a problem after the war. Some took solace in the Asanian's hyperactivity, believing that their system was unsustainable and that it would collapse upon itself before the Syndicate could become an issue. == Aftermath== [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] 8s9zox955aaeuap1459e095km0lp1p9 Operation Thaelvak 0 1475 17134 15656 2021-11-17T03:43:07Z Amaker1450 26550035 17134 wikitext text/x-wiki The conquest of Falkeos had left nearby Diab colonies open to Pact invasions; this was compounded by Zaretian and Rathakern attacks elsewhere, which pulled a number of Diab troops away from the foothold. This prompted the Diabs to evacuate nearby colonies and dig in with their available forces. Emboldened, Imperial Command began planning for its next move mere days after the Falkeos campaign had concluded. The offensive, codenamed '''Keros''', would have Warlord forces engage the Diabs along three prongs. The central prong would be manned chiefly by Magello and Skrey, and intended to tie down Diab manpower. The right prong, known as south, would be led by the 14th and 277th armadas while the left, known as north, was spearheaded by the 355th and Commandant Tor. North and south were to push along the central prong's flanks and gradually sweep around and cut off the defenders. As well as pushing the foothold deeper into Diab space, this would make the foothold less dependent on outside assistance in terms of resources, as they would have more land to exploit. While preparations were still underway, the Aeverians initiated Operation Burning Lance, the sheer size of which caught many in Imperial Command off guard. It was proposed that the Repzork halt their current plans in order to support the Monarchy, but this was rejected by the Marshal's Council, who aimed to prevent the Diabs or Karahotdoum from supporting the Aeveria by keeping them on the defensive. The 843rd, which was already stationed in Aeverian territory alongside the Necraal, would focus their efforts on diverting Aeverian resources away from the offensive with limited-scale attacks. Imperial Command would continue to monitor the Aeveria's progress, but the Zaretian's rapid response and the subsequent halt of Peacekeeper forces restored some confidence that the Zaretians could hold their ground, at least for the moment. The Pact's buildup did not go entirely unnoticed by Diab Valkyries, who had been sent into the foothold to act as scouts. Though the Peacekeepers did not know where the Warlords would attack, they believed that an offensive would be sooner rather than later, and used what time they had to prepare. With the colonies having been evacuated, the Diabs focused their efforts on major colonies, such as major population and industrial centers, while leaving smaller units stationed at low-priority systems to slow down the Pact's advance. A large number of reserves were withheld for when the offensive began; they were to be deployed wherever they were needed. The Keros Offensive officially began with all three prongs simultaneously attacking. The Diab's outermost defenses were shattered, but had fought to the last man, buying precious time. Pact forces made substantial gains in the following months, but had underestimated the number and tenacity of the defenders, which robbed the south and central prongs of some of the momentum that Imperial Command had expected, the central front gradually slowing to a crawl. The north front was the exception, the 14th and 277th advancing deep into enemy territory through a mixture of strategy and unrelenting force. The Diabs were quick to respond, sending the bulk of their reserves to engage the north prong, though they would be unable to halt the north's advance. ==== Battle of Embaelos ==== The Diab colony of Embaelos had been one of Falkeos' suppliers of manpower and equipment. Since Falkeos' fall, Embaelos had been repurposed as a forward command center for the Diab's fight against the Northern prong throughout the Keros offensive. Imperial Command has made the capture of Embaelos a priority objective for the Keros Offensive, and the North prong had been steadily advancing towards the colony since the offensive had begun. Knowing the planet would be attacked, the Diabs planned to turn Embaelos into a trap. Allied command diverted troops initially intended for the central and southern fronts to a system near Embaelos. They were to maintain position until after the Repzork had begun the attack, and were to isolate and cripple either the 14th's or 277th's command fleet, eliminating the fleet's commanding officers in the process. Unbeknownst to the Diabs, the Repzork, knowing that Embaelos would be heavily fortified but unaware of the Diab's plans, devised a ruse. The 277th would launch a feint against the Diabs and would then, after a brief engagement, withdraw, intending to draw out the defenders. Elements of the 14th would then sweep in and attack the Diab's exposed flanks. To make the trap more convincing, the 277th's command fleet was to be included in the attack. The Repzork began the attack with standard tactics, giving the impression that a full invasion force had come, but the Diabs quickly took notice of the unusually small size of the force. Some concluded that it had to be a trap, but with the 277th's command fleet taking part in the attack, others believed that the Repzork were either unaware of the planet's strategic significance or had simply underestimated the defenses. After a brief period of intense fighting, the 277th began to pull back, but before it could do so, the Diabs sprung the trap, and their reserves appeared behind the invaders. Now severely outnumbered, the 277th alerted the 14th to their situation. The 14th then arrived and caught some of the Diabs by surprise. As the 14th fought their way towards the 277th, the 277th's flagship was temporarily disabled and boarded by several waves of Diab shock troopers tasked with either capturing or killing Star Marshal Vilotr and Field Marshal Likana. An intense battle broke out throughout the ship, during which Marshal Likana donned her personal battlesuit and fought alongside her troops. She killed many of the attackers before her battlesuit was rendered inoperable after repeated shots to the legs. The field marshal continued to fight, but was incapacitated soon after, and had to be dragged away by her personal entourage before the Diabs could apprehend her. Before the Diabs could eliminate the flagship, additional Repzork troops began to surge into the system in vast numbers; the attack had drawn the attention of all available elements of the 14th and 277th, who had been ordered to the system by Star Marshal Kiryusa Luok. The Diabs were repelled, and the 277th's command fleet subsequently fled the system, returning to the foothold for repairs. The battle nevertheless continued, the Repzork intent on seeking vengeance and claiming the planet. After a bitter engagement, Embaelos fell to Repzork forces. Though the Diabs had failed in their objectives, the battle had nonetheless checked the rapid advance of the northern prong, especially in regards to the 277th. Marshal Likana would be hospitalized for several months, during which command of the 277th's ground forces fell upon her second-in-command, General Ezanfi Dugoro. Portions of the 277th, most notably the command fleet, were recalled to the mainland, with Marshal Vilotr and General Ezanfi temporarily taking direct command of one of the 277th's attack fleets. The Keros Offensive would continue, but the northern prong would never regain the initiative it had prior to Embaelos. With the northern salient contained, the Diabs turned their attention towards the southern salient. Having been reinforced by troops from both the southern and central fronts, the Diabs initiated Operation Iron Gauntlet, which aimed to reclaim the salient, cripple the 14th and 355th armadas, and open a passage to Falkeos, and ultimately, to Baltreos. The Peacekeepers focused the bulk of their troops at the salient's base, intending to cut it off from the foothold. Though heavily fortified, the salient's defenses were shattered in the assault before the Pact could respond, and the salient was severed. As the Diabs advanced down the salient, smaller attacks were launched at other portions of the area, though these assaults made little progress. As the 14th armada moved to meet the main Diab force, reinforcements from the foothold arrived into the sector, though they were cut off by Peacekeeper fleets until a daring attack by the 57th Magellan fleet caused a break through, allowing the Warlords to stabilize the front. Repzork forces made heavy use of crystal munitions at this point in the battle, particularly during ground engagements, where crystal-infused artillery shells, bombs, and grenades made traditional Diab tactics risky or impossible. After several more weeks of fighting, the Diabs were finally repelled by the sudden arrival of the 277th, which had recently completed replenishment. Though repelled from the salient, the Diabs continued to attack the sector in several locations, waging a battle of attrition costly to both sides. Systems changed hands often, sometimes several times in only the span of one or two months, but neither side made substantial gains against the the for next seven months. [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] in1jmkekp8xrnmdcf1rwrco51efgdlr Outer World Assaults 0 1318 17135 13733 2021-11-17T03:43:22Z Amaker1450 26550035 17135 wikitext text/x-wiki With news of the Monarchy's withdrawal, the Diabs, three years after the Second Battle of Baltreos, mustered troops for another major push into the Pact foothold. With large-scale frontal assaults having proven too costly, the Diabs planned to attack the Foothold's "northern" flank, which was comprised of what had been several outlying colonies prior to the invasion. Once these colonies were retaken, the Diabs would then strike at the Pact's fortified logistics facilities, which were principally located at Sevethos and other nearby colonies. If successful, the operation would cut the foothold off from much-needed supplies while also drawing forces away from the front line, at which time the Diabs could open a second front. Diab forces first attacked the gas giant of Glasos, which the Pact had been using as a local source of fuel for their energy weapons, and its many moons. Alliance forces quickly overwhelmed the planet's orbital defenses and simultaneously landed on a number of the inhabited moons. Pact forces initially resisted, but after days of fighting, it became clear that they would not be able to hold their ground, and withdrew to Glasos itself. Another round of fighting would see the Diabs victorious, but much of the planet's infrastructure would be destroyed, as the Repzork had rigged many of the gas-harvesting stations to self-destruct and plummet into the gas giant. From Glasos they advanced towards Alavinos, which had by then been reinforced from troops from within the foothold and Glasos' garrison; however, reinforcements were not as plentiful as they could have been, as Imperial Command correctly predicted that the Diabs would open a second front, but did not know when, and as a result withheld troops for an attack that would not yet materialize. Diab forces successfully achieved orbital and aerial superiority over the planet, trapping Pact forces in their underground fortifications just as the Pact had done to the Diabs during Operation Sledgehammer. Fighting erupted through the underground tunnels as Repzork ships attempted to break the siege. Stiff resistance would delay the Diabs longer than planned, but after five months of fighting, Alvainos was liberated. The last obstacle to Sevethos was Urdos, a planet which had suffered a particularly severe crystal infestation that rendered large swathes of the planet almost completely uninhabitable. Travel between the Repzork's scattered fortresses was possible only through narrow passages through fields of crystal or an underground railway, as imperial forces had built the bulk of their facilities at least partially underground so as to both avoid the crystals and to harvest ore. The Peacekeepers attempted to subdue the planet through aerial bombardment, but were repelled by constant anti-air fire, forcing them to commit to a ground assault through the crystalline labyrinth. Concentrated artillery fire combined with constant harassment from Pact troops trained to navigate the terrain frustrated the Diabs' effort. As the battle stalled, the Peacekeepers opened their second, larger front near Falkeos, forcing the Pact to divert troops to contain the threat. This did little to shift the Urdos campaign, which would remain at a stalemate until Diab forces were able to eliminate enough of the Pact's anti-air defenses to allow for bombardment. Not risking a repeat of Alvainos, Pact forces retreated, but not before the Peacekeepers captured thousands of demoralized prisoners. With the path now open, Diab forces moved towards Sevethos, which alongside a sizeable garrison, was also guarded by several depleted Repzork and Magellan formations that were in the process of replenishment. Fierce fighting broke out throughout the system, but it would prove short-lived. Though Operation Counterweight had started three weeks prior to the battle, Marshals Ilivaris Kindasi and Veto Korvack pressured the rest of the Marahal's Council, who were focused squarely on repelling the Karahotdoum threat, to relieve the foothold with what were seen as troops desperately needed for Counterweight. High Marshal Tarsovis Visaria believed that Pact forces could hold their ground, but upon hearing of conflict at Sevethos, authorized a task-force to accompany a fleet of Necraal and Magellan ships entering the region. This task force included the Helia-Class Battlecruiser, the HLBC ''Nygalara''. The relief force caught the Diabs by surprise and successfully repelled them from the system after nine hours of fighting. With the attack at Sevethos a failure, the second front was called off. Urdos, Alvainos, and Glasos were all abandoned by the Peacekeepers and fell back into Warlord hands. [[Category:Legacy Lore]] [[Category:Conflicts]][[Category:Page]] jyqbxwfygxr15kc6emt3a866uqqlc83 Particle 0 841 7813 2018-04-20T18:58:14Z Amaker1450 26550035 Redirected page to [[Particle Weapon]] 7813 wikitext text/x-wiki #redirect [[Particle Weapon]] 6xyxqg6viiff9qk9vdiv21k0thzkk2n Particle guns 0 1461 15594 2021-02-20T05:11:57Z Amaker1450 26550035 Redirected page to [[Particle Weapon]] 15594 wikitext text/x-wiki #REDIRECT [[Particle Weapon]] h5my2lpd56vvwybhwikksosvgclmy98 Particles 0 1181 12277 2020-01-27T05:06:03Z Amaker1450 26550035 Redirected page to [[Particle Weapon]] 12277 wikitext text/x-wiki #REDIRECT [[Particle Weapon]] h5my2lpd56vvwybhwikksosvgclmy98 Peacekeeper 0 1480 15728 2021-02-25T02:02:07Z Amaker1450 26550035 Redirected page to [[Peacekeeper Alliance]] 15728 wikitext text/x-wiki #REDIRECT [[Peacekeeper Alliance]] 5onw7mxsjtjvclbrqbni8l3ckt7vugg Peacekeeper Alliance 0 1405 18268 18267 2022-04-22T21:54:30Z HangLang 30544936 /* History */ 18268 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:PeacekeepersInsigniaVectorTest.png|250px|]] |caption = ''"Protect and Police, to defend those who cannot defend themselves from tyrants and conquerors"'' |captionstyle = font-size: medium; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label1 = Organisation Type: |data1 = Military Coalition |label2 = Official Colours: |data2 =<p style="color:#3C78D8">'''''Blue'''''</p><p style="color:#CECECE">'''''Grey'''''</p> |header3 = Administration |label3 = Founding Document: |data3 = Declaration of the United Empires |label4 = Constitution: |data4 = [[Peacekeeper_Alliance#Collective_Security_Doctrine|Collective Security Doctrine]] |label5 = Executive Branch: |data5 = [[Peacekeeper_Alliance#United_Empires_Assembly|United Empires Assembly]] |label6 = Military Branch: |data6 = [[Peacekeeper_Alliance#United_Empires_Military_Command|United Empires Military Command]] |label7 = Capital: |data7 = <p style="color:#FF0000">Unnamed Newv. World</p>, formerly [[Norsus]]}} The '''Peacekeeper Alliance''', also referred to as the '''Alliance''' or the '''Peacekeepers''', is an intergovernmental military coalition of alien nations. Originally founded by [[the Rach]] to establish a coordinated resistance with their neighbouring states against the expansion of the [[Margan Empire]] into the [[Local Sector]], the Peacekeeper Alliance has since grown significantly to account for the escalation in interstellar conflict. The Peacekeeper Alliance constitutes an arrangement of collective defence whereby its component member nations work to protect each other against external threats and combine their military apparatus to combat common enemies, such as the [[Warlord Pact]] and the [[Biomatter Swarms]]. There are two foremost designations for member states of the Alliance: Combatant States and Protectorate States, with the two roles conferring different privileges and responsibilities. Warlord incursion into neutral space has accelerated the accession of new members into the Alliance, with more and more alien states committing to the coalition in acts of self-preservation. Although it ostensibly began as a loose coalition of militaries, the Alliance’s adventitious emergence as the Local Sector’s preeminent superpower is no secret to the galactic community. The establishment of a diplomatic assembly and various systems of commercial, media and migratory exchange between member states has made them increasingly interdependent far more than the groups who compose the Warlord faction. Whether it was the Rach leadership’s intention or not, the political, military, economic and cultural influence of the Alliance over much of local space has only become more and more pervasive as the war has continued. For all the Alliance’s hegemony increases in its own territory however, the scale of the Warlord threat has only grown, and the expansion of the Peacekeepers numbers’ and territory has been mirrored by their foe. Since the Warlord Pact’s official declaration of war against the Peacekeeper Alliance, both factions have been engaged in perpetual conflict. Dubbed the [[Great War]], this armed struggle is the largest war in the history of the known galaxy and continues to intensify. == Ideology == == History == ''Main page: [[Great War]]'' === Years 1-4: Founding & Outbreak of Hostilities === ''See Also: [[Raid on Zartar]], [[Rach Theatre]], [[Zaretian Theatre]], [[Sauran Theatre]], [[Newverian Theatre]], [[Dragoneteran-Tegotian War]](Doramis & Vechtramil)'' === Years 5-8: Operations Stormbreaker & Downfall === ''Main Articles: [[Operation Stormbreaker]], [[Diab Theatre]], [[Operation Downfall]], [[Karahotdoum Theatre]]'' === Years 9-12: Renewed Peacekeeper Offensives === ''Main Articles: [[Keros Offensive]], [[Operation Burning Lance]], [[Operation Iron Gauntlet]]'' === Years 13-16: Peacekeeper Advances & Asanian Intervention === ''Main Articles: [[Dissolution of the Saracin Empire]], [[Necraal Schism]], [[Second Battle of Baltreos]], [[Asanian Intervention]]'' === Years 17-20: Battle of Nu-Zartar to Second Battle of Norsus === ''Main Articles: [[Battle of Nu-Zartar]], [[Second Battle of Norsus]], [[Neutrality Crisis]]'' === Years 21-24: Battle of Nu-Zartar to Second Battle of Norsus === ''Main Articles: [[Battle of Nu-Zartar]], [[Second Battle of Norsus]], [[Neutrality Crisis]]'' === Years 25-Present: Renewed Warlord Offensives & Rift Incident === ''Main Articles: [[Rift Incident]], [[Operation Dawnhammer]]'' == Organization == The Peacekeeper Alliance has no de jure leader. Instead, the various alien states which make up its membership delegate representatives to influence its operations, with the [[Peacekeeper_Alliance#United_Empires_Assembly|United Empires Assembly]] acting as the principal legislating body. The Peacekeeper Alliance also comprises various decentralised agencies established to accomplish specialised tasks without the need for extraneous or inefficient management by the member states' governments. Some of these agencies exist to further scientific, economic or diplomatic goals. Others were made to bring together different interest groups to facilitate dialogue between representatives from the different member states. A small number of agencies were established for bespoke military purposes, usually answering to the United Empires Military Command and conducting their activities in secret, sometimes even to the governments of the member states. === Membership === Nations accede to the Alliance by becoming party to its treaties, thereby becoming official members of the United Empires Assembly and subjecting themselves to the obligations and privileges this confers. This necessarily entails relinquishing a degree of sovereignty to the Alliance in exchange for representation within its institutions and protection by its military forces. States that join the Peacekeeper Alliance officially occupy one of two designations: Combatant State or Protectorate State. Combatant States take on a larger responsibility in protection of their fellow members but enjoy much greater influence over the Alliance’s political proceedings. Protectorate States are not bound by treaty to dedicate military strength to defend their fellow members but are expected to contribute to the war effort by other means. Membership of the Peacekeeper Alliance is voluntary. While it could be argued that some alien nations are compelled to join by the otherwise inexorable threat of invasion by the Warlord Pact or third parties, the Peacekeepers avoid use of coercion to bolster their numbers. The Alliance exercises a degree of soft power to appeal to potential new members by maintaining diplomatic missions with alien territories on the frontier. The most significant factor in predicting a new member state’s recruitment is perhaps not their relationship with the Alliance but with the Pact: many alien nations lack the physiology, technology or resources to defend themselves against Warlord invasion and cannot reasonably expect admittance into the Warlord faction. ''See [[Peacekeeper_Alliance#Members|here for a list of noteworthy member states]] of the Peacekeeper Alliance.'' ==== Criteria for Accession ==== In order to become a member state of the Peacekeeper Alliance, a candidate must first be found to meet certain political, economic, technological and military criteria. The requirements for becoming a Combatant State are understandably more demanding and more stringent than for becoming a Protectorate State. ===== Combatant States ===== Combatant States are sovereign nations which have formally pledged their allegiance to the Peacekeeper Alliance. Although they have no official power over the independent governments of the Alliance’s other member states, the Combatant States typically wield significant political influence over the United Empires Assembly. While they have more sway over the direction of the Alliance as an institution, no one Combatant State holds executive power and all have a vested interest in cooperation with one another. Combatant States differ from Protectorate States in that they are bound by treaty to support other members militarily. Ratification of a new Combatant State necessitates an agreement to the Combatant State Charter. Conditions of this charter include, but are not limited to: * An agreement to follow the [[Peacekeeper_Alliance#Collective_Security_Doctrine|Collective Security Doctrine]]. * Prohibition of going to war with other member states. * Prohibition of claiming other member states' territory or resources without just cause (i.e. assisting the war effort). * Prohibition on use of [[Chemical_Weapon|chemical weapons]] against civilian populaces. * Prohibition on use of slavery in warfare or in military organisations. * Prohibition on the acquisition, stockpiling or transport of [[Biomatter_Swarms|Biomatter]]. The label ‘Peacekeepers’ is often used colloquially to refer to the Combatant States specifically. ===== Protectorate States ===== Protectorate States are nations which are officially aligned with the Peacekeeper Alliance but do not directly contribute military support to the coalition. Potential reasons for why a nation might identify as a Protectorate State might be their lack of military strength, small population, physiology unsuited for warfare or refusal to abide by the terms of the Combatant State Charter. Although Protectorate States exercise significantly less influence over the workings of the Peacekeeper Alliance relative to their Combatant State counterparts, their membership acts as a form of insurance against invasion by alien forces. In the event that a Protectorate State is attacked, Combatant States are obligated to use their superior firepower to protect them. This can act as an effective deterrent to potential threats for smaller or weaker nations, especially those on the Local Sector's frontier who have few allies. Despite being spared the requirement of donating military assets to the Alliance, the position of Protectorate State still assumes extensive responsibility. In return for security under the protection of the Peacekeepers' militaries, Protectore States must pay a taxes to the Alliance and defer to the United Empires Assembly in many foreign policy matters. Additonally, Protectorate States are expected to provide economic aid in times of disaster and forfeit new territory for potential colonisation. Some critics have likened the Peacekeeper Alliance to an extortion racket on account of the fact that smaller alien powers are sometimes left no choice but to register as a Protectorate States and pay into the coalition lest they left to the mercy of the Warlord Pact or other aggressive third parties. Defenders of the Peacekeeper Alliance argue that the membership is a two-way relationship and the coalition cannot be sustained without cooperation. === Collective Security Doctrine === The Collective Security Doctrine is the Peacekeeper Alliance’s official policy for the identification and resolution of unilateral threats to the Alliance’s member states. Its principal purpose is to establish a strategy by which the United Empires Military Command, the Combatant State militaries and colonial militias can coordinate collective defence of member states’ territories. The doctrine entails both military and civilian responsibilities for member states with regards to preventing infighting, strengthening territorial security and structural integration with organisations of other member states. The doctrine outlines the rules of engagement for fighting Warlord Pact forces and recognises the prerogative of Peacekeeper militaries to exercise various rights in order to abet the containment or subversion of Warlord forces, with the overarching goal of destroying the Warlord Pact itself. Under the Collective Security Doctrine, the Peacekeeper Alliance authorises the militaries of Combatant States to perform the following actions: * Deployment of navies or ground forces in the territory of other member states. * Appropriation or distribution of financial aid to support the war effort. * Requisition of assets to support the war effort (state-owned, corporate-owned or civilian-owned). * Use of technologies for moving through the [[Void]], such as [[Space_Travel#Warp_Drive|warp drives]], in combat zones. * Use of clandestine operations. The Collective Security Doctrine defines the procedure for minimising territorial concessions to the Warlord Pact and advocates for the liberation of Protectorate States who have been subjugated – a priority emphasised in Peacekeeper propaganda to the public. The doctrine rejects any strategy of appeasement of the Warlords but does make concessions for sacrificing territories or states with low military value to the Alliance – something which is not mentioned in propaganda to the public. === United Empires Assembly === === United Empires Military Command === === Military Forces === All military forces in the Peacekeeper Alliance abide by the Collective Security Doctrine. While not all report directly to the United Empires Military Command, the UEMC is responsible for coordinating operations that involve multiple Peacekeeper forces. The military forces of the Peacekeeper Alliance can be divided into three main categories: * '''Combatant State Militaries''' – The respective military forces of the Peacekeeper Alliance’s various Combatant States which are bound by the Combatant State Charter. These forces do not act at the discretion of the United Empires Military Command directly, but they may be called upon to follow UEMC directions and to cooperate with the militaries of other Combatant States. * '''Protectorate State Militaries''' – The respective military forces of Protectorate States. These organisations usually consist of minimal colonial defence teams or militia. They rarely operate outside of wherever they are already stationed. * '''United Empires Combined Forces''' – The military forces which report to the UEMC directly and cannot be deployed under the mandate of any single member state. One such an example is the [[Peacekeeper_Alliance#The_United_Empires_Crisis_Response_Corps|United Empires Crisis Response Corps]]. ==== The United Empires Crisis Response Corps ==== The United Empires Crisis Response Corps is a standing force composed of personnel from the Peacekeeper Alliance member states. Unlike the Combatant State militaries, it does not report to any single member state government and is instead directed by the United Empires Military Command directly. Although the corps is significantly smaller than any of the Combatant State militaries, it was conceived to be a quickly-deployable military force for crisis response scenarios, especially Warlord Pact incursions on the frontier. This would allow for Peacekeeper forces to respond to assaults in a selective and timely manner without redirecting the significantly larger and more logistically-demanding imperial militaries. Oftentimes, it is the corps’ responsibility to act as the spearhead for the larger military forces to get some headway. The Crisis Response Corps is primarily designed for defensive operations and responding to attacks instigated by the enemy. Typical roles for the corps include: * Extracting important personnel or assets. * Evacuating non-combatants. * Providing emergency humanitarian support. * Disabling ground-to-air and anti-orbital weaponry to assist the deployment of other Peacekeeper forces. * Securing supply lines. As a joint force, the Crisis Response Corps comprises ground troops, a navy and logistics and support divisions. The corps’ ranks consist of specially-selected soldiers from member state militaries and exploits the extensive diversity of its operatives’ backgrounds with a deliberate focus on interoperability of the various member states’ equipment, training, military doctrine and alien physiology. To some, the Crisis Response Corps represents the success of the Peacekeeper project and proof of what is possible through interspecies cooperation. To others, it is a stark warning of pervasive influence a military superpower can build by combining forces. == Members == === Combatant States === ==== Rach Cabal ==== ''Main Page: [[Rach]]'' *'''Years Active:''' [[Great_War#Year_1|Year 1]] – [[Great_War#Year_8|Year 8]], [[Great_War#Year_20|Year 20]] - Ongoing As a result of their evolution and history as a race obsessed with the clandestine, the Rach military operates on unconventional rules of engagement which capitalise on reconnaissance, sabotage and guerrilla warfare. While such strategies have their advantages, the weak conventional defences of Rach colonies left them open to attack from stronger foes. Recognising their vulnerability, the Rach founded the Peacekeeper Alliance to cultivate an array of powerful allies to help combat Warlord threats – particularly their sworn enemy, [[Margan Empire|the Margan]]. After [[Great_War#Year_5|their crushing defeat on their homeworld]] of [[Norsus]] and retreat into the [[Void]], the Rach military has undergone radical reinvention to meet the ever-increasing demands of the Great War. At the core of this is their bleeding edge technology that exploits travel through the Void for infantry, effectively weaponizing localised teleportation. ==== Nuveria Federation ==== ''Main page: [TBW]'' ==== Sauran Solidarity ==== ''Main page: [[Sauran Solidarity]]'' Since the moment the Solidarity joined the Alliance they have been fervent advocates for more cooperation between the various races and have proposed numerous projects and groups to do so. Sauran assistance with planetary and ecological repairs have been invaluable to the wellbeing of not only the aliens living within the Alliance but also the Alliance itself. The [[Sauran_Solidarity#Observers_of_Science|Observers]] meanwhile have made it their task to analyse the data of hundreds of battles and different technologies to keep any advantage against the Warlords while working to close the gap in the areas the Alliance lags behind. ==== Karahotdoum Magistrate ==== ''Main page: [TBW]'' ==== Empire of Diablos ==== ''Main page: [[Empire of Diablos]]'' *'''Years Active:''' [[Great_War#Year_4|Year 4]] - Ongoing The Empire of Diablos has emerged as the champion of the Alliance’s creed and an indispensable element of the Peacekeepers’ arm on the frontier. Their loyalty to the Alliance is impeccable, perhaps owing to their culture’s honour code that makes their allegiance to the cause of protecting the weak against the strong almost sacrosanct. The Empire’s warfare is characterized by its overwhelming aggression – a trait that has defined the actions of its Outer Fleet in pressing into Warlord territory. ==== Remusian Republic ==== ''Main page: [TBW]'' ==== Kastalian Survivors ==== ''Main Page: [[Kastalian Survivors]]'' ==== Delanic League ''(formerly)'' ==== ''Main page: [TBW]'' === Protectorate States === ==== Delani Remnants ==== ==== Dragoneteran Empire [Placeholder] ==== [[Category:Page]][[Category:Peacekeepers]][[Category:Factions]][[Category:BrandingHold]] m0el7r7dlwlhetfnq6jt3a6dkvcpcto Peacekeepers 0 1413 15159 2021-02-07T05:01:08Z Corv 30641571 Redirect 15159 wikitext text/x-wiki #REDIRECT [[Peacekeeper Alliance]] 5onw7mxsjtjvclbrqbni8l3ckt7vugg Phyzians 0 53 6405 2553 2017-10-09T01:29:56Z Amaker1450 26550035 /* Military */ 6405 wikitext text/x-wiki = The Phyzians = '''Sporecast Link:''' http://www.spore.com/sporepedia#qry=usr-e-ben%7C500188592712%3Assc-500629072833 '''Creator:''' e-ben == Philosophy == The Phyzians are a race of psychic theorists who, despite their cute looks, are battle-hardened warriors bent on revenge after a misunderstanding with several Peacekeeper empire desecrated their home planet. They are also famed theorists who have developed gadgets, such a wave-form warp drive. == Faction == Warlords == Homeworld == Quantos V, a world covered mainly by plains and tundra except for the subtropical and temperate bands of vegetation ringing the small tropical sea at its substellar point. The side eternally facing away from its sun is a subzero icescape. It is phase locked with its sun, a small red dwarf. == Description == The Phyzian are small, cobalt, thick-furred mammals with large golden eyes, and are extremely long-lived, lasting for around a thousand years. They can see most frequencies of the electromagnetic spectrum, and their large brains are capable of understanding and perceiving incredibly complicated equations and states such as four dimensions and the wave-form of particles. They are also prone to arguing, especially about theories and epiphanies, which the smartest ones come up with daily. They are utterly ruthless in battle, taking no prisoners and destroying whole worlds on a whim. == History == The Phyzians were a peaceful race, minding their own business in the cosmos, and although they possessed the means, they had never colonized any worlds beyond several nearby systems. They continued this way for hundreds of years, until they were caught in the crossfire between a Virisus colonization fleet that invaded their home planet and a Peacekeeper defense force that attempted to drive the Warlords out. When they decided to assist the Peacekeepers, their ships were mistaken as more Warlords and shot down. Believing that this was actually a Warlord planet, the Peacekeepers laid waste to the planet after defeating the Virisus fleet. With their cities and orbital colonies in ruins, and millions of the populace dead, the Phyzians vowed revenge on the Peacekeepers and spent five years mobilizing for the war. To this day, they have believed that the desecration was the Peacekeepers' fault, but they retain their fued with the Virisus for getting them into the mess in the first place. == Epic War Involvement == During five years of mobilization, the Phyzians have developed new military technologies and rival the Flytals in their ingenuity and sophistication. Now they are working on a new weapon that could spell disaster for the Peacekeepers in their first attack (which occurs during the adventure). == Culture == In contrast with their usually negative exchanges with other races, Phyzians are quite agreeable among their own, especially during trade and economics. They have a highly developed economy with virtually no inflation and use a currency called "Chrona" (As in ,"That will be twenty Chronas"). Many Phyzians work on or own mining vessels, as the Phyzians prize the rare mineral Ithirium, which has many properties useful to their technology, and will go to any lengths to get it, even if it means mining the core of a inhabited planet. They have a government based on military achievements, and their leader is elected from a council of generals and retains the leadership for as long as they keep getting elected. Their current leader is Auren Gyrus, a famed commander who was one of the first ones to fight back against the Peacekeepers. He has been leader for ten years, since five years after the Phyzians joined the war (since the intro adventure). The Phyzians do not have a god, or really any religion whatsoever, except that sometimes it may seem that they worship science. == Military == The Phyzian employ gorilla warfare (it's like guerilla warfare, but hairier) and specialize in ambush tactics such as dropping out of wave-form warp and wreak havoc (usually completely destroying their enemies, who have absolutely no prior warning due to their advanced cloaking technology), and then immediately warping away. [[Category:Page]][[Category:Inactive]] ps3sshcc5rvjt6tvu456yoqscwmin7g Piracy 0 1370 15695 14037 2021-02-25T00:22:21Z Corv 30641571 Changed redirect target from [[Pirates]] to [[Pirate]] 15695 wikitext text/x-wiki #REDIRECT [[Pirate]] amd3gre0jmj24i6e131rjj3ng2rgdt4 Pirate 0 1477 15694 2021-02-25T00:21:41Z Amaker1450 26550035 Created page with "Even before the [[Great War]], pirates operated throughout the galaxy and they exist as a persistent problem to this day. The majority of pirate attacks occur on interstellar..." 15694 wikitext text/x-wiki Even before the [[Great War]], pirates operated throughout the galaxy and they exist as a persistent problem to this day. The majority of pirate attacks occur on interstellar shipping lanes where pirate crews can loiter in lawless areas of space, waiting for vessels to arrive from [[Space_Travel#Faster-Than-Light_Travel|Faster-Than-Light Travel]] so that they can be seized before they can recharge to jump again. Another sizeable proportion of pirate attacks occur on lightly-defended colonies where imperial presence is minimal – it is for this reason that so many colonies employ mercenary garrisons. Pirate activity is primarily conducted away from the territories of powerful alien empires and most pirate bands hide out on uncolonized worlds where they are unlikely to be detected. Some pirates build secure bases, usually by inhabiting abandoned military stations or seizing control of civilian settlements. While some alien races’ cultures mean that a sizeable proportion of their populace are pirates, such as the [[Nalstros]], countless species are involved in piracy and pirate crews are often composed of aliens from various species. There is little comradery between pirate bands and it is not uncommon to stumble across pirate spacecraft which have been destroyed and looted in turn by other pirates. Although pirates can be devastating to merchant businesses and colonial initiatives, they are severely outmatched by the firepower of imperial militaries. Pirates usually steer clear of [[:Category:Warlords|Warlord]] or [[:Category:Peacekeepers|Peacekeeper]] warships, only attempting to seize smaller an less heavily-defended vessels. [[Category:Public Access Page]][[Category:Page]] npz8nwv37rq3btww3xtzci33b7me02g Planaer System 0 1364 14044 14020 2020-08-14T17:48:12Z Amaker1450 26550035 No 14044 wikitext text/x-wiki #REDIRECT [[Planear System]] 0lx4d3b7hwfw69polpe0k4dnjf24dbl Planear System 0 1367 14019 2020-08-14T11:13:23Z Corv 30641571 Created page with "A star system that contains the megastructure [[DGRW Cluster One]] and the planet [[Aisumer]], the current homeworld of the [[Remusians]]. The centre of the system is a class-..." 14019 wikitext text/x-wiki A star system that contains the megastructure [[DGRW Cluster One]] and the planet [[Aisumer]], the current homeworld of the [[Remusians]]. The centre of the system is a class-G Red dwarf named Fontayn. [[Category:Page]][[Category:Systems]][[Category:Locations]] hyv89vfmeqslk5w5am25i9xp5xyd7cm Plasma 0 1185 12282 12281 2020-01-27T05:07:42Z Amaker1450 26550035 Redirected page to [[Plasma Technology]] 12282 wikitext text/x-wiki #REDIRECT [[Plasma Technology]] 8mqob1wi4ymrgq4fzqsquonxm38a9xl Plasma weapon 0 1429 15353 2021-02-12T06:18:13Z Amaker1450 26550035 Redirected page to [[Plasma Weapon]] 15353 wikitext text/x-wiki #redirect [[Plasma Weapon]] 7hub6s1g7no956406a6c30ljq8mecvo Plasma weapons 0 1428 15351 2021-02-12T06:17:29Z Amaker1450 26550035 Redirected page to [[Plasma Weapon]] 15351 wikitext text/x-wiki #redirect [[Plasma Weapon]] 7hub6s1g7no956406a6c30ljq8mecvo Poisons 0 1466 15623 2021-02-21T03:22:45Z Amaker1450 26550035 Redirected page to [[Poison Weapon]] 15623 wikitext text/x-wiki #REDIRECT [[Poison Weapon]] c5olqb8ek10os6fnz35x3zxo4on6vcp Power Armor 0 835 7539 2018-04-03T11:03:29Z Amaker1450 26550035 Redirected page to [[Body Armor]] 7539 wikitext text/x-wiki #Redirect [[Body Armor]] 80dihaznxcowrjn0t3niuuny62wpqao Power armor 0 838 7733 2018-04-12T00:37:02Z Amaker1450 26550035 Redirected page to [[Body Armor]] 7733 wikitext text/x-wiki #redirect [[Body Armor]] pd0rarfshtgihlp24deyv2eci4u9dh2 Projectile Weapon 0 792 16418 15824 2021-05-08T03:00:07Z Amaker1450 26550035 /* Magnetic Ammunition */ 16418 wikitext text/x-wiki A '''projectile weapon''' is any weapon that utilizes solid projectiles such as bullets, shells, flechettes, spikes, or missiles. == Overview == Though they are the oldest ranged weapons still in use, projectile weapons remain a staple across the galaxy, seeing use even in some ancient societies. Their success can be attributed to their ruggedness, low costs, and versatility thanks primarily to their ability to use a wide variety of munitions. == Categories == === Ballistic Weapon === Ballistic weapons chemical propulsion to propel bullets, shotshells, shells, or micro-missiles. counterparts. Though arguably archaic compared to [[Energy Weapon|energy weapons]], ballistic weapons continue to be used by many nations across the galaxy thanks to their low cost, versatility, and overall simplicity. They generally lack the more complicated and delicate components found in some energy weapons, making them easier to clean and repair in battlefield conditions. Ballistic weapons are widely regarded as a jack of all trades; they can engage any given threat, but will always be outclassed by their more specialized counterparts. For example, armor-piercing ammunition will always be weaker than plasma, but will generally possess longer range and is less prone to overheating. The primary drawback of ballistic weapons is logistical. Armies can burn through millions or even trillions of rounds in a short span of time, necessitating that troops regularly receive fresh ammunition; even a single missed delivery can have dramatic consequences on a tactical level. Armies will often limit the number of distinct cartridges they employ so as to lessen the burden. ==== Ballistic Ammunition ==== Ballistic weapons can be loaded with several different types of munitions. * '''Armor-Piercing Cartridge''' Due to the widespread use of powered armor, armor-piercing cartridges have become the standard across the galaxy. * '''Depleted Uranium Cartridge''' Depleted uranium ('''DU''') cartridges utilize Uranium-238 for better armor penetration. They are especially common in space as they pose no threat to the local environment. * '''Tracer Cartridge''' Tracer cartridges are projectiles with a built-in pyrotechnic charge that makes the bullet's trajectory visible, allowing the user to make on-the-spot corrections to their aim. They are also occasionally used to mark specific targets for concentrated fire. * '''Incendiary Cartridge''' ''See also: [[Incendiary Weapon]]'' Incendiary ammunition contain a flammable compound that ignited upon contact. They are predominantly used to destroy materiel and eliminate lightly-armored targets. * '''Acid Cartridge''' ''See also: [[Acid Weapon]]'' Acid cartridges contain a small amount of corrosive acid which is released upon contact with a target. The acid will proceed to slowly burn through target. * '''Poison Cartridge''' ''See also: [[Poison Weapon]]'' Poison cartridges are laced with poison designed to kill within hours or minutes of contact. * '''Pathogen Cartridge''' Used particularly often by the [[Margan Empire#The_Reaper's_Fist_Dynasty|Reaper's Fist]] of the [[Margan Empire|Margan dynasties]], pathogen rounds are similar to poison rounds, but have instead been laced with biological agents. * '''Crystal Cartridge''' Another creation of the Margan, crystal rounds are bullets with a small crystal inside of the round. Upon contact, this crystal embeds itself inside of the target, prompting crystal growth and poisoning the victim. The Repzork have developed their own version. * '''Explosive Cartridge''' Explosive rounds are designed to pierce a target's armor and then explode. They are especially powerful against unarmored targets such as many [[Biomatter Swarms|Biomatter]] strains. * '''Micro-Missiles''' Also known as micro-rounds (or micro-shells for shotguns), micro missiles, like cartridges, come in a variety of formats and are effective against most targets. Micro-shells typically possess shorter range than standard shotguns due to their limited fuel reserves, but are significantly more powerful. Due to their size and weight, micro-missiles are often loaded into a dedicated weapon or gun attachment. === Needle Gun === Needle guns are functionally similar to [[Ballistic Firearm|ballistic firearms]] with the exception that they utilize razor-sharp flechettes instead of cartridges. Most flechettes are designed to break apart once they enter the target, producing grievous injuries that are difficult to mend on the battlefield; most victims die from blood loss within the first few minutes of being struck. As a result, some nations have either limited or outright banned the use of needle weapons on the battlefield. Though very effective against soft targets, flechettes are ineffective against most forms of armor plating. The prolific use of [[power armor]] has thus rendered needle weapons largely ineffective outside of niche circumstances. Dedicated engineers have sought a means to overcome this weakness with limited success. ==== Needle Ammunition ==== * '''Flechettes''' Known also as '''needles''' or '''pins''', the standard round is little more than a razor sharp needle. * '''Poison Flechettes''' ''See also: [[Poison Weapon]]'' Poison flechettes are laced with toxins and/or biological agents. * '''Crystal Flechettes''' Crystal flechettes use [[marganite]] in place of standard metal flechettes. Though both toxic and boasting better armor penetration, they are still not as effective as standard armor-piercing ammunition. * '''Explosive Darts''' Explosive darts are flechette-like projectiles fitted with a small explosive set to detonate once the flechette has embedded itself into a target. === Magnetic Weapon === Magnetic projectile weapons use magnetic forces to propel projectiles at speeds far exceeding traditional ballistic weaponry. There are two forms of magnetic weaponry: '''railguns''' and '''coilguns'''. ==== Railgun ==== A standard railgun has three main components: a power generator, two conductive rails, and an armature which connects the two tails. When electricity flows into the rails and armature, it forms a circuit, creating a magnetic field around the rails which then propels the projectile at hypersonic velocity. The power of a railgun is proportional to the length of its rails and the output of its generator. Railguns can reliably hit targets several kilometers away and boast unrivaled armor penetration compared to other projectile weapons. In fact, they sometimes overpenetrate their target and hit whatever was behind it. As a result, railguns are a common sight on the battlefield and have been produced in numerous formats ranging from infantry weapons to starship cannons. Railguns are limited by their relatively slow rate of fire. The weapon produces a substantial amount of heat each time it fires and needs time to both recharge and to cool. The heat also degrades the rails with each shot, necessitating that the rails be replaced after a certain number of uses. Additionally, the rails and cooling vents need to be kept clean at all times so as to ensure that the circuit performs properly. ==== Coilgun ==== Coilguns use electromagnetic coils to propel a ferromagnetic projectile at high velocities. Coilguns consist of a series of coils arranged around the weapon's barrel. When electricity flows into the coils, it creates a magnetic field which centers the round within the rearmost coil. Once it is in place, the coil is deactivated and the round is sent to the next coil, repeating the process and increasing the round's velocity. Compred to railguns, coilguns are more mechanically complex, and thus more expensive, but they do not produce as much heat, and thus do not require as much maintenance. They also have a faster rate of fire, but lack a railgun's armor-piercing capabilities. As a result, armies which use both tend to employ railguns as dedicated anti-armor weapons and coilguns as infantry weapons. ===== Magnetic Ammunition ===== Magnetic projectiles are generally referred to as sabots to avoid confusion with other types of ammunition. All sabots are required to be magnetic to some degree for their weapons to function properly. * '''Sabot''' Sabots are standard magnetic rounds. Instead of relying on explosives, stakes rely on pure kinetic force to penetrate armor. * '''Depleted Uranium Sabot''' Depleted uranium sabots boast superior armor penetration to standard stakes. * '''Marganite Sabot''' Marganite sabots possess a Marganite-tipped projectile. * '''Explosive Sabot''' Explosive sabots are two-phase projectiles which pierce the target before exploding. * '''Antimatter Sabot''' Antimatter sabots use a core of stabilized [[Energy Weapon#Antimatter|antimatter]] which produces an immense explosion upon detonation. Because of their destructive potential, antimatter sabots are employed almost exclusively in space. A notable example is the main gun of the Helia-class dreadnought of the [[Repzork]] [[Star Navy]]. [[Category:Weapons by Category]][[Category:Public Access Page]] [[Category:Page]][[category:BrandingHold]] eznnqmgogx1gg18pe4egbd4g5r021qo Projectile weaponry 0 1485 15752 2021-02-28T01:45:59Z Amaker1450 26550035 Redirected page to [[Projectile Weapon]] 15752 wikitext text/x-wiki #REDIRECT [[Projectile Weapon]] hga8ggcvw60i5spil17nfg5yydi8qwf Projectile weapons 0 1424 15312 2021-02-11T05:52:23Z Amaker1450 26550035 Redirected page to [[Projectile Weapon]] 15312 wikitext text/x-wiki #REDIRECT [[Projectile Weapon]] hga8ggcvw60i5spil17nfg5yydi8qwf Pronunciation 0 79 14073 14072 2020-08-28T17:30:03Z Amaker1450 26550035 /* Other */ 14073 wikitext text/x-wiki Ever found yourself pronouncing "Betel" as "Beetle"? Ever twitch uncontrollably as a fellow EAW member mispronounces "Drew"? Well set the record straight! Put the proper version on the following page. (Please keep in Alphabetical Order) ==Empires== '''IAE''' - eye-ay-ee (I don't take no chances) '''Necraal Sovereignty''' - neck-rah-al sov-reign-ty (Derp) '''Repzork Empire''' - Rep-Zork ==Important People== ===IAE=== '''Arzen G. Semorron (Grand Marshall)''' - Ar-zen Sem-er-un '''Damaran Brosak (Admiral)''' - Dam-uh-rin (or Dam-ar-an) Bro-zak '''Daro Vitran (General)''' - Dar-oh Vih-tran '''Kalai Z. Enleru (High Admiral)''' - Kuh-lie En-lair-oo '''Kemmo Daedion (Senator) ''' - Kem-oh Day-dee-un '''Lundura (Lady Itzal)''' - Lun-dor-uh '''Rima Shrodalsi (Supreme High Almirant)''' - Ree-muh Sh-ro-dahl-see (All-mer-ont) '''Telan Merodac (Admiral)''' - Tell-in M-air-oh-dak ===Necraal Sovereignty=== '''Horr'or (Former King)''' - Whore-oar (I shit you not, thats how you say it) '''Bael'thir (Prince)''' - Bail-thir '''Sa'i (High Lord)''' - Sigh (Bet your having a great laugh right now, arent you faggot?) '''S'ile (Prince)''' - Sigh-el '''Ro'as (First Lord of the Sor)''' - Row-az === [[Repzork Empire]] === '''Alivaris (princess)''' Ali-vair-is '''Elseron Nethali (General)''' - El-sar-on Ne-thal-i '''Karetath (Crown Prince)''' Kar-e-tath '''Likana Raldalvi (High General)''' Li-kana Ral-dahl-vi '''Orvah (Diplomat)''' - Or-vah '''Vailovi (Empress)''' - Veil-ovi '''Zervath (Emperor)''' - Zer-vath '''Zurar Azakeia (High Admiral)''' - Zu-rar Aza-kaia ==Planets/Systems== '''Ivn (Necraal Homeworld)''' - eye-vin '''[[Kovas]] (Galderan Homeworld)''' - Ko-vas '''Norsus (Rach Homeworld)''' - Nor-sus ==Species/Races== ===IAE=== '''Croylarys''' - Croy-lars '''Euskanians''' - Yoo-skay-nee-ins '''Nesaprosia''' - Nes-uh-pro-shuh '''Reevit''' - Ree-viht ===Necraal Sovereignty=== '''Necraal''' - Neck-rah-al '''Virisus''' - Veer-ee-sus '''Phaeris''' - Fay-ris ===Transmetallic Confederation=== '''Aumpnuuk''' - Omp-nook '''Chromium''' - Crow-mee-um '''Renduura''' - Ren-der-a '''Zn''' - Zee-enn ===Other=== '''Betel''' - Bay-tell '''Margan''' - Marr-Gan (Gan rhymes with van) '''Rach''' - Rahch (Rhymes with match) [[Category:Page]] ki4loxci7fb3kplexi9y87x3q46z6rz Pyre-Tech 0 875 8557 8552 2019-01-18T20:22:11Z Amaker1450 26550035 Adding tags for organizational purposes. 8557 wikitext text/x-wiki Placeholder for the Syndicate company, Pyre-Tech. [[Category:Page]][[Category:Asanian Syndicate]] 8s35ffo3maw2qtz1jp1r73bxtlc0jzg Quantum Strategic Integration Refit 0 997 17090 9529 2021-11-17T03:21:17Z Amaker1450 26550035 17090 wikitext text/x-wiki Quantum Strategic Integration Refit (QSIR) was the [[Luminarian Navy]]'s principal modernization program from the post 2nd Norsus era onwards. QSRI was envisioned to create new ship hulls, systems and weapons based on research from [[Quantum Analysis Wing]] of the [[Luminarian Combined Intelligence Divison]]. Originally begun during Year 10 of the [[Great War]], QSIR primarily began creating new combat, communications, sensors, ECM and ECCM packages to update existing Schism-Era and Post 1st Norsus ships. Development on new weapons and hulls only begun in Year 14, when the Zaretian front begun to die down. QSIR's sought to update the Luminarian Navy with cutting edge technology to better face new threats such as the threat of the [[Margan Empire]], as well as prepare for combat with the Luminarian Empire and potential new threats seen in the Betel Theatre. The 5 main goals of QSIR are: *Eliminate the threat of hostile shockjumps *Reduce the time needed to rapidly redeploy forces on a strategic level *Improve the survivability and reduce the logistical strain of existing and new ships *Create new and independent ships that can also operate as group leaders. *Further restrict enemy deployments through the use of new strategic deterrents. ==Ships Created== *[[LNBs Herrscherin]] *[[LNFg Kataphraktoi]] *[[LNF Monokeros]] ==Systems Created== *[[PRAECIS Combat Management System]] *[[REPUDIUM Electronic Warfare Suite]] *[[VERDRANGEN Quantum Barrier]] *[[ERINNERN Quantum Displacement Field]] *[[PROPHULAKTIKOS Active Armor Suite]] *[[KUKLOS Multilayered Shielding]] ==Weapons Created== *[[Selah SuperHeavy Quantum Beam]] *[[Caelestis Heavy Quantum Beam]] *[[Kaustos Quantum Beam]] [[Category:Luminarians]][[Category:Legacy Lore]][[Category:Page]] 6ulqeenpesuyrbztubkfrkzhjdr20kp RSC Byervid 0 1001 17082 9658 2021-11-17T03:18:48Z Amaker1450 26550035 17082 wikitext text/x-wiki {{ShipInfo | image = [[Image:Byervid.jpeg|400px]] | name = Byervid-Class Frigate | role = Close-Quarters Frigate | built = Variable Requisitioning | length = 300m | 1stapp = Unknown, but I bet it was cool | inservice = X - Present | race = [[Betel Recyclers]] }} The Byervid was designed specifically around the Betel doctrine of close combat. A reinforced chassis not only lets the frigate absorb more hits, but enables it to execute devastating ramming maneuvers. Even more impressive are the propulsion systems - Byervids are not just fast, but boast considerable turn speeds and the ability to overdrive the engines for a powerful collision. While well armoured, they focus that durability on frontal armour, meaning attacks from behind can be devastating. Spear Captains must take care to cover the frigate for the Shield Captain. Typically, Byervid Spear Captains choose fighters as their on-board strikecraft for this purpose. Two flanking Lado Lasercannon turrets allow hitting targets on the move and cover wide arcs to discourage enemy light capital attacks. However, compared to other ships in a similar class its overall ranged firepower is lacking. Boarding operations are common with Byervids. Rams may even punch a rift into a hull and allow direct EVA-based boarding, though boarding pods remain safest. Even if the damage does not expose a entry point, the crew is at least close enough to run external sabotage operations on ships or even infiltrate hangar bays with enough patience. ==Development== ===Origin=== The Byervid is named after the founder of the Sky Spears, [[Betel_Recyclers#High_Chancellor_Nol_Byervid|High Chancellor Nol Byervid]] ===Production=== Like most Sky Spear frigates, the Byervid is requisitioned via the Sky Commission from various companies ranging wildly in size and location. As a result, while this class of ship is mostly standardized different ships may possess unique quirks or varying quality of armour and weaponry. ==Armaments== {| class="wikitable" ! Weapon Type ! Amount |- | Lado Lasercannon Turret | 2 |- | Fighter Catapult & Bay | 2 |- | Boarding Pod Launchers | 4 |} Like all non-strikecraft Sky Spear ships, the Byervid carries [[Betel_Sky_Spears#Organization|Marauder]] squads for boarding offense and defense. A Byervid typically carries '''8 Marauder Squads''', but that number can vary. ''Note: They probably have some kind of light point defense beyond the two Lado'' ==Variants== ===Burster Mod=== Against strikecraft-heavy enemy forces, it may be prudent to swap out the two Lado turrets for Hammerblast Flak Cannons, large area of effect point defense. [[Category:Betel Recyclers]][[Category:Legacy Lore]] 2byqb1tru4wcn6bmqe8z8u3iksvcku3 RSC Holnok 0 998 17083 9657 2021-11-17T03:19:03Z Amaker1450 26550035 17083 wikitext text/x-wiki {{ShipInfo | image = [[Image:Holnok.jpeg|400px]] | name = Holnok-Class Frigate | role = Assault Frigate | built = Variable Requisitioning | length = 350m | 1stapp = Good Question | inservice = X - Present | race = [[Betel Recyclers]] }} The Holnok is a common ship used to fill the ranks of Sky Spear Companies. Primarily it is used as fire support to combat light to medium class capital ships. Despite their artillery role, these ships will close to short range to avoid counter-barrages by heavy ship cannons. Sky Spear doctrine recommends pushing behind tougher or larger allied ships to protect the front while broadsiding parallel enemy ships they pass by. To accomplish this, the ship has admirable forward thrust to close the distance, but only marginal maneuverability. The slow turn rate can make pulling off successful broadsides tricky, but with skill Shield Captains can take advantage of the main guns' recoil to achieve quicker turns at the expense of ammunition. The Holnok carries up to six strikecraft in single-ship armoured hangar bays. Despite protective plating, these hangars are more vulnerable than the rest of the side hull, and should be seen as weakpoints. To counteract this handicap, experienced Holnok Shield Captains may micromanage longitudinal rolls to absorb hits with tougher underbelly armour. While older than most ships still in mass production, the Holnok has proved a reliable base. Incremental improvements to the main cannons and regular retrofitting by crew and command alike have kept it up to date with the typical Betel fleet. ==Development== ===Origin=== ===Production=== Like most Sky Spear frigates, the Holnok is requisitioned via the Sky Commission from various companies ranging wildly in size and location. As a result, while this class of ship is mostly standardized different ships may possess unique quirks or varying quality of armour and weaponry. ==Armaments== {| class="wikitable" ! Weapon Type ! Amount |- | Arphaxad-Shell Cannon | 4 |- | Lado Lasercannon Turret | 1 |- | Armoured Strikecraft/Cargo Bays | 6 |- | Boarding Pod Launchers | 4 |} Like all non-strikecraft Sky Spear ships, the Holnok carries [[Betel_Sky_Spears#Organization|Marauder]] squads for boarding offense and defense. Holnoks typically carry '''6 Marauder Squads''', but that number can vary. If a Holnok is transporting [[Photon Gunships]] or other troop-transports in its hangars the number can be expected to be much higher. ''Note: They probably have some kind of light point defense beyond the Lado as well'' ==Variants== ===Torrent Archetype=== The single-shot Arphaxad-Shell Cannons are swapped out for Fastburn Rocket Arrays that can launch salvos of unguided missiles. While more vulnerable to point defense, the successive shots can puncture multiple layers of hull defense with more explosive force. ===Budget Mod=== The top mounted Lado turret can be expensive to implement for some producers. As such, there are a small percentage of Holnoks are instead armed with an armour-piercing ballistic repeater turret or similar replacements. This practice was typical in initial production runs, but has decreased in frequency as the war has gone on. [[Category:Betel Recyclers]][[Category:Legacy Lore]][[Category:Page]] 0oxxqhjviekcjp5rm3z13i1hk8t62at RSC Irukon 0 1003 17084 9804 2021-11-17T03:19:17Z Amaker1450 26550035 17084 wikitext text/x-wiki {{ShipInfo | image = [[Image:Irukon.png|400px]] | name = Irukon-Class Destroyer | role = Assault Destroyer | built = Sky Commission Shipyards | length = 630m | 1stapp = Sometime after they started fighting Repzork maybe | inservice = X - Present | race = [[Betel Recyclers]] }} ==Development== ===Origin=== Named after the current Sky Spear Overlance Tachko Irukon. ''Main article: [[Ambush over Joldi]]'' The [[The Xeverra|Xeverra]] had been phasing out their medium capital assets in favour of larger ships and greater emphasis on strikecraft. In a battle over the rocky desert military installation of Joldi, Overlance Venerad planned to lure the Xeverra into an engage. Falsifying easily-intercepted communications, the Xeverra arrived anticipating the interception of an armed convoy. On the Xeverra theatre, the Sky Spears were deploying exclusively non-standard ships in the middle-size tier. Bulwark Tachko Irukon was given command of the 5th Company, which had been recently granted several spears worth of medium ships. During the battle Tachko displayed both his own tactical prowess and the value of light destroyer-class vessels against typical Xeverra tactics. The victory in space at Joldi would lead to the long and difficult development of the Irukon. It would also lead eventually to Tachko's promotion to Overlance and provide the namesake for the destroyer. ===Production=== The Irukon is one of a handful of advanced designs constructed exclusively at Golden-Face supervised Sky Commission dockyards. This means they are only deployed in small numbers compared to smaller designs, but meet certain standards. ==Armaments== {| class="wikitable" ! Weapon Type ! Amount |- | Heavy Lado Twin Lasercannon Turret | 2 |- | Spinal Arphaxad-Shell Cannons | 4 |- | Hematite Twin Howitzer Turret | 2 |- | Boarding Pod Launchers | 18 |- | Large Strikecraft Hangar | 2 |} Like all non-strikecraft Sky Spear ships, the Irukon carries [[Betel_Sky_Spears#Organization|Marauder]] squads for boarding offense and defense. An Irukon typically carries '''25 Marauder Squads''', but that number can vary. ''Note: They probably have some kind of point defense'' ==Variants== ===Selective Archetype=== A version of the Irukon that drops the Heavy Lado Lasercannons in favour of banks of highly accurate heavy Caliber anti-strikecraft cannons. Normally only used for ground based military installations, the usage of Calibers in space can eliminate heavy strikecraft effectively and before they can reach striking distance. Selective archetypes can shut down strikecraft reliant navies like the Xeverra, but the loss of firepower severely hampers them against larger targets. It also overspecializes the ship to ballistics alone. ===Umbrella Mod=== To radically support Sky Spear doctrine, some Irukons completely forgo the spinal Arphaxad-Shell cannons in exchange for a powerful forward shield generator that builds on technology used for planetary residential shields. The shield covers an half-ovoid shape that can cover allied ships behind it. This mod promotes the forward push that closes to melee range by shielding ships from long to medium range fire. [[Category:Betel Recyclers]][[Category:Legacy Lore]][[Category:Page]] ps8h4zxf78djhkbufyazz9j1o0fp646 RSC Satchel 0 1260 17085 12950 2021-11-17T03:19:26Z Amaker1450 26550035 17085 wikitext text/x-wiki {{ShipInfo | image = [[Image:RSC Satchel.jpeg|400px]] | name = Satchel-Class Frigate | role = Light Battle Carrier | built = Various | length = 400m | 1stapp = Sometime after they started fighting Repzork | inservice = X - Present | race = [[Betel Recyclers]] }} ==Development== ===Design=== ===Production=== While initially produced solely at Sky Commission Shipyards, the Satchel was very quickly outsourced to many of the more modern independent shipbuilders who had been expanding their production capabilities. Because of the focus on turret-based weaponry rather than integrated structural weapons, further outsourcing can be done to smaller operations to produce the turrets separately. It may not be as cheap to build as a Holnok or Byervid, but is quickly becoming a cheap, in-demand option. One flaw that came up after initial production runs was that the front hangers experienced unusual amounts of wear and tear in transit. Rather than necessitating constant power expenditure on frontal shields, some production companies created makeshift Cap-ships that could attach to the front. Without drives of their own, these cap-ships would normally get scrapped for parts, but some enterprising engineers have modified and leveraged them for extra functionality. ==Armaments== {| class="wikitable" ! Weapon Type ! Amount |- | Muxer Twin Railgun Turret | 4 |- | ShardCannon PD Turret | 2 |- | Boarding Pod Launcher | 4 |- | Large Strikecraft Hangar | 2 |} Like all non-strikecraft Sky Spear ships, the Satchel carries [[Betel_Sky_Spears#Organization|Marauder]] squads for boarding offense and defense. Satchel Frigates typically carries '''8 Marauder Squads''', but that number can vary. ==Variants== ===Lockdown Archetype=== Before Bazkas were widely adopted, the onboard fighter craft proved to be insufficient at intercepting enemy strikecraft. To solve the problem, small handfuls of Satchels with their easily-modified turret mounts swapped to an entirely Hammerblast Flakcannon based loadout. While this archetype is rarely produced now, many still exist and have proven useful as a closer range point defense support option to the Bokat [[Category:Betel Recyclers]] [[Category:Page]][[Category:Legacy Lore]] 7z756qmkb7aekezx1hth21dpv13t248 RSC Uze 0 1194 12949 12423 2020-04-28T18:31:38Z AmadeusReborn 30459495 12949 wikitext text/x-wiki {{ShipInfo | image = [[Image:Uze.jpg|400px]] | name = Uze-Class Dreadnought | role = Dreadnought (Special) | built = Sky Commission Shipyards | length = 2400m | 1stapp = | inservice = X - Present (limited use) | race = [[Betel Recyclers]] }} ==Development== ===Origin=== Tzuriel Uze was an ex- Shield Captain that served during the Doisu wars. Retiring after its conclusion, Tzuriel managed to acquire a Scavenger ship and setup a low-key scavenging operation somewhat close to Repzork territory. In time, Tzuriel’s operation expanded into one of the larger scavenging operations in the region, which as a result, also led to some small skirmishes with Repzork forces. Tzuriel, seeing that Repzork patrols could soon become a threat, begun work on refitting his scavenger ship. Expanding the ship by accretion, adding new armor, weapons power systems in a cascading and almost biological growth. When the war between the Betel and Repzork finally broke out, Tzuriel Uze would use his personal flagship to protect the many scavengers under his command, scoring several surprise victories over the Repzork, their captains expecting small lightly armed betel vessels were completely caught off guard by a 2.4km heavy warship bearing down on them. The Golden Face, who were at that time looking for anything to stem the overwhelming Repzork push took notice of Tzuriel Uze and his ship. Eventually, they managed to create a replica of Tzuriel Uze’s flagship and pressed them into service. Since then, the Uze Dreadnought has been used as a crushing blow in betel military operations and is commonly captained by Bulwarks who prefer a more aggressive ship then either the Destriant or Exohull. ==Armaments== {| class="wikitable" ! Weapon Type ! Amount |- | Bow Mounted Railguns | 6 |- | Muxer Twin Railgun Turret | 14 |- | Torpedo Tubes | 6 |- | ShardCannon PD Turret | 24 |} oxnpill76oqejoagkzvvltcnt9r9hs5 Rach 0 707 17167 6555 2021-11-17T17:21:48Z Amaker1450 26550035 17167 wikitext text/x-wiki Made By: RaptorZefier <center> [[File:Rach_Treasure_horde1.JPG]]<br> <big><b>The Rach</b></big><br> </center> ==Summary== The Rach are arguably one of the greatest thieves in the universe. Bred into their very nature is a love for infiltration, theft, and speed. To them they are the dashing thieves of the day of yore, and the universe is a treasure room waiting to be plundered. Each Rach individual practices the art of theft, sleight of hand and stealth from the time of birth instinctively. It's not only a part of their culture but the defining centerpiece of it. Despite this, the Rach have strong bonds and are fiercely loyal to those they perceive as friends and allies. Despite their innate cowardice and 'flight over fight' philosophy they can be fierce opponents that in times of great need will stand against their foes as bravely as any warrior race. It is not their strength, but their cunning, guile and speed that defines the Rach. Unfortunately it was this they took with them into the abyss when they disappeared. ==Biology== Rach Biology is curious. They are very thin creatures, standing on two legs with three-toed feet and having four fingered hands. They have reptilian like mouths lined with sharp teeth made for rending flesh, being a predatory race by nature. Their arms have two joints, an elbow and a 'secondary elbow', making their arms extremely flexible. They have green scales that are covered in colored blotches. When camouflaged these blotches expand to cover the Rach's entire body and take the color of their surroundings to create a chameleon-like camouflaged appearance. Their backs are lined in leaf-like apendeges which are grown and shed through the Rach's life. These appendages are purely for camo among plants. Rach live roughly as long as the average human. 100 Being the venerable age for them. They reproduce sexually between a male and female. The female laying 1 - 4 eggs which have an incubation period of 7-8 months. Rach have very keen eyesight, and their brains are remarkably advanced. Rach don't have a particularly higher IQ then most other races, the increased brain size is primarily for helping with camouflage control and body management. Rach have an incredibly advanced nervous system, so sensitive that they can detect even movements in the air. It allows them to better judge and control their own movements when sneaking. ==Culture== The Rach have a very curious lifestyle. They grew up as small predators on their home planet, primarily egg thieves and hunters of small game. They lived in tight-knit family groups and often pooled food together, so all in a family were guaranteed a good meal so long as most of the group had success hunting. Egg theft was their primary method of getting food, eggs of various creatures on their home planet were very nutritious and very plentiful given no creature on their home planet gave live birth. That being said the art of sneaking into another creatures nest, and making away with eggs became the centerpiece of their survival. Theft played a huge part in their development as they became more intelligent. Tribes had long mastered the art of stealing from animals and got to the business of stealing from one another. Rach history is a littered mess of wars and political tensions starting and being settled over petty theft. Wars were also not fought in the traditional way other races would see it. Rach saw war not as marching armies across a field, but harassment, hit-and-run tactics and abuse of superior mobility. Territorial lines were meaningless to the Rach because entire armies consisted of fast moving stealthy Rach troops and bikes (Which the Rach quickly learned to love) which simply ignored territory lines with various flanking maneuvers. War was almost more like a positional battle, whoever had the best flanking positioning being the victor. It skewered their vision on how wars should be fought, and cost them later. The industrial age of the Rach brought vehicles to the forefront along with machines. Rach were so obsessed with stealth that they had actually invented cloaking technology prior to space faring ships. Bikes were the favored vehicle of the Rach, they were fast, agile, flexible, and generally everything the Rach loved. Even in their latest stages Rach Bikes were still the primary vehicle of both the Rach civilian and military composition. Upon entering space, the Rach quickly discovered the presence of other sentient races and were thrilled. This was their dream come true, a universe filled with various races to steal from and all sorts of wondrous sights to see. Initial Rach relations with aliens was rocky at best and neigh catastrophically close to war at worst. It took them a while to grasp the concept that other sentient beings didn't appreciate their theft, and for a time many Rach simply became pirates or broke off from the Rach government to continue their theft without the fear of political backlash. In that time, the Rach had a very bad reputation. Their economy however, had boomed in very short order due to the influx of goods from various species. The Rach empire quickly became -very- rich indeed and started a two-fold campaign. One was to improve relations with other races so as to avoid war, the other was to spread their empire in a mass campaign to reach out to the stars. It was at this point the Rach ran into their first couple hostile races, which would soon join the Warlord faction. The Rach weren't sure what to make of them at first. The Rach weren't strangers to war but to obliterate species for any reason was unheard of. The Rach had a simple policy, 'Let live to steal from another day', to them destroying another species was destroying an avenue of theft that should never happen. The Rach saw these hostile races as targets then, when other races began to stand up to them. To help influence wars they would harass and pirate supply lines to death. Making away with massive amounts of valuable goods and spice. They effectively destroyed these empires from the inside, who were unable to support their wars when their supply lines were being ravaged. They ran into some species, that were not so easy to pirate from. One of mention is the Margan, their almost psychotic level of paranoia making them all but impossible to sneak up on even for the Rach's incredibly gifted stealth. Upon seeing threats like the Margan, the Rach as a collective, decided to join the Peacekeeper faction. A faction dedicated to the protection of weaker races, by many races working together as a greater whole. The Rach made many allies, but also made their greatest foe. The Zaretians. The war went poorly once they'd gained the ire of the Zaretians by attempting to interrupt a diplomatic meeting between the Margan and Zaretians. The Margan had stifled the Rach's attempt, and in doing so earned an alliance with the Zaretians and turned the Zaretian empire on the Rach. What happened next happened quickly, the Zaretians pulling together their war fleets and charging into Rach territory with overwhelming force. This was the first and last time the Rach had fought a straightforward war. Their harassment and theft tactics had done well to hurt the Zaretian supply lines but ultimately didn't stop the massive empire from crushing through the Rach's relatively weak defenses. They went from Rach world to Rach world, finding generators they used to cloak their home planet. Once all were destroyed, the Zaretians came down on the Rach homeworld with unparalleled fury and zeal. However, all they found were the scant few who refused to leave their homes, the majority of the Rach empire. . . Foreseeing their doom approaching, had called an emergency evacuation. Using secreted and untested technology, the Rach opened a rift in the universe into a warp. Where their entire empire had left, leaving behind ruins and many many valuables. They all knew the Zaretians would rampage over their territory and there was no hope in stopping it as they were. So they ran, to lick their wounds, and re-evaluate their views on war. The Margan followed them into the warp, and neither race was seen or heard from again. Despite this, Rach traditions are well known. To them theft was not an illegal thing to be stamped out, but a thrill to be enjoyed that all Rach must know and live by. From birth the Rach are obsessed with stealing, often from their own parents in order to practice for their adult life where the skill would be most used. This was even a popular greeting among the Rach, where two Rach in mid-conversation would suddenly pull out items that they had stolen from the individual they were talking to during the conversation. The two Rach would then laugh and hand the items back. This was the equivalent of a handshake to the Rach. Obviously this didn't go over so well with other species and quickly became a Rach to Rach only tradition after joining the peacekeepers. The Rach don't have a strict religious code. Most believe in whatever they like, however all Rach have a concept of some sort of god called 'The Invisible One' who watches over them. This god exemplars everything there is to be Rach, for he is so stealthy that there is not much known of him for certain. There is a holiday in his name, "The Great Heist" is a Rach-empire-wide festival to the Invisible One, dedicated to a myth where he supposedly stole the stars from Spode and all other gods. Before they could strike him down in anger, he placed them back in the sky, but had repositioned them ever so lightly to mask a great gift to his people that only the bold and most cunning could ever find. The festivities usually involved a days off for all Rach, mass celebration and feasting, and a great contest to see who could make the greatest heist. The Rach had another belief that was bizarre to the rest of the galaxy. That was that the Rach hated confinement. In Rach nature to be confined meant you had been captured in your theft and had failed, leaving you to brood in failure. Some Rach considered it a fate worse then death. This was so extreme that they often didn't lock up prisoners of war. In fact when the Zaretian invasion came to the home-world they were stunned to find many prisoners of war simply wandering the streets of the Rach empire. The Rach hated confinement so much that rather then confining prisoners, they would rather simply keep an eye on them 24-7 and follow them at all times over keeping them locked up. To the Rach, being a prisoner was a horrible thing, and they simply couldn't keep prisoners. There had been a massive cultural change in the Rach prior to their disappearance. They'd started to show signs of honor and loyalty, kinsman-ship to their allies. They began showing traits of sacrifice, courage and respect for their given allies and often came to aid them in battles. It was an unprecedented change probably tied back to their close family bonds in some manner. Either way, they quickly began to show understanding of other races and became hesitant at showing their thieving ways to them. This was, of course, interrupted by the Zaretian attack when the Rach were forced into a full retreat. ==Undermarket== The undermarket is arguably one of the most important features of Rach economy. It is not one singular building but a set of government run in unison with Thief Cartel organizations through the Rach empire. With theft of various kinds being legalized in Rach society the Undermarket is responsible for regulating and examining stolen materials through the Rach empire and monitoring transactions involving them. That being said it is both a trade depot and black market of sorts rolled into one. The Undermarkets are usually large, donut shaped buildings usually based underground where it can probably house the vast amount of goods and people going through its halls at any time. That being said, countless Rach commerce at the Undermarket every day, bringing their stolen goods from across the stars here to turn into monetary income and bring officially into the Rach empire. The Rach empire does its major check on stolen goods here, legality of the stolen goods which to other cultures may sound unusual, but to Rach it's a fairly simple procedure. It involves background checks on various items to make sure they did not belong to an allied empire or one the Rach are currently in careful diplomatic situations, in which case the Undermarket will return the item. When stolen from enemies, artifacts from lesser planets or so on, the item will then go on the Undermarket where anyone can bid on the item, or it can be bought out by the Thief Cartels for trade purposes. Most Rach affiliated with a Thief Cartel simply sell their stolen items through the Undermarket to their own Cartel who will then further trade the item elsewhere, hence the basis of the richness of the Rach Economy. The Undermarket is split into three parts. ===The Upper Market=== The Upper Market is the uppermost level of the Undermarket. Ultimately low-quality, common items are sold here. Stolen trinkets, foods, toys, lesser weapons, all come here to more or less be traded for low profit. It's arguably the most active of the markets and, arguably has the most junk around. Many Rach think they've stolen something of incredible worth only to find the item is common in other alien circles, thus resulting in a low profit in the Undermarket and thus being delegated to the Upper Market. That being said the place has low interest by businesses and Thief Cartels, usually private market owners and bargainers are the ones of any interest here looking to make small profit on reselling the items. ===The Middle Market=== The Middle Market is for items of more valuable worth then the Upper Market, but not of monetary worth for the Lower Market. The Middle Market is commonly where more valuable artifacts and tech historically and scientifically will go to be bought by businesses who could find use for them. Shipments from stolen freighters also are a common sight here due to the large payloads where Thief Cartels can take interest. While not usually as busy as the Upper Market its still remarkably cluttered in the middle market, and all sorts of exotic items from around the universe gather here. It has a much higher interest level to Thief Cartels and repeated turn ins here can impress a Thief Cartel enough to extend membership. ===The Lower Market=== This is the lowest level of the Undermarket, is where the most valuable artifacts and stolen items are brought. While the least busy it is also the place involving the most security and often has the most background checks. The items here are of extreme value and usually even the Rach Empire themselves take interest in items going through here as often technology brought here is ground-breaking enough to forward the Rach's own tech as an empire. Items are usually of extreme historical, monetary or scientific value. Many Rach thieves dream of stealing something worthy of landing in the Lower Market, setting them for lives, ensuring that most of the thief cartels will take interest in them and so on. It is the great Rach dream in a sense. ==Thief Cartels== The Thief Cartels act as the fallback government and core basis of the Rach Empire. Thief Cartels originally started as thief organizations through the ancient Rach empire, and grew over time into commanding powers controlling various business sectors and being responsible for regulation and distribution of stolen goods outside of the Undermarket. They house countless Rach who are loyal to their respective Cartel, and inter-cartel competition isn't uncommon. As such, the cartels are a driving and influential force in Rach society. Thief Cartels are run by 'Thief Princes', leaders of the Cartels who oversee everything that happens in the Cartel. Ranks of the members within the Cartels are delegated by the Thief Prince and the advisers and overseers that make up his cabinet, and often the Thief Princes have a big stake in the political scene of the Rach empire. The way a Rach becomes a thief prince is through more or less elections of a thief prince council and its cartel members, ensuring that unlike the emperorship, it is not based on blood but on Rach being the most clever and charismatic, ensuring a good leadership. That being said, most Rach businesses belong to a Cartel, and Cartels are responsible for production of goods and technology in many different area. The most common way for technology advancement in a cartel is by reverse engineering alien tech, as such there's big business in getting artifacts and technology to the cartels. Competition between Cartels varies, some cartels interact on a form of friendly competition, while others have been known to get violent with one another when competing for goods on the frontier, there have been known battles between Cartels over particularly valuable cargo shipments, making convoy protection work a big business in the Cartels. 'When among thieves, expect thieves' as they say. . . ==Military== The Rach military is somewhat poorly organized due to a lack of war experience. They have no real 'power' troops, instead depending on mobility, stealth and surprise to defeat enemies. That being said, the Rach have no true power to overwhelm their foes with. Instead they strike from the shadows, and flank them from the sides, weakening them to the point where the force has no choice but to turn away. Unfortunately, this has proven ineffective against more durable foes like the Margan and Zaretians. ===Pre-Norsus=== ------ These are vehicles and infantry common to the Rach military pre-Norsus conflict. They saw action in Norsus but ultimately were inferior and thus most all of these designs are now in limited use, if any. ====Infantry==== [[File:Rach_killing_a_Zaretian.JPG|300px|thumb|right|A Zaretian being shot in the head by a Rach soldier during their forward advance into Rach territory.]] =====Rach Soldier===== The standard Rach Soldier is a good show of the Rach's love of light weapons. Rather then being equipped with a single rifle they're outfitted with two hand mounted 'Ghost 34' energy blasters. With the double jointed arms of the Rach they can fire these weapons at surprising angles. This is often used while ambushing an enemy or while flanking an enemy, so they can easily fire at the enemy while running. They are very lightly armored to improve mobility, at the cost of actual protection given most small arms fire can pierce the armor. They're outfitted with basic cloaking devices as well, this helps to compensate for the overall weakness of Rach infantry by giving them the ability to stealth entire squads into unexpected parts of enemy lines to cause a sneak attack. They're also fond of setting up enemies for traps. Luring an enemy into a charge while another squad flanks around behind and unstealth, creating a pincer maneuver that can be deadly for enemies caught in the crossfire. This means it is very rare for the enemy to not be caught in a disadvantageous position, let alone having the Rach at a disadvantage. The Rach attempted to outweigh the death toll caused by light armor with swift hit-and-run tactics and stealth. However when the Zaretians put pressure onto their front their flanking tactics became useless and ultimately they began loosing soldiers en' mass. [[File:Rach_execution.JPG|300px|thumb|left|A Margan Heavy Gunner about to be executed unwittingly by Rach Special Ops. The source of this image is unknown. ]] =====Rach Special Ops===== The Rach were the stealthiest race in the known galaxy. They were naturally methodically sneaky, and had the greatest stealth technology the universe ever knew. With this combination, their special ops were arguably the most elite of the galaxy. Having far more advanced stealth technology then the common soldier, the Special Ops teams could easily get into any enemy position unnoticed to assassinate key targets. They were often equipped with bionic enhancements to their body structure, had jump jets fastened to their legs, were lightly armored, and were equipped with two electrically charged 'Zeus Blades', Rach Special Ops blades which not only paralyzed foes and easily cut through armor, but furthermore somehow negated all sound. Making it the perfect silent killing weapon. The special ops training for the Rach was intense, to other races it would seem a ludicrously high skill bar to meet. The stealth capabilities needed to pass training would almost seem unnatural to other races, only because none could reach the bar the Rach had set for only themselves. That being said no other race has passed Rach Special Ops training. Despite these advantages, and despite a good service record in both Margan and Zaretian campaigns, the Special Ops still fell short. Due to the intensity of Zaretian and Margan attacks, the Ops forces often were forced to move through places involving high artillery shelling and combat. More often then not Ops were killed by unfortunate Artillery Shells or stray shots from a battle while attempting to sneak around. In short, the battlefields became too intense for Ops to be properly effective. [[File:Rach_Skyborn.JPG|300px|thumb|right|One of the Rach Skyborn landing upon the rear flanks of a Zaretian squad and eviscerating two members on landing. ]] =====Rach Skyborn===== The Rach Skyborn are special born Rach. They lived in worlds with harsh terrain, or no terrain at all in fact being gas planets. In such environments rocket packs were not uncommon sources of travel and these Rach not only learned to love the speed of the jump back but live by it. Over generations certain Rach in foreign worlds developed an incredible aptitude for jump packing and hovering. These were the Skyborn as they called themselves, legions of Rach who had learned to truly fly. Some say their addiction to theft waned to the addiction for flight and the thrill of adrenaline. Upon the Zaretian offensive the Skyborn offered their services as a military element to the Rach Empire. Their work, from initiation to the end of the war were arguably the most effective of the Rach as it covered the greatest weakness of the Rach, the inability to face enemies head on. They ignored advantageous positions of enemies, and forced the enemy to play by their rules, not waiting in the shadows for the proper position. They dual weild weapons, a single 'Eagle 45' laser pistol and a poisoned purple crystal blade stolen from the Margan. They normally landed upon enemy squads and unleashed hell, often catching enemies off guard who had gotten used to the subtle ambush methods of the Rach. They worked incredibly well against the Zaretian and Margan offensives but unfortunately never got to see their true potential before the Rach retreat. Some say the Skyborn Legion would lead the Rach into a new direction of war. [[File:Rach_Sniper.JPG|300px|thumb|left|A Rach sniper in a tree aligning his sights for a kill.]] =====Rach Sniper===== The Rach Sniper has been a staple for the Rach army for a long time. Like the Special Ops, it is a job which easily capitalizes on all of the Rach talents. They have very steady hands from their experience in stealing, making keeping a sniper gun steady easy. They are silent and stealthy, easily able to get in and out of heavily enemy enforced areas undetected. Essentially some feel they were simply born to be snipers. They're usually equipped lightly, basic survival gear and a Rach EVA-Minotaur Sniper gun. They found heavy use in the war, often being responsible for taking out generals and commanders during an enemy charge, shattering the chain of command. Unfortunately this was often countered by heavy vehicle use of which Rach had very few non-vehicular answers. Often making overuse of the Sniper a double edged sword. ====Vehicles==== [[File:Rach_Raider_Bikes.JPG|300px|thumb|right|Rach Raider Bikes harassing heavy Margan armor elements due to their distinct lack of mobility.]] =====Raider Bikes===== Rach have a deep love for bikes, especially their raider bikes. As far as they're concerned two wheels will beat four wheels any day, as such the Rach have gone out of their way to find reasons to include lightly armored, fast, and lightly armed vehicles into the army. It's been an awkward fit, however the Raider Bike has proven its usefulness in previous campaigns. Raider Bikes have very lightweight armor, and usually only have either small Wasp-42 cannons outfitted or some small rocket launchers. In either case the point of the Rach bike is to harass the enemy with superior speed and mobility. Their light armor means any stray shot could easily destroy them, however their speed makes them very difficult targets especially for enemy armor. Infantry is equally rendered practically immobile while the bikes swerve and commit to attack runs repeatedly on infantry. The obvious flaw to the raider bike is terrain, they perform remarkably well and more then show their worth in open terrain or flat areas. However in rough terrain the bike suffers greatly, being unable to properly aim and often being jostled around by rocks and other rough terrain elements. Raider Bikes are only truly worth their weight in large flat areas and roadways. Regardless of this, the Rach swear by them and seem to refuse to remove them from their arsenal. [[File:Rach_Heavy_Raider_Bike.JPG|300px|thumb|left|Rach Heavy Raider Bike running down a Zaretian Soldier.]] =====Heavy Raider Bike===== The love for bikes was so strong in the Rach, that (To the befuddlement of many tacticians) they decided to upgrade the Raider Bike. This Heavy Raider Bike, could only be used in campaigns involving a 'medium' threat risk clearance, as it was meant to be somewhat secret. The bike replaces wheels with treads, allowing it for better movement on rough terrain. Its side mounted cannons are capable of a wide pivot, allowing for better aim while flanking an enemy. Furthermore, the Heavy Raider Bike is far more heavily armored and has much better computer sensory systems to improve weapon effectiveness. It answered many problems as to the bikes lack of durability, inflexibility in rough terrain but sacrificed some of its speed to do so. Furthermore, enemies could still easily take advantage of rough terrain by entrenching themselves in cover, making aiming for them rather difficult. Though the increased firepower of the mounted cannons served to demolish most cover issues. The Heavy Bike saw heavy use both as a harassment vehicle and as a sort of 'tank' for some forces as the armor was strong enough to handle small-arms fire allowing it to disrupt enemy infantry if they weren't properly equipped to handle vehicles. They showed admirable performance in the war but ultimately were unable to stand to the Zaretian's heavy armor assets. [[File:Rach_Stealth_Tank.JPG|300px|thumb|right|Rach Stealth Tank catching a Citadel Walker by surprise.]] =====Stealth Tank===== Along with the Heavy Raider Bike was the Stealth Tank. The Stealth Tank ultimately was the finest in Rach technology for their medium threat management. Stealth Tanks lacked the heavy armor most tanks had, but in return had increased mobility and advanced stealth technology. Stealth tanks were capable of stealthing themselves and going silent just like any average stealth troop. Making for very devastating surprise attacks on enemy vehicular and structure elements. The cannon of the Stealth Tank packs a powerful punch and is easily enough to pierce most heavy armor. Added onto this is the Stealth Tanks versatile speed and movements which allow it to get in and out of danger zones relatively safely. They also have sufficient armor so as not to be taken out by small arms fire, but not enough to really take most anti-tank fire. The Stealth Tank saw heavy use against Zaretian armor elements, but much like the rest of their arsenal was ultimately destroyed by the sheer force that the Zaretians showed. In the end they simply had no answer to Zaretian direct attacks. Ultimately, and as with many other elements of the Rach, they disappeared along with the Rach into the warp. Never to be seen again. That is, until the Rach returned. ===Post-Norsus=== ----- After the crushing defeat on Norsus, loosing their home planet to the Warlords, the Rach have had to make sweeping changes over their military, making up for ten years of missing development and time. There is currently a large schism in the Rach military, split between more traditional troops with stealth and speed tactics intact, and Gorach's elite troops that forego tradition. ====Infantry==== =====Rach Trooper===== "They can hurt us now?! That's not fair!" -- Margan Melee Trooper after being shot by a Rach Trooper [[File:Rach Trooper.JPG|300px|thumb|left|Lined up Rach Troopers]] The Rach Trooper took over the previous Rach Soldier's area post-norsus. With updated technology and military design the Rach trooper is superior to its pre-norsus counterpart in almost every way. Kertak had personally overseen the sweeping change over the Rach and produced the Trooper. Kertak had made a very specific change in completely removing stealth tech from the Rach Trooper, unlike its previous counterpart the Rach Trooper cannot stealth. Instead, they were outfitted with light yet effective armor, the design and some tech partially stolen from the IAE. This gives the trooper unparalleled mobility, easily earning its place as one of the most mobile infantry forces in the universe fully capable of almost disregarding terrain and being capable of flanking manuvers and quick feints that most commanders wouldn't think possible. In place if the Rach Soldier's light dual pistols it also traded off with a new blaster rifle which the Rach have dubbed, 'The Siren Rifle'. This is due to the fact it's much louder then the dual Rach pistols, stealth not being a priority any longer. However this allows for The Siren Rifle to pack a far superior punch and is more then capable of going toe to toe with modern weaponry despite its lightweight design. It fires a concentrated laser blaster shot that is capable of easily punching holes through infantry. The true masterwork of the Rach Trooper is however not this but the advanced communication systems built into its helmet. The Rach have noticed that they -can- hold the line with their traditional tactics, but it requires being more aggressive then defensive, using harassment, feints and ambushes to bully an enemy into a defensive position, then to go in for a killing blow when a weakness presents itself. That being said communication has become top priority, thus the headpiece of the Trooper is outfitted with a holo map display on the inside along with a remarkably good radio communication system allowing the Rach to orchestrate very complex joint attacks between troops. Post-Norsus the Rach Trooper has completely taken over the role of the standard soldier due to its superiority and the old soldiers have gone out of use. =====Rach Warpdiver===== "Rach have proven you don't need stealth for your enemies to have never seen you coming. They're true masters of Ambush and Suprise" -- Luminarian Soldier [[File:Rach Warpdiver.JPG|300px|thumb|right|Warpdivers leaving the warp and firing on enemy lines.]] The Warpdiver is the pinnacle of the new Rach tech post norsus. Utilizing their now legendary Warp tech the Warpdiver, as its name suggests, dives through the warp allowing it to achieve short ranged 'blinks' across the battlefield by shifting into the warp, then shifting out again into realspace. This allows the Warpdiver unparalleled ambushing tactics far beyond what even the Rach had previously been capable of. However they went ahead and made the Warpdiver even deadlier, not having to worry about speed or stealth they gave the Warpdiver not only heavy armor but heavy weapons, powerful phase blasters which fires a distruptive concentrated high energy wave which is more then capable of melting through vehicle and infantry shielding and armor in a large radius. This makes the Warpdiver excel at both anti infantry and anti vehiciular attacks, the downside is the weapon has a long cooldown period of anywhere to a minute to a few minutes, along with a charge up timer of a few seconds. This makes the weapon have a distinct delay, however Warpdivers have found a unique trick around this, charging up their weapon -prior- to entering the warp, allowing them to fire the moment they step out. It makes the attack perfectly unpredictable and devastating. The cooldown to stepping back into the warp is relatively long, a whole minute, enough for them to be taken out. As a result, the Rach have gotten tricky with using Warpdivers by employing multiple tactics. First of all is that the Warpdivers do not have to step all the way through the warp, only to fire do they have to do this. (As the gun interferes with Warp stability and can cause the portal to shut on them) That being said Rach Warpdivers will sometimes 'peek' through the portal first to see if there's an ambush waiting for them, only committing fully to the attack when they're sure they're safe. A second thing Warpdivers do is, when sending through a squad only a select few will actually discharge their weapons on key targets, while others hold their fire and blast enemies that try to ambush them. This helps them ensure an escape while still doing considerable damage to an enemy force. The Warpdiver, ultimately, has proven a logistics nightmare for traditional tactics. Artillery, command and armor assets can't be counted as safe in the rear of a formation anymore thanks to the Warpdivers remarkable blinking abilities. This forces commanders to dedicate quite a bit of infantry to defending it unlike pre-Norsus flanking attacks which could be warded off with minimal infantry assets, weakening their front, or worse sometimes even moving their precious assets to the center of a formation, spreading infantry thin and making them vulnerable to being broken by overwhelming strikes of Rach Troopers. The Warpdiver has quickly become the pride of the post-Norsus Rach infantry and has shown the Rach are more then capable of adapting to the new rules of war. =====Rach Skyborn MKII===== [[File:Rach Skyborn MKII.JPG|300px|thumb|left|Rach Skyborn taking to the skies.]] "Skyborn! We return to the skies!" -- Skyborn Legion The Skyborn weren't far behind when the military had it's massive change, already at the forefront of combat the Skyborn were quick to take their old spot back as the primary air assault combatants. However, this time they were fully endorsed by the military and received the best of new equipment and weaponry. The stolen Margan daggers were switched out with traditional Rach charged electrical blades used by ops, and the Eagle pistol switched with a custom "Skyborn Rifle", built for the high speeds and quick combat that Skyborn love so much. Skyborn numbers have grown in the pass few years and the legion finds its ranks bolstering with recruits. Skyborn tactics haven't changed much, but they're far more in unison with the new Rach tactics then old ones. They time their landings with Warpdiver warp ins or Trooper pushes, creating distractions or crushing key infantry divisions with their landings to make a brutal one two punch, sometimes all three elements are thrown at the same time to completely overwhelm enemy formations. The Skyborn MkII armor is more robust then its old counterpart and holds far more diving power, allowing them to crush enemies under their feet even more effectively, and with far more surprising bursts of speed and power. Ultimately, the Skyborn Legion is the perfect example of the Post-Norsus Rach military, fast, strong, but not without that Rach flair. =====Rach Standard Soldiers===== [[File:Rach_standard_soldier.JPG|300px|thumb|right|Rach Standard Soldiers defending a city block on their homeworld of Norsus during the great Rach Homeworld conflict.]] "Stand your ground!" -- Commander Nero Within the warp, the newly appointed Emperor, Gorach, had immediately got to work taking a second look at the Rach military. He saw their defeat to the Zaretians as a lesson to be learned and a mistake not to be made twice. That being said he personally oversaw the training and equipment layout of the new 'Standard Soldier' as he called them. These soldiers have been outfitted with the finest in Rach technology. They wear medium to heavy armor, powered, stripped of stealth capabilities and much more restrictive on movement then the normal Rach light armor. It even covers the sensitive leaf-like organs on their backs. In this way it strips the Rach of all of their stealth and mobility advantages in order to stand on an even battle ground with enemy troops in a straight up fight. Most Rach Soldiers who volunteered for the initiative became uncomfortable with the changes and many requests had to be met by Gorach to keep up morale. First of all the initiative has gone to a slow start, Gorach wanted these troops to be the standard but the old Rach Soldier layout still vastly outnumbers the Standard Soldiers, though those numbers are thinning seeing the results of the Standard Soldier's work. Another demand was that squads had to be accompanied by holo droids, new automated droids capable of making illusionary copies of Rach soldiers on the battlefield to make a force appear bigger then it seemed and to give false targets. Under this cover the Rach felt more secure and as if they had not completely abandoned their stealthy ways. Gorach's gambit to change the military to primarily field Standard Soldiers and other heavy weaponry so as to be able to hold lines is currently in testing in the Great Homeworld Conflict. By all means it so far is proving greatly effective, most enemies even in a superior force are thrown off by the combination of Rach holding their ground and being backed up by raiding parties of faster stealthier squads. Making a 'hammer and anvil' type tactic where faster troops break an enemy formation and extinguish key targets while the Standard troops advance and clean out the rest with brute force. It's proving an effective and deadly combination. Their old enemies the Margan have been completely thrown off by this change of tactics and it's shown remarkable effectiveness against Margan lines who are used to spreading themselves thin to catch raiders, making their lines easy to break with the Rach's new found brute force. The trade off of stealth and speed is seen in full effect in the Standard Soldier's layout. Its armor as mentioned above is heavier, reinforced to withstand much greater blows and powered so as to give the Rach remarkable physical strength and endurance. Their weapon, the 'Catalyst Rifle', is capable of discharging a powerful energy burst that far exceeds the firepower of the old Rach Soldiers, allowing them to overwhelm enemy shielding and armor. They're also equipped with small grenade launchers to deal with vehicles and furthermore are equipped with re breathers to deal with gas and biological based weaponry. Their numbers are small but are steadily growing. Emperor Gorach believes the combination of these troops and the traditional Rach troops will bring out the Rach empire's true ferocity and military prowess that they have never been able to show before. Even the Margan are inclined to agree that such a sweeping military change could be catastrophic for anti-Rach operations within the Warlord alignment. =====Rach Crook===== "Calm down calm down, you didn't misplace those supplies. This is just your first time fighting the Rach isn't it?" -- Margan speaking to an IAE logistics official post-Norsus. [[File:Rach Crook.JPG|300px|thumb|left|Rach Crook escaping the clutches of Asanian pursuers after absconding with a bag full of Asanian goods.]] Rach Crooks only recently have become an 'official' part of the Rach military. Crooks are a part of the Rach military but at the same time non-combatants normally. As their name implies, their sole purpose is to steal from the enemy, that being said most Rach Crooks aren't soldiers at all but instead burglars and thieves who want to make a living doing what they love, but at the same time serve their empire without spilling blood. As many Rach used the Ops core as an outlet for their stealth desires, an alternative was opened in the form of the Crook, an entity that works side by side but not in unison with the standing military forces. During major conflicts Crooks are often deployed by their own corps, the 'Rach Thieves Corps', who are specialists in the art of stealth and theft. While they never take a life their impact on the battlefield is evident quickly enough as most often these crooks are responsible for the disappearance of the greater majority of enemy supplies, ammo and weapons. Sometimes if Crooks are successful enough they can lock down entire battlefields by simply taking so much from a poorly prepared enemy that they simply find themselves at a lack of supplies an ammo. The Crooks often are light, almost never wearing anything then basic lightly powered armor to enhance stealth and movement, optic goggles for battlefield and friendly/foe optical displays, and a small dagger or pistol for self defense should they find themselves cornered with no alternative. However their only unique piece of equipment is a wrist watch standard to Rach Thieves Corps crooks. The watch itself can tell time, but it's more primary function is as a 'panic button'. The watch injects the Crook with adrenaline and stims, giving the Crook unparalleled senses and a remarkable burst of speed. Contrary to popular belief it does nothing for the physical strength of the Rach, however it does allow them to make quick escapes before enemies can normally react properly. Some say Rach in this state can even dodge enemy fire, though obviously this comes down to the skill and luck of the individual. However given perception is slowed in such a state, it's not an impossibility. Once used the Watch has a timer on it, with a rough estimate of how long the Rach has until the dose runs out and ticks down, based on dosage amount. Given addictive properties and the harm overuse can do to the Rach body however, it's only to be used in emergencies. The coloration of Crooks are usually black, Rach using their natural skin camo to appear black rather then their normal, brighter greens and blues due to it being far easier to sneak around in. Many Crooks spend so much time with the coloration it simply becomes the 'natural' or 'base' color that they are. Regardless, Crooks are a common or, depending on how sharp your eyes are, rare sight on any battlefield. ====Vehicles==== =====Rach Stinger===== [[File:Rach Stingerflank.JPG|300px|thumb|left|Rach Stinger flanking Asanian troops.]] "I've realized something about Rach. . . They were infants to war when we fought them, they never fought a real war before, the only conflicts they've faced were poking at eachother from shadows and stealing things. . . They've learned that their forces need firepower now, and that . . . Worries me." -- Archon Chapel The Rach Stinger is the newest and ironically the first support air asset the Rach have created. However after seeing the effectiveness of gunships in other races it didn't take long for the Rach to come up with thier own unique twist. The Stinger is the answer to this, a fast aircraft capable of remarkable speed and packing an overwhelming amount of firepower. It has two missile pods on either side, able to unleash large payloads of rocket fire while cannon assets on either side of the cockpit can help unleash further explosive firepower. The combined might of these two weapons make short work of clustered infantry and vehicles alike. The real strange thing about the Stinger that sets it apart is it's incapable of actually remaining still unlike most gunships, completely incapable of hovering in place. Instead, it's skilled at jarring straight dives and circular strafes, making it a difficult target. For Rach this is of no concern, they've always been used to shooting in motion, and have no need to line up sights by hovering in place. That being said Rach stinger pilots are regarded for being almost unnaturally accurate despite being in constant motion and furthermore giving the Stinger a terrifying reputation as a remarkable air support asset that only the Rach can really handle. It's filled a great void in the Rach military that's been lacking for a long time, and has easily carried its weight in evening the odds against the Rach's enemies. =====Rach Missile Tank===== [[File:Rach Missile Tank2.JPG|300px|thumb|right|Rach Missile Tank laying down support fire.]] "It feels, different, seeing the enemies cowering in cover instead of us. Different, but, not bad." -- Rach Trooper The Missile Tank was made in specific response to the lack of power the Rach had against large enemy vehicles like the ACF of the IAE. Rach, knowing they'd probably never make something ungainly and big to counter these large assets, made something more practical for the expressed purpose of countering them and stumbled upon an amazing all around artillery. The Rach Missile Tank is the prime example of this. It sacrificed the mobility many Rach vehicles have for its remarkable payload of firepower. Two massive missile pods holding hundreds of missiles which it is more then capable of raining down on enemies from a very long distance. What makes it truly terrifying, however, is not just its remarkable firepower but it's combination with Rach stealth tech. Rach ambushes have never been more deadly as Missile Tanks wait stealthed, perfectly undetectable in key spots, and during engagements appear out of nowhere to unleash incredible artillery support. It's plenty capable of causing entire enemy infantry troops and vehicle divisions to simply vanish under a rain of missile ordinance and is one of the sole factors in giving Rach the ability to hold a line. Combined with the other harassment and ambush options of its other troops the addition of the Missile Tank it makes for a punishing offensive combination that usually ends battles very quickly, one way or another. =====Rach Raider MKII===== [[File:Rach Raider MKII.JPG|300px|thumb|left|A Rach Raider MKII zipping along a planet's surface.]] "It wouldn't be the Rach without bikes, but removing the wheels? That's a new one. Makes the things way more dangerous." -- Zaretian Soldier The Rach got a full shot of the shortcomings of their Raider Bikes in the Norsus conflict. It was less then useless, unable to handle the clustered urban environment and unable to deal with the piles of wreckage and debris. The Raider Bike was little more then a sitting target more often then not easy for any enemy to pick off. The Rach, upon seeing this, retired the old bike designs of the Raiders in favor of a much more versatile design. The Rach Raider MKII, the pinnacle of the Rach's new military experience culminating into one design. The Raider MKII, still light and fast, has traded in its wheels for hover capabilities, increasing its mobility and disregarding terrain aspects the MKI fell victim too constantly. The bike still has two cannons but next to them hold two high caliber machine guns capable of tearing through infantry while also unleashing punishing piercing cannon blasts on light vehicular assets. The MK II's unparalleled mobility and versatility has made it key in one factor on the battlefield, punishing enemy flanking maneuvers. The Raider MKII is often able to muscle out any other kind of hover bike or light raiding vehicle fielded by enemies and also quickly down just about any flanking infantry squads, absolutely denying enemies the ability to do any flanking or raiding maneuvers of their own and forcing the enemy into a straight fight. Even in that scenario, the Raider MKII is more then capable of keeping up with and supporting infantry by making quick strikes at enemy troops and mowing down swaths of infantry before turning away before enemies can fire back. They make for excellent distrupters and are key in controlling the flow of the battlefield. Allowing the Rach to dictate the flow of a battle with commanding mobility and firepower. =====Rach Hellbat X23===== [[File:Rach Hellbat.JPG|300px|thumb|right|The Rach Hellbat doing a strafing run within a red dust cloud.]] "There's playing with fire, then there's playing with completely impossible alien tech you don't understand." -- Archon Chora "We don't. . . Really know how it works, but we know it works! That's what's important!" -- Rach Engineer The Rach Hellbat X23 is the 23rd attempt and only successful attempt at replicating technology from a race of energy beings encountered in the Warp, simply known as "The X". Cliche implications of the name aside, the Hellbat is the new standard fighter of the Rach fleets and has come to be known as one of the strangest things in the galaxy. The Rach mastered the art of replicating the technology that makes a Hellbat, but they don't understand any of the science that goes into it, and as such have been unable to replicate the weapon systems, energy production systems or thruster systems in any other vehicle, though they're still trying hard to really grasp what makes everything work together. They simply took the blueprints of an alien craft, and remade it in a similar design repeatedly until it worked. . . Though they don't understand how. The Hellbat's primary strength is it's energy generators, the only thing that surpasses most other ships in the known galaxy. It produces an outrageous energy output, allowing the Rach to be more then capable of not having to sacrifice speed or stealth while still having substantial firepower in the Hellbat, something the Rach only dreamed they could do with the rest of their military. Aside from Stealth capabilities the Hellbat is on par with most other fighter craft in the galaxy. Its thrusters are incredibly fast but generally it's only capable of going slighty faster then the old thief craft, what makes it odd is the strange red coloration of a fairly unknown energy. It leaves no exhaust and the light has been known to let off very little excess energy, making it fairly hard to detect with energy scanners despite its impressive output. Its weapons though, are the most bizarre of the craft. Four rods on the craft emit a very strange purple and white energy, taking a few moments to charge up before unleashing a remarkably powerful ball of a white unknown energy which is capable of overloading shields and punching holes through armor. Biomass hit by the energy is incinerated and the matter making them up simply vanishes. That being said theories as to what the weapon actually -is- come up often, some think its anti-matter, others some sort of pulsar weapon, though Emperor Gorach has gone on record saying "We don't have a goddamn clue." Ultimately however the weapon isn't that much more effective then standard weapons on fighters, it just works in a very bizarre and mysterious manner. Needless to say the Hellbat is a very controversial piece of machinery. No one's certain how it works or how dangerous it is, and the way it makes bio-mass simply vanish is alarming. There have been petitions for the Rach to use more stable and standard technology to make a new fighter while decommissioning the dangerous Hellbats. These petitions have fallen short however, given it's one of the few things capable of gapping the 10 year technology deficit the Rach went into after being absent from the galaxy for so long. Needless to say the Hellbat is one of the most terrifying fighters in the sky, not because of it being particularly dangerous, but because of it being one of the few things no one in the galaxy understands. =====Rach Phantom Tank===== [[File:Rach Phantom Tank.JPG|300px|thumb|left|"O-OH GOD I'M SORRY I DIDN'T KNOW IT COULD DO THAT!" -- Rach Phantom Tank Pilot]] The Rach Phantom Tank serves as the new heavy armor asset of the Rach army, the old stealth tank's purposes being split between the Phantom Tank and light tanks. The Phantom Tank sacrifices the mobility of the old Stealth Tank, in favor of more firepower while still retaining its remarkable stealth capabilities. That being said while not being nearly as mobile as its predecessor it makes up for it by having plenty of armor to withstand heavy blows and packing enough firepower to go toe to toe with enemy heavy armor assets. The only shortcoming of the Phantom Tank are the Rach themselves, the concept of not running after unstealthing is alien to them, and the idea of a vehicle that can actually withstand blows is unheard of. It's easy enough for a Rach to ambush someone with the Phantom Tank, but the Rach pilots have a habit of becoming confused afterwards, as instinct and history tells them it's time to feint or strafe away from enemy targets, not charge in and break their line. However Phantom pilots are becoming more and more bold and the effectiveness of the tank cannot be ignored. In combination with Warpdiver strikes, Skyborn landings and Troop strafing strikes the Tank can be an absolutely overwhelming force, forcing an enemy commander to take into account so many dangers from so many directions it makes it extremely hard to discern a proper counter move. The Phantom has certainly found its home as the new Main Battle Tank of the Rach empire. ====Rach Ops==== "I think the collective response to the Rach redoing their special ops was along the lines of 'Oh shit'." -- Zaretian Soldier Rach Ops experienced a massive overhaul post-Norsus by Ops head Kertak. Many of its problems stemmed from lack of organization and over-saturation. The bar for the old Ops was set too low, and just about any Rach could qualify given the innate abilities of the Rach even if by other race's standards the bar seemed lubriciously high. However, the new ops has not only a much higher bar, making the ops-to-soldier ratio far more 'normal', but it has been chopped up into various classifications differing from the normal based on role, then various ranks within that role. =====Rach Assassins===== Rach Assassins are classified into 'Shade', 'Shadowborn' and 'Nightmare' classes. This role is basically to kill important figures in enemy armies to seed confusion and slow response times to the Rach's blindingly fast maneuvers. In the past the Ops were thought to be exclusively assassins but this 'role' has brought to light that this is but one asset of the Rach ops arsenal. Rach Assassins are spoken of with some terror universe-wide. They're notorious for being -very good- at their jobs, and often reminding the universe that while the Rach are thieves, they also can put to skills just as well in a way that ends lives. ======Rach Shade====== "If you know there's Rach Shades on the battlefield, it's a safe bet your squad leader isn't taking a power nap. . . That's what I've learned." -- Repzork Soldier [[File:Rach Shade.JPG|300px|thumb|right|Rach Shade unstealthing and executing a fleeing IAE soldier.]] Rach Shades are the first level and most basic level of the Assassin role. Most old Ops shifted into this area, Shades are quite numerous in any Rach battlefield. Their sole objective is to eliminate isolated enemies such as scouts or stray soldiers, and eliminate squad leaders. While ultimately their efforts are small scale, they still tend to be the defining unit of any Rach battlefield. They quickly blind enemy forces by denying scouting, then seed chaos and disorder by assassinating squad leaders, dissolving the chain of command from the bottom up and making it very difficult for enemy commanders to effectively come up with a static strategy. Commanders dealing with Rach Shades should be very flexible to a consistently changing battlefield. Rach Shades are armed with advanced Rach Stealth tech, moreso then they use in most every other piece of their daily lives. This allows the Shade to easily maneuver the battlefield undetected and strike anywhere, any time. They're armed with a single electrical energy blade which is the staple weapon of the ops unchanged from the old days. It's known for being a good silent killer, paralyzing enemies with a strong shock to keep them from making too much noise or struggling to much while quickly eviscerating them. These proved extremely effective against Margan, who depend on squad leader chain of command to effectively organize their large numbers. The Rach Shade is often the mood setter of any given Rach battlefield, these single Rach ops tend to instill the feeling of paranoia, constant fear, grimness and confusion that is usually common in any Rach battle. ======Rach Shadowborn====== "I envy the Shadowborn in a way, they strike fear into their enemies in a similar way to us. However they don't try." -- Virisus Hunter [[File:Rach Shadowborn.JPG|300px|thumb|left|Rach Shadowborn cleaving his way through an Asanian Commander's bodyguard to kill the commander.]] The Shadowborn are the second level of the Assassin role and the best assassins at the Rach's disposal without being legendary in their own rights. Shadowborn are Rach ops assassins that are simply too skilled at their duty to stay in the Shade rank. Almost every Shadowborn has trained with Ops Lead Kertak's personal training regiment for a time and as such are deadly efficient at their job. They've been noted as, 'The Rach assassin for Rach', being by other races standards the Shades are skilled assassins, but by Rach standards the Shadowborn are skilled assassins. That being said they're a cut above assassins of the rest of the universe, masters of stealth in a way that can be hard for other races to grasp and agile in an almost unnatural manner. Shadowborn slip through even the tightest defended buildings, halls and battlefields, leaving streams of blood and corpses behind them as they silently and efficiently eviscerate anything that gets between them and a given target. They're often charged with targets of great importance, commanders, politicians, generals, the targets most other races would send assassins after. Shadowborn are notoriously quiet unlike most jovial Rach, it's hard to get a Shadowborn to talk and when they do they're very short-spoken. Part of the training regiment, they've simply become isolationists and very quiet ones at that. These are Rach who focus solely on their duty, and have sacrificed much of their personal lives to become unseen blades of the Rach empire. As a result of the almost insane training regiment involved in becoming Shadowborn and the notoriously high standards, the Shadowborn are very few in number, but have an almost spotless success rate. They're most often equipped with the electrified energy blades standard to ops, however they're also given unique chameleon cloaks with reflective cells on them. These cloaks hold many tools such as lockpicks and scanners that the Shadowborn use to infiltrate enemy bases. They also line the outsides of the cloak with light-reflective cells capable of 'rebounding' energy weapon shots, allowing the Shadowborn to deflect energy shots with a wave of the cloak. As such, when attempting to down a Shadowborn, solid ammunition is advised. =====Rach Saboteurs===== Rach Saboteurs are specialists in sabotaging enemy lines. They usually use explosives in combination with their stealth to deal unexpected damage to infrastructure or vehicle assets. They're often an expensive menace on the battlefield and home-front alike as they've been known to set back colony development and trade routes with consistent bombings. Some propaganda based empires pass them off as terrorists, while others respect from for the saboteurs they are. However all have to respect the damage a good Saboteur can do. ======Rach Specter====== " Sabotage, yeah that sounds about right. You know up till now the Rach didn't have anti vehicular infantry? Kinda scary now that they know how to assassinate people in a vehicle along with outside of one." -- Zaretian soldier [[File:Rach Spectre.JPG|300px|thumb|right|Rach Specter catching a Virisus vehicle by surprise.]] The Specter is the lowest branch of the sabotage tree. They've become a common sight on battlefields and fill a field desperately needed to be covered by Rach infantry, anti-vehicular support. They field stealth generators as all infantry in the Rach ops do but back that up with maneuverable arm mounted small Rocket Launchers. While they have no lock-on capabilities and are generally short range, making them impractical against air assets, they're absolutely deadly to any ground assets they come across. Tanks, APCs, speeders and the like are all common prey targets to the Specter. The requirements for stealth to become a Specter aren't as high as other fields, attracting many Rach to become specters and making them very numerous in number. That being said it's become common and practical for Specter squads to back up other infantry and act as a tell-tale one-two punch against enemy ground assets. They've proven great support and an excellent way to cover an area the Rach have been lacking for a very long time. ======Rach Wraith====== "--Another terrorist bombing from an unknown source occurred today. . ." -- INN-News feed [[File:Rach Wraith.JPG|300px|thumb|left|Rach Wraith, calmly walking away from his work.]] The Rach Wraith is the highest tier of Sabotage and is deadly effective at his or her job. Rather then be a presence on the battlefield like the Specter, Wraiths usually are entrenched deep behind enemy lines or, more often, away from battlefields altogether infiltrating enemy worlds and their shipyards or other military facilities. They are experts at both stealth and explosives, and are more then capable of wreaking havoc on enemies and getting away undetected. They often infiltrate worlds, and use what can best be described as terror campaigns to shut down enemies from within. They destroy shipyards, sabotaging large ships before they even leave the docks sometimes making it look like an accident, while other times hitting communication arrays, barracks, ammo stocks, or supply shipments before they even leave the safety of their planet. That being said, Wraiths are often labeled as terrorists and indeed seem to meet this role pretty well. They're experts at destroying an enemy empire from within and seeding chaos and confusion logistically and in morale. They're also -very- good at re-routing blame, making it look like rebel factions or other races were the source of the explosions. Seeding yet more doubt and confusion among their enemies and all the while avoiding danger and suspicion. The bar to become a Wraith is exceptionally high, and becoming a wraith is a difficult task. Much like the Shadowborn there are few wraiths, but for how many there are they do their jobs exceptionally well. =====Rach Espionage===== Rach Espionage is centered around collecting information about enemies. That being said the skill bar required to be in this field is remarkably high for stealth and reasonably low for combat. The reason for this is, ideally, a Rach Espionage expert should never have to fight. There only purpose is to act as spies and collect as much information as they can. This can be from anything as small as troop movements, to as groundbreaking as stealing enemy technology and schematics. While these Rach have almost never fired a shot on the battlefield, they are undeniably some of the most iconic and war-shifting assets of the Rach Ops. ======Intel Commando====== "Sneak attack? Don't bother, you can't hide anything from the Rach. 'Don't try and prank the prank masters', afterall." [[File:Intel Commando.JPG|300px|thumb|right|Intel Commando reporting IAE vehicle movement.]] The Rach Intel Commando is the base of the Espionage tree of Ops. It has a very high skill bar for stealth but a very low skill bar for combat. The reason being the commando's purpose is to divine enemy movements and report them back to command. They act as forward scouts but are remarkably good at their job, being backed by Rach stealth tech they can be almost anywhere. They're a common presence on battlefields and are a point of frustration for many enemy commanders. The reason behind this being the difficulty of stopping Intel Commandos and the problems they pose in keeping any sort of tactic from enemy knowledge. Commanders being fielded against the Rach quickly find it necessary to put high security around -any- command post where important orders are being issued in fear of Intel Commandos infiltrating and learning of any combat plans. Usually troop movements are a lost cause, it's neigh impossible to detect where an Intel commando is on far off ridges and of the like without substantial radar sweeps and thermal imaging. These Commandos alone are the source of the phrase, 'Never try to sneak up on a Rach. They're experts at it, they'll just laugh at you.' =====Rach Nightmare===== "Who?" -- IAE Commander [[File:Rach Nightmare.JPG|300px|thumb|left|Typical Censored photo of a Rach Nightmare.]] The Rach Nightmares are the third and top level of the Rach Ops hierarchy and are a handful of the very best stealth operatives the Rach empire has to offer. They can be skilled in Espionage, Sabotage, or Assassination and often have ties to the thief corps as well. Their skills are often vast and their track records always legendary. They're used for the most dangerous of missions and most key of targets. Nightmares became most notorious when one had successfully assassinated a Margan Archon back in the early days of the war. The Nightmares have always been a part of the Rach military, but have been hidden away by their "High threat level" classification, making them deathly secret in nature. Any photos of Nightmares are quickly censored to hide the identity of the Nightmare, and often many red herrings and falsified information is all anyone receives when trying to recover the identity of a Nightmare. As mentioned earlier, there are only a few Nightmares, Ops Rach so good that they achieved heroic status in their own rights and were promoted to the secretive class of Nightmare. That being said they come from all walks of life, places, and all have their own unique skills. Some are enhanced by cybernetics, others simply have an unparalleled amount of personal skill. They all differ, and are experts in their own fields. However -all- Nightmares are the best the Rach empire have to offer. ==Rach Nightmares== Rach Nightmares are the very best the Rach have to offer. Operatives in the Ops so good at what they do their skills are used far and wide in the most dangerous of jobs. Nightmares identities are closely guarded secrets, and the identities of Nightmares are often something of great debate against the Rach's foes. ===Nightmare Nicholas=== "Nice fellow, watch your women around him but nice fellow." -- Commander Mezin "One of the worst things you can do is assume you have Nicholas beat. . . That's when he gets you." -- Nightmare Copaz "I wonder, who's he more loyal too, Aeveria or us?" -- Nightmare Ares [[File:Nightmare Nicholas.JPG|300px|thumb|left|Nightmare Nicholas chasing a target through the streets of Iliveria.]] '''Full Name:''' Nicholas Lindson '''Specialty:''' Espionage '''Common Tools:''' Pistol and various gadgets Nicholas Lindson was born in the Aeveira confederation on the planet Iliveria, belonging to a Rach family that found their home there. Nicholas from a young age obviously picked up the traits any Rach would, enjoying stealth and trickery. He was a smooth talker and found himself easily getting top places in school clubs. After his time in school, however, his family became victims of burglary in an ironic twist of fate. Wanting nothing short of the burglar's being brought to justice, he joined an investigation branch in the Aeveria Security Department and found honest talent in the job. He was very talented at sting operations and his eye for detail made him a spectacular detective. He soon caught the burglars responsible but continued on in the line of work anyway. He rose through the ranks quickly, moving on from burglars and low class homicide cases to busting major crime lords. He'd proven himself a spectacular agent, capable of infiltrating just about any scenario given to him and with resourcefulness, tact and a silver tongue found himself more then capable of overthrowing just about anything. Of note was an illegal weapons dealer "Jarvis the Cutthroat" who had been not only exporting illegal weaponry but also had his hand in a major pirate ring. Nicholas, after a long and harrowing investigation, had not only found evidence to incarcerate the crime lord but also had him cornered in a rather clever ruse involving turning one of his own secretaries on him. Jarvis was brought in and Nicholas then gained what he called, 'his ticket to the big leagues.' Being after that job, he went on to become a full on spy for Aeveria to infiltrate and gain intel on other species and their actions. Naturally, he continually performed beautifully at every job given to him despite the now much more official jobs and the great burden of possibly causing a war if failure ensued. This, line of work however, made him realize just how bad a position his home Rach empire was in. The Rach constantly being beaten back by the Zaretians and their emperor having double crossed them. When he heard word of mass evacuations it became too much and he respectfully resigned from his work with Aeveria to help his people. Unfortunately it was far too little far too late, the Rach empire was already planning its escape to the warp. Knowing they may very well need his abilities in such a foreign place, he stuck on with the Rach empire and escaped to the warp. Ten long years he spent there, it wasn't easy, species living there were incredibly hostile and the Margan had tailed the Rach at every turn. However Nicholas had made it his business to do what was necessary, sabotaging various Margan operations, gaining important intel on movements and honestly learning more about the behavior of the extra-dimensional creatures they were dealing with then many of their scientists had thanks to his espionage talents. It continued like this for some time, until the Rach left the warp back into real space. Nicholas was all too eager to return to Iliveria and meet with his family and friends again, which he did. He seriously considered returning to Aeveria and indeed offered a hand of working with them whenever possible, given he had down time while the Rach empire re-established itself. He became a Rach Nightmare shortly after entering the warp, his talents proving groundbreaking for the Rach and a true lifesaving. He's an honored Nightmare, being one of the oldest and most experienced. He's commonly called upon when espionage needs to be done, when the Rach feel someone is up to something and it needs to be figured out. His smooth talking, quick thinking and charisma often allow him to get into just about any facility to find out what needs to be found out. Furthermore, his other talent is his sheer resourcefulness. He's been compared to "McGuyver" in human culture within Aeveria and it's not hard to see why. He can take relatively common tools around him and use them in ways most people wouldn't think possible, making complex tools out of very simple objects. It prompts those who are actually familiar with the Nightmare's talents to remove -everything- from a room he's being held in if at all possible knowing full well even the smallest most inconspicuous object could be turned into a lethal weapon by Nicholas. He's also known to have a way with women, being a smooth talker and a charismatic individual. A fact that irks some of the Nightmares he works with. ===Nightmare Aiska=== "You know someone's good at their job when they can sneak up on you without trying. . . And you're a Rach. . . Who's used to everyone sneaking all the time." -- Special Ops Lead Kertak "I'd say those Aiska preys on tend to have nightmares, but that'd imply they live long enough to dream." -- Nightmare Nicholas "For when you really, -really- want someone dead. . . And you really, -really- don't care how they die. You call Aiska." -- Nightmare Cruze [[File:Nightmare Aiska.JPG|300px|thumb|left|Nightmare Aiska leaping upon a Pyre-Tech blade user.]] ==Opinions of other Races== The Rach have since met many races upon their return to the universe. Their opinions on what they've discovered of each race varies greatly. ===Peacekeepers=== ====Diabloians==== "This is what we should be. I'm ashamed to contact them again, they must think us cowards. . ." -- Emperor Gorach "The universe must want peace if the Diabloians are on our side. I pity any foe that engages them." -- Commander Nero " <3 " -- Rach Sniper after being covered by Diabloian elements The Rach really believe that the torch of head race of the Peacekeepers could not have been passed to a better race. The Diabloians by all rights are something the Rach not only want to be friends with but look up too. They're capable of doing everything the Rach cannot, standing their ground, fighting their enemies on their own terms, and striking fear into them at the same time. The Rach upon returning to the universe have shown great vigor in almost immediately rallying raids on supply lines of races conflicting with Diabloian territory. They look forwards to many joint ventures with the Diabloians in the future. ====Luminarians==== "I'm glad we met the Luminarians, their weaknesses are our strength and vice versea. We make an excellent team." -- Commander Nero "The Luminarians are really amazing. Their constructions, their sheer determination, they really are what we should aspire to be." -- Ops Lead Kertak ". . .Hold on let me get my guitar I have an idea." -- Rach Soldier upon seeing a Luminarian Battlestation. The Luminarians were one of the first to come and assisst the Rach on Norsus. By rights the Rach see the Luminarians on the level of angels. They came out of absolutely nowhere, bringing hope that the peacekeepers were still intact and that they had friends among the stars in their darkest hour. The Rach have been quick to make joint efforts with the Luminarians understanding the power of synergy between their forces as each covers the others weakness. After the Norsus conflict the Rach have big plans for erecting a monument just to the Luminarians appearing from the skies to save them. ====Aeveria Confederation==== "The Aeveria Confederation, heh, I think they're the perfect proof that there's good still left in this universe." -- Emperor Gorach "I've never seen a faction who's intelligence has been more spot on, never seen one that's been so organized. I am almost envious." -- Ops Lead Kertak ". . .Think they'll let us join if we get our butts kicked again?" -- Rach Sniper Aeveria Confederation is a point of grand interest to the Rach. The very concept of multiple races under one banner was the idea behind the Peacekeepers but Aeveria took it to a level they hadn't thought possible. The Rach seriously began to consider making their faction no longer race specific and start allowing themselves to be more like Aeveria after the Norsus conflict resolved. However, due to the Rach lifestyle this was decided to be a bit too difficult, they had enough to worry about. The Rach have a great respect for the organization and intelligence of Aeveria and are greatly looking forwards to working with them. ====Karahotduom==== "Karahotduom they call themselves? Looks like they know how to get things done around here." -- Emperor Gorach "I can't stress enough how much we need their help. I don't think I've ever seen a race snap a Zaretian line so fast." -- Kertak ". . .Aziz the Merciless? Why do they call you tha-- OH GOD! ! !" -- Rach Soldier being covered in Zaretian Gore The Karahotduom were the second race to appear to aid the Rach. Just like with the Luminarians the Rach are eternally grateful and find themselves often helping Karahotduom pushes as best they can. They're intrigued by the ferocity displayed by the Karahoduom especially Aziz the Merciless. The Rach want to get to know them better, and upon discovering the Karahotduom's love of Rugs offer many stolen rugs in friendship. Obviously to any other race this looks silly, but the Rach have learned not to question the universe really. ====Necraal==== "The Necraal? Show them respect, and they will show you it in kind. Show them aggression, well. . ." -- Stealth Commander Chira "To look into the face of horror and show no fear. I'm proud to call them allies." -- Emperor Gorach "So, stop, Hammer Time?" -- Rach Soldier to a Necraal Paladin The Rach have a great respect for the Necraal. First contact being between Stealth Commander Chira who was immediately impressed by the Necraal and seeks to work with them closely in the coming campaign of Norsus. Wheras the Virisus are sowing fear among the Rach, the Necraal seem fearless in the face of it. It's a kind of bravery the Rach wish they had, and due to this they find themselves inspired around the Necraal. Showing sudden determination and fearlessness as Necraal set a real example as to what a fearless warrior should be. ===Warlords=== ====Margan==== "I've never met a species with more hate and sheer vitriol then the Margan." -- Emperor Gorach "Purple isn't a color you associate with terror until the Margan have begun invading your territory. Then you can only associate the color purple with death." -- Ops Lead Kertak "Kids check under their beds for the boogeyman, the boogeyman checks under his bed for Biomatter. . . And all three of them get drenched in napalm by the Margan before being pissed on." -- Rach Sniper The Margan are the long ancient enemies of the Rach. The Rach have subjected them to countless sneak attacks, raids, and all manner of stealthy tactic. To the point that they are now completely ineffective against the Margan, every Margan knows to look out for Rach sneak attacks now and for all their stealth and guile the Rach are caught more often then they'd like when attempting to ambush Margan. As it stands, the Rach are trying to avoid the Margan and support other peacekeepers, while the Margan have had enough of the cowardice of the Rach the presence of the Red Rose on Norsus is a clear sign that the Margan have one last kick to the pants to deliver to the Rach. ====Zaretians==== "Zaretians, no respect for the living or the dead." -- Emperor Gorach "I don't think there's many things more foul then them. . . I can only wonder how we ended up at war." -- Commander Nero "Eugh, what happened? God I have a nasty taste in my mouth. . ." -- Rach soldier waking up from unconciousness There's a wild hatred between Zaretians and Rach that goes back for many years now. The Rach have much pent up rage about the loss of their home and show absolutely no mercy to the Zaretians. The Rach show unyielding fury towards the Zaretians and are one of the few races they truly 'hate'. Though there's still much confusion about how they ended up at war, many say the Zaretians just attacked them but there's also a story around that the Rach attempted an assassination of the Zaretian emperor. This story is dismissed by Kertak, however, as he never issued such an order to the Ops. ====IAE==== "I always hold out hope we can win the war. Yet then I see the vastness of the IAE, and that hope is replaced with dread and the feeling of inevitable defeat." -- Ops Lead Kertak "Why are they on the Warlord's side?! Don't know know the lunatics they're working with over there!?" -- Commander Nero "I didn't know Aeveria had an evil twin. . ." -- Rach Sniper IAE is a point of extreme tension for the Rach. The Vastness and power of the IAE is a point of extreme intimidation to the Rach and their presence on Norsus a looming cloud of defeat over the small ray of hope they had. The superiority of the IAE was made evident in the initial orbital exchange when the Rach fleets attempted to support peacekeeper elements by ambushing the IAE fleets, only to find themselves subject to a crushing counter attack and barely holding the line to back up their allies. ====Asanians==== "Voracious Appetites, expansive minds, and deadly cunning. Not to mention they've allied with the Margan, we have to worry about these ones." -- Ops Lead Kertak "Old versus the new. We're old, they're going to kick us to the curb if we don't keep up." -- Commander Nero "Think they'll show us respect if we eat them first?" -- Commander Mezin The Asanians showed up at the very end of the Norsus conflict and quickly earned the Rach's respect and fear by aligning with the Margan and absolutely punishing them during their retreat. The Asanians attempts at reverse-engineering their stealth tech is alarming, and cannibalistic tendencies terrifying. The Rach watch with worry to see if the Asanians can actually successfully replicate the Rach stealth tech in a meaningful manner without sacrificing as much as the Rach have too. It might be worth it to let the Asanians improve in the design, then steal it back from them improved. <b>Virisus</b> "Nightmares. . ." -- Emperor Gorach "The Margan are pure hate incarnate, yet, somehow the Virisus neigh surpass it." -- Commander Nero "They're demons, simple as that. . . We didn't used to believe in demons or a devil, now we do." -- Rach Soldier The Virisus appearance on Norsus heralded a lot of superstition and fear from the Rach. The brutal unforgiving tactics of the Virisus combined with the whispers of 'Legion' quickly spooked the weary and haggard soldiers of the Rach. That being said, the belief of the Virisus being demons, and their 'Legion' being the very root of all evil pulling the strings even behind the Margan have crept into the Rach society. The Rach in the future look forwards to avoiding the Virisus is at all possible. . . <b>Biomatter</b> "Can we go back to the warp now?" -- Rach Sniper "I can scarcely believe something like this exists. Yet, I suppose it's just another hurdle to overcome in our bid to survive." -- Emperor Gorach "I don't think they're so bad, one tried to hug me I swear." -- Commander Mezin Biomatter haven't been faced by the Rach, though plenty of records of them have reached Rach databases. The Rach want to avoid conflict with Biomatter but, at the same time want to help their allies destroy it if possible, knowing it's unlikely Biomatter would simply leave them alone especially with them being under the IAE's thumb. Though, the Rach feel they'd be of little help against Biomatter, being their classic hit and run tactics would be of little use against the endless swarm of Biomatter. ===Neutrals=== <b>Gronians</b> "We need to learn from them, not push them away." -- Emperor Gorach "They're a strong race indeed, but it's best we leave them alone. Getting in their way is. . . Tense. . ." -- Ops Lead Kertak "They are the best race ever and anyone who disagrees will get 50 lashes." -- Ward, Gronian born Rach The Rach and Gronians are currently in a very tense spot. The Rach know well of just how xenophobic the Gronians are, and rather strict, contrasting with the mindset of the Rach. They'd learned this early on from stories of other races and very early contacts on Norsus. Gorach is convinced they hold the secret to what the Rach need to fix their military issues, while Kertak would prefer they left them well enough alone, though he knows that's very much impossible. This is due to how close Rach and Gronian territory is, they will -have- to be in contact if they are to be so close, and both are dealing with very much the same foes. As of now the Rach are leaving the Gronians alone and looking more at a truce, however in the future there are plans for diplomacy. Early contact with Lady Calpria went about as well as they could expect, she seems their best bet at any form of diplomacy along with a Gronian-born Rach called Ward. Gorach is looking into both possibilities and pursuing the matter closely. <b>Nalstros</b> "Competition." -- Ops Lead Kertak "The Nalstros came to Norsus looking to pillage, I doubt they realize before long everything they've taken is going to end up back in our hands. Never underestimate the ultimate thieves." -- Commander Nero "Savage lot, nearly nicked my armor." -- Commander Ward The Nalstros were first encountered prior to entering the warp, mere space pirates the Rach encountered. There was often competition for loot between the two, Nalstros taking a more direct and violent approach to taking goods while Rach were a more tactful bunch that snuck in and took what they wanted. It wasn't uncommon for the two to cross paths, Nalstros charging a trade ship only to find its contents already pilfered by Rach thieves, or Rach staging a break in only to see the xenophobic Nalstros explode into a ship looting and murdering everything. The opinion of the Nalstros however has seriously dropped during the Norsus conflict when the Nalstros once more appeared and took over the oceans of Norsus along with looting the planet. <b>Sauran</b> "Ah these are a friendly bunch, good to see the entire universe doesn't want to kill eachother." -- Commander Nero "I find Sauran gardens rather soothing to take a walk through, I think I'm going to make vacation trips to Sauran planets to relax." -- Ops Squad Lead Chira "Hubba hubba" -- Mercenary Harc Purlone The Sauran, a neutral race are a friendly acquaintance the Rach wish to get to know better post Norsus. The Sauran's love of nature is one that some Rach wish to get to know better, and their peaceful way of life something of interest to them. All in all the Rach feel there's much to learn from the Sauran, and possibly good allies in the future. They also feel a bit responsible for the sudden problems the Sauran have had with the Margan, being the old enemies of the Margan themselves, and are looking for ways to help on that front. (( The rest is a Work in Progress )) [[Category:Legacy Lore]][[Category:Page]][[Category:Rach]] surr87x14jkd3qachme0kql6mxwdw2v Rach Empire 0 1068 10494 2019-09-22T02:59:46Z Amaker1450 26550035 Redirected page to [[Rach]] 10494 wikitext text/x-wiki #REDIRECT [[Rach]] 0w1ytm8e7w1q8olif7zq1u91mms30wn Rach Theatre 0 1087 17197 17147 2021-11-17T17:33:47Z Amaker1450 26550035 17197 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= [[Great War]] |notablebattles= [[Raid on Zartar]], [[Battle of Zetta Secundus]], [[First Battle of Norsus]] |place= Milky Way Galaxy |result= Warlord victory<br/> |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> * [[Margan Empire]]<br/> * [[Zaretian Monarchy]]<br/> * [[Saracin Empire]]<br/> * [[Magello Empire]]<br/> |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]]<br/> * [[Rach]]<br/> * [[Aeveria Confederation]]<br/> * [[Karahotdoum Empire]]<br/> * [[Sauran Solidarity]]<br/> * [[Warbot Industries]]<br/> * [[Empire of Diablos]] (04-05) <br/> |side3= |side4= |commanders1= * Massachiah<br/> * Ferivus<br/> * Azakiah<br/> * Gancarda<br/> * Vipenite<br/> * Peacha <br/> * Captain Omard<br/> * Coradine<br/> |commanders2= * Gorach<br/> * Cloudreaver<br/> * Admiral Korsair <br/> |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= Heavy |casual2= Massive |casual3= |casual4= |other= |notes= }} == Background == === Appearance of the Margan === The first known appearance of the Margan in the local galactic sector occurred when troops of the Golden Blade Dynasty invaded a minor power that, though it put up stiff resistance, was quickly overwhelmed and wiped out by the vastly larger force. Soon after, the other dynasties soon appeared elsewhere, strip-mining any planets and exterminating all life that they came across. The sheer, uncompromising brutality displayed by the Margan sent a ripple throughout the region as word spread through survivors and witnesses. Many nations formed contingency plans in the event of a Margan invasion or were actively preparing to attack them, including some that would become Warlord powers in the months or years that followed. Some historians argue that it was at this point that the Great War became inevitable. === Formation of the Peacekeeper Alliance === After witnessing the devastation the Margan wrought on many worlds, the Rach sent aid to besieged nations and hampering the Dynasties' efforts by targeting their logistics and chain of command. While such operations were disruptive and spread paranoia through Margan ranks, they saw limited success at best. The Rach performed these tactics for several months with relative impunity, as the Margan were not accustomed to Rach tactics. During this time, some within Rach high command, most notably General Gorach, known best for his unorthodox strategies, noted that the empire's tactics were not working and called for a reform of the Rach military. His request went largely ignored, most officials, including Emperor Coradine, confident that Rach tactics were sufficient. Rach fortunes took a turn when several of their operatives, including their ship and all of their equipment, were captured by Holy Dynasty troops while attempting to rescue a group of civilians during a siege. This allowed the Margan to identify their assailants, sowing the seeds for a rivalry that would span the next fifteen years. The Margan declared war on the Rach, the Holy Dynasty coming forward to lead the assault. But while information gleamed from the Rach's ship gave the Margan a vague idea of Rach space, they had trouble uncovering specific colonies, and saw constant harassment by Rach forces. Despite these difficulties, the Holy Dynasty advanced at an albeit slow pace, Rach colonies falling one by one in a war of attrition their military was not prepared to fight. Though many within Rach high command remained reluctant to reform their doctrines, all agreed that they would need a more direct approach to take on the Margan; thus, they searched for allies. Delegates were sent to several neighboring nations, including the Aeveria Confederation, the Karahotdoum Empire, Warbot Industries, Sauran Solidarity, and the Wingle Union, to propose the formation of a coalition with the goal of defeating the Margan and protecting those that could not defend themselves. The Aeveria, Minomit, and Sauran pledged support, while the Karahotdoum, who had ongoing tensions with the Yami Trade Union, pledged financial and material support. The Wingle declined the Rach's offer, instead declaring that they would remain neutral. The new alliance, formally referred to as the '''Peacekeeper Alliance''', assembled troops in preparation for its first move. The newly-assembled Peacekeeper fleets launched a surprise attack against a Holy Dynasty fleet as they were in the process of strip-mining a system. The offensive was a rousing success for the fledgling alliance; the Margan were completely repelled, suffering considerable losses in the process. Peacekeeper forces followed up with subsequent attacks to similar results. Their success prompted previously wary minor powers to join the Peacekeepers either for mutual defense or to offer what support they could. The Matriarchs of the Margan Dynasties convened in Holy Thereia to discuss their options. Seeing the rate at which the Peacekeepers were growing, the Matriarchs were forced to admit that they were incapable of winning the war on their own. Matriarch Hilda of the Orion Dynasty suggested forming a coalition of their own to fight the Peacekeepers. Initially, this was rejected, as it was viewed as a heresy tantamount to the Seraphim Dynasty. Hilda rejected this notion, stating that they could easily turn on their allies once the Peacekeepers were defeated. The debate came to an end when Matriarch Massachiah of the Holy Dynasty sided with Hilda, convinced that the Margan's only other option was the complete annihilation of their race. Matriarch Hilda was subsequently placed in charge of alien relations, and the Margan began searching for potential allies. The Margan approached the Zaretian Monarchy, requesting an audience with King Breys to discuss the threat posed by the Peacekeepers. The Monarchy was initially hesitant, wary of the Margan as they were already aware of the Dynasties xenocidal beliefs. Breys only changed his mind due to concerns from the military, which feared that the Monarchy's ongoing war with the Sauran would see intervention by the growing Alliance. The two parties agreed to host talks on the Zaretian throneworld, Zartar. === Raid on Zartar === Zaretian rebels under the command of the exiled king, Moscassin, who had been supported by the Rach for some time beforehand, learned of the meeting through intercepted Zaretian transmissions. The rebels relayed this information back to the Rach, suggesting that they should intercept the meeting and kill both Breys and the High Priestess, preventing any chance of an alliance between the two powers toppling Breys' regime, allowing Moscassin to reclaim the throne and join the Peacekeepers against the Margan. Rach command carefully considered the proposal, but deemed it too risky, noting that failure would bring the Zaretian military, the largest in the sector, into the war. However, Emperor Coradine, without notifying his generals, deployed a team of special operatives to Zaretian space. With Moscassin's aid, the assassins, as well as a Stealth Tank, arrived on Zartar shortly before the meeting commenced. The Zaretian capitol was under especially heavy guard on the day of the meeting; both participants brought a detachment of their most elite troops to secure the area, and a larger-than-normal garrison of Zaretian army troops were stationed in the area surrounding Breys' palace. The two leaders retreated to Breys' throne room to hold the meeting in private. While no transcription of what transpired has been made public, it has been reported that the meeting went off to a rocky start, with Breys expressing concerns over whether he could actually trust the Margan and believing that he could handle the Peacekeeper threat on his own. [[File:111|thumb|right|300px|Rach forces engaged with Zaretian forces just outside of Breys' palace.]] The Rach assassins, who waited a short distance away from the palace, launched their attack a few minutes after the meeting had started. The bulk of the operates moved to infiltrate the palace while the tank and a smaller detachment remained outside as a diversion. The diversion was short-lived as they were surrounded and eliminated by Zaretian forces within minutes. The main force successfully infiltrated the palace, but were met by royal guards, who subdued them at little cost to themselves. All but a few of the Rach were killed. The rest, including the leader, who reportedly had his jaw broken by King Breys, who punched him with his "Iron Fist of Payne", were captured and never heard from again. The failed operation not only shocked and embarrassed Rach high command, who scrambled to uncover who was responsible, but it also backfired spectacularly. Just as the Rach had predicted, Breys, outraged by the Rach's attempt on his life, put aside his doubts and established a Pact with the Margan to safeguard their sovereignty and beliefs against the Peacekeepers. The Monarchy initiated immediate military mobilization as it formally declared war on the Peacekeepers, marking the beginning of what would soon be known as the Great War. Having learned of Moscassin's role in the plot through the testimony of Rach prisoners, Breys stepped up his efforts to eliminate dissidents from within the Monarchy. Over the next several months, a vast number of suspected or confirmed rebel sympathizers, ranging from regular citizens to military and political figures, would be purged, with many being executed by the House of Sovereign. Peacekeeper media soon referred to the alliance as the '''Warlord Pact'''. But rather than taking it as an insult, the two powers readily accepted it. To them, the term spoke of their ability to wage war, and the presence of strong, absolute figures at the helm that would not falter even when under intense stress, a sort of figure that weaker groups could rally around for guidance and protection. Thus, Warlord Pact became the official name of the alliance. == Course of the War == === Year 1: Pact Counterattack === Pact members launched separate offensives against the Peacekeepers, each emphasizing different targets. The Zaretians committed most of their troops to the Rach, with smaller detachments being sent against the Sauran and the Aeverians. The Margan split their forces by Dynasty; the Holy, Golden Blade, and Reaper's Fist Dynasties to the Rach; Orion to the Aeverians, Hammer of the Divine to the Sauran, and Red Rose the to WBI. [[File:222|thumb|left|300px|Holy Dynasty forces overrunning a Rach outpost during the opening days of the war.]] Rach military forces were woefully unprepared for combined Zaretian and Margan assaults, which were on a magnitude of scale that they were simply unable to deal with. With most of their troops equipped with little more than pistols and their armor largely worthless for anything more than ambushes, Rach colonies fell swiftly as the Warlords swept through the Rach's outer colonies in vast numbers. Peacekeeper forces attempted to relieve the Rach, but found themselves bogged down. Only the Aeverians were able to assist the Rach in any meaningful capacity, but even with their support, Rach defenses were receding rapidly. Shortly after the outbreak of hostilities, the Kelmir, militant Minomit who wanted to use their machines for conquest, approached the Pact to offer them an alliance. The Kelmir were also joined by smaller separatist factions who wanted to sell their Warbots to the highest bidder, regardless of what side they were on, and who felt that the Warlords would be more willing to pay. The Margan agreed to an alliance and worked to induct them into the Warlord Pact. The Minomit initially rejected induction due to lingering tensions with the Zaretian Monarchy, but agreed after receiving a promise that the Monarchy would leave them alone. Bolstered by Pact infrastructure, the Kelmir and separatists' machines went into full production and joined Warlord forces on the field as agents initiated terrorist attacks within WBI territory so as to hamper their logistics and demoralize them. ==== Station SRD72 ==== Shortly after their entry into the Warlord Pact, the Saracin constructed a secret facility, designated Station SRD72, on one of their distant colonies. Disguised as a power station to avoid scrutiny, SRD72's main purpose was to study technology acquired from the Peacekeepers and to perform experiments on captured Alliance soldiers so as to discover biological weaknesses. The station was also used to coordinate Saracin efforts with the rest of the Pact, and therefore contained a trove of strategic data. Rach scouts discovered the facility, and the Alliance deployed a small task force led by General Gorach and Special Ops Lead Kertak to infiltrate SRD72, freeing the prisoners, and steal any information they could find. Though jammers prevented the Rach from landing near the base, Kertak and his men were able to bypass most of the Saracin's defenses and enter the facility. Gorach and his men were caught, but nonetheless fought their way inside, using a stealth tank to force their way through a wall. With the help of several prisoners they had freed, the Rach fought their way through SRD72's garrison and reached the computer mainframe, downloading all available data before setting the facility to self-destruct and evacuating. [[File:333.jpeg|thumb|left|300px|Special Ops Lead Kertak dispatching a guard outside of Station SRD72.]] As they had hoped, the Rach had recovered confidential information on Warlord operations, as well as technical documents regarding Pact vehicles and weapons, all of which was passed along to the rest of the Alliance. Unfortunately, the Saracin warned the Pact of SRD72's destruction, causing Warlord commanders to modify or cancel their plans, rendering much of the strategic data moot. But the most important find was one that deeply troubled the Rach: the Zaretians had, through an unknown agent, discovered how to reach Norsus, and were now coordinating with the Margan to disable the planet's stealth generators, opening it to an invasion. Believing a traitor to be in their midst, the Rach began an internal investigation to uncover the turncoat. To keep morale high, this information was hidden from the public, but was shared among the ranking officials of the Alliance, some of whom doubled their efforts to protect Rach space. === Years 2-3: Zetta Secundus & Escalation=== ==== Battle of Zetta Secundus ==== [[File:ZettaSecundus.jpg|thumb|right|300px|Ships of the Aeverian 16th fleet engaged with the Zaretian navy.]] In addition to giving them time to reinforce their positions, the Karahotdoum's offensive also gave the Alliance time to plan their first major counteroffensives. The Aeverians took initiative, focusing in a region of Rach space known as Zetta Secundus, which was on the brink of collapse after weeks of attacks by Zaretian forces. Rather than engaging the Monarchy directly, the Aeverians planned to flank Zaretian positions and disrupt their logistics, which would force the Zaretians to withdraw to defend their assets. A modest force comprised of the 371st, 482nd and 16th fleets were assembled for the task; though some officers wanted to dedicate more ships, all other available assets were tied up on other fronts, and the Alliance could not risk redeploying them elsewhere. At the onset of the operation, forces within Zetta Secundus were ordered to hold their ground while the Aeverian fleets moved in. With the Monarchy distracted, the flanking maneuver was a success, and the Aeverians eliminated several of the Monarchy's forward-bases. When word reached Zaretian officers within Zetta Secundus, they turned their fleets around and counterattacked. Though the Zaretians outnumbered the Aeverians four-to-one, they were completely disorganized, with some fleets not coordinating with the rest. As a result, ships flew piecemeal into the Aeverian firing line. Combined with the Aeveria's advanced subspace engines and long-range beam weapons, for which the Monarchy had no counter, the Zaretians were completely routed, suffering catastrophic losses while most Aeverian casualties were in damaged ships that could be repaired. The Zaretian defeat at Zetta Secundus was the first major setback for the Warlord Pact. Due to the number of ships lost, the Zaretian front collapsed, forming a breach that forced both the Saracin and Margan to retreat in order to close it, ceding captured territories in the process. The Zaretian admiralty board, having learned a hard lesson about the flaws in their doctrine, began the process of completely overhauling their navy. For the Peacekeepers, it was a much needed boost in their morale, particularly for the Rach, and became immortalized in Peacekeeper media as the 'Miracle in Secundus'. === Year 4-5: Operations Stormbreaker & Downfall === ==Aftermath== [[Category:Conflicts]][[Category:Page]][[Category:Legacy Lore]] teogbymf5c486837v9wlrk8rurfucub Radiance Heavy Beam (Luminarian) 0 968 17097 15479 2021-11-17T03:24:16Z Amaker1450 26550035 17097 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Radiance Heavy Beam |image = [[File:RadianceBeam.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Plasma Beam |label3 = Place of origin |data3 = Luminarian Rebels |header4 = Service history |label5 = In service |data5 = Luminarian Schism - Present |label8 = Used by |data8 = [[LNBs Claymore]]</br>[[LNC Oculus]]</br>[[LNC Dauntless]] |header13 = Production history |label14 = Designer |data14 = [[Luminarian Naval Design Bureau]] |label15 = Designed |data15 = Luminarian Schism |label16 = Manufacturer |data16 = [[Sirdariim shipyards]] }} The Radiance Heavy Beam is a plasma beam cannon used by the Luminarian Rebels. The design was created by the [[Luminarian Naval Design Bureau]], utilizing Aeverian beam technology. The Radiance is designed for use against warships and planetary bombardments to support Ground Forces operations. It has the capability to support a 6-second long burn every 30 seconds, at a range that exceeds its Aeverian counterpart. However, due to its immense power consumption, dedicated reactors have to be built to support each Radiance beam. 3 Radiance beams form the primary armament of the [[LNC Oculus]], and 1 is mounted on the [[LNC Dauntless]] and the [[LNBs Claymore]], providing each ship with the capability to devastate targets in its frontal arc. ==History== ==Variants== ===Extended Range Mod 2=== [[Category: Luminarian Weapons]][[Category:Page]][[Category:Legacy Lore]] r6vhrflrlcqkv0lpohpk1zjgn6ftpf0 Railgun 0 1508 16188 2021-04-09T02:48:54Z Amaker1450 26550035 Redirected page to [[Projectile Weapon]] 16188 wikitext text/x-wiki #REDIRECT [[Projectile Weapon]] hga8ggcvw60i5spil17nfg5yydi8qwf Railguns 0 1434 15380 2021-02-12T18:56:08Z Amaker1450 26550035 Redirected page to [[Railgun]] 15380 wikitext text/x-wiki #REDIRECT [[Railgun]] px50vyo2k37ylpxork7fffsnzp7m8bq Rathakern 0 1049 15091 10369 2021-02-04T06:31:19Z Amaker1450 26550035 /* Sightings */ 15091 wikitext text/x-wiki Also known as Reapers. == History == The Rathakern originated on the arid planet of Raptis Prime, a planet with dark red skies that resided in a secluded region of space near the edge of the galaxy. Throughout their history, they competed with other races that had evolved on the planet, gradually accumulating power until the formation of the great tribe under the leadership of Warmaster Arn. Arn, who is believed to have created the fabled Void Axe, led the Rathakern for centuries, his reign coming to an end shortly after the development of firearms. He was succeeded by Warmaster Karn, who successfully eliminated the Rathakern's enemies after centuries of warfare. Karn was succeeded by the current Warmaster, Moratoryan, who wields Arn's Void Axe. Under his rule, the Rathakern have become the dominant power in their region, carving out a sizeable empire for themselves in the process. Raptis Prime and many surrounding planets possess vibrant red crystals. The Rathakern are fiercely protective of these crystals, which they harvest for reasons still unknown. It is believed that they behave similarly to [[Margan_Empire#Margan_Crystals|Margan Crystals]] and are used as a power source. ==Biology== The Rathkern in many ways resemble dragons, albeit without wings and possessing a row of large spikes that travels along their spine. Their hands, wrist, and legs are coated in hardened bone that provide some protection against projectiles and explosives. Rathakern see best in dark red light; though scientists have not yet determined why, it is believed to be connected to Raptis Prime's atmosphere. ==Culture== The Rathakern value power and weaponry above all else. They are naturally aggressive and are taught to fight straight from birth; paradoxically, there are no records indicating that the Rathakern have fought among themselves, their history speaking only of conflict with outsiders. Family relations are almost non-existent, with members too preoccupied with matters of the state and with work to focus on personal relationships, which exist only to perpetuate the species. Foreigners seldom visit Reaper colonies due to the risks involved, greatly limiting the galactic community's understanding of the Rathakern. ==Warfare== The Rathakern can fight in most any environment, but they specialize in desert warfare thanks to their upbringing on Raptis Prime. They rely heavily on frontal assaults spearheaded by armored vehicles and mechs followed by infantry assaults; they also make heavy usage of orbital bombardment via [[laser]] cannons mounter on their battleships. Most Rathakern infantry are divided into four classes, each possessing their own sub-classes: * '''Grunts''', which can become bombers and workers; Typically given TR-60 blasters. * '''Marines''', who can serve as chain-gunners and heavy weapons specialists; XY-34 blasters are standard issue arms. * '''Voidtroops''', elite infantry armed with V8-R7 sword-blasters. Can pilot mechs. * '''Arganoughts''', who can also become a mech pilot or a destroyer commander. Granted access to a XY-45 blaster and a powerful Lightning Sword. Stronger or more specialized classifications also exist, but they are not as common. Rathakern infantry start with very little armor, and have to prove their worth and climb the ranks in order to receive better protection - as evidenced by the army's motto ''"You earn your armour"''. Rathakern territory is notoriously difficult to invade. This is because the majority of their colonies reside in a tightly-packed cluster of stars, allowing the empire to quickly respond to any threat. But as the Rathakern expand outside of their cluster, they have found that they cannot reinforce their new holdings with the same speed, leading to efforts to produce faster and more efficient FTL engines and a greater number of troops being stationed in their outer colonies. To protect Raptis Prime as armies were deployed elsewhere, the Rathakern established the Honor Guard, which consists of some of the most elite troops the empire has to offer. Honor Guard soldiers sometimes accompany important individuals and may also be sent out to perform tasks of great importance. Though they had yet to directly engage the Biomatter, the Rathakern are constructing a task-force to take on the hives. Though they have made great strides in amassing the fleet, they are still in the process of developing specialized weapons. ===Omnishia=== The Omnishia is a battleship constructed in secrecy at the orbital shipyards of Raptis Prime. A vessel of vast size, the Omnishia was constructed over the course of several years and would serve as the Rathakern's premier flagship. In the final years of production, the Rathakern experienced a shortage of resources for the project, which played a large part in their intervention in the Great War when they attacked and occupied [[WBI|Warbot Industries']] remaining colonies. The Rathakern would later attack another location to acquire necessary components to the Omnishia's A.I, which required a substantial amount of processing and electrical power to control the all of the vessel's various systems. ==Notable Individuals== '''Warmaster Moratoryan''' - Leader of the reapers and wielder of both the Void Axe and the Helmet of Domination. He personally oversees a secretive installation beneath Raptis Prime known as 'Project 4', the purpose of which remains unknown even to the Warmaster's generals. He is notably large for a Rathakern, standing a full two feet larger than average. '''Commander Wreav''' - Commander of most small scale attacks. Eschews the use of mechs in combat as he feels they are too clunky and restricting. '''Commander Dorion''' - Commander of the Reaper Honour Guard. Never leaves Raptis Prime. '''General Wraithbane''' - Leads the army & offensive fleets in partnership with Moratoryan. Second in command to the Warmaster. '''General Parthen''' - Before becoming a General, Parthen was a talented Arganought mech pilot, and he has taken this experience into his new command. Unlike the other generals, Parthen puts a heavy emphasis on rapid-response mechanized doctrines. He is a gifted strategist, and was the architect of the Reaper's full offensive plans. Given control of the homeland defense fleet by the Warmaster before their full offensive was launched. '''Kanten'''- Lead engineer on the Omnishia project '''Percivel''' - Not much is known of him. Only seen once on a barren planet that was attacked shortly after. Judged on his armor he is very high ranking and outranks some of the generals. ==Sightings== ''Mission: The Reapers'' The first sightings of the reapers. A small warbot mining base was attacked by the reaper fleet. They wern't the only planet under attack though, 10 other planets near them were attacked it was part of the reapers project "project Revelance". Only one person responded to the attack and was the same person who made it out alive. ''Mission: Motivations'' A Reaper fleet attacked s IAE hilltop base the attack lasted 5 hours and the IAE won in the end but the reapers stole some cores and a AI waiting for programing. They have no clue why they stole that and left the weapons. ''Mission: Bombardment & Operation Overlord'' Reaper weapon scientists had developed the Overlord Bomb, a large self propelled bio-bomb. The bombs had been constructed in secret, but the weapons factory was infiltrated by a group of Diabloian Valkyries. The secrecy paid off, however, as the Valkyries discovered the project too late to intervene. A city on the Diabloian world of Larvos was hit by an Overlord Bomb, and thousands were killed in the initial strike alone. ''Mission: Reap What You Sow'' Reapers occupy the Delani city of New Demosia on the ice planet Tikka, but are ultimately driven out in fierce urban combat. [[Category:Page]][[Category:Inactive]] h7gzzjtz37vc63xe7v2wkosqc9g1ln6 Rathakern War 0 1315 15059 13672 2021-02-04T05:40:33Z Amaker1450 26550035 /* Aftermath */ 15059 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= Year 04-Current |partof= [[Great War]] |notablebattles= |place= [[Empire of Diablos]] |result= Ongoing |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]] |side3= [[Rathakern]] (06-09) |side4= |commanders1= |commanders2= |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= Massive |casual2= Massive |casual3= Near-total |casual4= |other= |notes= }} ==== Bombardment of Larvos ==== Under orders from Warmaster Moratoryan as a continuation of their plans to establish themselves amidst the instability of the war, Rathakern Weapon scientists developed large-scale anti-civilian biological "Overlord Bombs" on remote outposts outside the main cluster and in former Minomit space. The intent was to use the bombs against Peacekeeper cities to even the playing field against more entrenched powers and destroy civilian resistance to invasion. The program was conducted in secret, but Diab scouting sweeps detected and tracked a heavily guarded supply convoy en route to one such base and logged it as suspicious to command. A team of Diabloian Valkyries was deployed to follow one of the Rathakern's supply convoys to uncover information on the Warlord's plans. Unbeknownst to the spies, the Rathakern had already made their move, with General Wraithbane's fleet making its way towards the Diab colony of Larvos. By the time the Valkyries uncovered the Rathakern's plans, the attack on the colony had already begun; several of the strategic Overlord Bombs loaded with biological agents had been deployed at the colony, killing thousands as Rathakern forces stormed the colony. The Diabs evacuated surviving citizens, but were defeated after a pitched battle that reduced much of the colony to ruins. The Rathakern would initiate similar attacks on nearby colonies, successfully establishing a small foothold in Diab space in the process. === Battle of Vedrthar === Once the Omnishia had been repaired, Warmaster Moratoryan's forces were back on the move. They linked up with General Wraithbane, who had been maintaining a defensive posture since the attack on the Omnishia, and renewed the Rathakern's offensive into Diab and Delani space with renewed vigor. Wraithbane concentrated on the Delani while Moratoryan and Commander Wreav pushed through Diab space. To blunt the assault, the Diabs were forced to divert troops from Iron Gauntlet. Even still, the Rathakern persevered, with the Omnishia pushing ahead into the Vedrthar Sector. Vedrthar sat right at the doorstep of the Pact's foothold, but with Iron Gauntlet underway elsewhere, was relatively quiet. The Rathakern were quick to take advantage of the situation, and began assaulting Peacekeeper positions as they inched towards the foothold. But by this point in the offensive, the Rathakern had begun to encounter problems of their own. Their supply lines had been stretched thin and were vulnerable to harassment. Reinforcements came gradually, but were at times intercepted before they could link with the fleets. With the Warmaster and his commanders constantly on the move, there was little time to properly repair and maintain equipment. The Omnishia itself, though still a formidable vessel, was likewise beginning to sustain damage due to frequent engagements. Some of the engineers began to call for the ship to be returned to the Rathakern's WBI holdings for repairs, but Moratoryan refused, citing potential ambushes and the fact that the Rathakern needed to attack now while the enemy was preoccupied. The Warmaster's advance soon caught the attention of the 17th Magellan Battle Fleet under the command of Captain Bulgara, which had been stationed in the area as a rapid response force. Fearing that an attack by the Rathakern could potentially shatter the foothold, Bulgara requested reinforcements and permission to engage the threat while it was still away from the foothold. Imperial Command, its attention focused on the battles in the salient, granted Bulgara a limited number of reinforcements but ordered her to maintain position until further notice. Bulgara, unwilling to wait for the Rathakern to make the first move, disobeyed Imperial Command's orders and breached protocol by contacting local Peacekeeper forces. She proposed a ceasefire so that the two could work together to repel the Rathakern. The Peacekeepers reluctantly agreed, and the two began planning how to best tackle the threat. Commander Wreav and his men had been acting as a vanguard for Moratoryan's forces; the commander would launch preliminary attacks that softened the defenders before the main fleets arrived. Bulgara and the Peacekeepers planned to engage Wreav's command fleet and in doing so lure the Omnishia into a trap. Some protested the operation as being too risky, but officials on both sides understood that the Omnishia and its commander needed to be eliminated before the Rathakern could be broken. While the bulk of Bulgara's forces maintained position and token forces contained ongoing Rathakern attacks, Magellan and Diab scouts scoured the region, searching for Commander Wreav. After a little over a week of observation, the movement of some of Wreav's forces were triangulated to a specific region of Vedrthar. A scout was sent ahead and confirmed the presence of a large concentration of Rathakern vessels. Believing it to be Wreav's command fleet, Bulgara moved in to engage. The allies had guessed correctly; Wreav, having not anticipated a large force nor having fought the Magello before, contacted the Warmaster for assistance. The Peacekeepers held back, waiting for the arrival of the Omnishia before revealing themselves. During the interlude, the Magello dealt a serious blow to Wreav, whose forces had been scattered across multiple planets, but the commander remained confident that the Omnishia would turn the tide. When the Omnishia and its escort fleet finally arrived, the Magello shifted their attention towards the ship and pressed the attack, preventing the vessel from effectively maneuvering. The Rathakern had seemingly turned the battle back in their favor, but in truth, the Magello, though now being battered by the Warmaster's forces, were providing the Peacekeepers with targeting data. Soon, the Peacekeepers entered the fray and attacked the Omnishia with several alpha strikes, overloading the shield and piercing the ship's hull in several locations. This in turn led to a few of the Omnishia's ammunition stores exploding, causing further damage to the ship. But while the Omnishia had been seriously wounded and its crew shaken, the ship was still capable of fighting, and the Rathakern maintained numerical superiority. Moratoryan acted quickly, requesting for further reinforcements as he focused his attacks against the Magello in an effort to break out. Though stationed in Delani space, General Wraithbane responded to the distress call by dispatching a portion of his forces to the engagement. They appeared behind one of the Peacekeeper fleets, forcing the ships to divert their attention away from the Omnishia. But before Moratoryan could exploit the distraction, Captain Bulgara's flagship, though having sustained heavy damage in doing so, carefully maneuvered itself behind the Omnishia and unloaded a salvo directly into the vessel's engines, causing a detonation that damaged the vessel's stern and rendering the ship completely immobile. To the disbelief of both Bulgara and the Peacekeepers, the Omnishia continued to put up resistance, the crew making no attempt to scuttle the vessel. With their Warmaster in peril, all nearby Rathakern ships moved to form a perimeter around the Omnishia, though Wraithbane's forces were unable to advance due to the Peacekeepers. Bulgara and the rest of the Peacekeepers advanced towards the ship, fighting through the Rathakern fleet as strikecraft performed bombing runs on the Omnishia's remaining weapons systems, which soon began to fall silent under the onslaught. Commander Wreav was among the ships defending the Omnishia, but he was soon killed after his ship took multiple hits from the frontal cannons of a Diab cruiser, one of which had glanced the bridge, vaporizing Wreav and the crew. Once the Rathakern's defenses had thinned further and a path to the Omnishia had opened, Diab and Magellan soldiers were deployed into the vessel to secure the ship and eliminate Warmaster Moratoryan. The Warmaster, donning his Void Axe and a plasma hand cannon, fought the invaders alongside his men. Fighting in the ship would persist for almost two straight days due in part to the size of the ship and its vast crew even after much of it had been wounded or killed prior to the boarding operation. Outside, the allied force repelled the Rathakern from around the Omnishia, preventing any reinforcements from reaching the ship. Near the end of the second day, Warmaster Moratoryan and what remained of his honor guard were surrounded by Diab and Magellan soldiers. The Rathakern dictator was ordered to surrender, but he instead charged headlong into the attackers, his guards following suit. Over the next five minutes, the guards were gunned down or killed in hand-to-hand combat, leaving the Warmaster on his own. He felled many of the attackers before a Diab Shock Trooper dodged a swipe of the Void Axe and plunged his bayonet into the Rathakern's arm before unleashing a point-blank burst of fire that severed Moratoryan's hand. The Warmaster raised his hand cannon, but the Diab was faster, and wrestled the gun out of his hand. The two grappled before a second soldier charged the Warmaster with his pauldron, knocking him to the ground. The Diab then grabbed Moratoryan's jaws and, after a momentary struggle, pulled them apart, shattering them and severing one of Moratoryan's carotid arteries, killing him almost instantly. With both Warmaster Moratoryan and Commander Wreav dead, the Omnishia captured, and their forces having sustained irreplaceable losses, the remaining Rathakern routed, fleeing either towards their WBI foothold, General Wraithbane, or in any other direction away from Vedrthar. Thousands of Rathakern would be taken prisoner, including what remained of the Omnishia's crew, though a small few would continue to hold out before being eliminated in subsequent sweeps through the ship. An uneasy calm then fell between the Peacekeepers and Bulgara as troops on both sides began pondering their next move now that their objective had been completed. A few of Bulgara's officers pushed for an attack, but Bulgara refused; the commander had no intention of turning on an ally, even a temporary one, so quickly, and wanted to give both sides an opportunity to rest and recuperate. More importantly, the Magello had taken the brunt of the assault, and Peacekeeper troops outnumbered them by a substantial margin. Within the Omnishia, some of the Diabs and Magello had slowly begun to fraternize as they divided the spoils of the battle, tended to the wounded, and recovered bodies for burial. Rumors continue to circulate that a tiny handful of Magello soldiers used the opportunity to defect to the Peacekeepers, and that Bulgara may have been in some way complicit, but such reports remain in the realm of conspiracy. In a show of goodwill, and to prevent a possible confrontation, Bulgara allowed the Peacekeepers to claim the wreckage of the Omnishia and Warmaster Moratoryan's equipment, both of which would be brought back to Diab space for study and as trophies. Bulgara's forces, after having taken what they needed, returned to the foothold while the Peacekeepers moved to join their allies in engaging Wraithbane. Wraithbane was notified of Moratoryan's death as Rathakern fores had begun to fall back. As well as a complete loss of the Rathakern's morale, the destruction of the Omnishia had left Wraithbane's flank completely exposed. The general ordered an immediate evacuation and for all Rathakern forces to fall back to the WBI foothold. But as Wraithbane's forces began to fall back, emboldened Delani surged across the front, scattering the Rathakern and inflicting terrible losses on the invaders. Worse yet, Peacekeeper ships from Vedrthar soon began streaming into the region. To avoid being surrounded, Wraithbane ordered his ships to depart, abandoning any troops that were still on the surface, all of whom would either die or be taken prisoner; this did little to help the general, however, as the Peacekeepers followed Wraithbane back to the WBI foothold. Both forces arrived in the area mere minutes apart, and a fight promptly broke out For several hours, Wraithbane attempted to hold his ground, but he was then contacted by General Parthen, who had been overseeing the Homeland Defense Fleet and had now been appointed as the new Warmaster in place of Moratoryan. Parthen ordered Wraithbane and his men to abandon the foothold and return to the mainland in the event of a Peacekeeper attack. The general complied, and his men made a fighting retreat away from the region. Though the Rathakern had been repelled, it had come at a considerable price for the Peacekeepers. The short but intense campaign had been fought primarily with troops desperately needed on other fronts; this was most notable in the Diab foothold, where the withdrawal of troops from Iron Gauntlet contributed to the Repzork repelling the Diabs from the southern salient. Those who had not been killed or crippled were exhausted and needed time to rest and tend to their equipment, granting the Pact a temporary advantage in manpower in some regions. A few officials pushed for a front against the Rathakern, but this was unanimously rejected. Nevertheless, observers continue to monitor the outskirts of Rathakern space for signs of buildup, though they have yet to detect anything of note. Little is known of what transpired in the Rathakern mainland following their defeat, but most believe they have either given up or are building their forces back up and preparing for another opportunity to strike in the far future. Imperial Command had learned of Bulgara's rogue actions as the Battle of Vedrthar was already underway, and decided to allow the conflict to run its course before taking action. What exactly they should do with the Captain became a matter of lenghty debate. Though she had disobeyed orders, she had eliminated what could have been a serious threat to the foothold; at the same time, a story of Warlord and Peacekeeper forces working together could potentially harm the public's perception of the war. There were also fears that some of the Magello could defect as Zinmar and Omard had. In the end, it was decided that Bulgara and her men would not be directly punished, but would be kept where the Pact could keep an eye on them. Bulgara and her men were commemorated in a public ceremony celebrating their heroic actions against the Rathakern while propaganda minimized the role of the Peacekeepers and exaggerated the threat posed by the Rathakern, implying that the two forces had no other option than to work together and that there was no fraternization. The 17th fleet was then subsequently moved from the foothold to a fortress world near Sculpterra, where they would slowly build themselves back up with diehard Warlord supporters. ===Aftermath=== [[Category:Legacy Lore]][[Category:Page]] ru7vjs46gbozyw413if79bkmk0qk3yl Reapers 0 54 8997 8996 2019-02-08T21:06:28Z AmadeusReborn 30459495 small note on another two adventures they appear in 8997 wikitext text/x-wiki == Reapers == Also known as Rathakern '''History''' The reapers were hidden for many years on a star system on the farthest end of the galaxy. They lived on the planet Raptis Prime a barren sand ball with dark red sky’s. They slowly gained power by working together and finally formed a tribe and the first of the 3 great leaders were born War master Arn he lead his people for hundreds of years and finally dyeing when the first guns were being used. The next leader War master Karn helped defeat Reapers hated enemy. Finally Karn died and the newest war master Moratoryan who holds the fabled void ax when was created in the era of Arn. Today the reapers rule there corner of the galaxy without fear. '''Biology''' The reapers basically look like dragons without wings with spikes down there back. They eat meat and fish nothing else. The reapers skins around the hands are plated in hardened bone. Their legs are completely bone so they can’t feel pain there so land mines are not very effective to fight the reapers. The reapers eyes see better in dark red light and they fight better in it as well no one can find out why though. '''Culture''' Reaper culture is about power and weapons. The families are not very close at all (mostly because there at work or working) Reapers are born to fight and are always aggressive but oddly they never in all history had wars with each other. The only reasons why are because they have the same goals and have no need to fight or by law you can’t, there is no way to prove whose right or wrong because not many people dare go to a reaper city. ''' Warfare''' The reapers can fight anywhere any time with large armies in hours. The main reason the reapers are rarely attacked is that there start systems are so clustered no ship attacks without the other 2 star systems knowing about it. That also means they have the power the hide there projects from other empires until it’s too late. Reapers have to main battle plans, one Battle charge is when the whole army runs in with all their tanks and mechs hoping to overpower the defenders, they usually do. Two barrages are when they laser the base with their battle ships and then attack. They can pull of stealth missions due to the high powered stealth suits they use. '''Raptis Prime''' The Reaper home world is a sandy dune world it had cities here and there but the rather keep it the way it was. The water is dark red and so is the sky perfect for the reapers. The reapers fight better in dark red light so that means Reapers have a better chance of fight off invaders on their own planet. The armies can't always protect the planet so Ratis Prime has its own army called the Honor guard the are well trained and skilled beyond any reaper soldier the take great pride it what they do and not many seen them let alone live one. ''' Omnishia''' Onmishia is the name of the ship the reapers are working on there is only a small reordering of the lead engineer talking about it “This ship will dwarf everything we made it should be done in about 15 weeks but the blasted main gun wont ship without any one finding out “From the other data that was found it is massive about 50 miles long 10 miles high and is being built in a space station above Raptis Prime. The ship has been made and s loading thousands of troops to attack the peacekeepers and warlords alike. The ship isn't alone it leads the fleet of the reaper ships. The fleet is in its 1000 now ans shouldn't be long until someone comes across the ship in battle. '''Red crystels'''' The reapers seem to have a need for red crystals. The only info we have on them about red gems and crystals is that they all head back to there home planet or planets around it. The reason is still unknown. '''Biomatter''' After hearing of the biomatter they started to make a taskforce to fight them. So far they have made a strong start with the project but the weapons are still being made. '''Warlord''' It’s easy to say the reapers are warlords. They attack at their will and kill the weak but they can make good allies if you show them respect. '''Army''' The reapers have a saying in the army "You earn your armor" meaning the soldier has to prove himself strong to earn better protection. So the best reapers have great armor and protection but most go into battle don’t have much armor and die easily. The army has 4 main classes in order of weakest to strongest grunt marine void trooper Arganought. There are stronger ones but not very common. Reapers are known to specialize in desert warfare, thanks to their heritage on Raptis Prime. '''War master Moratoryan''' Current war master of the reapers he holds the legendary void ax and the helmet of domination. He has a base in Raptis primes core called " Project 4" what he does in there is hidden how he got there even more hidden but all we know is he never tell anyone were it is that is not the high generals. His size is slightly large for a reaper. Too much is known about him still he should be treated as a threat. '''Troops''' The Reapers have 4 classes but most of them has subclasses. Grunts can be bombers and workers marines can be chaingunners and heavy weapons. Voidtroops can be mech drivers, Arganoughts can be a mech driver or a destroyer commander. '''Known reapers''' Warmaster Moratoryan- Leader of the reapers and holds the void ax Commander Wreav- Commander of most small scale attacks Commander Dorion - Commander of the Reaper Honour Guard General Wraithbane - Leads the army & offensive fleets in partnership with Moratoryan. Second in command to the Warmaster. General Parthen - Architect of the Reaper's full offensive plans. Given control of the homeland defense fleet by the Warmaster before their full offensive was launched. Kanten- Lead engineer on the Omnishia project '''Sightings''' Mission: The Reapers The first sightings of the reapers. A small warbot mining base was attacked by the reaper fleet. They wern't the only planet under attack though, 10 other planets near them were attacked it was part of the reapers project "project Revelance". Only one person responded to the attack and was the same person who made it out alive. Mission: Motivations A Reaper fleet attacked s IAE hilltop base the attack lasted 5 hours and the IAE won in the end but the reapers stole some cores and a AI waiting for programing. They have no clue why they stole that and left the weapons. Mission: Bombardment & Operation Overlord Reaper weapon scientists had developed the Overlord Bomb, a large self propelled bio-bomb. The bombs had been constructed in secret, but the weapons factory was infiltrated by a group of Diabloian Valkyries. The secrecy paid off, however, as the Valkyries discovered the project too late to intervene. A city on the Diabloian world of Larvos was hit by an Overlord Bomb, and thousands were killed in the initial strike alone. Mission: Reap What You Sow Reapers occupy the Delani city of New Demosia on the ice planet Tikka, but are ultimately driven out in fierce urban combat. [[Category:Page]][[Category:Inactive]] 770ruhvxkfk8l37wj8zzgk6mtblde7y Recycler Helmwehr 0 1004 17081 14026 2021-11-17T03:18:39Z Amaker1450 26550035 /* Mechs */ 17081 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Recycler Helmwehr |image = [[File:ArthurianCharge.jpeg|400px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = 10 Years into Corim Decutuk's Reign |label3 = Empire |data3 = Betel Recyclers |label4 = Branch |data4 = Ground Forces |label5 = Size |data5 = Unknown |header8 = Commanders |label10 = Voivodes |data10 = Ruusad Hassai, Yodd Wikrix |label9 = HSC Lead |data9 = Noro Revomin |header13 = Conflicts Involved }} ==Mission== ==History== ===Origins=== Created in an attempt to organize the disparate Home Brave military under a more centralized government by Alacastur Ersin. ===Xeverran Raids=== ===Zaretian Strike=== The Helmwehr was caught off guard by the Zaretian's surprise invasion. The primary target was the Capital, but initial semi-diversionary strikes were carried out against five other military-focused enclaves and the largest megarefinery on the planet near Cold Pit. East Arm garrisons at minimum were present at the military enclaves, but the megarefinery was mostly exposed besides static defenses and out of range of repulsor bomber support. The West Arm Cabal decided (after being pressured by Helm's Hold member [[Harmi Kalodech]]) it would most useful there, and launched its available 6th Grip to harass Monarchy operations with gunships before they could completely destroy the facility. The W6-5 would also support the rapid deployment of the 1st North Grip with Metzban squads to the W7's Repulsor Bomber base at Nahu's Spire which was also under attack at the request of the North Arm Cabal. Rodun had the S4 and E3CAP based at its military supply base, who leveraged not only their arsenal but also the support of nearby Andigen Energy Goods and their own stockpiles and infrastructure. Notably, S4-2 and Andigen's maintenance crews were able to remotely detonate a capacitor a flanking Hunter-Ghost group. The E3CAP were led by Brave Commander Korb Terenbek, a very competent superior which co-operated with his South counterpart to better coordinate his troops and lead the Zaretians into disadvantageous positions. The attack on Guiver's East Arm training fields was silenced in short time by W7 bomber support from Nahu's Spire once it was liberated by 1N. The attack against the Sky Commission launchyard at Brewdi ended horrifically for both sides when one of the four Malov Power Stations was destroyed, setting off a massive explosion. Further chain explosions essentially wiped out three-quarters of Brewdi, with only fringe Hexes remaining. The E4CAP, S6, and three newly-created Spears were wiped out of existence. At Karto, the Zaretians had more success. Karto had only be begun construction of military Hexes less than a year, and the newly formed E13CAP were the only Grip available. Despite lesser strategic importance, Karto was holding captured Zaretian operatives who had failed their sabotage mission. Monarchy assets were able to get entrenched amongst the refineries and scrapheaps. E13CAP-3 attempted to contest this, but superior Zaretian infantry slaughtered them. E13CAP-1 and most of E13CAP-2 began work setting up a front line to defend against the inevitable, while a couple squads from the second digit used their knowledge of the area to sneak up on the Zaretian forward barracks. The squads detonated Zaretian ammunition and fuel stockpiles and destroyed the rear landing zones to cut off resupply and transported reinforcements before rejoining their digit in the main defense. Zaretian forces were held at bay and then repulsed with the arrival W6's gunships (which had been successful at least at forcing a Zaretian withdrawl at Cold Pit). The Zaretians were able to pull out with a fighting retreat. ===The Repzork Front=== ===Xeverran Escalation=== ===Warlord Retreat=== ===Present day=== ==Organization== ===Ranks=== {| class="wikitable" ! Grouping ! Leadership ! Description |- | Helmwehr Supervision Commission | Commission Lead | The Helmwehr Supervision Commission in theory possesses no power over the Commander Cabals, but aids the Arms in coordinating. Disputes between the Arms generally are settled by consulting with the HSC Lead who proposes neutral 3rd party solutions. These solutions are not necessarily binding, but the established practice is to follow their rulings. The HSC Lead also helps connect the Arms with suppliers backed by the Recycler Government. |- | Arm | Commander Cabal | A group of veterans from the Arm that organize and direct operations of their Arm's Grips. Ultimately reports to the High Chancellor, but enjoys a high degree of autonomy. |- | Grip | Brave Commander | There are 3 to 5 Digits under its jurisdiction. North, South, and West Grips are created as permanent grips barring catastrophic losses and replenish manpower. These grips are flexible in where they are stationed and fewer in number because of the cost, training and equipment involved, so may find themselves transferred around between engagements. East Grips are more numerous, and constitute the bulk of the main forces. Under a regional system these grips are created, disbanded, and raised more than the others. East grips are disbanded or even merged if casualties of any substance are taken or if they cease to be cohesive or useful. Even if a regiment is created in a given region, this does not guarantee they will see their action anywhere nearby. Grips are identified by their Arm and a numerical identifier. For example, the 2nd North Grip. The exception to this is the East Arm, which is identified by their Arm and the planetary government the manpower was raised from, plus a numerical identifier if a planet is large enough to accommodate more than one Grip. For example, the 2nd Juast East Grip, or Trukkstopp East Grip. For East grips raised from the homeworld of Betel, the "Capital" name is used, such as the 5th Capital East Grip. |- | Digit | Cord Officer | They oversee a number of Squads which can vary |- | Digit | Comm Specialist | Serves as a dedicated communications support staff under the Digit's Cord Officer. The role isn't very strict and additional comm specialists may be included at the squad level. |- | Squad | Squad Leader | Group of squads unofficially called a ''Band''. Size of a squad varies, North and South Arm squads are usually small, East Arm squads are usually quite large. West Arm squads are generally uniform at 7 members each. |} ''Note: A Voivode may assume the supreme command position over certain Grips as needed as part of their duties'' ===Arms=== The Helmwehr is divided up into four distinct branches known as "Arms". Each Arm has its own set of responsibilities and must also requisition their own equipment. Arms exist under their own command structure, with the High Chancellor or a local Voivode being the only authority above them. After being faced with its first real trial against the Xeverra, it has become clear that there are responsibilities that overlap. ====North==== Responsibilities: *Commando Teams (excluding Helmites) *High Quality Infantry Grips *Siva-Partisan Heavy Infantry *High-Stakes Sabotage *Rapid-Response operations *Unusual Battlefield Infantry *Deep Strikes *Mounted Infantry (including Shock Troopers) ====East==== Responsibilities: *Main infantry force *Leverage Junk/Wreckage to full advantage *MBT & Light Assault Vehicle Support *Garrison *Light Anti-Armour ====South==== Responsibilities: *Anti-Armour *Demolition & Explosives *Long range weapons *Repair & Engineering *Fortification *Ground-based Anti-air *Low-Stakes Sabotage *Other technical support ====West==== Responsibilities: *Gunship Support *Repulsor Bomber Support *Fighter Support - ''Recent, in co-operation with Aeveria'' *Recon Missions (Ground and Air based) *Transport Logistics (Ground and Air) *Resupply Operations ==Equipment== Equipment needs an audit, especially mechs ===Battlesuits=== *Siva-Partisan Armour - ''Is this a battlesuit?'' ===Small Arms=== In addition to those listed below, following the Repzork withdrawl and the subsequent liberation of what remained of the Repzork-occupied worlds, large quantities of intercepted weapons and ammunition captured from the enemy have flooded primarily East and South Arm grips. ''For a full list of Repzork equipment that may have fallen into Betel hands, see: [[Arsenal of the Armed Forces of the Repzork Empire]]'' ====Pistols==== *R7 Handgun ::''This cheap, semi-automatic ballistic pistol is found throughout the Helmwehr ranks and beyond. The circular side-mounted magazine boasts a significant amount of rounds for a pistol its size, but the low damage often means multiple hits are needed to offset this. *KYU Gorma Handcannon ::''A small compact four-barrelled shotgun. Each clip allows for only three of the devastating shots, but KYU's signature reload action is fast and satisfying. Experienced users will find this allows them to maintain a surprisingly good rate of fire. Typically, these guns are reserved for more elite operatives and Cord Officers in the North Arm, but are also found amongst South Arm combat engineers and sappers. In close range, the Gorma packs massive damage and maneuverability. '' *TMRO-32 Plasma Pistol ::''The TMRO-32 is one of the few plasma beam weapons the Betel employ. It fires a thin green beam that persists for one second. The gun lacks enough power to deal serious damage, but is used by Cord Officers (who don't see as much direct combat) to mark targets for Cordguards or squads under their command. It is also used by West Arm spotters to help direct air support as an alternative to a flare gun. Often users will mod the gun to overcharge and fire a more damaging concentrated bolt at a low rate of fire. '' *Lokor MRLP ::''Lokor MicroRocket Launcher Pistols (MRLP) are some of the best quality mass-produced guns in the Helmwehr. Sporting two auto-reload missile ports, it can launch fast firing rockets that annihilate infantry and light armour. If that were not enough, it also comes equipped with a top mounted silenced single-shot ballistic barrel. Unsurprisingly, these pistols are used primarily by North Arm commandos for whom both subtlety and firepower are needed. ====Sub Machine Guns==== *AlloyKrab's Pinch SMG ::''AlloyKrab Assembly is notable for being exclusively run by members of a handful of [[Scrapper Crabs|Scrapper Crab]] bands who have soft-integrated with the Betel society. One of their most popular products is the Pinch SMG, an efficient and light weapon that fires small ammunition at impressive fire rates. A built-in taser is mounted on the front, which can be used to stealthily take down enemies or electrify rounds. The size is thanks to AlloyKrab's intentions for the gun to be reasonable for both Betel and Crab alike. An added bonus is that it is easy to conceal and move about, perfect for resistance fighters. Pinch SMGs have thus grown in popularity as the Repzork pushed deeper into Recycler territory.'' ====Assault Rifles==== *ZED Carbine ::''The ZED Carbine is a staple of the East Arm. The gun is a fairly standard ballistic rifle with two alternating barrels to help maintain its rate of fire without overheating. Of note is the long cylindrical magazine which contains more than enough bullets to sustain a soldier whose lack of quality can only be overcome with quantity. Despite these two features, when compared to equivalents in other militaries the ZED is actually still quite slow.'' *Andigen Pulse Carbine ::''Andigen Energy Goods, operating on the homeworld Betel itself, has leveraged advances in energy sciences to produce the standard semi-automatic carbine typically used by Betel Sentinels. The Andigen PC leverages the built-in energy generation of the Betel cyborg systems to augment the weapon by removing the need for larger in-weapon batteries or power sources. This comes with its downsides - the rate of fire suffers because of the power draw on the body and its effectiveness depends on the potency of the atmosphere or gas supply. The power of the blasts are effective against both vehicles and infantry. Andigen Pulse Carbines also are available with variants equipped with launch tubes for lobbing grenades, as Sentinels rarely have a hand free to do so normally.'' *Gothos Slug Carbine ::''A bulkier carbine, the Gothos carbine is similar in nature to a shotgun. While the slugs used are smaller than one would see in a shotgun, they are still substantial. The gun has a very slow rate of fire and is cursed with a high recoil that makes it hard to control. When a shot connects, it can be devastating. Low ammunition capacity demands frequent reloads. In early prototypes, the Gothos struggled with generating a buildup of excess energy that would produce static or overheat the gun, but the manufacturers leveraged this to their advantage. Leaning in to the flaw, the Gothos can discharge a short range energy burst between the twin gun barrels and the underslung bayonet. Alternatively, the energy can be re-routed to the blade for a devastating strike in melee (especially considering the heavy weight of the gun). Frequently used by Middlers.'' *Ollie's Rapid-Fire Rifle ::''Renowned for being among the heaviest standard weapons widely used by Helmwehr forces. Produced by Olivar Necchuk, a brilliant weapons dealer and de facto ruler of the [[Yarla System]]. While Helm's Hold may not care for Olivar's extreme autonomy, negotiations with procurement officers and the Commander Cabals netted him lucrative contracts. Ollie's Rapid-Fire Rifle sports four long barrels that together sustain a high rate of fire. The bullets are of a high caliber that rip through armoured infantry. The rifle is fed by a circular drum magazine that snaps into the side of the gun. The gun is fairly unwieldy to carry about, so is more frequently used by Shock Troopers or entrenched soldiers'' *Tartan Light Pulse Rifle ::''Like other non-corporate weapons, Tartan guns are mass produced through dispersed production lines - but aren't as powerful as one would expect from more experienced manufacturers like Andigen. Nonetheless, the Tartan LPR is commonplace. The weapon sacrifices firepower in exchange for a light frame and respectable accuracy. The fire rate is nothing impressive, but beats out its Andigen counterpart. Instead of relying on body-based energy generation, the Tartan uses exclusively cartridge-based energy cells. To maintain the light profile, however, the cells have only limited capacity and require frequent reloads. As an added feature, the weapon uses echodirection to make it different to determine the location of the shooter audibly. Not very effective against anything tougher than light or medium body armour. Within the Helmwehr, the Tartan is typically used in harassment and flanking actions. South Arm engineers will often use the gun when they cannot afford a heavier gun on top of their already heavy equipment or supplies.'' *Kolstorm Assault Rifle ::''The primary role of the Kolstorm is a simple burst fire rifle. Unusually, the gun is lever-action in its reload. Each clip has six bullets, equivalent to three two-shot bursts. Accuracy is a priority for the Kolstorm, but the damage is respectable. Underslung under the barrel is a single-use silent ion energy charge that can be used to bring down the shields of large targets - this is reloaded via the muzzle and requires a manual crank on a cylindrical element along the side to reprime. The gun has a long profile, with a laserpoint sight along the side of the gun. A very substantial stock not only gives the weapon more stability but facilitates a devastating buttstroke.'' *Larnok Assault Rifle ====Shotgun==== *Rakatrak Rocketgun ::''An absolutely devastating close range weapon. The Rakatrak fires six unguided explosive micro-missiles in a tight spread. Each magazine contains four salvos' worth, and is loaded in beneath the gun towards the front. Under the main barrel is a wicked ionized longknife bayonet for use against shielding and mechanical armour in melee. Ammunition is often in low supply due to complexity, so it is not uncommon for the bayonet to be used more frequently when other guns are scarce. Rakatraks are certainly top-of-the line in Betel craftsmanship and powerful, but are logistically challenged and volatile.'' *Andigen Pulse Cannon ====Heavy Weapon==== *BBAM Portable Railgun - ''Used more in Sky Spears EVA operations'' ::''The BBAM is a heavy bolt-action rifle that fires a powerful projectile. Sky Spears Marauders can easily use them in low-to-no gravity operations, but on the ground they can be a bit unwieldy - a problem that can be alleviated by using a bipod to stabilize it. The long gun is frighteningly accurate in the hands of a skilled marksman, so is at its best when engaging at a distance. A hit will almost always guarantee a casualty even against light armour. The gun remains effective against even heavy targets, but less so than a dedicated anti-armour cannon.'' *Riot-Buster Missile launcher - ''Usually mounted'' ::''Riot-Buster Missile launchers fire a conventional explosive rocket. The rockets noticeable "wander" from the direct path by an asymmetric rotating design that hits its target but is slightly harder to intercept. The missile also doubles as a smoke screen, leaving behind a thick trail of smoke to help hide the user from retaliation. Riot Buster missile pods and racks are often mounted on mechs and light vehicles, but are increasingly being produced in infantry-compatible versions as a powerful force multiplier for guerrilla resistance when facing enemy armour.'' *Handheld Shardcannons ::''The signature shardcannon, while frequently seen mounted on armour, can be down-scaled into effectively a massive shotgun. The gun fires razor-sharp chunks of metal in a large burst. The blast will carve through almost all infantry, and remains effective against vehicles as well. The major drawback beyond the size and weight is the matter of ammunition - shards are not space efficient and the rate at which the gun consumes ammo means any soldier carrying one needs supply backup. Can be an effective tool against low-flying gunships.'' ====Sniper Rifles==== ====Melee==== *The Humble Spear *Assorted metal blades *Vibroblades ===Vehicles=== ====Transports & Logistics==== *[[HVT-O/HVT-C Air Transport]] *[[Metzban Air Transport]] *[[RHLS Armoured Supply Truck]] ====Light Assault Vehicles==== *[[Junk Buggy]] - ''Design varies'' *[[Shard Buggy]] - ''Design varies'' ====Tanks==== *[[Arthurian MBT]] *[[Savior Tankette]] *[[Ultimatum Hovertank]] - ''Recently out of production'' *[[Judgement EMP Tank]] - ''Long out of production and almost entirely retired'' *[[Viper Chemical Tank]] *[[Laeventide Hovertank]] ====Gunships==== *[[Ajax Gunship]] *[[Photon Gunship]] *[[Zebu Gunship]] ====Bombers==== *[[Slipwit Repulsor Bomber]] ====Mechs==== *[[MG Walker]] *[[Warmonger]] - ''Unmanned'' *[[Arvon]] - ''Unmanned'' *[[Ash Riser]] - ''Limited runs'' [[Category:Betel Recyclers]][[Category:Page]][[Category:Legacy Lore]] o6u5otwk2y9p3qsgat85josmdpd64bi Remusia 0 946 10712 9173 2019-10-16T06:51:59Z RaptorChu 30471271 10712 wikitext text/x-wiki Located in the Adanac system, [[Remusia]] was the original homeworld of the [[Remusians]] and [[The Collection]], but suffered immense ecological destruction as a result if a 27 year long war between the two. As a result, the planet became a sort of tomb world, and it is currently uninhabitable. Anything that enters its atmosphere runs the risk of degradation due to the terrible quality. (potentially located in the old sector) == Geography == === City Geography === Big Six go here == Wildlife and Ecology == == Moons == == Ecological Degradation == === Year 5 === === Year 10 === === Year 15 === === Present === WIP [[Category:Planets]][[Category:Locations]][[Category:The Remusian Republic]] 6xcvr7wtjtme4q4h3xn4gteynrtx32z Remusian 0 42 7500 6485 2018-03-31T05:48:19Z Amaker1450 26550035 Redirected page to [[The Remusian Republic]] 7500 wikitext text/x-wiki #redirect [[The Remusian Republic]] gi1y2l7z2zbnhpimk9xqpiqtpg7qme5 Remusian Republic 0 1051 18453 18452 2023-01-03T06:44:46Z RaptorChu 30471271 /* The Era of Conflict */ 18453 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = The Remusian Republic |image = [[File:TemplesmithFamilyCrest.svg|225px|]] |caption = ''Templesmith Family Crest <small>(Image courtesy of Corv)</small>'' |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label3 = Years Active as an Interstellar Race: |data3 = 82~ |label4 = Philosophy |data4 = [[The_Remusian_Republic#Cultural_Philosophy|Progress; At a Price]] |label6 = Faction: |data6 = [[:Category:Peacekeepers | Neutral ]]<br /> |label7 = Home Planet: |data7 = [[Remusia]] (Destroyed), [[Aisumer]] (Current) |label8 = Known for |data8 = Technological prowess, Situational adaptability, Memes, probably. |header11 = Governing Body |label12 = Central Government |data12 = [[The_Remusian_Republic#Governing_System|Crowned Republic & the Royal Council]] |label13 = Current Monarch: |data13 = [[The_Remusian_Republic#Vechtho_Templesmith|Emperor Vechtho Templesmith]] |label14 = Heir to the Throne: |data14 = Telvac Templesmith |label15 = Previous Monarch: |data15 = [[The_Remusian_Republic#Vithem_Templesmith|Vithem Templesmith]] |label18 = Currency: |data18 = Revnic(Planetary), Credits |header26 = Diplomacy |label27 = Allies: |data27 = [[Kusheen Empire]] [[Sauran Solidarity]] |label29 = Enemies: |data29 = [[The Collection]] }} [[The Remusian Republic]] is a Republican Empire that was founded during the final years of the [[Remusian Calamity Wars]], which left Remusia's ecosystem in shambles and ultimately uninhabitable. The [[Neo-Synthetic Party (NSP)]], presently known as The Collection, survived and spread out into the stars. While previously the Remusian government had been a Monarchy, it was ultimately disbanded in favor of a Crowned Republic. The Royal Family persists but acts more as a diplomatic entity in public and foreign affairs. The Republic is incredibly invested in the pursuits of all fields pertaining to the sciences, almost fanatically so. They believe with each step of progress, they are paving the way for a better tomorrow. [[The Science Directive]] has existed for many decades and is the backbone of the Republic's efforts, economy and military. The Directive constantly influences the outcomes of many events based on their practices and philosophies alone. Directive staff have immense commitment to their craft and often are willing to risk their lives, and the goodwill of their families, for their cause, though this is not specific to the Directive. Group cohesiveness and commitment are qualities possessed by many Remusians across the Republic. While the Republic is aware of the ongoing [[Great War]], they remain neutral and support their allies like the [[Sauran Solidarity]] by providing them with economic and military support through the supply of advanced technologies. In recent events, they have encountered the [[Telkevan Union]] as a product of the [[Rift Incident]], and currently maintain neutral relations with them. == General Information == === Biology === [[File:R.Drawing.jpg|thumb|300px|left|An early sketch of a Remusian adult obtained from the Archivists]] The Remusians are a race of bipedal mammalians who resemble humans in nature. They stand about 5'6” in height and are usually around 140-190 lbs in weight. The average lifespan of most Remusians is 125-135 years without any technological enhancement. The most notable physical characteristics of the Remusians are their large jaws and long ear stalks as well as their brown colored skin, accompanied by blacks lines and blots of red. Additionally, a dorsal fin of sorts can be seen on almost all Remusians. In many cases Larger fins indicate better health and often youth. As Mammals, mothers carry the child to term and nurse them in their early stages of growth. [[File:R.Template 2019.png|thumb|300px|Right|Modern Remusian Male]] == History == ===Proto Era === '''Conquest and Innovation''' Remusians came to be on the planet of Remusia, in several environments across the planet. While each being unique, they had incredible similarity. Primitives dotted the planet, and eventually congregated to form the earliest tribes. Rather than working together, the tribes sought to outsmart each other through the means of an arms race. Those who did not adopt this attitude were assimilated and their advancements and resources were acquired by the tribe who had beaten them. After several decades of this, ten dominant houses emerged from their primitive arms race. Each house was governed by the most prominent contributors to their advancements. The remaining houses included Houses Desotem, Betatef, Templesmith, Consor, Teloze, Hartmother, Creset, Grizmot, Rayzen, and Urayshi. To prevent the other houses from getting ahead of each other, any member that was not actively trying to innovate was tasked with sabotaging other nations. Naturally, these houses continued to rival and fight amongst each other for a number of years. Every advancement, regardless of size or importance, was fought over, or was used against another House. It is said these conflicts continued not only to prevent others from getting ahead of each other, but also each house wanted the best for its governed peoples. Several hundred years went by and the houses remained locked in conflict with each other, though they had not advanced terribly well. Several houses had fallen behind in this process and became integrated into other societies, leaving houses Templesmith, Consor, Teloze, Rayzen, Desotem and Urayshi houses to continue to fight. Academic lead Tealana Templesmith of the Templesmith house, concluded that each house could not achieve the best for themselves by working alone. She called for a temporary ceasefire between the remaining houses. Her message to the houses indicated that she wanted to hold a council to settle their differences. Though it took some convincing, the other house leaders attended the council. While there is no written log of the meeting, it is said to have been rather violent and took many days before an agreement was met. However, an armistice agreement was finally signed between the houses. In doing so, they formed the Royal Coalition, a predecessor the Republic's Royal Council. The document was later dubbed the Royal Coalition Armistice Agreement (RCAA). The Royal Coalition placed Tealana as its leader thanks to her initiative which ended years of turmoil between the houses. Tealana became the leader of the Remusian civilization, forming its very first Monarch and Royal Family. The signing of the RCAA also led to the creation of a loose body of scientists, a predecessor to the Science Directive, which led to advancements in machinery and industrialization, which caused the official founding of the Big Six. The Big Six acted as large hub cities scattered across the planet's continents who were somewhat independent from the Royal Family, each governed by a member of the Royal Coalition. Though, over time, smaller villages begin to dot the world's surface once again, Tealana Templesmith wed Kaber Kraltoo during the founding of the Big Six, whom she conceived a child with. After some time, they bore a child, Vechtho Templesmith, who was recognized as heir to the throne. Tealana led the Remusians into a new era and expanded on her vision to create a more coherent, cohesive and collectivist society, with each Remusian striving for the betterment of his fellow Remusian. === Era of Progress and Sacrifice === '''Dawn of A New Era''' Years passed, and Vithem grew up and accepted the duties of Monarch, and not only lead the Remusian civilization, but also the scientific community. Eventually he became dissatisfied with his split commitment to the Monarchy, and started neglecting his kingly responsibilities. Vithem did not follow in the collectivist vision his parents had set out before him. Instead, aligned himself with more individualistic work ideals, and imposed strict laws on commerce, production and sciences that helped him manage the Remusian peoples so that he could focus more on his own pursuits for progress. He further encouraged people to work by themselves and achieve goals that only would benefit themselves. Many were actively against him, though new generations came to adopt these notions. These endeavors kept him occupied for many years. During these times, the research of another governor, Cael Consor of Ottlit City, caught Vithem's attention. After recently inherited the city from former Coalition member Hatham Consor, Cael directed the city's interests into focusing purely on scientific pursuits. Vithem invited the likeminded Cael to form a small committee, the [[Science_Directive|Science Coalition]], to oversee scientific endeavors, making him and Cael its principal overseers. To this extent, they effectively controlled what was regulated within the scientific community, and to another extent, the public itself. Vithem and Cael led the Science Coalition together as an inseparable duo. Cael remained the only colleague Vithem would discuss or work on projects with. Advancements made during this time were pivotal in the further development of Remusian civilization, making strides in nuclear technology, energy generation and military power. Historians have marked this period of time as a Golden Age for Pre-Calamity Remusia, but some suggest it was the calm before the storm. A group that referred to itself as the Neo-Synthetic Party emerged as the populace that opposed Vithem's choices grew larger. Many old school Remusian's sought to disrupt Vithem's strict policies and individualistic ideas. In an extreme effort to defy the Royal and Science Coalitions, they begin experimenting with synthetic and robotic augmentations to change the Remusian form, something forbidden by Remusian law. Despite this, Cael was intrigued by this work and suggested that they perhaps hear out the group. Vithem dismissed the idea, claiming they could not be reasoned with. Cael attempted to persuade his partner and reconsider his current path of individualism. Cael claimed several other Remusian houses openly opposed his ideas, but Vithem dismissed him. Vithem continued to reject his friends pleads, and the argument ended with Cael being exiled to Ottlit for several months. Determined to prove the Vithem wrong, Cael began working with the rebels, and replicated the technology for himself so he could prove its usefulness to Vithem. '''The Fall of The Royal Family''' ''Main Page: [[The Calamity]]'' Cael worked tirelessly to bring his efforts to fruition. His mind clouded with the obsession to prove himself to his former friend, who he began to resent. The former warmonger Hatham Consor easily manipulated his son into spending more effort and time supporting the NSP. Cael invested more of his own time into the group and would once again capture the Monarch's attention. Project after project he worked on for the Rebels and each time it made a difference. The NSP used Ottlit as a base of operations as their numbers and strength grew. The rebels staged attacks on several small towns bordering the city of Ridesk on the day Cael's banishment had ended. The local guard force was overwhelmed with ease as the rebels moved closer into the city. Within hours the city was under their control. While previously they had been little more than a pest, Vithem dispatched the Royal Guard to capture and detain several of the participating rebel leaders. Civil unrest began to brew, and the remaining Remusian houses were forced to take sides. One of several air strikes over Ottlit claimed the lives of Cael's parents, which only fueled his resolve and obsession further. He vowed to avenge his family and bring down the Templesmith Royal Family. Using several prototypes of robots’ frames which he had created and had success on the battlefield, Cael took steps to mass produce them and create a completely synthetic army. In time, the Rebels began to overwhelm the Royal Guard and forced Vithem to offer a ransom for the provider of the new technology. Vithem tried to reach out to Cael when he heard of the death of his parents. He wanted to offer his apologies and condolences, and perhaps discuss a reunion of the Science Coalition. Cael eventually answered Vithem calls and returned to the Royal Palace. Vithem was actually delighted to hear from Cael, for his true motives were unknown to Vithem at the time. He welcomed his friend with open arms. However, Cael appeared to Vithem as barely recognizable. Cael had heavily augmented himself, reaching the point where he was more machine than Remusian. Vithem tried to overlook this and welcome back his old friend. Cael played along with the charade, only putting on the façade to stall. Everything seemed well to Vithem, until a coup d’état, led by the Rebels, stormed the palace. Cael revealed he had been assisting and leading the rebels since his banishment. Now knowing his true intentions, Vithem engaged Cael in a fight of comabt and words. Vithem tried to argue and reason with Cael. He insisted that he had changed, that synthetics are not who the Remusian people are. Cael ignored him, claiming Synthetics are the way to evolve, to truly be together as one being. Vithem proved formidable to his foe but was outmatched. As the killing blow is about to be laid, support arrives to distract Cael long enough and recover Vithem so they can escape. Vithem rendezvoused with royal scientist Neth Castorkoff after his escape. Neth had begun to lead the loyalists in their escape to the nearby city of Motas, led by Hishe Urayshi. There, he found the city to be filled with loyalists and many of the Royal Guard who had fled the Neo-Synthetic Party. Vithem and Viola were the only members of the Royal Family who managed to escape, and those who remained were slaughtered by Cael. As the dust settled, Cael assumed the role of the Monarch, and while many who had hated Vithem rejoiced, they would not for long. Cael's ideas for a Collectivist state had been tainted by his father and his own research. His policies and New Order of government basically stripped everyone of who they were. Remusians across the globe were forced to have a tracking chip implanted, or face jailtime as severe punishment, or on several occasions, death. Additionally, everyone was assigned a simple number to be identified as. He effectively institutionalized the entire empire in a matter of weeks, so they would truly be the same no matter what. More and more began to fall in with the Loyalists, even former Neo-Synthetic Rebels. What remained of the Remusian houses worked in the shadows to bring the downfall of the newly self-proclaimed Monarch. Thus, began what became known as the Calamity War, between Cael's New World Government and the Royal Family Loyalists. The Loyalist Coalition, comprised of True Remusians and the remnants of the Science Coalition, proved to be capable foes for much of the war against their augmented brethren. In the first five years, The Loyalists devised a way to deactivate the tracking implants many Remusians were forced to wear, and garner even more support for their cause. This increase in numbers allowed the loyalists to mount an attack on the Royal Palace. Stealth operative H'rothgoar von Smathen was tasked with several missions to plant the implant deactivation device and destroy supply chains routed to the Royal Palace. The Loyalists reclaimed the Royal palace after a grueling three-month attrition across several fronts. On the final day, a brief confrontation between Vithem and Cael occurred. Despite his skills, Vithem could still not overcome Cael, but managed to injure him severely. Cael escaped to places unknown to the Loyalists. '''Dawn of The Final Day''' The Remusian houses came together once again, to celebrate their victory in retaking the palace. Despite Vithem's shortcomings in the past, they declared him a war hero. Cael, now elsewhere, witnessed the ceremony through one of several airborne observations robots he had around the globe. In an effort to expose Vithem, these robots congregated at the ceremony to remind the Houses of Vithem's mistakes. The houses instead began shooting down the drones, ignoring what Cael had to say about their former Monarch. In retaliation, the factories beneath Ottlit became active once again, and Cael sent forth waves of synthetic beings that he had created. The fighting continued, the loyalists continued to fight Cael and the synthetic hordes. Several individuals were apprehended during the conflict among the Loyalists after they were caught sabotaging Loyalists assets. Dubbed as the Replicants, several of Cael's synthetics had been produced to replace these figures in the Loyalists, sparking a new wave of paranoia. Using basic signal tracking and EMP technology they were easily able to identify the Replicants, but the fear of them still lingered. Several years of fighting caused intense, observable changes in Remusia's biosphere. While it mattered little to the machines, the Loyalists found it harder and harder to inhabit the planet. What remained of the Science Coalition knew if they were ever going to make it to an interstellar level, now would be the time to do it. The Coalition began to focus its efforts into an interstellar drive. Slowly, Vithem and the Loyalists were pushed back, city by city. In an act of desperation, Vithem once again dispatched Specialist von Smathen to retrieve classified documents from Ottlit concerning theoretical interstellar travel that he and Cael and worked on. After several attempts, his team recovered the documents, and put the Loyalist Coalition several steps ahead of their foes. As the Loyalists were pushed back into the Capitol after two decades of conflict, The Calamity finally ended when the Loyalist Coalition completed their vessel and escaped the collapsing ecosystem with the intention of leaving Cael and his machines to burn. Cael, however, had similar plans and escaped to the stars as well. The primitive drives created rifts in the very fabric of hyperspace, causing them to be launched in completely random directions, landing both broken races far away from each other. === The Interstellar Era === '''The Dawn of The Republic''' The Remusians would wander the vast emptiness of space, flying into uncharted territory, determined to escape their callous past. They would eventually find a suitable planet and founded what is known presently as Aisumer. Vithem would resume his role as Head of the Royal Family, and benevolent Ruler of the Remusians, and enact the Aisumer Act to bring the fractured houses of Remusia under one, new house. These would mark the founding days of the interstellar endeavors of the Remusian Republic. After restoring order to the planet, Vithem renounced his powers as a Monarch and established the Royal Council, a body of members designed to give more power to the people rather than the Monarch and dubbed them as a Republic. The council comprised of the surviving Royal Coalition members and several members of the scientific community. Vithem would remain more of a figurehead to represent the Republic in diplomatic and public affairs. His trusted partner in battle, Neth, became the new representative of the current collection of scientists for the council, reforming under the [[The Science Directive]], and became more of an organization than a community. Vithem started his own projects within the Directive, while still continuing to participate in the Royal Council. As one his last acts as Monarch, Vithem founded the Royal Corps, a group of the military trained in espionage and stealth, to covertly monitor the status of the Republic's colonies, and appointed H'rothgoar von Smathen to lead the group. Before long, Aisumer had become the once thriving planet that Remusia had been, the advancement of technology was once more underway, with nuclear powered vehicles and advancement in weaponry developed during the Collapse already beginning to emerge. A more refined and controllable FTL drive, the [[Science_Directive#Hyperlane_Portal_Drive|Hyperlane Portal Drive]], was created during this time. Expansion into the stars began very quickly, without any regard for other potential space farers in the nearby systems. A neighboring Empire known as the Kusheens would take issue with this fast expansion of the Republic, and the [[The_Remusian_Republic#The_Kusheen_Conflict|Kusheen Conflict]] would occur during this time Additionally, the events of [[The_Remusian_Republic#Project_Kronos|Project Kronos]] would occur, resulting in Neth Castorkoff stepping down as a Directive advisor to lead the newly formed Technocratic Council, to which all of those on the Technocratic Council became Royal Council members. An unfortunate outcome of these events caused to founding of the [[The_Remusian_Republic#The_Lithraga_Mercenaries| The Lithraga Mercenary Group]]. In light of these events, the construction of the Science Nexus [[DGRW Cluster One]] began around this time. In order to avoid another conflict with its neighbors, the Republic began Operation Echoes Across the Worlds. The project was drafted by Vectho and altered by The Royal Council. The aim of the project was to use the Royal Corps and several small military fleets to go forth from Aisumer and search out possible neighbors. The Corps involved would later be labelled as the Frontier Platoon. Very shortly after the enactment of the Operation, the Republic discovered neighbors much closer than expected. After several weeks of exploration, the Frontier Corps were met by a large body of occupied space. After setting up a nearby outpost they conducted extensive surveillance on the area, and identified the empire as the Sauran Solidarity, who are quite proficient with the use of cybernetics. Fearful they might somehow be affiliated with the Collection; the Frontier corps return home to bring these findings to the Royal Council. With the Kusheen conflict still fresh in their mind, the Republic was initially very reluctant to reach out to these newly discovered neighbors. Their advanced use of cybernetics suggested that the Sauran were in fact, part machine, which did not bode well for future relations. This was meant to stay within the ranks of the Royal Family, and the Directive. Soon after their discovery, the knowledge reached the populace of the Republic. With the wounds of the Calamity and the recent conflict still fresh, many became very hostile and wary of their new neighbors. The supposed fact they were part machine conveyed the message to many that the Sauran were no better than the likes of the Neo-Synthetic Party. Putting his own personal fears aside, Vectho addressed the matter with the Royal Council, and after several days of yelling and deliberation they came to an agreement. With no current allies aside from the Kusheens, they needed someone they could rely on in case an event of such scale as the Kusheen Conflict occurred again. Vithem later gave a statement on the matter, saying it is in the Republic's best intentions, regardless of being machines or not, to reach out to the Sauran. This was met with immense backlash, and riots began to pop up across the Republic. Anti-Sauran Riots began popping up all across the Republic. Members of society from across the empire dropped their activities to participate in this uproar, causing instability across the Empire. As a temporary solution to help combat the problem, the Riot Corps were introduced, a subsection of the Royal Corps meant to deal with this very issue. Seeking a way to remedy the situation, The Royal Council concluded that forming some kind of friendly relationship with these new spacefarers might put some of the rioters at ease and restore some order. Vectho and Royal Council diplomats [[Named_Characters#Rava James|Rava James]] and [[Named_Characters#Dizel Craftstead|Dizel Craftstead]] would later reach out to the local Sauran administration. The diplomatic team arrived with several members of the Royal Platoon To ease their own minds, Vectho and his team immediately inquired about the usage of the Saurans’s mechanical parts. They were initially met with hostility in the response they got, but after explaining the Republic's situation, the Sauran diplomat was more at ease. They revealed that most Sauran see the cybernetics as a way to help their fellow Sauran or make a difficult or dangerous task as safe as possible. A deal was met where the Sauran would be permitted to freely pass through Remusian space, and eventually take up residence after the riots quieted down should they chose to do so as well as the Remusians passing through the outskirts of Sauran space. The two began basic trade negotiations as well as establishing a non-aggressive pact. The two races parted as tentative trade partners, with potential to be allies further down the road. The Anti-Sauran Riots eventually dramatically after Vectho’s return and public address of their use. However, not all would be silenced as several Anti-Sauran factions continued to operate across Remusian space. The Royal Corps have the ongoing task of apprehending individuals in these factions. After several years of facilitating trade, migration and open borders between the nations, the Sauran’s Observers and Republic’s Directive take an interest in each other and strike a research deal with each other. The Republic would provide technological support though mechas, battle suits, logistics and other boons in exchange for cooperation and partnership between the empire’s science divisions. This agreement brings the nations together and perhaps they formally accept each other as allies. === The Era of Conflict === ''Main Page: [[The Collection Conflict]] Approximately ten years of after these events, the Royal Council received word of rumour spreading across the Republic from merchants and caravan fleets. Word had it that an Hostile empire known as the Hevnoc Imperium were operating in the nearby area. They were on the move and could be turning their eyes to this side of the galaxy. The Hevnoc were known for being extremely remorseful and dangerous, not letting anything get in their way of annexing and conquering planets. The Remusian Military had not been utilized since the Kusheen Conflict and subsequent Codex Act. While this worried some of the Royal Council, the matter was ultimately dismissed by the council and the Remusian people as a whole, as they were only rumour, no one beyond the Outer Rim had reported anything, nor had the Frontier Corps returned with any similar information. Some time later, a proficient bureaucrat noticed that some reports filed from some of the Empire's Outer Rim had failed to come in. THe Royal Council and enlisted a Royal Corps Unit, Delta-V, to investigate. After several weeks, an urgent message was broadcasted to the Royal Council. What was left of Delta-V claimed they were being chased by the Hevnoc, promptly followed by their comms falling silent as what was left of them were destroyed. After hearing this, The Council took a step back to evaluate. The Republic had not faced an imminant threat like this since the NSP and the Kusheens, and due to their own oversights, they were ill prepared to deal with yet another warfront. Amidst the panic and confusion of the Royal Council, Vechtho enacted one of his executive orders and put together a project to create a massive buildup of the Remusian military and training of its soldiers. This program built off the Military Codex his father had developed as part of the Codex Act. The Remusian Military was rebranded under [[The_Grand_Army_of_The_Republic|The Grand Army of The Republic]] and [[The_Remusian_Republic#The_Grand_Navy| The Grand Navy of the Republic]] In addition, [[The Science Directive]] was to shift from developing technology to benefit the people to entirely being military based. The Science Directive was also reformatted once again to be comprised of various divisions, coinciding with the completion of the [[DGRW Cluster One]]. These set of decisions were given under what Vechtho called [[The_Grand_Army_of_The_Republic#Origins| “The Grand Fleet Initiative”]]. Many Remusians across the systems volunteered to participate in defending their land from this new threat. Even with limited training, whoever had volunteered was shipped off to fight, both on the ground and in space. As the war with the Hevnoc Imperium set in, the Republic suffered many casualties, and their fleets were pushed back into thier borders. Thanks to the Grand Fleet Initiative, several major breakthroughs were made which gave the Republic a new edge. The development of [[The_Remusian_Republic#Battle_Suits| Battlesuits]] designed for military ground support proved to be crucial to beating back their attackers and retaking planets. They allowed the Remusians to match the strength of those they were fighting, in addition to tailoring certain suits to different fighting styles and locale. Battlesuits also revolutionized dangerous workplaces, where they would totally protect workers which allowed for more efficient work in dangerous conditions. The manufacturing and design of much larger and complex ship designs, space citadels and outposts were developed to counter those of the Hevnoc proved very effective. Other notable advancements include the advanced harnessing of plasma and electromagnetic energy, Crystal-Stabilized Neutronium plating, and the development of antimatter reactors. Even with all these innovations behind them, the Hevnoc never seemed to be overpowered by the Remusians, but rather were always matched. These advancements proved fruitful, and put the Republic in a considerably more favourable position than they had started. Remusian tacticians observed that the way the Hevnoc operated was almost odd, almost as if they were robots. They moved in a mechanical and always used the same formations, almost down to the individual soldiers' movements. While it made tactical sense, it was seemingly unnatural. Additionally, regardless of any harm befalling them, these creatures continued to march forwards. In an attempt to understand the reason for this, specimens from the field were gathered to better understand what they were up against. After performing autopsies on several of the Hevnoc that were brought in, they found that they were heavily augmented with mechanical parts and had little biological matter remaining on them. Upon opening the skull cavity, doctors found there was little or nothing there, and results came back inconclusive. All subjects were like this, with the exception of one. By a stroke of luck, this particular subject had its brain intact, with a device lodged into it. Upon further examination, the device was successfully removed. Inspection of the device revealed it could override the primary executive function of the individuals' brain of whoever it was installed into. It was hypothesized that the other examined subjects had activated some kind of self-destruct sequence within the device to prevent its discovery, but this particular one had malfunctioned. Not wanting to compromise themselves, the device was quickly disposed of to prevent accidental activation. '''Revelations''' Based on their previous findings, the Directive theorized they could somehow remove the devices but needed one of the Hevnoc alive to test this. The [[Interro Platoon]] was called upon to carry out [[The_Remusian_Republic#Operation_Bellringer|"Operation Bellringer"]]. The team was dispatched to incapacitate one or several of the Hevnoc from a patrol station located above an occupied planet. Using a containment field designed to intercept the operating signal between the creature and the Collection to localize it, one of the Hevnoc was successfully recovered. A Collection fleet intervened in an attempt to retrieve the captured subject. The Fleet was repelled thanks to the assistance of the [[The_Remusian_Republic#Royal_Platoon|Royal Platoon]], formed by Vithem after his retirement to help with the Republic's conflicts. The subject was brought back to a nearby facility to be examined by Directive members. Through careful surgery, the device was removed, and immediately destroyed. When the creature awoke, it became overly aggressive and frightened, resulting in the injury of several personnel. Once the creature calmed down and the Directive team began to translate its language, they briefly questioned it. The creature identified itself as General Licht Kraytall, a member of the Hevnoc Empire. He had led a battalion against the Colletion's invading forces against the Collection before he was captured. With no memory after, it was assumed the the General had been somehow assimilated into this army. Kraytall described his attackers as synthetic creatures similar in appearance to the Remusians themselves, which explained his initial aggressive response. The General described the machines as ruthless, killing those who were not deemed worthy to be integrated into their hivemind of creatures. While the ones that resembled the Remusians seemed to lead the battlefront, other unknown races were among them as well. None of these "Neo-Remusians" the Hevnoc had described had been spotted in this current conflict, which proved controversial to what the General had told them. This Directive brought their findings to the Royal Council to discuss. They were unable to conclude as to why someone would imitate the Remusian image. The Remusians had yet to see any of them in battle, only the synthetic Hevnoc had been observed. Neth Castorkoff, a Remusian who participated in the events of the Calamity, suggested that Vechtho bring these findings to his father. Having no other ideas, Vechtho sought out his father, Vithem, from his post in the Royal Platoon. Upon arrival, Vechtho gave the former Monarch a rundown of the Directive's findings, and to Vechtho's shock, his father wazs able to piece together a logical guess. Cael Consor, the main antagonist of the Calamity War, was very likely behind this scheme. Without going into too much detail, Vithem explained who Cael used to be, and concluded he was out for revenge. How he managed to engineer the Hevnoc into submission was beyond him. Mind control was a practice that was abhorred by most Remusians scientists, even the likes of Cael. Vithem knew Cael would not stop until the Remusians were destroyed, and he returned to his post almost immediately. With this revelation in mind, The Directive attempted to trace back the origin of the NSP, but to no avail. As the conflict raged on, more races started to appear in the war, and made it clear that they were no longer the Neo-Synthetic Party, but rather “[[The Collection]]”. The same procedure that was done with the Hevnoc was performed on them but yielded little success. Distraught creatures whose last images were being captured by these 'Neo-Remusians" was a reoccurring finding. These "freed races" would try to fit in as part of Remusian society as best they could. The personnel involved in the program would later go on to form the [[Collection Rehab Division]]. The planets and former systems these races occupied were located, but not anything regarding the location of Cael. In fact, no Neo-Remusians had appeared in the war as of yet. The two nations were locked in a stalemate with no signs of stopping. After three years of this, soldiers were starting to run thin even on both sides, and production was starting to be unable to meet demands. Morale was low, and the vast platoons spanning the planets had been severely reduced. Approaching the fourth year, The Collection's lines were revitalized with fully synthetic soldiers, not bearing any resemblance to any known race. Some Neo-Remusians finally appeared, leading the synthetics into battle. The Remusian front lines were decimated by their relentless force. Despite their many advancements, the Remusians were no match for these new synthetics. All the major outposts around the frontlines fell, all except for two. The colony of Castello, which was defended by the Royal Platoon, and the outpost of Yvesole which was occupied by the Interro Platoon. The Interro platoon was able to repel the Collection, but it was likely due to the events that befell to the Royal Platoon. Massive hoards of the Collection would swarm the Royal Platoon, amongst them being Vithem and his personal guard. They fought valiantly, they were not much for the killing machines, and the colony was lost. After the fall of the Royal Platoon, The Collection retreated back from wherever it came. Any attempts to pursue or track the fleets were unsuccessful. What was left of the platoons were sent out to recover and rebuild what they could of their former cities. The Grand Fleet Initiative was halted, and resources were reallocated to rebuild the nation. When arriving at Castello, no traces of his body were found, or any that belong to the Royal platoon. Upon further investigation into the colony, the platoons found what appeared to be a colonial lab, and a series of notes written by Vithem's hand. It turned out to be a series of tests and logs on the synths. Vithem had spent his final days of the war trying to pick apart the synths and find out where Cael was. As it happened, he was successful in pinpointing where the hivemind signal came from. However, it was a reasonably far from any Remusian owned colony, but Vithem somehow discovered it was transmitted through each of the home planets Cael and his synthetics had conquered. His last entry detailed that if they could somehow make their way to one of these planets, then the original signal could potentially be found. His final notes indicated that the synths would most likely not kill him, but rather take him hostage and torture him, as Cael would have liked to so many years ago. These notes were brought to the Royal Council and shown to Vechtho, who was devastated at his father's disappearance. He initially wanted to use his second executive order and send all available forces the Hevnoc home system, which the former General had detailed to them. After some persuasion from his family and the rest of the Royal Council, it was concluded the Republic was in no shape to go after this foe head on. Additional investigations of the facility indicated that Vithem had constructed similar structures during his tour of duty in the Grand Army. Though the locations were not specified, they were noted by the Directive. '''Riots in the Wake of War''' In the aftermath of the war, The Royal Council received criticism from the population in regard to how they handled the recent conflict. While those who participated in the Grand Fleet Initiative had very few issues, the more general populace was unhappy with the Initiative not being passed through as a proper bill. Many Remusians felt the Royal Council had betrayed and abandoned them since they did not listen to their objections, amongst other compaints and destruction from the war itself. Many citizens were displaced and without homes. As a result, small dissident groups began to form and attack the government, creating an environment similar to the Anti-Sauran Riots. Many began to rally around these groups in retaliation to the destruction the Collection had caused. Some even called for the retirement of Vectho, and even the abolishment of the Royal Family and reformation of the Royal Council altogether. For the second time in history, the Riot Corps were brought in the properly handle these riots and ensure the safety of government members. In an attempt to pull the Republic back together as a whole collective, Vectho and other members of the Royal Council began actively participating in the rebuilding of the empire and speaking across the colonies in hopes relation would improve with his people. For a time, it would not. Some argue it was perhaps inevitable for the Neural-Link developed during Project Daybreak would make it into public light. Several information outlets had disclosed information about these neural links and how they function. In some cases, they had managed to acquire primitive exo-suits, which were confiscated, but not soon enough. Much like the ADMWD had predicted, the Republic was morally outraged, the Directive, a group who many dedicated their lives and studies to, had gone out against one of the beliefs many Remusians held close to them. Vectho and the Technocratic Council began addressing the Neural-Link publicly, affirming that it was an essential part of winning the war. During the Sauran riots, the populace was much easier to please due to the Sauran requiring their parts to live. This time however, it was not so easy. The riots that erupted out of this public discovery put the Republic in a state of turmoil. The former Anti-Sauran Bloc members reformed under the Anti-Neural Bloc, which quickly gained a large following from rioters. Initially the rioters were relatively easy to control, circumstances were remarkably similar to the Anti-Sauran Riots of previous years. However, things quickly got out of hand, overwhelming the Riot Corps. Even though the Riot corps were founded under the pretense of not using force or retaliating, the Royal Council found themselves authorizing anti-riot tactics. The Riot Corps initially objected, but eventually caved seeing there was no other option. The ADMWD was instructed to construct a non-lethal battlesuit for the Riot Corps in order to assist the Riot Corps. The resulting suit was a variant of the Standardized Kairos MK V Suit, the Kairos-R. Rioters were arrested for vandalism and destruction of government and public property, and Anti-Neural Bloc members were targeted for arrest in an attempt to quell the masses. Several key members were detained, but this only seemed to elevate the rioters. Key leaders were apprehended in an attempt to disrupt the chaos, but while the organization of the riots fell away, they still continued to persist. Some of the Royal Council determined that they could not quiet the masses unless they did away with the Neural link and cybernetics altogether despite the clear advantages of them. Members of the Technocratic Council were not willing to do this, causing tensions now within the Remusian government. For several months, the riots would continue, destabilizing the economy and disrupting the work of the Directive, as well as the overall rebuilding of the Republic. The Royal Council refused to authorize lethal force despite Riot officers continuously being injured. Having garnered a great deal of supporters, several former Anti-Sauran xenophobes hatched a plan for the Anti-Neural Bloc commit mass genocide of the now prevalent Sauran population across the Republic. They had used the Neural Riots as a cover for their true intentions. These plans were kept relatively informal and were never mentioned during hearings or rallies to maintain secrecy. Instead, these plans were communicated through a series a private meeting that went unsupervised by the Royal Corps. These meetings claimed that the Sauran were a pivotal part of the development of the Neural Link Technology, making false claims about their role in its creation, and citing references to their required mechanical parts as inspiration for such a system. The plan was scheduled to take place during a rally of the Sauran-involved Diplomat Rava James, who was the local favorite among the Sauran populace. On the day of the rally, while the major party members were set on carrying out the job, the plans were quickly halted just as soon as they were set into motion. Rava James had been giving a speech on the partnerships and opportunities came that came with the Sauran, and the how the Neural Link could help bring everyone closer together, and not just used for the military applications. Two Sauran gave a demonstration of how the Sauran themselves had used their cybernetics and prosthetics for good, and with the neural link this could only be improved upon. While the speech and demonstration itself was rather short, it was compassionate enough not only for the Sauran, but to convince many of the Anti-Neural Bloc to fall back on their plan and stop any Sauran or Remusian alike who were going to harm anybody. These events effectively halted the Anti-Neural Riots, and Rava James continued to attend rallies and speak on behalf of the Sauran and the Neural Link. Rava brought not only the Neural Riots to an end but brought back some of the Republic's isolated colonies back into the mainland. === Modern Era === ''See also: [[Rift Incident]] Several years after the Neural Riots ended, the Directive began work on [[Project Archway]], which was designed to build off the findings of Project Intervention and Contigo by creating a gate large enough to fit a naval corvette through. The Project was conducted aboard the Nadfor Research Installation, built specifically for this purpose. However, the Project quickly went awry, and after several power failures and hyperspace destabilization, the gate collapsed on itself, killing several personnel. What remained was deduced to be an artificial hyperlane, obviously leading to somewhere. The Technocratic Council was notified immediately of the development and dispatched Dr. Barreté to investigate it. The Hyperlane had become slightly bigger, but Hyperspace technicians had managed to stabilize it for the time being, aboard one of several DEU Anomalous Investigation Units, Dr. Barreté led an exploratory team into the hyperlane. It appeared to be isolated from free-floating hyperspace, and thus safe from the Denizens the Directive was always worried about. Data from the hyperlane was like nothing that had been seen, as the only other instance of this had been at the end of The Calamity. The team approached the end of the tunnel and were greeted with a unique surprise. At the end of the tunnel, Dr. Barreté found himself surrounded by a rather sizeable fleet, which was unidentifiable to him. With no way to communicate with the rest of the Directive and not risk being fired upon, he hailed the ships. A saurian-like creature answered the call, who identified himself as [[Sector Marshall Tegar Zokonae]] of the [[Telkevan Union]]. Dr. Barreté identified himself and made it clear that he had no ill intentions but was simply exploring the unknown hyperlane that appeared in Remusian space. The Marshall also stated exploration was their goal also. Without disclosing too much information, both parties concluded that devices on both ends must have caused the "Rift", as they referred to it. Dr. Barreté was able to return back to the Republic provided he retrieve a team of Diplomats who would discuss future relations with the Telkevan. Initial talks proceeded well, allowing for both parties to study the Rift, and set up a basic form of trade between rift locations. While not allies of any kind, both parties signed a non-aggressive pact and agreed to remain neutral towards each other. Word of their relationship quickly reached the Sauran populace of the Republic, who were put off by the possibility of interacting with their former enemies, causing a disturbance in heavily populated Sauran areas. The Royal Council had heard stories of the Telkevan from various Sauran officials, but remained objective in their situation. While hosting a Telkevan Diplomat, another Sauran Diplomat stormed into the meeting which almost resulted into the two foreign diplomats fighting with one another. Thankfully, the conflict was avoided, but now the Republic faces tensions from its own Sauran population, the Solidarity government, as well as the Telkevan themselves. Word of the incident quickly reached the Telkevan. In an attempt to persuade the Republic in their favor, Telkevan Central Command offered to back the Republic in the event they challenged the Collection again. Surprised the Telkevan knew of their ancient enemy, The Royal Council concluded that this meant that the Collection had become active again. This considerably stirred up the Royal Council and Directive. While the Republic had encountered small instances of the Collection since their original conflict, the Telkevan cited a meeting they had had with The Overlord himself. The Republic currently is unsure of its future goals, as the interests of the people seem to be colliding with what the Royal Council feels is the best course of action. ==== Synthetic Crisis ==== In the midst of the events of the Rift Incident, The Collection launched an infiltration campaign on the Republic and its allies that would later become known as the Synthetic Crisis. The capture of Vithem Templesmith and key members of the former Royal Platoon allowed the Collection to finalize the development of the Replicants, synthetic copies that would act or mimic an individual, but could be accessed or monitored by the Overlord at any given time. Some Replicants were aware of their disguise, labelled as Active Replicants. Other "Passive Replicants" were inserted into parts of society or government, unaware that they were Replicants. They could at any time become active replicants if the Overlord desired such. Approximately a year after the first Collection conflict, replicants of Vithem and his Royal Platoon survivors were among the first Passive replicants to be sent back to the Republic, acting as if they had just escaped the Collection's capture. With no reason to doubt these survivors, Vechtho and the rest of the Remusian population welcomed these individuals back with open arms, setting the first part of the Overlords infiltration into motion. These high ranking officials allowed for the capture and replacement of other officials with relative ease, eluding even the watchful eyes of the Central Datanet. The Royal Council and the greater Remusian populace begin to notice things change, subtle or not, about individuals they know. Occasionally attacks on Collection networks and bases are seemingly predicted, and the Grand Navy is outmatched on several occasions It is by accident that the first Replicant is discovered, amidst a laboratory incident. The incident killed two of three members of a project, the two of which were Replicants. The survivor brought the remains to Bem Markflay of the MED, who quickly recognized the work of the Collection. Realizing they were compromised in some capacity, the entire Directive went into lockdown, closing its doors to all of its facilities. The members of the Technocratic Council and some Royal Council members were ordered by the Royal Council into hiding to protect the most valuable members of the Remusian Government. The Royal Corps and Grand Navy were put on high alert and all active members were dispersed across the Republic, something that had never been done in previous conflicts. They were primarily stationed on the Republic's borders, and treated any outsiders with extreme prejudice, allies or not. This essentially forced the Republic into a form of a Police State, poising the Republic on a state of isolation from its neighbors and allies, until some form of Replicant detection system could be devised. With the greater Technocratic council and key members of the Royal Council government sent into hiding at undisclosed locations, the Remusian Government is unsure how to act, leaving primary control to Idesk McVoll and Arthro Leteb. Other groups follow this route of isolation, namely the nomadic Archivists all seemingly returned to their central home systems. As the greater Remusian population figures out what has happened, groups begin to emerge to protect and preserve the Replicants and remove their connection to the Collection in order to preserve these people, their lives and their knowledge. Groups bent on destroying the Replicants also emerge across several colonies. The Royal Council does not openly endorse or condone these groups, as it has no way to properly deal with the Replicants themselves. Sauran, Repzork/Telkevon & Asanian? to be detailed at a later date WIP === Other Notable Conflicts & Events === ''' Project Kronos ''' Project Kronos was an unauthorized founding of the Colony "Kronos" and is where the events of the project are to have taken place. The project's goal was to perform unethical experiments similar to the Neo-Synthetic Party's work on synthetic augmentation, with the very literal "progress; with a price" attitude. Sometime prior to the Kusheen Conflict, Flanel Glazmir and Pavil Foregen, began to prepare for the unauthorized collection of volunteers for their endeavors. They evaded detection of the corps by working with Royal Corps Commander Hrothgar Von Smathen. The Royal Corps operated rather independently of the Royal Council at this time, which aided the secrecy of the project. Smathen would support and fund the project, and even so far as to participate in it. After the initial gathering of volunteers, those involved were gathered aboard a colony ship outfitted with Corps level stealth technology. The ship arrived in the Rhea system and landed on the planet Kronos. After colony's initiation, the experiments began, and Glazmir and Foregen travelled back to Aisumer,to discuss thier idea directly with Vithem. With the events of the Calamity still fresh in his mind, Vithem vetoed to idea immediately, and ordered the immediate shutdown of the project. Without any reason to doubt Smathen, Vithem enlisted him .to deal with it. Since Smathen was already involved in the project, he promtly ignored direct orders. The three would return to Kronos, but rather than cancel the project, they decided to accelerate it. Using technology provided by Smathen, Glazmir and Foregen created a machine that was capable of inducing a supernova on white dwarfs within a binary system, which created the artificial Lithraganebula. After these events, Vithem clued in that Kronos had not been dealt with. He dispatched several platoons to deal with them, but they would either go missing or come back with severe injuries. The members of Project Kronos would cede from the Republic and become what is known today as the Lithraga Mercenary Group. Smathen took on the moniker of Spaark 343 and currently leads of the group. They continue to expand and are persistent threats the Republic. Aside from being somewhere in the Lithraga Nebula, the exact location of Kronos is still unknown. ''' The Kusheen Conflict ''' ''Main Page: [[Kusheen Campaign]] While generally the Republic experienced little to no trouble establishing themselves, The local Kusheen Empire proved diffuclt, and incited The Kusheen Conflict. [[The Kusheen Empire]] were an extremely aggressive militaristic race that neighbored the Home Cluster which stepped into conflict with the Republic on the grounds of territorial trespassing. Their initial attack on the newly founded Colony of Tesmar claimed the lives of Vithem's wife, Viola. Having experienced little conflict prior to then, The Republic was not well prepared to defend itself. During this first attack, the Kusheen were fought off the colony, but suffered heavy casualties. Vithem was left to attend not only to his motherless children, but an empire ill prepared for war. Upon returning to the capital, Vithem and the Royal Council triedestablish contact with the aggressors, but to no avail. Vithem invoked one of his two executive actions and called together a small group of his best scientists and what generals he had to the next nine days to create the basics of a military codex of tactics under what came to be the "Codex Act". Blueprints for a navy, a new army format, as well as a military uniform was also drafted. Effective immediately, production shifted to defend the Republic. Vithem enrolled Vechtho and Sevna into this program to help the empire's effort. Initially, both Vechtho and Sevna held a grudge against their father for doing so. Vechtho eventually came to thank his father for it, but Sevna continued to hold it, blaming him for their mother’s death. The Codex proved to be remarkably effective, having been able to deploy efficient troops and naval officers in a matter of weeks after its enactment. Despite immense losses initially, the Republic overwhelmed the Kusheens in a short couple of years. After much tactical analysis, Vithem and his team had exactly determiend how to combat their aggression. In the midst of the conflict, a Body of Kusheen's reached out to the Republic, identifying as a rebel group fighting to overthrow the current Kusheen Regime. Their leader, Gorge Von Khat, met with Vithem personally and they both agreed to work together. The only catch was that the new Kusheen government would operate as a client state for the Republic, to which Von Khat did not object. Their combined efforts saw the Kusheen conflict come to an abrupt end in a matter of three years. Thier combined forces pushed pack the Kusheen Regime to their capitol, Kusheenus, where Narka Futaro, The Kusheen High Councilor, fought to the death, along with several of his officials. With the old regime dismantled, Von Khat was left to rebuild the government and the empire as he and his allies saw fit, with the Republic overseeing his actions. While no form of monetary value was required as tribute, the Kusheens were to be ready at any given time for the Republic to have access to its people for military purposes. ''' Operation Bellringer ''' Operation Bellringer was a strategic operation planned by Vechtho Templesmith and carried out by his sister, Sevna Templesmith, and a small battalion of her choice. After examining deceased members of The Collection with little to no success, it was determined that a live specimen of the Collection was needed for examination or interrogation. However, previous attempts to capture live members caused an unpreventable self destruct sequence when brought out of the hypothesized "range" of the Collection. A device to intercept this signal was device and built, primarily designed by Neth Castorkoff. The resulting device was the Quantum Entanglement Device (QED). Neth accompanied Sevna and her platoon on the operation to assist in the usage of the device. Their instructions were to, as quietly as possible, capture a Collection member, and return to a nearby installation. While the platoon was able to isolate a member, as soon as the QED was deployed, the Collection became aware of them. To make matters worse, in order to be localized, the signal required some decryption first. Neth was unprepared to do so, and had to improvise on the spot. The Collection closed in on their position, and Sevna’s squad had to defend Neth while he decrypted the signal. Once the signal was bypassed and the field was stabilized, the Squad mobilized to a new rendezvous point to be picked up. By the time they were retrieved, they had lost several members.. If not for the intervention of The Royal Platoon, the operation may have been a failure. The subject was successfully brought back and examined without any further casualties. ''' Appearance of The KreeTah Remote Installation ''' Just prior to the Rift [[Incident]], [[Named_Characters#Deskardo_Cohen|Sector Governor Deskardo Cohen]] filed a report for a series of planets that had seemed to appear over night. Cohen requested that a [[Directive Expeditionary Unit (DEU)]] be dispatched to investigate immediately. Once the report was received, The Royal Council ordered a DEU, captained by Motoya Vorox, to be dispatched effective immediately. Upon arrival at the site of the supposed anomaly, Vorox and his Crew found seemingly nothing but empty space. Convinced it was simply a bureaucratic error, Vorox received orders to return to the nearest docking station. The course was changed almost immediately, after colliding with an invisible object in close proximity to the Unit. Vorox reached out the [[Named_Characters#VISCONTI|Datanet Instance Visconti]] for assistance in bringing down the stealth field. After several hours of decryption, Visconti brought it down, revealing a large space borne research installation embedded into an asteroid. [[Named_Characters#MEDICI|Datanet Instance Medici]] overtook Visconti, bringing in several dozen warsats with him. Medici prompted Vorox and his crew to explore the Installation with him after receiving orders from the Royal Council to do so. Inspection of the structure indicated the build was quite foreign by Remusian standards, but showed activity in the last 5-10 years. Before futher inspection could take place, the installation emitted a localized EMP, shorting out the DEU and Medici's warsats. Before they could grasp the situation, an unknown signal assumed control of the warsats and the DEU's ship. Vorox and his crew scrambled to reassume control of the vessel, but to little success. A voice spoke to them across the installation, loud enough for them to hear. The voice introduced itself as "Unity” and assured the crew no harm would fall to them provided they co-operated. When questioned on its intentions, the voice remained silent. Vorox and his crew were pulled into the inner sanctum of the station, revealing a large sanctum filled with cryogenically frozen creatures. Unity revealed itself to be a sapient AI created to watch over its Creators that the DEU could see before them, however, they were also not supposed to be aboard this installation. Upon closer inspection the DEU identified the race as the Kreetah. Surprised that they knew who they were, Unity raised the stations defenses at the small cruiser, threatening them. Vorox explained that they had liberated other members from [[The Collection]], and those members lived among the Republic. Unity seemingly calmed down and and seemed more amicably afterwards. While the AI was quite happy with its creator's still living on, he also revealed that these ones in the Sanctum had been frozen for too long and could not be thawed without them experiencing explosive cell decay when being thawed. Vorox offered the help of the Republic in the revival of the better part of the Kreetah populace, provided they could integrate into Remusian society. While Unity was unsure of this, the AI postulated that if members who had been freed from the Collection had agreed, then these other Kreetah would as well. The ship promptly left, and Unity released the warsats to Medici, who interfaced with the DEU and Unity almost immediately. They explained the situation, to which Medici relayed to the technocratic council. Several former Kreetah scientists recovered from the Collection conflict were contacted to help work on freeing the remaining KreeTah. The Remote Kreetah Installation remains freely used by the Directive and the Kreetah as a testing laboratory similar to that of the DGRW Cluster One station as well as grounds to test for solutions to free the Kreetah. == Government == The Remusians are a Crowned Republic, where the monarch acts more as a figurehead for the government than an actual leader, though is involved nonetheless in diplomatic affairs. Decisions are made in a democratic fashion throughout the empire. Each planet, or group of planets in some cases, are designated to a certain sector in space, and are governed by elected members who oversee the planets. Sectors have planetary governors for each colony, who report up to their sector governors, who in turn submit their monthly sector reports to the Royal Council for review. Sectors are also annually audited by the [[The_Remusian_Republic#The_Royal_Corps|Royal Corps]] who inspect and evaluate the status of the planets themselves on behalf of the Royal Council. Governors strive to maintain the Remusian [[Intergalactic Code of Ethics and Standards (Or ICES)]] that must be upheld by all colonies. Among the varying levels, Governors are capable of presenting their own unique laws but must have the vote of the sector's people. If aa new policy or bill is wanted to be introduced by the [[The_Remusian_Republic#The_Royal_Council|Royal Council]], they must campaign across the empire to receive the majority vote for their law. Initially the bill must run through the Royal Council first, to be discussed and altered. Once terms have been agreed upon, council members are free to run their proposition across the colonies. === The Royal Council === The Royal Council is the main governing body that proceeds and oversees The Republic and most of her holdings. They are a body of members that decides the best course of actions for the empire at the vote and behest of their people. Much of the power previously held by the Monarch is now directed into the Royal Council. The members of these councils are elected from their respective divisions and occupations by the Remusian peoples of those sectors. Senior members of these divisions are permitted to run for a council position. Council positions typically become vacant when a member retires or passes away. The proposals which the council make are often reflected in the current state of affairs of the Empire. Should any member wish to propose something, they must present it to the council, and have the majority vote. If the presented idea holds little importance, then its passing into law is only decided on by the Council. If it is going to impact a particular location or colony, then the decision is opened to the will of the people of the respective area. In an effort to promote their idea, council members may decide to visit the location in question and advertise to the people on why they should vote. If on an empire wide or on a sector wide scale, then the members can tour between locations associated with each area. However, these typically only occur at the planetary or local level. Empire wide votes usually only held when the ICES is in question. The Monarchy and the Royal Family's role in the Council is very minor. It is not a nearly as big of a role as it was prior to The Calamity. However, the Monarchy is capable of exercising complete power over the council and pass a Monarchal Act that does not require any vote. This was introduced during the founding of Aisumer and the creation of the new Royal Council to provide a way to establish martial law or similar that may require immediate attention if necessary. However, the Monarch is only capable of exercising up to two of these motions in their lifetimes. While the enactment of these executive powers are generally frowned upon, they were designed to be used in the most extreme of circumstances. There has been two instances of this ever been used, the creation of the Codex Act by Vithem, and the Grand Fleet Initiative used during the Collection Conflict by Vechtho. The current council consists of approximately 30 members, consisting of pairs of members representing various districts and departments related to managing the Republic. Each represented division has two members within the council, with the exception of the [[Science Directive]], in which all nine of their Division Heads members are required to attend. Current Roster * [[Named_Characters#Vechtho_Templesmith|Vechtho Templesmith]] * [[Named_Characters#Neth_Castorkoff|Neth CastorKoff]] *[[Named_Characters#Doctor_Bishun_Barret.C3.A9|Doctor Bishun Barreté]] * [[Named_Characters#Doctor_Bem_Markflay|Doctor Bem Markflay]] * [[Named_Characters#Doctor_Cruezahn_Goerh|Doctor Cruezahn Goerh]] * [[Named_Characters#Doctor_Prisma_Margel|Doctor Prisma Margel]] * [[Named_Characters#Doctor_Cheesh_Parker| Doctor Cheesh Parker]] * [[Named_Characters#Doctor_Rapel_Kraven|Doctor Rapel Kraven]] * [[Named_Characters#Doctor_Ventures_Sampson| Doctor Ventures Sampson]] * [[The_Remusian_Republic#Doctor_Mjol_Mantel|Doctor Mjol Mantle]] * [[Named_Characters#Elas_Sanpel|Elas Sanpel]] * [[Named_Characters#Dras Grino|Dras Grino]] * [[Named_Characters#Goya Hamara|Goya Hamara]] * [[Named_Characters#Ima Jabra|Ima Jabra]] * [[Named_Characters#Rava James|Rava James]] * [[Named_Characters#Dizel Craftstead|Dizel Craftstead]] * [[Named_Characters#Lehman Haul|Lehman Haul]] * [[Named_Characters#Duran Toba|Duran Toba]] * [[Named_Characters#Upol Marlez|Upol Marlez]] * [[Named_Characters#Abbot Interik|Abbot Interik]] * [[Named_Characters#Arthro_Leteb|Arthro Leteb]] * [[Named_Characters#Idesk_McVoll|Idesk McVoll]] TBC..... === Technocratic Council === The [[Science_Directive#The_Technocratic_Council|Technocratic Council]] is a smaller subsection of the Royal Council that leads, approves and suggests ideas for [[The Science Directive]]. This council is led by Chief Scientist Neth Castorkoff, who founded the the council after the events of [[The_Remusian_Republic#Project_Kronos|Project Kronos]]. The council is composed of [[Science_Directive#Current_Members| Directors]] of the departments of the [[Science Directive]]. The Council convenes weekly on the [[DGRW Cluster One]], which is only accessible to personnel with a A4 clearence or higher. In some cases, members who are recruited for a project may be required to stay aboard the massive station for months to years at a time to help facilitate secrecy. Due to the frequent meetings, as well as the need to oversee some of their most important projects, members of the council choose to live aboard the ship as well. In addition to representing the best interests of the Science Directive, the Technocratic Council is also responsible for either accepting or rejecting Remusians into the Science Directive. This is accomplished through an [[Science_Directive#Directive_Application_Process|Empire Scientific Assessment]], referred to most as the "ESA". This assessment typically lasts an entire week, and is a very big deal to many members of the Republic. Many view it as an event, and some even take holidays to view it. === Sector Jurisdiction === Remusian owned space can be broken down into sectors, sub-sectors and finally by their individual planets. Each level of sectors is overseen by a Governor, each aptly named for the amount of space they are required to maintain. Sector Governors are responsible for rather large areas of space, such as the Outer Rim, and report to the Royal Council. They are also responsible for goods and items travelling in and out of their areas. A sub-sector governor would be responsible for smaller areas of space, overseeing the planetary governors and travel through their area of space. Planetary Governors are bound to individual planets and are in essentially PR representatives for their respective planets, dealing with local businesses and the general populace. Planetary Governors tend possess a small council that mimics the Royal Council that assist them with local decisions and activities. Each breakdown is subject to an inspection from the Royal Corps at any given time, without the governor’s knowledge. The [[The_Remusian_Republic#Interstellar_Warsat_.26_Intelligence_Networking_Division|Interstellar Warsat & Intelligence Networking Division]] maintains a presence in all of Remusian territory, though at some variance between them. ==== The Home Cluster ==== As the name would suggest, The Home Cluster is an area of space surrounding the Remusian Homeworld [[Aisumer]] and its neighboring planets. This includes the Kusheen Empire, who are quite close to Aisumer. [[Named_Characters#Omas_Deltas|Sector Govenor Omas Deltas]] works closely with the Royal Council and MEDICI to keep the Home Cluster the most organized and stable of the three main sectors. The composition of the [[The_Remusian_Republic#Interstellar_Warsat_.26_Intelligence_Networking_Division|I.W.I.N.]] is very dense in this sector to help facilitate this. ==== The Mid-Sector ==== The Mid-Sector comprises the majority of Remusian owned planets. [[Named_Characters#Deskardo_Cohen|Sector Governor Deskardo Cohen]], due to its vast size, is mostly focused on managing and receiving reports from their subsector governors and planets. During voting periods, Cohen is responsible for gathering votes alongside planetary governors. The composition of the I.W.I.N. is very spread out thanks to its immense and constantly growing size. ==== The Outer Rim ==== The Outer Rim consists of the Republics farthest reaching Colonies that are still part of the main space. Many of the systems overseen by [[Named_Characters#Moreno_Ottica|Sector Governor Moreno Ottica]] are focused on defense, and occasionally serve as outposts for patrolling forces or the Royal Corps. As an ex-general in the Grand Army, Ottica personally makes sure these outposts run smoothly and efficiently. However, many of these outposts serve as training and occupation camps for training and maintenance of the Grand Army and Navy. The I.W.I.N. is very dense in this area to give plenty of warning to any potential threats, and also serve as a first line of defense if needed. === Royal Family === '''Vechtho Templesmith''' Vechtho Templesmith is the current Monarch of the Republic. He took up the mantle after his father retired at the end of the [[The_Remusian_Republic#The_Kusheen_Conflict|Kusheen Conflict]]. With his wife Liras Leteb, they have two twins together, Telvac and Valver. Vechtho also has a younger sister, Sevna, who currently serves as a Brigadier General in the military. He is closer with his father than her, who still holds their mother’s death against him. Vechtho was born shortly after the reestablishment of the Republic on Aisumer to Vithem and Viola Templesmith. He spent much of his early years in the company of his mother and sister, as his father was often busy managing a growing interstellar empire. As a precaution they were rarely allowed to leave the Royal Palace but would travel with his mother whenever they would leave home. He was present when the Kusheens initially attacked Tesmar, and witnessed the death of his mother. Following the incident, both him and his sister were placed into the newly formed Military system by their father. It would be here where Vechtho would meet Liras, daughter of [[The_Remusian_Republic#Arthro_Leteb|Arthro Leteb]]. They began dating in the last weeks of their training and marry after the end of the Kusheen Conflict. Vechtho led the Republic through the return of The Collection and enacted the Grand Fleet Initiative to build on what his father had already established with the Military Codex. He also was a crucial role in planning Operation Bellringer. The later disappearance of his father devastated him, but he continues to lead the Republic with the support of his wife and sister. W '''Liras Leteb''' The wife of Vechtho and mother to Telvac and Valver. She assists Vechtho in his duties as Monarch as well as also looking after their children. She is the daughter Arthro Leteb, a well known Remusian general who is on of the current Grand Army and Navy Co-Director , as well as part of one of the few military lineages that existed before the Grand Fleet Initiative. Liras was put through the military academy on Aisumer by her father during the Kusheen conflict. She initially despised the academy, but met Vechtho there, who would make the intense training a little more enjoyable. Liras would begin going out with Vechtho in what little time they had and continue as a couple when enlisted in the same platoon during the Kusheen conflict. Once the conflict subsided, they would start living together and eventually marry. Vithem would also retire around this time, and Liras would become inducted into the Royal Family alongside Vechtho. '''Sevna Templesmith''' Sevna Templesmith is a Brigadier General in the Remusian military and is well known for her harsh demeanor and serious attitude. She is sister to Vectho Templesmith who is Monarch of the Republic. While only required to be in the military for the Kusheen Conflict, she continued to serve, being driven by the loss of her mother in said conflict. Sevna grew up alongside her brother and mother and also saw very little of her father. When she did see Vithem, he would regale the battle of the Calamity to her, something that would always entertain her. Vechtho never found much interest in these stories and was more distant than Sevna. However, the death of her mother would drive her apart from their father. While Vechtho eventually move on, Sevna continues to hold a grudge against her father. When the Kusheen Conflict concluded, she continued in the military academy, and became a Brigadier General, earning herself her own Platoon. She later worked with Arthro Leteb during the first Collection Conflict and led Operation Bellringer. '''Vithem Templesmith''' The legendary former Monarch that led the Republic through the Calamity, the establishment of the empire and the [[The_Remusian_Republic#The_Kusheen_Conflict|Kusheen Conflict]]. He retired as Monarch after the Kusheen conflict due to the death of his wife Viola. Prior to his retirement, Vithem had brought the surviving Remusian houses under the [[Aisumer Act]], and renewed the Grand Army's strength through the "Codex Act". For a time, he would dwell in the Royal palace, overwhelmed by the stress built up over the years and the depression caused by the death of his wife. Initially he would try to repair his relationship with his daughter, Sevna, who held him responsible for her mother’s death. After several years of lingering around the Royal Palace, Vechtho sought for meaning in his life once again. He would find that in serving as the Grand General of the Army, supervising and organizing platoons alongside other Generals. He founded the Royal Platoon, composed of former soldiers from the Calamity and Kusheen conflict. This platoon soon became known to be very proficient in almost every aspect of battle. When the Collection attacked and the Grand Fleet Initiative was enacted, he would attend the frontlines and oversee all platoons cycling through the Outer Rim of Remusian space. Vithem mdee use of the Quantum Entanglement Device created for Operation Bellringer to capture members of the Collection in an attempt to figure out what they were and where they came from. He would be successful in pinpointing the signal in an uncharted planet far off from any Remusian colony. In the final days of the war, the Collection revitalized its forces, and overwhelm the Royal platoon in an attempt to cover up Vithem's discovery. Vithem hid these findings within a series of logs and notes in the Castello Installation. Vithem and his platoon seemingly vanished, as if they'd been captured. His finding would serve as a basis for the creation of the Collection Rehabilitation Division. === Factions === '''The Archivists''' The Archivists are a nomadic group of Remusians that do not abide by the teachings of the Directive or the guidance of the Royal Council. The mainly concern themselves with the protection and acquisition of technological assets, Remusian or Xeno, that they believe could cause similar events like the ones that befell Remusia during the Calamity Wars. They also have documented every historical figure, event and group that have existed in Remusian history, earning themselves the title of "Keepers of Knowledge". They frequently harass the Science Directive and Directive Expeditionary Forces in the research and exploration. Due to the Remusian Code of Ethics and the Republic's Independent Exploration Research Policy, if the Archivists claim a location, they cannot be uprooted by force, at least by the Directive or Grand Army. While the Royal Council does not feel responsible, nor do they care much for the Archivists, they have been forced to intervene on several locations when the Archivists have overstepped their boundaries on the territory of other empires, leaving the Council to deal with their actions to prevent further disputes. The archivists continue to be uncooperative with the Directive and Royal Council alike. Despite their differences, they have worked together on several occasions on astral cartography and history consolidation It is really unknown just how long the Archivists have existed. Some sources indicate that they have been around pre-calamity, others suggests they formed after Aisumer was colonized to prevent the same events on Remusia from occurring again. Their overseer, H'rath Vongeo, approached Vithem shortly before the Kusheen Conflict and made the Archivists presence known. Vithem openly rejected Vongeo and his Archivists, for they intended to disturbed to path of progress the Republic was founded out. While not enemies, the Republic and the Archivists are bitter rivals for each other. '''Colonial Isolationists''' The Colonial Isolationists are not so much a faction perpetuating their ideas, but rather a group of the population that simply live in a certain way. The Royal Corps have created paranoia in much of the Republic's populace, and some have learned to simply live with the possibility of their neighbor being a Corps member. However, in this case, several colonies have adopted an isolationist stance and try to keep its residents within its borders, only interacting with the rest of the Republic in the form of trade and commerce. == Culture & Society == === Cultural History === Scientific pursuits are incredibly important to the Remusians, and many often dedicate their lives to discovering the next big breakthrough. As a society established on such values, education is mandatory for all citizens of the empire, and is mandated by the government. Education begins at a young age of four, and continues for 16 years to ensure the best education for each individual. As students approach their final three years, they must pick a specialty, and those final years are tailored around that. Upon completion of their education, students apply for [[The Science Directive]] and must take the Empire Scientific Assessment (ESA) to be considered for a place in the Directive. Work in their desired field, or the Directive for that matter, is not always guaranteed, as Remusians are extremely competitive among each other. The Directive only allows the top five percent of ESA applications into its ranks. If not selected for the Directive, students will be given options where they can best use their skills within the workforce or have the option to enlist in the Grand Army. After the creation of the [[The_Grand_Army_of_The_Republic#Origins|Military Codex]] and later the [[The_Grand_Army_of_The_Republic#Origins|Grand Fleet Initiative]], those who wish to serve in the [[The_Grand_Army_of_The_Republic| The Grand Army or Grand Navy]] must undergo a very rigorous training regimen. Basic training begins with a very intense one month straight physical and mental training period to weed out the weak. Depending on their preference and performance, members can choose to enter the Army or the Navy, though in many cases new members participate in both before specializing. when not in a state of war time, the years that follow typically consist of being placed in a platoon or naval fleet and touring around the empire on various assignments. ==== Cultural Philosophy ==== "Progress; with a price", is a phrase commonly heard around the Republic, and is commonly misinterpreted by other empires. Some believe the advancement and progress come solely at the cost of Remusian lives. This is partially correct, but does capture the society's views as a whole. In many cases this is taken very literally, as most scientists are willing to conduct experiments at the risk of their own lives, or workers are willing to put themselves on the line for the benefit of others. The real definition comes from the Republic's tendency to be poor at managing several big projects at once, and rather they revolve on an all-or-nothing attitude. This rationale explains why the Republic was poorly prepared for the Kusheen and Collection conflicts, for they were so focused on benefiting the empire as a whole, they did not stop to think how they could protect it. This can be extended to the Grand Fleet Initiative and why it worked so well. Thanks to its collectivist attitude, the Republic is very capable of shifting its focus very quickly and works well together, never putting someone above another Remusian. Progress of the Republic comes as it is needed, at the cost of not diverting resources into other areas. To a certain degree, this can be attributed to the flexibility and adaptability of the Remusians. When addressing the whole empire, the Technocratic Council allows projects that typically will benefit the empire as a whole and prefer not to operate on individualistic ideals. This is also reflected in the Royal Council, and programs that benefit the whole Empire, or a specific sector in some cases, are generally more favored. As a general rule, most Remusians work for the betterment of others within their race, and usually enjoy helping one another. With the Collection Rehabilitation Program recently introduced, it has opened up new avenues of help and cultural exchange. While this is the case across most colonies, this has not stopped the rise of individualism across colonies and even the Directive. === Language === In the past, the original Remusian houses spoke many dialects unique to their associated houses, though there existed a common tongue which many were also familiar with. Presently, these dialects are not spoken often but are kept on record by the Archivists. The evacuation of Remusia brought the houses together under the Aisumer Act, and when Aisumer was colonized, the common tongue was continued to be spoken to not cause confusion between the members of the old houses. A more streamlined version of the languages has been drafted since the Republic’s colonization of Aisumer. A linguist and member of the Archivist faction, Birra Aurora, pioneered the modern common tongue, which is an amalgamation of the old common tongue and the languages used by the old houses. The language became known as the '''Aurora Dialect''' and is predominantly found across most Remusian colonies. Although, that has not stopped the development of unique dialects being derived from the Aurora dialect. Colonies bordering other Empires along the Outer Rim often attempt to incorporate elements of each other’s languages to facilitate cooperation between the Empires. The Aurora Dialect is often spoken quite quickly and can be quite difficult to understand to the untrained ear. Much of the dialect is punctuated with long, strung together words that could mean vastly different things at the change of a syllable or section of the word. === Music === Despite the cultural pressure to focus on the sciences, there is still a substantial interest in the fine arts, particularly music. The various Remusian houses allowed for each to develop its own unique taste and style of music. After a house integration, the uniqueness would not be lost the signing of the R.C.A.A allowed these different houses to mix their styles, often amalgamating various styles into a new genre. The colonization of Aisumer set back the music industry several decades, but eventually saw the return of these old styles along with the introduction of a new music. Music has remained a constant element in Remusian history, though not nearly as important as the Grand Army or the Directive. Despite this, there are some who have made careers out of the music, industry and they still remain popular elements of Remusian culture. === Business and Administration === '''Remusian Communications and Foreign Affairs''' The RCFA is responsible for any and all interactions of local and foreign diplomacy, communication channel monitoring and maintenance, as well as the recording and broadcasting of local messages. The RCFA is composed of diplomats and communication experts who are primarily managed by Rava James and Dizel Craftstead. '''Remusian Colony and Infrastructure Services''' The RCIS supervises the general workings of the empire, border activity and traffic monitoring. Additionally, they are also responsible fir colony set-up and maintaining logistical chains between them. Many members work on coordinating these efforts among each other and through contracts sent out to other companies. The RCIS is currently managed by Elas Sanpel and Dras Grino. === Society === ==== Classes ==== Most Remusians operate on a collectivist sort of attitude, but these values can range from class to class depending on where they have been assigned. Despite these general attitudes among the Republic, other elements of other ideologies have presented themselves over time, some unique to the varying classes present in Society. Parts of individualism and isolationism have emerged in certain aspects of the Republic. '''Royal Family''' As its name would suggest, this class is composed of the Royal Family and immediate family members. The Royal Family as of right now is relatively small, composed primarily of Vechtho, his wife and his children. Vechtho's mother perished during the Kusheen Conflict and Vithem is currently MIA, any older Royal Family members would have been killed by the Neo-Synthetic Party during the [[Calamity]]. Misconceptions concerning the inclusion of the Royal Council within this category as arisen before, but they fit more into that of politicians. '''[[The Science Directive]] ''' The Science Directive is composed of members of the [[Science Directive]] and the [[The_Remusian_Republic#Technocratic Council|Technocratic Council]] and is the largest body of active researchers in the Republic. Academia and innovation dominate the lives of Directive's members, and struggle to maintain lives outside of it. Directive members work closely with each other and often collaborate between their divisions to better assist the Republic. Many of the Divisions are working around the clock to efficiently and thoroughly conduct their research with the idea of helping the common man. The Directive's work is spread across many installations scattered across Remusian space. Despite the overall collectivist attitudes of the Republic, there are some within the Directive that possess elements of individualism and elitism in regard to their work. Particularly in individuals in A3 or lower designations, many try to climb their war up through clearance levels and are reluctant to share their "big idea" with their colleagues. Once A3 members have successfully completed several projects and realize that cooperation is fundamental as a Directive member, these beliefs tend to dissipate. A4 members or higher exhibit these properties of individualism are typically rare after this initial phase but are not unheard of. Directive families tend to be quite small, and due to the intense work demanded by the Directive, very distant from each other. There is no mandated time off for parents, though they may transfer into a slower line of work, such as administrative work in the Directive districts. Children of these families very intensely pressured to become members of the Directive due to the importance their parents place on it. As a result, many of these children rebel and deny the Directive for keeping their family disconnected and apply into the workforce or enlist in the Grand Army. Unfortunately, in many cases, their parents outright reject these decisions and often sever their relationships with them. Members of the Directive are often not always held in the highest regard by the Proletarians. Members of both generally keep their distance unless they are forced to work with each other. '''Proletarians''' Proletarians are composed of any member of society that is not in the Directive or the Grand Army. After completing 12 years of the [[Remusian Education Plan]], Remusians enter the workforce while completing their final years of specialization for the ESA and are briefly regarded as Proletarians. Members who pass the ESA emerge as Directive members, while the others remain proletarians and continue making their place in the workforce. Some Proletarians become successful businessmen who eventually have leadership over Directive members working for them. Large corporations employ these members for various infrastructure and contracting jobs, and occasionally for private work. Over time, many adopt the "Hard Work for A Better Tomorrow " to help motivate them and move past their failures. Proletarian families tend to be rather large, with the previous generation following in the footsteps of their parents in many cases. It is not uncommon for extended families to live close or nearby to relatives. This often results in very tight knit communities who collaborate and work alongside other communities. Occasionally, Proletarians will re-attempt to apply into the Directive, though are often rejected. In some cases, Proletarians choose to return to higher education and heavily invest in more Directive prep, while also remaining a functional part of Proletarian society. Those who are successful in achieving Directive status invoke great celebrations among these groups, and several celebrations often occur before they begin their path with the Directive. Since the introduction of the Royal Corps, the Proletarians have developed an increasing sense of paranoia and fear of always being watched. The introduction of the Central Datanet, while does not directly monitor them, only heightened these fears. In some cases, entire colonies have adopted these attitudes of isolationism and remain relatively autonomous, but still work with the Republic. The Royal Council has agreed to withdraw the Corps from these areas under the grounds that these Colonies submit bi-monthly reports and allow for a larger deployment of the [[The_Remusian_Republic#Interstellar_Warsat_.26_Intelligence_Networking_Division| Interstellar Warsat & Intelligence Networking Division]]. This has not put their paranoia to rest however, isolationist colonies do not seem to trust the word of the government even after a formal agreement. '''[[The_Grand_Army_of_The_Republic|The Grand Army of the Republic]]''' Those rejected from the Directive sometimes direct their attention to the Military, though much of the army is comprised of volunteers. Prior to the Grand Fleet Initiative, this was almost unheard of, and was only carried out by lineages from the originating from Remusian. Now, the Republic receives volunteers of all ages from a variety of programs, to support their ongoing efforts in preparing for the return of the Collection. Members who come from ESA rejection typically only serve for a few years and use the program as a vent for their anger. In many cases this serves them well and return to the Republic and enter the workforce. Aside from Directive rejects, volunteers generally do not have any ties to the other groups and are typically the most amicable members of Remusian society. '''Politicians''' Comprised of planetary governors and the Royal Council, independent politicians are generally unheard among the Republic. Members of both areas are typically selected from the governing body of the previous member and run against other among members of their associated party. All politicians in some form or other, come from being businessmen, but as they advance in their careers, they are trained for management and political duties should they ever become involved with the Governor and their council. Due to the constant communication between the Royal Council and the Empire's Governors, issues of the Republic are generally voiced within the Council. Governors work closely with PR and the people to ensure there is no bias that results from the selection process. ==== Architecture and Districts ==== Remusian architecture is nothing particularly fancy, save for some aspects of the Bureaucratic districts. Ancestors lived predominantly on the surface of Remusia, and used primitive walls, traps, and contraptions to provide and protect themselves. These have since evolved into larger, reinforced walls, and in some cases, large shield barriers with additional automated defenses, capable of protecting against most environmental and foreign threats. These defenses feature a combination of Remusian and AI operatives to be run efficiently. Each of the aforementioned groups can be easily identified from a planet's topside thanks to the unique architecture belong to each. These defined areas are often referred to as their own districts and are usually divisible into four kinds. While these districts are described as separate, it is not uncommon for them to be integrated upon each other as time goes on. The construction of each district is streamlined through the use of pre-programmed nanites with prefabricated structures written into their code. These nanites makes the simpler districts much quicker to build, but also require additional programmers and manual assistance for larger and more complex districts. '''Directive District''' The most common type of district found on every colony in large amounts, is the [[Directive]] district, as the name would suggest, is used for Directive led efforts. They are characterized by large, tall skyscrapers that serve as administration buildings, generally filled with A1-3 personnel. These large towers generally are quite square and jagged, and usually contain several additional spires from the main structure Occasionally, large sprawling warehouses will accompany these towers, and serve as a place for research. Directive districts are not usually found in cities themselves, but rather dot the edges of them. Generally, A4-6 personnel could be found here. However since, the completion of the [[DGRW Cluster One]], these warehouses have seen a decline in use and have been re purposed for industry and production. However, their towers still remain effective administration buildings the Directive makes heavy use of. '''Industry and Commerce District''' Any Remusian who is not part of the Directive and becomes a proletariat makes their way into these districts to pursue other interests and work. These districts are located at the Center of each city and serve as a hub for business and commerce. Buildings in these districts can vary depending on the jobs held by its inhabitants, but generally speaking they are larger skyscrapers, but they present a more bubble-like rounded appearance. These larger buildings are often corporate buildings and centers for Empire wide businesses. Where there is not a skyscraper there are smaller buildings home to businesses of every vein, unique to that planet or colony. Housing for the Proletarians are also included and are generally found on the outermost parts of these districts, usually in the form of townhouse complexes and apartments, though it can vary to larger houses and mansions closer to the bureaucratic districts depending on status. '''Royal/Bureaucratic Districts''' Royal Districts are unique to a few planets who have members of the Royal Family living on them, and bureaucratic districts generally house governors, diplomats, politicians, and Royal Council members, but both share the same purpose. They are always located in the planets capital city and serve to house the current governor and their associates, while also serving as a place for them to work on filing reports or dealing with any PR related activities. These districts are often identified with lavish castle like structures in the case of the Royal variant, while the bureaucratic variant has lavish buildings akin to that of mansions and palaces, depending on the status of the Governor. '''Military Districts''' While not specific to every planet, military districts are built to house and home active and in-training members of the Grand Army and Navy. In comparison to other districts they are quite simple. Each base contains a large main building for administration, several hundred barracks to house its members, and a transport yard to travel up to any docked naval fleets. These transports also provide access to the Systems star base. If built, the [[The_Remusian_Republic#Interstellar_Ion_Cannon| Interstellar Ion Cannon]] is also located here, housing the technicians and mechanics responsible for keeping it running. = Political Relations = === Allies === '''[[Kusheen Empire]]''' '''Status: <span style="color: green">Alliance</span>''' The Kusheen are an aggressive empire that neighbor the Republic. After the events of the [[The_Remusian_Republic#The_Kusheen_Conflict|Kusheen Conflict]], the previous dictatorship was overturned by the combined efforts of the Republic and the Kusheen Rebellion. Surviving members of the previous government were detained and have been replaced by a stratocracy led by rebellion leader Gorge Von Khat, with the support of the Republic. The Kusheens remain a protectorate state under the Republic, but are relatively independent. '''[[Sauran Solidarity]]''' '''Status: <span style="color: green">Alliance</span>''' While initially suffering from a rather rocky start between the two empires, the Remusian-Solidarity partnership has flourished into a solid alliance with the recent intervention from national Recycler interests. Beginning as simple trade between the Sauran Mainland and the Republic. While their activities are considered very illegal, they remain hidden from the public eye, as both parties blame outside influences if questioned on the topic. The formation of the research agreement also allowed the Republic to provide technology, predominantly in the form of Mechas, to assist the Sauran in their activities in the [[Great War]]. The recent meeting of the Telkevan Union has created some tension and distrust between the Solidarity and the Remusians, having previously been engaged with them during the Great War. === Neutral === '''[[Telkevan Union]]''' '''Status: <span style="color: orange">Neutral</span> <br/>''' As a result of the [[Rift Incident]], the Republic came into contact with the Telkevan Union. While they have only carried out basic diplomatic interactions, their gained knowledge of the Remusian's Sauran allies has fragmented their trust. The Telkevan however, have presented the Republic with an opportunity to engage the Collection together and destroy the Republic's oldest enemy. === Enemies === '''[[The Collection]]''' '''Status: <span style="color: red">War</span> ''' Formally known as the Neo-Synthetic Party, The Collection and the Republic are set to be in a war until one side falls. The Collection has not been sighted in larger numbers since the end of the first Collection Conflict, but all Collection members are treated with extreme prejudice when sighted. Sightings of the Collection around Remusian space are quite frequent, Telkevan intel suggests they are on the move once again. '''Lithraga Mercenaries''' '''Status: <span style="color: red">War</span> ''' The Lithraga Mercenaries are a group of mercenaries, pirates and thieves that occupy an unknown portion of Remusian Space. Their origin is largely shrouded in mystery, but few members of the Royal Council know they came to be because of [[Remusian_Republic#Other_Notable_Conflicts_.26_Events|"Project Kronos"]]. They are hypothesized to be based in the artificially created Lithraga Nebula, a nebula which any Navy have trouble navigating due to frequent [[Ion_Storm | ion storms]] caused the same method as the nebulas creation. They have been a persistent issue for the Republic, specializing in stealth and sabotage. Mercenary activity has remained relatively steady since their inception, harassing civilian, commercial and military assists belonging to the Republic. [[Category: Peacekeepers]] [[Category:Page]][[Category:The Remusian Republic]] 889rr6kadfv74jqf540750cl967upjz Remusians 0 964 9172 2019-03-20T22:06:23Z RaptorChu 30471271 Redirected page to [[The Remusian Republic]] 9172 wikitext text/x-wiki #REDIRECT [[The Remusian Republic]] bazliqv9vdgly3ys8bci2d6plfe0yby Repzork (Species) 0 1386 16674 16616 2021-05-14T05:54:43Z Amaker1450 26550035 Redirected page to [[Repzork]] 16674 wikitext text/x-wiki #REDIRECT [[Repzork]] h2be9z5ncwlvye1e8el6lh4wnjdghri Repzork Battle Doctrine 0 1403 15829 15828 2021-03-07T04:54:34Z Amaker1450 26550035 /* Overview */ 15829 wikitext text/x-wiki The following is an overview summarizing how the [[Repzork]] conduct war. == Overview == ''See also: [[Armed Forces of the Repzork Empire]] & [[Armada (Repzork Empire)]]'' The [[Armed Forces of the Repzork Empire|AFRE]] is divided into four service branches: the [[Star Navy]], which conducts aerospace warfare; the [[Repzork Army|Army]], which conducts land, oceanic, and subterranean warfare; the [[Repzork Star Marines|Star Marines]], which supports both the navy and the army; and [[Repzork Central Intelligence|Central Intelligence]], the AFRE's combined special operations branch. These branches operate in tandem with one another in order to assure strategic and tactical cohesiveness. Likewise, the modern battlespace is divided into five blocks: space, air, ground, oceanic, and subterranean. Of these blocks, space and air are considered the most crucial as superiority in both is often the determining factor in battle, but all blocks are considered vital to achieving total victory. The preeminent unit formation of the AFRE is the [[Armada (Repzork Empire)|Armada]], which all contain at least one flotilla, grand army, marine division, and task force. At least one armada is present in each sufficiently developed sector of Repzork space, with the core worlds being capable of producing multiple due to their large population and industrial capacity. Armadas are responsible for either defending their assigned sector from incursions, waging war against foreign powers, or in the case of small armadas, supporting the former two. Armadas fall under the authority of sector marshals, who answer directly to the High Chamber, the ruling body of both the military and the empire as a whole. In broad terms, modern Repzork offensive doctrine revolves around relentless aggression. The enemy is to be constantly bombarded from afar and harassed along their flanks as the front line uses concentrated attacks to pierce weakened sections of an enemy's defenses, allowing for the piecemeal encirclement and subsequent destruction of remaining enemy defenders as the vanguard continues their push deeper into enemy territory. If the enemy cannot be broken, the military switches to siege warfare, encircling and continually bombarding the enemy as saboteurs seek to dismantle the enemy's defenses from within. Defensively, the AFRE relies predominantly on a layered defensive network designed to gradually wear an enemy down until they can be repelled by a counterattack. The specifics to these strategies vary from armada to armada and from battle to battle as commanders adapt for specific scenarios and opponents. Though the High Chamber has the final say in all decisions, military command is partly decentralized. The High Chamber often dictates grand strategy, establishing objectives that are then passed down to the sector marshals, who are often allowed to pursue their objectives as they see fit so long as they do not place citizens of the empire in jeopardy or violate the [[Oltavaran Faith#Lifeforce & Honor|Oltavaran Code]]. This autonomy extends all the way down to the lowest ranking officers and NCOs, allowing them to experiment with new tactics and adapt to sudden changes in battlefield conditions. Officers are even allowed to go as far as to disobey direct orders if they believe it to be beneficial to the cause, but the punishment for failure, which can include execution in the most serious cases, dissuade most from attempting unless they are in a desperate situation or see an obvious opportunity. To the Repzork, victory is paramount above all else. The empire will readily use any and all available options to subdue an enemy regardless of collateral damage if it contributes to victory. They seldom go out of their way to attack civilians, but have little remorse for those caught in the crossfire, with most soldiers and officers regarding them as unarmed combatants, a view which has been reinforced by mandatory conscription in Repzork society. If an enemy does surrender, the Repzork will spare them and take them as captives as it is considered dishonorable to engage a foe who is unwilling to fight. Officers do make an attempt to prevent casualties among their own ranks as often as possible. While casualties are expected for any operation, officials guilty of wasting the lives of their personnel can be be stripped of their command and have their reputation permanently tarnished, as 'throwing away' the lives of those under one's command is considered an affront to the dead, their ancestors, and to the gods themselves. == Technology & Equipment == ''See also: [[Repzork Technology]], [[Repzork Military Arsenal]]'' The AFRE maintains a vast and diverse arsenal allowing them to operate in any potential environment, with new weapons and tools being developed regularly. The empire places great emphasis on maintaining a technological edge over any potential rivals, and thus is constantly experimenting with new concepts and reverse-engineering foreign technology in order to later replicate and modify it to fit their needs. Some of the empire's ongoing research programs include the [[Selshezak supersoldier program]], [[Void]] studies, [[antimatter]] weaponization, teleportation, and utilizing [[Marganite]]. Many of these projects have already bore fruit, but a few, such as teleportation, remain in the early stages of development. Because of the AFRE's size, it often takes a few years for newly approved weapons to be issued to troops on a large scale; this is especially true in the case of the Army, which frequently employs last-gen tech in some capacity for months or years while new equipment is being deployed. The Star Marines, being substantially smaller and thus easier to equip than the Army, is often given immediate access to new weapons so that they can test its effective. If trials prove successful, the equipment is then given to the Army to begin distribution. == Pre-Invasion Operations == ''See also: [[Repzork Central Intelligence]]'' == Space Warfare == ''See also: [[Repzork Star Navy]] & [[Repzork Star Marines]]'' The Star Navy has historically been a technological and strategic trailblazer within the AFRE. This was borne of necessity; following the Second Exodus, the Navy had been nearly wiped out and its old doctrines had proven woefully incapable of defeating their Nolsarian counterparts. Grand Marshal Tagara Vukarn, believing a strong navy to be the only way to adequately defend the fledgling Repzork, prioritized the Navy's reconstruction and reorganized it from the ground up with new strategies and ships. Since then, the navy has made every effort to maintain parity with any and all potential rivals. As a result, the Star Navy has become the crown jewel of the AFRE and a symbol of the empire's might across the galactic region. Modern Naval doctrine eschews prolonged and potentially costly battles of attrition in favor of quick, decisive engagements. As such, surprise, speed, aggression, and control over the electronic battlefield are all considered crucial to success. Electronic warfare (EW) is considered particularly vital, as it affects faster-than-light travel, communication, targeting, sensors, and more, and thus holds significant influence on a tactical, operational, and strategic level. The Navy will always attempt to secure electronic dominance either prior to or early on during an engagement. === Standard Formations === All naval vessels are a part of a flotilla, one of the four main components of an Armada. Commanded by the star marshal of the armada, flotillas engage in grand strategy, though the star marshal will often personally participate in major engagements. Flotillas are then divided into fleet groups, which are made up of two or more fleets. These fleets are made up of squadrons known as battlegroups, groups of vessels assigned to a particular role or set of roles within the fleet. Listed below are the six broad battlegroup categories, though it must be noted that numerous variations of each category exists: * '''Command Battlegroup''' - Contains the fleet's command ship and it's personal escort. * '''Attack Battlegroup''' - Vanguard of the fleet, generally the first to directly engage enemy forces. Chiefly consists of assault, barrage, and escort ships. May also contain a small number of shock vessels for fire support. * '''Reserve Battlegroup''' - Defends key elements of the fleet and reinforces attack battlegroups when necessary. Similar in composition to attack battlegroups. * '''Artillery/Shock Battlegroup''' - Provides long-range firepower and shock strike capabilities. Comprised exclusively of shock and barrage vessels. * '''Carrier Battlegroup''' - Contains one or more carriers and their escorts. * '''Star Base Battlegroup''' - Contains a star base and its escorts. Attack battlegroups are situated at the front and flanks of a fleet. Behind them are the reserve battlegroups, which typically spread their forces to both reinforce the flanks and cover the fleet's rear. Both battlegroups form a screen around the artillery/shock battlegroups, which in turn are situated both in front of and behind the command battlegroup, which sits in the middle of the fleet. Carrier and star base battlegroups are often situated closer to the rear, and only advance towards the front if their safety can be assured. Battlegroups are not limited to fleet actions and can be sent on independent operations, in which case they are comprised of whatever vessels are considered fit for their mission. === Tactics === Broadly speaking, the attack battlegroups will be the first squadrons to make contact with the enemy, with corvettes, frigates, and destroyers forming a screen around their commanding cruisers and battleships, which will engage the enemy at long range alongside the artillery battlegroups. The reserves will reinforce the attack battlegroups as needed while maintaining their positions until they are given orders. The fleet will keep its distance and each ship will keep its bow pointed towards the bulk of enemy fire both to reduce their profile and to keep their spinal guns focused on the enemy. If the enemy closes in suddenly, an attempt will be made to jump away, but if this is not possible, or the target can be quickly surrounded, then the Repzork will instead close in to meet their target. The ultimate goal is to eliminate an enemy's capitol ships and/or shatter their formations. Once this has been achieved, the Repzork's heavy assets will exploit the gaps to scatter the remaining enemy ships which can then be encircled in pockets and destroyed piecemeal. ==== Shock Strikes ==== Shock strikes, in which a vessel uses its subspace drives to maneuver itself near a warship and unload all of its frontal weapons into the target, have become an increasingly important aspect of modern doctrine. When performed successfully, shock strikes can cripple or outright destroy a target before it is capable of responding, which can subsequently shatter an enemy's formation, contributing to a rapid victory. Shock strike vessels seldom operate alone, with two or more ships engaging a target so as to ensure a successful kill. Shock strikes are most often employed against capitol ships, carriers, and orbital facilities, especially defense platforms. However, shock strikes require accurate subspace coordinates to perform successfully, and thus necessitate dominance in the electronic battlefield. Additionally, the potential for hostile shock strikes prevents the Navy from deploying its heavy assets on the front lines until the threat of a shock strike has been eliminated. If the Navy can assure electronic superiority before the battle begins, fleets will almost always opt to open a battle with shock strikes, often sending their cruisers, battleships, and dreadnoughts. This 'battering ram' tactic aims to quickly disorient and cripple the enemy, ensuring a quick victory. ==== Carriers & Strikecraft ==== ''For more information on strikecraft, please read the [[Repzork Battle Doctrine#Aircraft Classifications|strikecraft classification section]] in the 'Air Warfare' section.'' Carriers and strikecraft play a predominantly supportive role in most naval engagements due to strikecraft being vulnerable to stray weapons fire, PDGs, debris, and other strikecraft. Interceptors and fighters are employed defensively to pick off off fighters, bombers, transports, and guided munitions. Bombers, alongside fighter escorts, are sent on sorties against ships in close range. They will target the engines, turrets, the bridge, and other vital elements of the target. Corvettes will often lead these sorties, using their more powerful munitions to soften a target for the bombers. ==== Boarding Operations ==== Traditional boarding operations have become increasingly uncommon in modern engagements as the navy's reliance on shock strikes and overwhelming firepower leads to most hostile ships being obliterated, rendering boarding impossible. Additionally, boarding is primarily utilized when the navy is aiming to capture specific personnel, such as officers, or to acquire information from a vessel's computers; thus, only high-value vessels such as flagships would be marked for boarding. Boarding can also be used as a means of destroying a ship from the inside, though demolition is only conducted as a last-resort. Before a ship can be boarded, it must first be crippled. The Navy will attempt to destroy a vessel's engines, turrets, and any other vital systems, rendering the ship immobile and defenseless. Once this is achieved, boarding craft loaded with Marine squads, Central Intelligence agents, and combat robots will be deployed and will enter the ship either by blowing a hole into the hull, entering through the hangar bay, or through an airlock. Once inside, they will sweep the vessel, tap into its computers, and kill or capture any personnel they come across. If the ship is marked for destruction, they will plant timed explosives around the vessel's reactors. Once they have completed their objectives, the boarding crews will abandon the vessel, which will then be destroyed or towed back into the mainland for study. During the interim era of the Great War, the Navy began experimenting with 'boarding shells', heavily reinforced boarding pods which could be fired from a ballistic battery's cannons. The boarding shells enter the vessel and then deploy swarms of robots directly into the ship. Boarding shells have been met with mixed results, as some shells are destroyed on impact or are unable to properly deploy their payload, but successful attacks have shown promise as a new means of damaging or securing a ship. They have also been employed against orbital facilities with often better results. === Landing Operations === Troops are not deployed to the planet until either complete or regional orbital superiority is achieved, regional superiority meaning that an area of ground sufficient to establish a sizeable base of operations. Once any potential threat is eliminated, the carrier battlegroups will close in and begin ferrying troops to the surface. If the secured territory is barren, landings will begin with FC-50 Treanaki carrier-transports, which will unload hundreds of troops and all of their equipment, including the supplies needed to begin constructing a staging area. If an enemy force is present and cannot be eliminated with bombardment, Marines will be deployed on and around them via drop-pods and dropships; these landings will then be followed by Army transports which will reinforce the Marines. If orbital elevators are present, the Repzork will attempt to capture with Marines deployed at the elevator's base and boarding operations. If secured, the elevators will be used to ferry troops; if they cannot be captured, the Repzork may instead opt to demolish the elevator so as to prevent the enemy from making use of them. Boarding pods have proven a reliable means of securing elevators and other installations, though care must be taken not to critically damage the installation. ==== Planetary Bombardment ==== Known also as orbital artillery or orbital bombardment, planetary bombardment is employed in regions where the Repzork have attained orbital supremacy and involves using either a vessel's spinal guns, missile launchers, and/or cannons fixed to the underside of a vessel. Bombardments are performed to secure landing zones, support advancing ground forces, and to eliminate fortified hostile positions. With the exception of particle beams, which allow for precision aiming, orbital artillery is universally destructive over a large area; as a result, when supporting ground troops, ships must have precise coordinates before any bombardment can be made so as to prevent friendly fire. When no ground troops are present and the Repzork control the skies, the enemy will instead be bombarded with impunity until they either surrender, are completely wiped out, or are weakened to the point that ground troops can suppress the survivors with little resistance, depending on the state of the planet itself. ===== Planetary Decimation ===== The continued development of increasingly large and powerful spinal cannons led to the creation of a new form of planetary bombardment known as planetary decimation, in which the planet is bombarded to the point that it is rendered uninhabitable due to a combination of the planet physically cracking apart and total ecological collapse. Though also possible through nuclear bombardment, planetary decimation refers specifically to the use of spinal cannons, the projectiles of which are significantly harder to intercept than ballistic missiles. Currently, the only vessel capable of performing planetary decimation is the Helia-class dreadnought, which is armed with the pattern-5 antimatter railcannon. Also known as the 'planet cracker', the antimatter railcannon is 25 kilometers (16 miles) in length and uses a two-stage projectile packed with an antimatter explosive. The barrel is lined with magnetic boosters to accelerate the projectile's velocity to as close to the speed of light as physically possible. The planet cracker is capable of physically destroying entire continents, causing severe tectonic disruptions and sending chunks of debris raining across the planet's surface. Planetary decimation as a concept has been met with mixed responses from the admiralty. Most have shown themselves unwilling to utilize it outside of desperate circumstances as it permanently damages the target and renders colonization impossible. Others view it as a means of forcing an enemy to surrender without having to fight. A few, such as Star Marshal Xatka Yuvaki of the 77th armada, view decimation with abhorrence, believing it to be a waste of resources and morally abominable. As of right now, planetary decimation requires approval from an armada's sector marshal. == Air Warfare == The Air Force is a branch of the Star Navy and engages in both space and aerial warfare. As part of the Navy, the Air Force closely follows the Star Navy's doctrines of quality-over-quantity and short engagements, as well as its traditions of excellence and skill. New pilots receive substantial training before their first deployment, and when possible will be assigned to a veteran squadron following their graduation so as to assure that the veterans' expertise is passed down to the next generation. Thus, like the Star Navy, air squadrons, though small, make up for it with their skill. The Air Force's primary objectives are to safeguard friendly ships from hostile strikecraft & boarding craft, engaging enemy ships in close range, and to attain aerial superiority so as to support ground forces. This section will primarily focus on the Air Force's role in terrestrial warfare. === Battlefield Roles/Tactics === ==== Air Superiority ==== ==== Transportation ==== ==== Close Air Support (CAS) ==== ==== Tactical & Strategic Bombing ==== == Land Warfare == ''See also: [[Repzork Army]]'' === Infantry === === Combat Robots === === Offensive Strategy === ==== Deep Battle ==== ==== Sieges ==== ==== Harassment Tactics ==== === Defensive Strategy === == Oceanic Warfare == === Aquatic Infantry === === Submarines === === Surface Ships === === River Boats === == Subterranean Warfare == === Tactics === ==== Breaching ==== ==== Mine-laying ==== ==== Denial-of-area ==== ==Cooperative Doctrines== === Zaretian Monarchy === === Margan Empire === === Xeverra === == Belligerent Doctrines == === Empire of Diablos === === Newveria === === Sauran Solidarity === === Margan Empire === [[Category:Page]][[Category:Amaker]][[Category:Repzork Empire]][[Category:Armed Forces of the Repzork Empire]] hm18bdvi9p34nf3pi8b7go0pm57kc4r Repzork Marines 0 1397 15910 14575 2021-03-16T03:23:14Z Amaker1450 26550035 Changed redirect target from [[Repzork Star Marines]] to [[Repzork Star Legion]] 15910 wikitext text/x-wiki #REDIRECT [[Repzork Star Legion]] h2wxwwn2mbvmw2k51h9i3ihnew7xhox Repzork Star Marines 0 1398 15908 15904 2021-03-16T02:52:52Z Amaker1450 26550035 Redirected page to [[Repzork Star Legion]] 15908 wikitext text/x-wiki #REDIRECT [[Repzork Star Legion]] h2wxwwn2mbvmw2k51h9i3ihnew7xhox Repzork Warships & Aircraft 0 1490 16604 16603 2021-05-12T23:59:37Z Amaker1450 26550035 /* Ship Roles */ 16604 wikitext text/x-wiki The following is an exhaustive list of the vehicles currently utilized by the [[Armed Forces of the Repzork Empire]]. For the rest of the arsenal, view [[Repzork Military Arsenal]]. For details on how these vehicles are employed on the battlefield, see [[Repzork Battle Doctrine]]. == Starships == Repzork vessels are notable for their complete lack of an external bridge or windows. The bridge is located inside of the ship, generally within the vessel's most armored component, and is fed information through a sensor network and numerous artificial intelligence constructs which assist the captain and their crew. Ships also lack any light fixtures due to the Repzork's nocturnal nature. === Starship Weapons === Starship weaponry is divided into five distinct categories, each intended to fulfill a particular role: * '''Spinal Gun''' - Spinal cannons are among the most powerful weapons in the modern naval arsenal and can be found on nearly all modern starships. Common spinal guns include [[Projectile Weapon#Railgun|railcannons]], [[Energy Weapon#Plasma|plasma beam cannons]], and reverse-engineered [[Diab]] [[Energy Weapon#Pyre|Pyre cannons]]. Spinal guns are predominantly used in medium-to-long range engagements and are a necessity for shock tactics. * '''Cannon''' - Cannons are guns fixed into the ship, often near the bow and on the broadsides. Typical cannons include [[Projectile Weapon#Ballistic Weapon|ballistic cannons]], plasma bolt cannons, railcannons, particle cannons, and Pyre cannons. Front-facing cannons, like spinal guns, are best suited for medium-to-long range engagements, whereas broadside cannons are employed in short-range. Due to the navy's growing reliance on ranged warfare, broadside cannons have been reduced in number in favor of other weapon systems. * '''Gun Turret''' - Gun turrets are rotating gun batteries containing anywhere from two to four guns. Typical turrets include ballistic turrets, railcannons, plasma repeaters, plasma beam turrets, pyre bolt turrets, and particle turrets. Because of their diversity, gun turrets can be used in either short or long range engagements depending on their model. * '''Launcher''' - Launchers are equipped with guided missiles; though some nations make a distinction between missiles and torpedoes, the Repzork consider both to be missiles. All missiles are comprised of multiple independently-guided warheads to increase the chance of a successful hit and can load a wide variety of munitions, including marganite, antimatter, and nuclear weapons. Launchers used en masse can be used for shock strikes. * '''Point-Defense Gun (PDGs)''' - Point-defense guns are small, short-ranged rotating guns placed across a vessel to protect it from a variety of threats, namely missiles, strikecraft, and boarding craft. PDGs consist of [[Energy Weapon#Laser Weapon|lasers]], autocannons, flak guns, plasma repeaters, and missile launchers. All vessels are equipped with both offensive and defensive electronic warfare implements including scramblers and targeting jammers. EMP MIRVs are employed and detonated within enemy formations to temporarily disrupt shielding and wireless transmissions. Gravity well generators are also considered EW weapons as they can disrupt a vessel's ability to produce accurate coordinates for FTL travel. === Starship Defenses === All vessels possess one or more layers of [[Energy Shields#Directional_Shielding|directional energy shielding]], with the number of layers increasing as the ship grows in size. This allows the outermost layers of shielding a chance to recharge before the inner layers can be breached. Advances in shielding technology during the interim era led to the development of wireless shield boosters which can further strengthen nearby shields, though to mount the device requires a large portion of a vessel's available power; thus, the shield boosters are often relegated to capitol ships. Starships also possess numerous layers of armor. A standard configuration has the topmost layers of armor designed to withstand thermal energy while the lower layers absorb kinetic impacts. If the hull is breached, the affected compartments are automatically sealed to prevent decompression and drones are deployed to contain the damage. As well as the personnel required to maintain a warship, each vessel contains a dedicated Marine detachment to protect the vessel during hostile boarding attempts. Depending on the ship, the detachment may also engage in boarding operations. Robots also staff the ship and act as both extra security and maintenance workers. === Faster-Than-Light [FTL] Engine === Combat vessels are equipped with energy-efficient [[Space Travel#Subspace_Drive|subspace FTL drives]] capable of making numerous jumps in short succession, though too many jumps can strain the engines to the point of breaking if they are not given time to properly cool and recharge. Ships designed explicitly for moving materiel through supply lines instead use faster but less maneuverable [[Space Travel#Jump_Drive|jump drives]]. Efforts are currently underway to produce a working void drive, but have yet to progress past the prototype stages. === Ship Roles === All warships are divided into five distinct tactical roles: * '''Assault:''' Assault ships are general-purpose vessels designed to combat a variety of potential threats. * '''Barrage:''' Barrage vessels wield missile launchers as their primary armament and provide long-range fire support. They can also be employed in shock strikes, though they are the only modern ship category to wholly forego the use of a spinal gun. Due to their limited ammunition reserves, barrage vessels are incapable of independent operations. * '''Escort:''' Escort vessels emphasize turrets, cannons, and PDGs to protect larger warships. Though their number have declined in recent years, a few dedicated escorts remain in service. They are not capable of independent operations. Modern escort ships have begun to utilize launchers and spinal guns in greater numbers. * '''Hunter:''' Hunters are stealth ships designed to operate behind enemy lines. Operating in small squadrons, hunters gather intelligence and perform hit-and-run attacks to disrupt an enemy's logistics and weaken their defensive capabilities prior to an invasion. Hunter squadrons are expected to operate with little to no outside support for weeks or even months at a time. As the Great War has intensified, hunter ships have been deployed as alternate shock vessels in greater numbers, often being kept within a fleet's reserves until an opportune moment. * '''Shock:''' Shock ships are effectively assault vessels which are designed to perform shock strikes. They possess state-of-the-art subspace engines, improved frontal armoring, and powerful spinal guns. When not performing shock strikes, shock vessels provide long-range fire support and will often target either vital or already damaged targets. == Starship Classes == ===Corvettes=== Corvettes are not considered true warships, but instead operate as superheavy strikecraft. Operating either with strikecraft or in independent squadrons, corvettes are primarily tasked with eliminating strikcraft, frigates, and destroyers. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |X-35 Olderos |Chimera |Assault |The Olderos is a multi-role VTOL-capable corvette designed for both terrestrial and space operations. It is equipped with two railcannons, four autocannons, and four missile pods. X-35s can also transport up to two squads of infantry. |- |X-13 Ralgera |Sphinx |Barrage |The Ralgera is equipped with a number of missile launchers and a bomb bay for performing tactical and strategic bombing runs. |- |X-11 Hinva |Manticore |Hunter |The Hinva is a heavily armed corvette equipped with a spinal railcannon, missile launchers, and four gun turrets. Certain variants replace the railcannon with a plasma or pyre cannon. |- |} === Frigates === Frigates are the smallest true naval vessels. Most modern frigates are designed to support larger warships, though a few have been developed for independent operations. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLF-Nolrius |Hellhound |Assault |Nolrius are the Star Navy's premier assault frigates and are armed with a spinal gun, gun batteries, and launchers to engage a variety of threats. |- |HLF-Glisuv |Asena |Barrage |Glisuv are armed with numerous missile launchers as well as a few gun turrets for self-defense. |- |HLF-Nisuvia |Cerberus |Escort |Nisuvia escorts are armed with with plasma scatter-gun turrets, autocannons, and two missile launchers for dispatching strikecraft & corvettes. |- |HLF-Vatani |Amarok |Hunter |The Vatani hunter specializes in hit-and-run attacks and is armed with a spinal gun, missile launchers, and a few gun turrets. |- |HLF-Xinde |Aralez |Shock |The Xinde is the Navy's standard shock frigate and is equipped with a spinal railcannon. |- |HLF-Yinavi |Fenrir |Shock |The Yinavi shock frigate's main gun consists of a plasma spinal beam cannon. Some recent models have exchange the plasma beam for a Pyre beam cannon. |- |} === Destroyers === Destroyers comprise the bulk of the navy's front line warships. They are filled to the brim with weapons for engaging as well as cannons for providing orbital artillery to ground forces. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLD-Rigalda |Minotaur |Assault |The Rigalda is among the most common warships presently fielded by the Star Navy, and as a result boasts a large number of variants. The standard model is designed to engage capital ships with missiles, a spinal railcannon, two more front-facing cannons, and gun turrets. |- |HLD-Eranok |Apis |Escort |The Eranok escort destroyer began as an experiment to determine the effectiveness of a defensive destroyer in safeguarding larger ships such as battleships and dreadnoughts. Though ineffective against other capitol ships, the Eranok has proven effective in some situations. Many Eranok have been fitted with gravity-well generators and are also employed as a means of attaining air superiority |- |HLD-Eizal |Lamassu |Hunter |The Eizal is the smallest destroyer in active service, but makes the most of its available capacity with its arsenal of a spinal plasma beam cannon, multiple missile launchers, and gun turrets. |- |HLD-Dairvius |Tur |Shock |The Dairvius is armed with a high-powered spinal railcannon, railcannon batteries, and several missile launchers. It will often follow up a shock strike with the launchers for a one-two punch of munitions. |- |} === Cruisers === Cruisers are the mainstay capitol ship. They often lead squadrons of destroyers in battle and are equipped with hangar bays. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLC-Usinir |Griffin |Fire support (retired) |The Usinir is a pre-cold war vessel that was the longest serving ship in recent naval history. A bruiser during its prime, the design proved so successful that designers continued to iterate and improve on it to keep it relevant. It was not until the Cold War that the Repzork moved the Usinir to a supportive role; the ship was finally retired in the early years of the Great War as it proved ineffective against the Aeverians. |- |HLC-Orani |Aethon |Assault |The Orani is a jack-of-all-trades which blends together short and long range firepower. The Orani also features two hangar bays. |- |HLC-Livunyr |Piasa |Hunter |The Livunyr is currently the only capitol-class hunter vessel. They act as the flagship for hunter squadrons and are equipped with three spinal plasma cannons (which can be replaced with dual pyre cannons), numerous missile pods, and various turrets. |- |HLC-Hizari |Roc |Shock |The Hizari was introduced in the 14th year of the war and makes heavy use of reverse-engineered Diab technology in both its armor and weapons, most notably its spinal pyre particle cannon. |- |} === Carriers === Carriers are divided into three categories depending on their cargo: troop carriers, strikecraft carriers, and all-round carriers, which carry both ground and air units, albeit not as many as their specialized variants. Though they typically avoid fighting on the front line, instead deploying wings of bombers and fighters from within their formation, they are equipped with a modest number of weapons and possess durable armor and shielding. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLCA-Zalahang |Centaur |All-round transport |The Zalahang is considered the workhorse of the carrier-class ships, being used for ferrying both strikecraft and ground forces. Its heavy armor and moderate arsenal reduces the amount of storage space, but ensures that its cargo survives the rigors of battle. |- |HLCA-Golgnir |Arion |Troop transport |The Golgnir is used exclusively for transporting large numbers of troops and all of the supplies needed to keep them fighting. They are most often kept at the heart of a fleet, well away from the front lines, and are not deployed until a path has been cleared for them. |- |HLCA-Jhtahk |Sleipnir |Strikecraft/corvette transport |The Jhtahk is a modestly armored carrier equipped with massive hangars containing dozens of strikecraft squadrons. |- |HLCA-Riga |Nuckelavee |Supercarrier [experimental] |The Riga is an experimental 35-kilometer (21 mile) long 'supercarrier' currently being constructed deep in Repzork territory. Details of the program remain scarce, but it is known that, though classified as a carrier and presumably capable of carrying a vast number of troops and ships, the vessel is to be heavily armed and armored, capable of taking on most other warships. |- |} === Battleships === Battleships are heavily armed and armored capitol ships that often serve as flagships and as linebreakers. Like cruisers, they can be armed with hangar bays, though some vessels eschew hangars as they can be a structural vulnerability. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLBS-Faera |Zilant |Assault |The Faera is armed with an array of beam cannons for engaging capital ships as well as point-defense guns and missiles. Many models feature a hangar bay located at the bottom of the vessel. |- |HLBS-Zitarsis |Marraco |Assault |The Zitarsis was one of the first vessels commissioned during the modernization initiative that began during the Cold War. Early models emphasized long-range kinetic firepower as a counter to Nepharian beam weapons. As the the Great War progressed, the Zitarsis remained in service but was gradually overhauled into an all-rounder with improved armoring and maneuverability. |- |HLBS-Sikarthia |Nidhogg |Shock |The Sikarthia has earned a fearsome reputation as the Star Navy's 'battering ram'. Often leading the navy's artillery battlegroups, Sikarthia charge headlong into enemy formations, engaging prominent targets with its dual spinal plasma beam cannons and a varied assortment of cannons, gun batteries, and launchers. |- |} === Dreadnought === Dreadnoughts represent the zenith of Repzork naval power, boasting unrivaled durability and firepower among their contemporaries. Dreadnoughts are few and far between due to the resources required to build and maintain them and are thus only assigned to prominent fleets. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLDR-Jnaria |Lindworm |Bruiser (Retired) |The Jnaria is a pre-war vessel that saw action in the early years of the Great War. It possessed no spinal guns, instead relying on its durability and an assortment of kinetic batteries and torpedos to engage targets in close-to-medium range engagements. By the time of the Nepharian Cold War, the Jnaria was already being phased out due to its lack of range and heavy firepower. Remaining Jnaria would see action as a stopgap until Operation Stormbreaker, after which remaining vessels were retired and scrapped. |- |HLDR-Helgvha |Jörmungandr |Assault |The Helgva was built in response to Diab warships and serves as a flagship in most large fleets. Its arsenal includes six front-facing railcannons, including two spinal guns, broadside cannons, gun batteries, and two hangar bays. |- |HLDR-Olvau |Leviathan |Shock |The Olvau was first introduced a few months prior to the start of the Great War as a successor to the Jnaria. Early models featured an array of long-range guns for capital ships and point-defense guns to ward off strikecraft. Since the introduction of the Helgvha, the Olvau has been retooled to provide extensive fire support to front-line ships via an array of missiles, plasma beam gun batteries, and a spinal plasma beam cannon. Hangars have been added to more recent models. |- |HLDR-Helia |Typhon |Shock/Planetary decimation |At 30 kilometers (19 miles) in length, the Helia-class Dreadnought is the largest warship ever fielded by the Star Navy. Its primary armament consists of the 25 kilometer (16 miles) long Pattern-5 'Planet Cracker' Antimatter Railcannon, which possesses the firepower to devastate planets and vaporize most ships in a single shot. The Helia is also equipped with hangar bays and dozens of gun batteries, cannons, and point-defense systems. Currently, only a small handful of Helia exist, with each serving as the flagship of their respective armada, with the most notable being the ''Hruthvair'' and ''Hruthvar'', which serve in the 277th and 14th armadas respectively. |- |} === Star Bases === Star Bases are an unorthodox classification comprised of space stations that have been built for combat. They are mobile weapons platforms that play an array of roles, such as logistics, carrying stikrcraft and corvettes, repairing capital ships, and providing fire support during an engagement. Star bases can vary considerably in size, with the largest exceeding most dreadnoughts, though they seldom take on the role of flagship. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLSB-Ikatan |Mjölnir |Terrestrial fire support |The 12 kilometer (7 mile) long Ikatan is built around its 10 kilometer (6 mile) long railcannon, the largest of its kind until the development of the Helia-class. With this weapon the Ikatan can lay waste to enemy facilities even if they are buried deep underground. For defense, the Ikatan is equipped with numerous missile pods and point-defense cannons. |- |HLSB-Viritiv |Nægling |Logistics & Maintenance |The Naegling is a mobile drydock which acts as a mobile repair and resupply base for its fleet. When near a steady flow of resources, Viritiv can also construct certain warships. Efforts are currently underway to develop teleporters and install them into the Viritiv for increased efficiency. Newer models feature gravity-well generators. |- |HLSB-Gothak |Gungnir |Production & electronic warfare |The Gothak features an internal production line and drydocks for creating vehicles and supplies for the army and navy. It is also equipped with a network of jammers and gravity-well generators. |} == Aircraft == === Aircraft Classes === ====Gunships==== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |GR-17 Havris |Falcon |Reconnaissance |The Havris entered service as an easily mass-produced light attack gunship. Standard models are equipped with an autocannon and various missile pods, with some later models exchanging some of the missiles for two plasma cannons. The Havris was supplanted as the AFRE's primary attack gunship by the G-19 Galandil and now serves as a patrol and reconnaissance vehicle. |- |G-19 Galandil |Hawk |Attack Gunship |The Galandil is a VTOL gunship equipped with a rotary turret, missile pods, and two railcannons. |- |GC-39 Hizurat |Eagle |Close-air support |The Hizurat is designed to repeatedly strafe hostiles with a spinal rotary cannon and a barrage of missiles. A notable number of variants exist, most of which exchange the rotary gun for weapons effective against heavy armor such as railcannons or particle cannons. |- |} ====Transports==== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |F-17 Chereg |Raven |Transport gunship |The Chereg is the army's standard infantry transport. It can hold up to 24 soldiers (with seats for 16) and can transport certain vehicles. The Chereg is armed with a dual autocannon and missile pods for defense. |- |FS-30 Sethet |Sparrow |Stealth transport |The Sethet is a small stealth transport emphasizing speed and maneuverability. It can hold up to eight soldiers and is often used by special forces or to medivac wounded troops. |- |FV-11 Nefal |Crow |Vehicle transport |The Nefal is a large transport tasked with ferrying vehicles such as tanks and walkers. |- |F-27 Kanu |Cardinal |Heavy transport |Kanu have double the transport capacity of a standard chereg and are equipped with an assortment of weapons to clear a landing zone |- |FC-50 Treanaki |Pigeon |Carrier-transport |Treanaki are landing craft which ferry hundreds of troops and vehicles to and from carriers at a rate faster that the carrier's own gravity lift or dropships would be able to achieve on their own. They are seldom deployed in battlefield conditions and are instead only used when a sizeable landing zone has been secured and fortified. |- |} ==== Strikecraft ==== Strikecraft are split into two categories: fighters and bombers. Both are capable of operating in both space and in atmosphere and are equipped with afterburners to provide a temporary boost in speed. ===== Fighters ===== Fighters are divided into two categories: strike fighters, which perform offensive operations; and interceptors, which serve a defensive role. Strike fighters emphasize armor and firepower and perform duties such as attaining air superiority and providing support to ground forces. Interceptors exchange armor for speed and agility and protect larger vessels from hostile strikecraft, torpedoes, and boarding craft. Both strike fighters and interceptors are equipped with afterburners for a temporary speed boost. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |A-23 Nazkea |Draugr |General-purpose fighter |The Nazkea is the mainstay strike fighter of the Star Navy. They are armed with a nose-mounted railgun, two autocannons, and missile pods. Bombs can also be mounted unto the vehicle's underside for tactical bombing. |- |IA-80 Gofnur |Ghoul |Interceptor (Retired) |The Gofnur Interceptor was developed during the Repzork-Nepharian Cold War and served during the early years of the Great War. Though it served the navy well during its service, it was retired as it proved insufficient against Diab fighters and was rendered obsolete by rapid technological advances. |- |IA-17 Valron |Revenant |Interceptor |The Valron was unveiled in the 7th year of the war as the Gofnur's successor. Its design is loosely based on the Nazkea, though it possesses a slimmer profile and removes some of the armor. It is armed with two autocannons, two particle cannons, and rocket pods. |- |} ===== Bombers ===== In the context of naval combat, bombers are primarily used for attacking frigates and capital sub-systems. Bombers operate in squadrons that are escorted by fighter wings. Several bomber types exist, with the largest having multiple turrets for self-defense. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- | Z-11 Sinarsa |Ghost |Tactical Bomber |The Sinarsa is the Star Navy's mainstay tactical bomber. Though capable of engaging terrestrial targets, it is more frequently deployed in naval engagements as Nazkea are generally sufficient for bombing runs unless enemy forces are well-fortified or are equipped with heavy armor. Sinarsa can be armed with a variety of munitions and are equipped with four autocnnons for personal defense as well as two missile pods. |- |Z-11-S Sinarsa |Geist |Tactical Stealth Bomber |A recent modification, the K-11-S Sinarsa has been equipped with a cloaking field and several improvements to its multi-spectrum camouflage plating, making the K-11-S notably more difficult to detect. The K-11-S is expected to become the standard Sinarsa model as more ships are equipped with the upgrades. |- |Z-20 Xalku |Banshee |Strategic Bomber |The Xalku is substantially larger than typical strikecraft, being more akin to a Corvette. Its large size allows it to carry thousands of tons of explosive ordinance for use against ground targets as well as torpedo launchers for engaging enemy vessels. A number of ball turrets dot the ship to protect it from strikecraft. |- |} ===== Electronic Warfare ===== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |L-100 Tyrg |Vampire |Attack jammer |The Tyrg is outfitted with various jammers and missiles for eliminating hostile sensors and defenses. |- |} ==== Reconnaissance & Airborne Early Warning & Control (AEW&C) ==== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |LR-19 Nokatad |Mummy |Mobile radar |Nokatad are extensively modified Xalku which support bomber and fighter squadrons in finding and eliminating their targets. They retain their point-defense turrets. |- |} [[category:Page]][[Category:Repzork Empire]][[Category:Armed Forces of the Repzork Empire]] 6inrkelf4q390qstxr583tk5ldf9d4o Riden's Providence 0 22 6411 2557 2017-10-09T01:37:34Z Amaker1450 26550035 /* Trivia */ 6411 wikitext text/x-wiki (rye-din, not ridden) '''Riden's Providence''' is a cult-like, militaristic empire that follows the insane teachings of Markos van Riden, a former human scientist who contrancted severe mercury poisoning and became delusional. The fervorous military branch of this faction can be likened to Adolf Hitler's Third Reich or the Imperium of Man's Space Marines. Sporekast: http://www.spore.com/sporepedia#qry=ssc-500767385797 ==Homeworld== Very little is known about Lord Riden's planet of birth other than it is called '''Umlaut''', and that no one aside from a blessed few priests and psykers have actually seen it. Almost all of Riden's followers are in fact human, and the few, dearly rare exceptions that are alien species are either spies or hold strong political power in their native race. ==Culture== ==Philosophy== The followers of this cult believe that Lord Riden is an infallable, perfect, almost godlike being who deserves utmost reverence and respect. Indeed, Lord Riden has performed so many genetic and technological experiments on himself that not only does he appear godlike, he also posesses an incredible power that is unmatched by virtually any physical being in the galaxy. Lord Riden teaches that the only way to create a perfect galaxy is to either subjugate or destroy the species inferior to his own breed of ''homo novus'', which are genetically augmented super-humans. These ideals are known as the "Crusades of Providence", from which the faction's namesake is derived. ===Epic War Involvement=== The assault on an [[IAE]] fringe colony by Clubs Brigade brought the Providence into the war. Clubs Brigade had also engaged the [[Gronian Imperium]] on the fungal world of Droak and later scorched the entire planet free of life. Further conflicts may follow as Lord Riden and his followers delve deeper into unexplored parts of the galaxy. ==Providence-Controlled/Occupied Worlds== *Umlaut - Homeworld; terran, temperate climate with much wildlife and flora. Formerly Ephalie. *Knoll's Vigil - Mining colony; terran, spring-like climate. Resource rich. *Farcast - Tundra-like (partially frozen); simple colony, provides soldiers for Riden's armies. *Memnedes - Arid world; resource rich, provides much of the materials to make war machines. *More, too lazy =='''Military'''== Providence military is divided into four branches, each named after suits of cards: Hearts, Clubs, Spades, and Spears (diamonds). Each branch has a speciality in their combat techniques and technology: *Hearts Brigade, led by Warking Thulk, focuses on creating light, efficient yet powerful weaponry and genetic engineering and alteration; *Clubs Brigade, led by General Pariah, focuses on brutal and effective combat and creating large, extremely powerful war machines; *Spades Brigade, led by Warking Asmodenes, focuses on strategy and precise, efficient military maneuveres, and are notorious for their use of blades in combat; *Spears Brigade, led by Baron Hemrauch, in perhaps the most sinister branch: they focus on unethical biological and psychic experimentation, and has been known to produce nightmarish beasts of warriors with superior psychic abilities. This branch is feared even by the other brigades. The Providence's soldiers are more or less human, though some are unrecognizable as any sentient species, especially the things that come out of Spears Brigade's laboratories. The most common stragety employed by Lord Riden is to send an entire Brigade against an enemy, so that if technological and intellectual superiority fail, the enemy will be overrun in a storm of metal and Lance fire, because Brigades can consist of millions of troops and tens of thousands of war machines. ===Hearts Brigade=== ---- Hearts is comprised of the original students of Lord Riden, and are also his first experiments. They are fascinated by the workings of nature, more specifically how they can harness her with a metal bridle and force her to their will. Their philosophy is that war is won by superior technology and superior soldiers, and they are the most adept at manipulating DNA to create powerful soldiers. They also excell at creating the greatest weapons in the military, weapons which are used by every other Brigade (wich the rare exception of Clubs). ===Clubs Brigade=== ---- The most militaristic of the Brigades, Clubs is responsible for most of the destruction that results from conquering a planet. They focus on manufacturing and improving any mechanical device that is designed to propagate death. Clubs Brigade is also most often sent to attack an enemy because of their ravenous, destructive nature. The leader of Clubs, General Pariah, is a strong-minded strategist and fierce negotiator. WIP ==Infantry== '''Knights''' - Perhaps the most recognizable and stalwart of all the troops is the Providence Knight, named after the piece on a chessboard. The Knight wears a mechanized suit of armor made of Quartite, a very strong metal that can withstand repeated weapon fire, whether ballistic or energy, and is near-impervious to any kind of blade, due to the molecular arrangement of the Quartite. Knights often wield, for ranged weaponry, either a Lance Blaster or Assault Rifle, preferring to use only one-handed weapons in order to free their other hand to use a sword, their trademark weapon. Knights are often found at the forefront of battles in order to provide a strong "edge" to the fighting "sword" and also to inspire the other troops with their bravery. '''Marksmen''' - The more stock-standard troops in Riden's military, Marksmen stand in as long-range infantry, as well as filling other roles, since most of the other soldiers have such a strong affinity with close-range weapons. Marksmen are clad in the same Quartite armor knights wear, although it is not entirely mechanized so as to allow for the human-based precision control that is required in firing long weapons. Such weapons are usually Assault Rifles or Lance Rifles, as well as Splintershot Rifles when fighting is closer. '''Bishops''' - Also named after the piece on a chessboard, Bishops are an extremely invaluble asset to any Providence force. While they lack specialized weapons save a bladed staff, they posess powerful psychic abilities which they use to both defend themselves and wreak havoc on the enemy. '''Rooks''' - Some of the largest of Riden's troops, the Rooks are enormous beasts that can stand over 10 feet tall. They are the product of more extreme experimentation, and they posess massively increased muscle mass, albeit at the loss of their intelligence. Despite what many other empires may think, all of Riden's soldiers, experiments or not, are human, though the resemblance is sometimes lost completely, as is the case with Rooks. Suited up in all of their armor and neural interface control gear, they resemble fairytale giants fresh out of Dr. Frankenstein's lab, and behave in much the same way. They can wreak destruction with an arm-mounted assault cannon, or they can be outfitted with a variety of shoulder-mounted weapons to cause even further mayhem. ==Vehicles== ===Ground=== '''T-18 LAMAT''' - The Type-18 Light Armored Main Attack Tank (LAMAT) is a small, 2-to-3-passenger main battle tank that is most commonly deployed into combat zones due to its versatility and effective firepower. Its armament is usually a vehicle-grade Lance Cannon and a heavy machine gun for smaller threats such as infantry and small children. Its lack of armor makes allows it to travel up to 110 MPH on unobstructed terrain; however, the trade-off it that the tank cannot sustain too much damage before structural integrity begins to fail. '''T-4 HAAT-61''' - The Type-4 Heavy Armored Assault Transport is a very large tank which is capable of carrying up to 8 regular-sized passengers, not including operators and gunners. It is incredibly sturdy, covered with a foot-thick shell of Tyridium armor, and quite fast for its size and weight. Armed with a vehicle-grade AutoCannon and a rotating Lance Turret, it is also dangerous to both enemy infantry and armor. '''T-26 HAPAV''' - Nicknamed "Gableshankers" because the first test pilot to drive one got his head cleaved off by faulty machinery, the Type-26 Heavy Armored Primary Assault Vehicle is a very powerful tank, much more dangerous to the enemy than to inexperienced test pilots. It is rarely deployed on short notice due to its ungainly size and weight, but it makes up for it with sheer sturdiness and firepower. It is, in fact, an upgraded variant of the LAMAT, designed to compensate for what the smaller tank lacks in standing strength. Like the HAAT, the HAPAV is armed with a 60mm AutoCannon and clad in Tyridium and Quartite armor which can be a half-meter thick in some places. This tank, however, is not well suited to fight infantry and it better at eliminating enemy armor and buildings. '''LRA-15 Furies''' - As its name suggests, the Long Range Artillery is designed to attack the enemy from the furthest distance possible. Its massive plasma cannon fires shells at high velocity causing incredible destruction in impact, and can fire from up to 8 kilometers away in favorable conditions. It has little other function other than to be a mobile fire-launcher, and as such is lightly armored. '''T-84/M Trebuchet''' - Although the need of mechs has waned over the years, the Trebuchet was one model that was too valuble to put aside. It was originally designed to be a light scout mech, sacrificing firepower and armor for speed, but the necessity of war has caused it to be upgraded with stronger armor and better weaponry. ==Technology== '''Lance Weaponry''' - Lance weapons, or Lancers, are found in every arm of Riden's military. The physics behind it are quite simple, so it is easy to add to vehicles or place in a gun. Basically, a Lance weapon fires a metal shot coated with a special material that vaporizes at high speeds. Within the barrel of Lance weapons are superconductive magnets that charge the shot with electromagnetic energy. A pulse from a smaller magnet fires the charged shot at amazingly high speed, and the coating vaporizes. This all happens in a matter of nanoseconds. The vapor becomes plasma-like, generating immense magnetic fields and propelling the superheated bullet faster and faster; the longer the shot flies, the faster it goes. Lance weapons are very useful against armor, since the bullets have great incendiary properties and they are travelling so fast. Ship-mounted Lance cannons, if fired at a planet's surface, can have the destructive effects of a small atomic bomb. '''FTL Travel''' - == Trivia == *The HAAT-61 was modeled after the Italian Fiat M13/40 tank used during WWII. *To be edited later. ---- [[Category:Page]][[Category:Inactive]] 2rmrid62xsybpxz58dr1k0twceezo71 Rift Incident 0 1388 17044 15951 2021-11-15T00:05:40Z RaptorChu 30471271 /* Overview */ 17044 wikitext text/x-wiki ==Overview== Despite their success in the [[Collection Conflict]] [[The Collection]] suffered significant losses. [[The_Collection#Cael_Consor|The Overlord]] turned his focus into rebuilding by assimilating minor races prime for integration and assimilation. The assimilation of one race brought the ongoing Cold-War Conflict to the Overlord’s attention. In addition to bringing several new races in the Collection’s control. He soon learned of the ongoing Telkevon-Nepharian Cold War and, using a Vessel to hide his mechanical body, reached out to the Telkevon, hoping to recruit their assistance in defeating the Remusians. Telkevon [[Armed_Forces_of_the_Repzork_Empire|Central Command]] had little interest in The Overlord’s offer, and were unwilling to commit to the Overlord's cause. The Overlord withdrew from the region, though he planned to return at a later date. Remusian scientists aboard the Nadfor Research Installation began “Project Archway”. At roughly the same time, the Telkevon were performing their own studies on Void-Based travel technology. A malfunction in A Telkevon void engine created a tear through Void space, connecting with the lane created by the Remusians and forming an artificial two-way hyperlane. Sector Marshal Tegar Zokonae issued orders to establish a perimeter around the anomaly before alerting Central Command and investigating it further. Remusian Directive Expeditionary Units, Lead by I.E.D. Director Dr. Bishun Barreté, exited into Telkevon space as Sector Marshal Tegar Zokonae had been establishing a perimeter around the rift. The two agreed to talks, with Dr. Barreté retrieving Diplomat Rava James. During their talks, the Telkevon learned of the Remusian's relations with the Sauran, causing concern among members of the Telkevon High Chamber, who feared the Remusians may join the Peacekeepers. Later, a Sauran Diplomat interrupted one of the meetings to express their outrage at the Remusian's willingness to host the Telkevon, nearly leading to a fight until members of the Remusian Royal Council interceded and adjourned the meeting. The Telkevon also learned of the Collection and saw an opportunity to keep the Remusians out of the Great War. Believing that they would have to one day fight the Collection regardless of the circumstances, the Telkevon offered to help the Remusians destroy the Collection so long as remain neutral in the Great War. Tensions continued to escalate between the three empires. Telkevon propaganda perpetuated by Sector Marshall Zokonae began to heavily circulate throughout the Republic, while the Sauran start to have more presence in Remusian Space after the arrival of a large flagship escaping the Sauran-Asanian Front (Debatable when this occurs). The Royal Council was presented with an ultimatum however, which either way involved ending relations with the Saurans, and therefor the Peacekeepers, or the Telkevon and dismantling the Rift. Having already supported the Peacekeepers for many years through collaborative Directive Task forces assigned to many other peacekeepers, siding with them seemed like the logical choice. They had primarily worked in the shadows through [[Tomastahl_Sector#Project_Impact_and_PK_Involvement|Project Impact and the Field-Experimentation Initiative.]] However, most Directive representatives were repulsed, though not by idea of ending relations with the the Telkevon, but rather giving up research on the Rift. Some Directive members could not be convinced, but ultimately the Royal council voted, and concluded it would be better long term to finally commit to the Peacekeepers, forcing the Republic to dismantle the Rift and cut any ties with the Telkevon. Any Telkevon forces in the Rift were ordered to leave at once or face the consequences. While a brief conflict ensued between the parties, the Directive was successful in deactivating the Rift stabilizers and cut immediate ties with the Telkevon, thus cementing themselves as part of the Peacekeeper Alliance. [[Category:Page]] [[Category: Events]] hvznigomgg5fms1qmo71zf3rxyl63fi Rigni campaign 0 1054 17139 13711 2021-11-17T03:44:59Z Amaker1450 26550035 17139 wikitext text/x-wiki {{Conflict |prev= Bombing of Thales |conc= |next= Rigni Counteroffensive |name= Rigni campaign |image= |conflict= Interstellar Campaign |date= Year 10 - Year 11 |partof= Zaretian Campaign |notablebattles= Battle of Rigni |place= |result= Peacekeeper Victory |territorychanges= Rigni and surrounding systems taken by Peacekeeper forces |side1= [[Aeveria Confederation]] <br>[[:Category:Luminarians| Luminarian Rebels]] |side2= [[Zaretian Monarchy | Zaretian Monarchy]] |side3= |side4= |commanders1= Aeverian Commanders<br/> * ADM Entus <br/> * ADM Tuscannon <br/> * ADM Elthin <br/> * GEN Ezora <br/> Luminarian Commanders<br/> * ADM Aslai * RADM Valka * RADM Xentha * GEN Urotos |commanders2= Zaretian Commanders <br/> * General Peacha<br/> * General Varthos<br/> * Admiral Neh'braz<br/> * Admiral Genthis<br/> |commanders3= |commanders4= |forces1= Aeverian Forces</br> * 501st Fleet * 196th Fleet * 290th Fleet Luminarian Forces </br> *2nd BattleFleet **Battlegroup Telethia **Battlegroup Vasrius **Battlegroup Noxia |forces2= Zaretian Forces * 7th Fleet * 5th Fleet * 72nd Fleet * 54th Fleet |forces3= |forces4= |casual1= Unknown |casual2= Unknown |casual3= |casual4= |other= |notes= }} The Rigni campaign, codenamed Operation Isomer by Peacekeeper forces, was a military campaign fought between Year 10 to Year 11 on and around the Rigni Sub-Sector in the Zaretian Campaign of the Great War. It was the first major combined offensive by both Aeverian and Luminarian forces against the Zaretian Monarchy. On Year 10, Peacekeeper forces, arrived in system and landed forces on the star systems of Verdaria, Toolago, Bekkaris and Foorida in the southern sector of the Rigni Sub-Sector, with the objectives of establishing secure supply lines from the areas conquered during Operation Fissure and preventing a potential Zaretian breakout and threatening supply routes. Powerful Aeverian and Luminarian Naval units supported the landings. The Peacekeepers intended to use the captured systems as bases in supporting a campaign to eventually capture or neutralize the major Monarchy base at Rigni. The Zaretian defenders, who had occupied those systems were outnumbered and overwhelmed by the Peacekeepers, and were quickly suppressed. Not long after, the Peacekeepers mounted a major offensive, engaging multiple systems to secure a route to Rigni. Surprised by the speed of the Peacekeeper offensive, the Monarchy made several attempts to stop the offensive. Almost every star system the Peacekeepers entered was immediately contested before eventually culminating in the decisive Battle of Rigni in Year 11, with the defeat of the last Monarchy attempt to force Peacekeeper ships out of bombardment range of Rigni and the loss of enough troops to hold Rigni against the Peacekeepers. Remaining Monarchy forces retreated back to Nu-Zartar in the face of a new Peacekeeper offensive. The Rigni campaign was a significant strategic Peacekeeper combined forces victory in the Zaretian Campaign. While Operation Fissure was a crushing defeat of the Zaretian Monarchy Navy, it did not stop Zaretian offensives, which continued throughout the campaign. The victory at Rigni marked the end for any hopes for the Monarchy to win the Zaretian Campaign and the captured systems would allow Peacekeeper forces to easily assault Nu-Zartar, cumulating in the Battle of Nu-Zartar. ==Notable Battles== *[[Battle of Rigni]] **[[Defense of Quantum Gate Beta]] [[Category:Page]][[Category:Legacy Lore]] cl2ndt2zlgir719ftv27y0aguu9mjjg SKA Antipersonnel Needle Rifle 0 1471 16895 16894 2021-05-20T02:56:13Z Corv 30641571 16895 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = SKA Antipersonnel Needle Rifle |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Carbine |header3 = Production history |label4 = Designer |data4 = [[Saphiel-Kalanhuma Armoury]] |label5 = Designed |data5 = Prior to [[Great War]] |label7 = Manufacturer |data7 = [[Saphiel-Kalanhuma Armoury]] ''(formerly)'' }} "A war crime made manifest" was how one Aeverian official described the '''Antipersonnel Needle Rifle''' and it isn’t hard to see why; the gun is capable of launching volleys of razor-sharp [[Needle guns|flechettes]] with the rapidity of a semi-automatic carbine. Colloquially known as the '''mongrel''', the rifle's reputation is as intimidating as its specifications. The projectiles it fires can pierce armour, rip through flesh and tear deep wound channels which result in massive blood loss. Particularly industrious (or sadistic) combatants have been known to maximise the brutality of the weapon by using specialised ammunition that is hollow pointed to carry [[Chemical Weapon|chemical warfare agents]] of even explosives. The high lethality and gruesome reputation of the ANR has resulted in its prohibition in most of [[Peacekeepers|Peacekeeper]] space and models are zealously traced and reappropriated by law enforcement agencies. While official manufacturing has ceased, the existing stock continue to be used away from the long arm of the law. Now relegated to use by criminals, the ANRs still in circulation are as much a status symbol as they are a practical weapon for outlaws. The popular nickname 'mongrel' comes from the history of the weapon’s design and production; upon perfecting the mechanism for a semi-automatic flechette weapon, the manufacturer [[Saphiel-Kalanhuma Armoury]] opted to retrofit the chassis of an older cartridge-based rifle rather than creating a new model from scratch. The flechettes’ elaborate firing mechanism is bulky and ungainly on the diminutive rifle frame, hence the perception of some that the design is an inelegant amalgam of previous compositions. [[Category:Needle Gun]][[Category:Page]][[Category:Public Access Page]][[Category:Handheld Weapon]] fqufjqmoz369pi9q5kge3zbn0nusg9o SKA Apex Grenade Launcher 0 1562 16903 16901 2021-05-20T04:06:44Z Corv 30641571 16903 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = SKA Apex Grenade Launcher |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Type |data2 = Grenade Launcher |header3 = Production history |label4 = Designer |data4 = [[Saphiel-Kalanhuma Armoury]] |label5 = Designed |data5 = Prior to [[Great War]] |label7 = Manufacturer |data7 = [[Saphiel-Kalanhuma Armoury]] }}The '''SKA Apex Grenade Launcher''' is a low-velocity, shoulder-fired semiautomatic grenade launcher manufactured and sold by [[Saphiel-Kalanhuma Armoury]]. Intended to significantly increase the firepower of small mercenary squads, the Apex’s design is rudimentary but has proven rugged and reliable. Although modern [[energy shielding]] technology can neuter fragmentation weaponry to an extent, the launcher’s high rate of fire allows it to exploit slow shield recharge times and deal multiple concussive attacks in quick succession. This has made it an invaluable asset for mercenary squads who must incapacitate shielded opponents when [[Projectile_Weapon#Ballistic_Weapon|conventional kinetic firearms]] might prove ineffective. One of the key selling points of the Apex is that it is compatible with Saphiel-Kalanhuma’s wide variety of specialised grenade rounds. Although intended primarily for lethal use with high-explosive rounds, with the appropriate ammunition the launcher can be adapted for anti-riot and other non-lethal security operations. In typical Saphiel-Kalanhuma style, it can also be loaded with extra-lethal rounds which carry [[Biochemical_Weapon|biochemical, radioactive or incendiary]] payloads. Despite its initial meagre sales, the Apex Grenade Launcher was subject to a surge in popularity after its lethality was amply demonstrated during the infamous Intrepid Frontiers F530 hijacking. Round the clock news coverage reported on a gang of only three [[pirate|pirates]] successfully taking control of the private passenger cruiser with minimal difficulty; a feat many professional commentators attributed to the criminals’ use of an Apex that fired polonium warheads. In spite of accusations of poor taste, Saphiel-Kalanhuma embraced the publicity and no amount of public media criticism was enough to stop them tripling their profit margins in the aftermath. [[Category:Ballistic Weapon]][[Category:Page]][[Category:Public Access Page]][[Category:Handheld Weapon]] pygtwjjbdf6ajaeqylpzpsxl8ca5em4 SPC 0 881 8566 2019-01-18T21:07:44Z HangLang 30544936 Created page with "Placeholder for the Syndicate company, SPC. (Syndicate Purifying Conglomerate) [[Category:Page]][[Category:Asanian Syndicate]]" 8566 wikitext text/x-wiki Placeholder for the Syndicate company, SPC. (Syndicate Purifying Conglomerate) [[Category:Page]][[Category:Asanian Syndicate]] 1juff1pltshujhxqce5i32fz9w91a09 Saphiel-Kalanhuma Armoury 0 1476 16902 16898 2021-05-20T04:04:46Z Corv 30641571 16902 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:SaphielKalanhuma.png|250px|]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label1 = Organisation Type: |data1 = Arms Manufacturer |label2 = Allegiance: |data2 = [[:Category:Neutral|Neutral]] |header3 = Status |data3 = Active }} No private arms manufacturer in the [[Local Sector]] has attracted nearly as much scrutiny as '''Saphiel-Kalanhuma Armoury''' has - nor as many lawsuits. Saphiel-Kalanhuma began as a mercenary organisation active in the Golver Expanse with a reputation for violating the laws of the alien worlds they operated in. As the operation expanded, the group designed and produced more and more military hardware for their own use until eventually their manufacturing enterprise totally eclipsed their mercenary one. The Saphiel-Kalanhuma firm that exists today is a vast institution infamous for its waste, corruption and political controversy. It fabricates effective, if unethical, military equipment which typically employs [[Biochemical_Weapon|chemical, biological or radioactive warfare agents]]. Many of their products have been outlawed by imperial governments and are recalled and destroyed in certain areas of [[Peacekeepers|Alliance]] space. While this has reduced the number of their products in circulation, those still in use are prized items and status symbols for the [[pirate|pirates]] and mercenaries who own them. Products manufactured or sold by Saphiel-Kalanhuma Armoury include: *[[SKA_Antipersonnel_Needle_Rifle|SKA Antipersonnel Needle Rifle]] *[[SKA Apex Grenade Launcher]] [[Category:Public Access Page]][[Category:Page]][[Category:Weapon Manufacturers]][[Category:Corporations]] obrthu72pf68jyy6pwp9zt2tzxmkxbf Saracin Empire 0 871 17074 9136 2021-11-17T03:14:05Z Amaker1450 26550035 17074 wikitext text/x-wiki The Saracin have a long tradition of military might, but their influence has been on the decline in the past 60 years. Their homeworld, Talik, is the seat of power of their leader Saracin IX. ==Philosophy== Legacy, Prestige, Dominion, Victory etc - this isn't final just jotting down some words ==History== ===Pre-Space=== The nation that would later become the Saracin Empire consisted of an economic oligarchy led by a political body known as the Vivn. The Vivn itself had lasted on and off for around two centuries, succeeding regional despots. While not intrinsically hereditary, in the latter half of its existence it could be expected that half of the existing oligarchs which had purchased a seat in the Vivn were at least third generation seat-holders. The Vivn did not unify the home world before setting out in to space, and a number of independent states continued to exist for years afterward. These independent states would often have representatives purchase seats within the Vivn, giving them influence and representation despite their existence as separate legal and political bodies. The number of seats in the Vivn were fixed to the number of Departments, a portion of land. Different seats came with intrinsic historical, cultural and economic prestige, and were thus more valuable. The Vivn did not require taking residence in one's Department, but rather encouraged Vivnates to reside in a "capital" department. The economy itself was primarily agricultural in the majority of locations. Exposed rocky formations in the north and south developed massive localized mining and production economies. The Vivn controlled the entertainment and communications of Talik, and the intrigues and personages of their activities captured the attention of their populace. ===Venture into Space=== Economic prosperity continued to drive the price of Vivn seats up to ridiculous levels. The supply of Vivnates willing to sell their seats dwindled, while the demand only grew as the number of magnates desiring the status of the office did. Fierce debate between Vivnates and non-Vivnate magnates over the creation of new Departments threatened civil war. A solution was proposed - the number of departments on Talik would not change, but the Vivn proposed the creation of new Departments elsewhere among the stars, but they would need to settle these new stellar cities with two thousand residents first. An incredible space race began between the magnates to reach the stars and claim the most valuable properties. Initially this was a peaceful but competitive affair. However, once boots began actually landing on the planets and nearby stars that culturally held meaning to their people, underhanded acts of sabotage began to break out to try and be the first to gain hegemony over these potential new departments. Soon, this would escalate into wars abroad, where the Vivn could not extend its power to intervene. Locally these magnates would deny involvement, and few were prosecuted. The most adjacent planet to Travik, Lecil, while unsuitable for life compared to Talik, became occupied by millions, with competing and increasingly militarized factions vying for control. A thirty-five year outright war on Lecil, and upon its conclusion the magnate Vemocin could claim influence over the planet. The Vivn however, remained resolute that he could own the seat to but one department, and not the potential dozens on Lecil. Furious at the meager status his hard work would result in, Vemocin unexpectedly declared a war of aggression against the Kingdom of Wox, one of the independent nations. His invasion force of veteran soldiers destroyed the King's forces (helped by the King's unpopularity with his people), and Vemocin declared himself King of Wox by right of conquest. The title of King bore far more standing in theory, but traditionally none of the Kingdoms held influence anywhere near that of a single Vivnate. Vemocin would continue to consolidate his power for the rest of his life. He would secure many, but not all, of the other colonial lands held by Vivnates. The ''de jure'' Kingdom of Wox became the grounds for a curious cold war. Vemocin lured many young men to immigrate to Wox with promises of inheriting the glory of the conquests and prestige of Lecil's War. Vivnates grew to hate Vemocin generally, but in their attempts to appear superior to the upstart they isolated the still-prestige-hungry magnates. Vemocin's Kingdom of Wox seemed like an opportunity to get in at the ground floor where the doors were barred to the Vivn. ===Rise of Saracin I=== Vemocin's son, Saracin, showed promise as an administrator and was entrusted with the Governorship of Lecil. The ''de jure'' lands of Wox could not handle all the immigrants alone, and Lecil promised adventure the old Kingdom did not. Upon his father Vemocin's death (who's elaborate and massive funeral was one of held breath and anticipation), Saracin faced indirect competition for the succession. Threatened, he accelerated plans he had in the works for two years. Pandering to the sense of glory and desire for prestige present among his constituents, Saracin with much pomp and emotion proclaimed the creation of the Cerulean Host. This was to be a consolidated military organization that was directly under the King. Where Vemocin's military was primarily hired on as private security, Saracin I's was built around the idea of a professional national army. It was clear that war was inevitable. The announcement was not taken lightly - the Vivn a year later would decide on the expansion of its own military forces. By this time, however, the initiative had been lost. The first of Saracin I's Cerulean Host would complete their training shortly afterwards, and they possessed far more war supplies. Saracin I had a disadvantage in territory on Talik, but in secret he forged alliances with three other independent states, The Kingdom of Jol, The Kingdom of Yuo, and the Nael Federation, promising them a protected place within his hegemony and territorial gains. The three states struck simultaneously, drawing troops away from the encirclement around the Kingdom of Wox allowing the terrestrial troops to break through. Early spacefaring warships proceeded to bombard power stations from orbit, casting the Vivn into chaos amid the blackout. While the fighting continued, terrified civilians began to speculate and start rumours. Partisan resistance collapsed in the paranoia and confusion, and the Cerulean Host captured the capital department of the Vivn. Saracin I would conduct purges of those deemed resentful within the conquered populace - one had to prove their loyalty, often by acts of devotion. To avoid mixing the two peoples, Saracin decreed that a blockade and communication blackout would be placed on Talik (With the exception of the state of Wox - the allied states were not exempted) until they "made peace with their place". The total control of state media he had wrested from the Vivn made this a simple task. Returning back to Lecil with his Cerulean guards, Saracin found an exuberant people. His soldiers boasted of the feats of combat they had achieved and the trophies they had taken. Capitalizing on the mood, Saracin I commissioned scores of statues and art in commemoration of his grand victory (which predominantly featured himself as the mighty conqueror). Lavish festivities were held, financed by looted riches from conquered Talik territories. ===Birth of Empire=== The time was ripe for further reforms while he maintained full support of his people and suppression of his enemies. His conquests were hardly built upon sturdy legal and traditional foundations. The Kingdom of Wox's feudal system could not administer everything appropriately as it stood currently. Instead, Saracin co-opted the Vivn's departments, revoking titles of those fiercely opposed to him and replacing them with those who fought for his cause. Some existing Vivnates were already sympathetic and kept their positions, while others were cowed into submission. The blockade kept these departments vastly detached from their representatives, and squalor, despotism, and anarchy flourished in its downtrodden state. But to Saracin I, Talik could wait, and the longer it was left floundering the less resistance there would be to complete integration down the road. A more pressing concern was the dozens of colonies and scores of outposts which had been conquered but left realistically autonomous. Suggestions were made to expand the Vivn's departments to these locations, but Saracin feared increasing the influence and by extension legacy of his vanquished foe, lest it rise against him in the future. Instead, he awarded governorship titles to his devoted followers who, unlike the Vivnates that were practically required to reside in within ''de jure'' Wox lands, were to spend the majority of their time keeping close watch on their constituents. This group known as The Watch, was less powerful than the Vivnate Assembly due to the smaller and less affluent nature of colonies and the obstacles to assembly of Watch leaders that might lead to coordination. Concern over the ability of these two bodies to petition him directly, Saracin sought to distance himself from divisive politicking by adding a third level to the administration - the Cerulean Host. The group was reformed to serve both an administrative and military purpose. Petitions and complaints had to be submitted with the intimidation of the army in mind. Saracin himself generally only dealt with his ardent supporters who had fought or led the fight against the Vivn. His advisors were generally also from this body. This would come to sculpt Saracin's already military-heavy policies into full-on imperialism. The matter of the three allied nations which had sided with Wox in the war against the Vivn was of great concern. Tensions were mounting between the three and Wox since the War - Wox claimed sovereignty over most of the Vivn's former territory, save the concessions made to the allies, but had not made themselves present in the "occupied" territory, which the three were now eyeing hungrily. The two Kingdoms, Yuo and Jol, also felt their status as Kingdoms put them on equal footing with Wox, which had traditionally been of similar influence. In a bold move, Saracin I deemed it necessary to create an entirely new political entity to rule. There would be no historical assumptions or traditions holding it back. Avoiding regional titles, which came with the optics of bias or favouritism, and capitalizing on his immense personal popularity, he would christen the new overarching dominion '''THE SARACIN EMPIRE'''. Wox (including Lecil) became merely a state within a state. Saracin issued an ultimatum to Yuo and Jol that they would remain under blockade with the Vivn until they agreed to become another such state directly under Saracin in personal union. The incentive: the Nael Federation's territory, which Saracin deemed too complex to be worth integrating. While both refused initially, with the Vivn in ruins Jol's people starved, as they were very northern. Jol conceded begrudgingly and invaded the Nael Federation once they had the backing of Saracin. Yuo, which did not want to be left without a share of the Nael, also invaded. The Nael surrendered, with refugees escaping into the increasingly wild lands of the Vivn. With Yuo and Jol in the fold, Saracin could turn his attention back to the stars. ==Notable Characters== ===Saracin IX=== Current leader of the Saracin Empire. ===Grand Beyir Lubicin=== Responsible for running the Jubilant Repose military group. ===Grand Beyir Yalacin=== Responsible for running the Fervent Saber military group. ===Eminent Vivnate Kubycin=== Appointed to oversee strategic command of the Jubilant Pillar. Remains on Talik. ===Eminent Vivnate Repecin=== Appointed to oversee strategic command of the Fervent Saber. Remains on Talik ===Premier Scion of the Host Bulocin=== Responsible for the military actions of the Cerulean Host. ==Military== ===Infantry=== The Saracin primarily employ three forms of infantry * Line Infantry - composed of Linesman soldiers intended to maintain formation. * Heavy Infantry - Heavily armoured and armed infantry that act in groups as a mailed fist to enemy positions, making openings for Line Infantry * Super-Heavy Infantry - [[Necraal]]-built battlesuits and [[Brute Serum]] enhanced soldiers are a more recent addition since the start of the war as part of foreign influence in the operation of the military. Since the Warlord's loss of the Brute serum and the fragmentation of the Necraal in the [[Necraal Split]], the use of these weapons have become more rare and have not been replaced, leaving a hole in the army's operation. ===Vehicles=== Rather than a diverse set of vehicles, the Saracin almost exclusively rely on a standardized vehicle deployed en masse. At the start of the War, the Land Dreadnought walker was the exclusive vehicle deployed against the Peacekeepers (albiet in varying size classes). As the war progressed, it became clear that Land Dreadnoughts, while a powerful asset, were simply too expensive to produce and maintain. Thus a basic direct fire tank simply called "Plasma Tank" was produced to supplement it and ease the financial burden. In the air, the Saracin use groups of heavy fighters escorted by a radar-jamming fighter. All vehicles prioritize slow firing heavy guns, although the Land Dreadnought is armed with a full suite of attack drones built in (see below) ===Drones=== To supplement the high alpha strike but low rate of fire Saracin vehicles, the Saracin deploy cheap hover drones armed with continuous fire lasers. These drones must remain within a short range of their coordination module, and do not fair well in rough weather or poor visibility. ===Navy=== Saracin ships focus on forward firepower, hoping that the reduced profile will reduce casualties taken as their hull armour is outdated. [[Category:Page]][[Category:Inactive]] l5vuu1340u0y9xq69phtezwidy95dcg Sargof Principality 0 73 17115 13871 2021-11-17T03:29:00Z Amaker1450 26550035 17115 wikitext text/x-wiki ==Summary== <b>Faction:</b> Lesser Race <br> <b>Philosophy:</b> Survive the harshness of the Galaxy by any means. <br> <b>Home Planet:</b> Carkah-Tril <br> <b>Description:</b> The Sargof Principality is not a large force, nor is it exactly a completely helpless one. The Sargof have long been considered one of the...less appealing races that have graced the galactic community. The reason for this distaste is likely brought forward by the Sargof's unmatched will to survive. Now one may say that the will to survive does not in any way make a race weaker or less appealing but in the Sargof people have taken their survivalist nature to an extreme. For example: the planet of Retyah-Tril is one of the most hotly contested planet in it's sector due to its position to several warring races and it's abundance of resources. The population of Retyah-Tril have taken it upon themselves to raise no armed forces on the planet, instead the locals have gone so far as to welcome the invading armies and offer themselves as a workforce for whichever power is in control of the planet in return for allowing the Sargof residents to be unharmed and allowed to pursue interest that do not conflict with the will of their invaders. Now, not all Sargofs are like their brethren on Retyah-Tril, In-fact there are many tails of bravery of the Sargof peoples, especially from those under the Principality who have scavenged from old abandoned Gronian, IAE or Kastalian sources. ==Government== <b>Type:</b> Divided Principalities <br> <b>Status:</b> Weak and unorganized <br> <b>Popularity of Government policies:</b> Varies between Principalities <br> <b>Description:</b> The Principalities of the Sargofs are vastly different, especially when distance and time are between these Principalities. Many of the Sargof Principalities have taken on the styles, culture, and military workings of their neighbors, or lack there of. Principalities are commonly named by the color of their banner, for example: The Violet flagged Principality gets its name from the vibrant purple color of it's banner. ==Short History== The Home Planet of the Sargof, Crakah-Tril, was divided into roughly 580 different nations, each of which were lorded over by a powerful leader who ruled through either force or religious dominance. These countries, surprisingly, had very little conflict between one another making their transition into space both peaceful and extremely chaotic at the same time. The individual nations sent forth their 'fleets' of colony ships out into the galaxy without a plan or a purpose, simply to expand the power of which ever nation they had been sent by. Eventually, the time and distance between these colony fleets and their respective nations became so large that it became simpler for the colony fleet to break off and form it's own nation. Thanks to the disorganized colonization set by the Sargof nations of Carkah-Tril, the Sargof are now a fairly common sight throughout the galaxy. ==Relations with Alien Races== ===[[The Gronian Imperium]]=== <b>Relation:</b> Scavenger <b>Attitude:</b> Extremely Fearful, unaware of their continued existence. "The legends of such beast are said to be stories made up centuries ago, but stories do no leave behind technology."--Prince Lyak-Tril of the Green Banner Principality "I heard that Gronians stood twelve-feet tall and shot lightning from their fingertips...I hope I never meet one..."- Sargent Wiolos of the Green Banner Principality "Thank goodness we scavenge from other sources than the legendary demons of old."--Scavenger of the Red Standard Principality The Sargof know very little of the Gronians from which they scavenge off of, this is due to the fact that all scavenged equipment gathered from the Imperium is over ten-thousand years old. The Sargofs have heard gruesome stories of the Gronians, which they whole-heartily believe. The paranoia and fear generated from these old stories have made the Green Banner Principality extremely superstitious, to the point where it is common practice to have a clergyman 'sanctify' materials after scavenging old Gronian ruins. The Sargof are wholesomely ignorant of the Gronian's continued existence and pray that they never will return to the realm of the living. ===[[The IAE]]=== <b>Relation:</b> Scavenger <b>Attitude:</b> Fearful/Cautious "'Powerful,' does not even begin to describe these people"--Prince Qaz of the Yellow Markings Principality "I hope they don't notice us..."--A Commander of the Yellow Markings Principality "Man, we are so lucky that we don't have to deal with them."--Scavenger of the Red Standard Principality The IAE is a very very old empire because of this there are literally tons of technological marvels to be found on IAE battle torn worlds or abandoned colonies. While these grand IAE treasures are the hearts desire of any scavenging Sargof they are also one of the most hazardous due to the fact that so many others are wishing for the same prize. The Sargof and IAE themselves know of each other's existence but the IAE simply does not seem to care much for the weak and small Sargof Principalities and the Sargof are more than happy to continue being ignored by such a large and fearsome military power. ===[[Kastalian Survivors|The Kastal Survivors]]=== "Treasures beyond the dreams of a thousand worlds"--Prince Yuahn of the Red Standard Principality "Nothing quite feels like a billion year old piece of scrap that still shines as if new"- Citizen of a colony located on a former Kastal agricultural world. "Whew! Free stuff!"--Scavenger of the Red Standard Principality (I would write something else here but Zong needs his beauty sleep) [[Category:Inactive]][[Category:Page]] 8tcf6b8wf6p5waedlmbatvo4i8keoip Sauran 0 694 5749 2016-10-10T05:48:06Z Drag0n0us 3365896 Redirected page to [[Sauran Solidarity]] 5749 wikitext text/x-wiki #REDIRECT [[Sauran_Solidarity]] i97vapjsxevg3i6h3stbn2wfdawp57y Sauran (Branding) 0 1551 16768 2021-05-16T04:06:26Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16768 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Sauran Solidarity 0 15 17168 3644 2021-11-17T17:21:58Z Amaker1450 26550035 17168 wikitext text/x-wiki Planet Name: Aradan Aradan is a very hot planet that is divided into two parts, In the middle you have the Ring of Seas. The Ring of Seas is a very deep and watery region that was one of the main regions where life had begon. At those seas various lifeforms exist and there is plenty of life around there. This is also the area where the sauran evolved. The Ring of Seas is hold back by the Mountain Walls. These are extemely high mountains that contain the water in the circle that is most in the midle of the planet. They also contain most of the rain so all of the water is kept inside the walls. Beyond those walls, huge jungles have grown due underground tunnels that were created by the water. In those jungles there is also plenty of life and diversity of lifeforms. After the jungles the amount of water decreases and the landscape is becoming more dry. Eventually when you got either up or down from the Ring, you will end in a almost lifeless desert. There, only the toughest of creatures live and most of them are very small due to low amounts of food and water. And if you go to the poles of the planet you will find the Dead Fields. The Dead Fields are nothing more then fields full of rocks and there is little to none life there. The only creatures that live there are small insects and a few reptiles. However, the Dead Fields are very rich of minerals and there are also a lot of diamonds and other rare stones in the ground. ==History== === The coming of Balance=== Before the Sauran were nature respecting creatures, they were more of an industrial profit race. Long before the Sauran sollidarity was formed the Sauran were at war with themself for several times. They fought for various reason such as religion, resources and just cultural differences. After years of war and peace their mindless expansion caused the destruction of most of the natural habitat and social balance. Small groups were rich and controlled most of the planets economy and every worked under the economy, a forest was cut down if it could give profit and diseases were cured only if the people who sold it made profit. Meanwhile the leaders of several countries made sure that they knew what everyone did, anyone who tried to stop them was put in a bureaucratic loop or was hindered in every footstep. In the end the population became dissatified with the way things went and slowly did the people revolt. However, the goverments(which were partly companies) did everything to stop global revolution or anything close to that. In every place where a revolt against the goverment started there were govermental agents who infiltrated the rebel groups and tried to destroy them from inside out. This worked untill a group of hackers and a group of rebels succeeded in revealing a very large amount of the government's secrets. This caused so many revolts and demonstrations that the government couldn't stop it. The world was about to fall in anarchy and many deaths and much destruction would follow if it hadnt been for that one group. A small group of saurans has been working on a new way to lead the world allong with a new style of life. The group brought unity to many saurans because many of them disliked the old ways of leadership and gladly accepted a total-truth goverment. It would be the otherway around in privecy terms, not the people would be monitored but the government would. Combined with the ability of every citicen to see and check every plan of the government. The government simply couldnt be corrupted unless all of the people were also corrupted. The new style of life would be centered around nature and the way they used to survive before technology made them spoiled. The motive of profit was replaced with the care for nature. Nature was them and they couldnt live without if they wanted to be part of it. After many unstable years of rebuilding and reforesting their planet, the saurans finaly aimed their sight at something different. They knew that somewhere between the stars, there would be other creatures. Perhaps with sentience, perhaps not. It didnt matter for the Sauran, because they were eager to learn how big the universe is.. ===First Contact=== When the Saurans were about to venture into space, their world was still recovering from the scars that the older generations have done to it. But certain regions simply couldn't help the planets recovering so they spend their time looking at the stars and thinking of ways to get to them. They first launched several probes towards dense clusters of stars thinking that they would have more chance of finding life there. They were looking for all possible signals of life, radiowaves,deformed landscapes, chemical mixtures, structures and other sentient creations. After a few years they found a mixture of radiowaves and the Saurans decided that they would send a ship with some saurans that would be almost frozen so that they would be alive when they got there and it would also save lots of resources and food. (since saurans are reptiles they use less energy when their body is cold so that almost freezing them preserves much energy) They also calculated a path around planets that would give them more speed as they went around planets and use their gravital force to increase acceleration. The calculated time of travel was around 4 years, but after 3 years something remarkably happened. The ship was still a year away to be somewhat close to the cluster of stars, but one year before they should send a signal the ship returned to the planet, instantly and it wasnt alone. One a clear night that Aradan hadnt seen for a long time since the industralisation, a brigth flash emitted near one of Aradan's moons and the ship that the Saurans send 3 years ago appeared allong with another ship. The othership was unlike anything that the Sauran had seen before, it was sleek and looked fragile compared to the sturdy look of the Sauran ship. After the stunning reappearance of the ship, the Sauran checked the ship to see if there was anything that happened with the crew onboard the ship. The crew was still in a sleep freeze, practically untouched for 3 years. It looked like the alien ship had transported the ship back to its own planet by calculating the route it took and then used some form of FTL to bring it back instantly. After a short discussion it was decided that a shutle should try to make contact while every radio broadcast was checked to see if they were trying to contact them. The shutle was launched from one of the spacestations that orbited Aradan with a crew that didnt know what to expect to happen when they got close to the alien ship. They equiped spacesuits incase something went wrong with the ship or when they inside the alien ship. When the shutle approached the ship a bright hole appeared in the ships hull and the shutle crew flew into it and was amazed by the ships interrior. It looked like the whole ship was made of glowing strings of light in many different colours. The ship was dragged by a few of those string to an orb like formation of strings somewhat higher in the ship. The ship was dragged into the orb and when the crew looked outside it looked like somesort of room, it had a few pillars of strings and some holes that probelly connected several rooms together. (for this part it would be best if you listen to this song while reading for more atmosphere: http://www.youtube.com/watch?v=UWFm2LIYNjg) Then it was silent, nothing happened besides the moving strings and some of the lights became brighter or darker. Following the curious nature of the saurans, the crew decided that they needed to get out the shutle and try to find a way to the owners of the ship. They got out of the shuttle and felt a strange feeling all around the area, it was like the ship was vibrating but not in a visible way. They could feel a physical wall when they tried to push against a wall, they couldn't touch it as if an invisible force pushed them away. After a while when they were somewhat less stunned by the beauty of the ship, they went into one of the tunnels that seemed big enough for them to fit through. After a few rooms they found a dead end but when they all got in the room, the tunnel closed and they were trapped. The saurans were slightly panicking, but stayed hopefull that the aliens weren't after their flesh and that this must be some sort of test. They waited for a few minutes when the surroundings suddenly became blindingly bright and the crew closed their eyes until the room became darker again. When they opened their eyes there were standing several snake-like aliens around them. Again the saurans slightly panicked but remained as calm as they could, they didn't talk as if speaking would break this precious moment of first contact. The alien were examining the saurans with bright pupil-less eyes, coming closer to the saurans. The aliens slithered closer and one of the saurans stuck out its hand and tried to touch the outworld creature, and the alien did the same. When they touched they looked into each others eyes and the sauran could see sadness in the aliens eyes. As if the aliens didn't really want them to be here.. The aliens distanced themselves a bit and came together till they made a small group and then one of them spoke. The saurans couldn't understand what they were saying but they waited until the alien had spoken. They noticed that when the alien spoke that the ship looked like it reacted to its words, the walls almost flowed like waves with every word. The alien looked at another of its species and then looked back at the saurans who were still amazed by this beautifull moment. The alien spoke again, but this time the saurans noticed that it spoke differently. The words almost made sense, as if it was trying different frequencies on a radio and was missing the right frequency just a bit. It paused for a second and then spoke again, making more sense with every pause. The strange thing was that the saurans could not really hear what it was saying, but they felt and saw images of things they knew. The alien paused again, but this time it spoke with words they knew. ''We are..happy, to see your patience.'' were the first words that the saurans could understand, and they lowered their head as a sigh of recognition. ''Do you.. fear us?'' The saurans looked at each other and were unsure how they could answer with no, they didn't had any speakers on their suit and removing their helmets didn't sound like a logical option. The alien seemed to know what was going on and pointed at their helmets with a long and sleek finger which flowed perfectly into some sort of hand. The saurans looked at each other and one of them would remove his helmet and hoped that they would survive. The sauran removed his helmet and the air inside it escaped, terrified but still hopefull, the sauran continued. When he had completely removed his helmet he let it fall to the ground as he watched the air flow around his head like a fish boil. The other saurans were amazed and soon removed their helmets too. Meanwhile the alien watched them and they waited for the saurans to get used to this strange events. Then a sauran spoke and said: ''We appreciate your hospitality'' The aliens looked at eachother while speaking but this time the saurans couldn't 'hear' what they were saying. Then the alien who spoke before spoke again, ''We think that you are worthy and compos mentis, we will teach you new patterns of elements to aid your race'' The saurans were surprised, these strangers were prepared to help them develop? While still being stunned by this news, the alien spoke again: ''We will go to your home and discuss this matter further'' The saurans were not sure how to react, the news was so sudden. The saurans agreed that the best reply would be: Thank you. Meanwhile on Aradan the whole planet was watching the alien ship while the shuttle had gone inside and was gone for almost an hour. Suddenly a small flash appeared near the ship and the shutle was there. The whole world wanted to know what had happened inside the ship. The shuttle returned to the space station and the crew told that they had recorded the whole event and said that they wanted to tell the people on Aradan directly what happened. After they landed on the planet they were greeted by a crowd of saurans all wanting to know what had happened, but the crew remained silent until they started their speech and they told the world about the aliens and that they were here to help them. Not long after the information about the aliens had been spread across the planet's people the aliens transported themselves at the city where the crew of the shuttle was. The aliens said that they were pleased by the ways the saurans lived and that they wanted them to be prepared for the galaxy. They warned them that there were many other races and that not all of them were peacefull. Because of this the aliens, who called themselves the Hyfon, wanted to help the saurans develop technology. They wouldn't simply 'give' them the technology, because if they did the saurans could be too inexperienced and cause dangerous situations. A period of rapid development in technology followed after these events and during this period the saurans developed their Fold-space engines that enabled FTL travel and many other technologies. But the bliss of discovering alien life would not last permanently. ===Kyran Deception=== After the Hyfon left, the sauran with the aid of the Hyfon knowledge the first sauran FTL capable ship was created. It was am exploration vessel that could bend space itself with a ring shaped construction, after the planet had rejoiced from the succesfull jump it left to scout out planets that before could only be looked at. Within a year, hundreds of planets were examined in detail, confirming and debunking countless speculations. But among the excitement of discovery a longing came about, if the crew of the exploration ship could go to other worlds why not more? Out of this desire the sauran government with the help of prominent industries created plans for larger FTL vessels and selected which planets would be most suitable for sauran life. But the government was carefull, isolated sauran could be abused by those in charge if they were left unsupervised. While the production of the first colony ship was underway, the government came up with plans for an interstellar government to maintain peace for their people. Keeping the government transparent while also keeping a strict structure, they made a hierarchy that similar to that of states. In the next following years the sauran rapidly expanded, firstly to worlds similar to their own as they developed more and better technology to handle alien planets and later to worlds that were more hostile. Several mineral rich asteroid belts and planets discovered and later exploited to help out with the diminishing resources of the home system. More ship types were designed and build to help out with the now respectable space empire. Robots and more automated machines were utilized to help with everyday tasks and mining operations, there were simply not enough sauran to populate the new colonies and the high quality living conditions the sauran had lowered birthrates almost globally. This let to large numbers of sauran from poorer nations to be the main populous for the new colonies for a long time. However, the first exploration vessel hadn't stopped and was the furthest the sauran had ever even send a probe to. While looking for new planets to discover, they found that the planet they were looking for looked quite different than their earlier images had shown them. Upon arriving in the system the planet appeared to having giant fires rage across the planets surface. Surprised by this new data, the crew flew closer to the planet to investigate but when they got closer they were in for another surprise. A small fleet was orbiting the planet but they were unlike ships they had seen before. Assuming it was another alien race, the crew send them a data package that would help the aliens to communicate with them over them. However, the alien fleet replied just as the sauran ship was leaving the system. They had send a similar data package which contained examples of their language and customs for future communications. But they also sent a crude message the sauran could understand immediately. It told them to go a system nearby and to prepare to ''talk''. The crew wasn't sure what to make of it and rushed back to the home system to relay the information. Meanwhile the Sauran empire or Solidarity as it was being called, was embracing its new way of life. By now the initial expansion stage had slowed down and the colonies were more self sufficient while improving what they had build over time. When the message that the exploration vessel brought came to the government they were quite surprised but figured that it was only a matter of time before aliens would be part of their everyday life. After a short while they figured out where the Kyran ,as the race named themselves, wanted to meet and when they send a small fleet to engage the conversation the Kyran were asking for. Unsure what to expect they prepared for similar condition they had when they met the Hyfon, meaning they could potentially meet in a vacuum if need be. Several weeks later they arrived with the diplomatic fleet at the Kyran appointed system but the Kyran were not present in the system. After arguing over what could have caused this miscalculation the fleet decided to wait to see if the Kyran would show up later. A day later several ships which they identified as Kyran, entered the system and they opened radio contact. The Kyran dismissed the sauran their lateness and asked them to send a shuttle for the conversation they wanted to have. The sauran complied and send a shuttle with their diplomatic crew to what appeared to be the flagship of their fleet, the ships towered in size over that of the sauran. The massive ship dwarfed the shuttle that entered it and the inside was surprisingly hollow and spacious. After docking and accommodating to the ships inner gravity the crew stepped out of their ship and was met with a group of Kyran. The Kyran appeared to be bipedal creatures.. ===Kyran Conflict=== ==Biology== The sauran can be described as large reptilian humanoids which are very good swimmers. The scales of saruans are very shock resistant and are, if fed properly, around 8 milimeters thick. This also makes saurans quite heavy, but that is compensated by the large amount of mucles the sauran have. In general they are good runners but are much faster in the water. And although they dont have much fins, they can easily outswim many other races. Their streamlined head is a remain of their ancient past when they were fish. Although they can not breath underwater, they can hold their breath for a very long time (around 3 human hours). Saurans are usually very strong and fast but are also a bit clumsy, because they could easily crush or deform small object and could also easily hurt someone when they do not look carefully enough. Another important fact of sauran biology is that that have 4 eyes. Because of their large head they can not see very well in front of them, so they use their 4 eyes to see depth whithout looking forward. It is not very common for a sauran to be able to move their 2 pair of eyes separately, but they sometimes can. When defending itself a sauran can use it sturdy head to deliver powerfull blows and their tails is a formidable weapon too. If the tail is severely damaged, the tail can come loose. After the seperation, the tail will regrow within a human week or 3 the time varies with the amount of tail lost and the thickness of it. The sauran general personality can be described as: Defensive, Protective, Honourable and Intelligent. These are the personalities that are the most common, but that does not mean that sauran cant be Mean, Aggresive or Sneaky. ===Lungs=== Sauran lungs work relatively the same as those of other races, with one exception. In an earlier time an algae had infected the lungs and causes sickness and death among sauran predecessors, however either because of a change or mutation in the algae or sauran the cells of the lungs and algae allowed eachother to live. When a normal algea infection happens in the lungs, the algae try to cover all of the lungs for the most moisture. But this new algae created a pattern that partly covered the lungs but still left plenty of room for the sauran to breath. As a side effect of this saurans that have this algae on their lungs can hold their breath much longer because the algea produces breathable air for the sauran. Over the course of decades the lungs and algae have adapted to be at the maximum efficiently. This allows saurans to hold their breath much longer than most other races. However, saurans are not born with the algae inside them. Within a few weeks new born saurans usually have get this type of algae on their lungs but it takes quite a few weeks before the algae and lung cells get used to each other. ==Government== ==Culture== In Sauran culture is focussed around nature, from buildings to ways of thinking. Before the Sauran changed their way of life they defiled the landscapes with blockish buildings, now they build them in the shape of trees. The saurans realise that everything that was formed naturally has its shape for a reason and function. They tried to replicate the shape of the Great Guan Tree, the largest trees that ever lived on Aradan. With adjusted design they managed to make huge living towers, but not only the design was based on something of nature. The materials that were used to build them were also designed as certain other creatures, walls became much stronger after they were shaped internally like the carapace of insects. Even war became something that had something of nature aswell, no one can deny that we all still think like animals. Infact, every race is an animal with a little mutation that caused sentience. Depending on the kind of animal the race originated from a hypothesis can be made, group creatures will surrender or flee when outnumbered and solitary creatures do not coorperate with their fellow creatures as good as group creatures do. These are guidelines for commanding saurans but adaption is always important to win a battle just as planning and improvising. Another part of culture that is based on nature is that variation is vital for survival, this translates into companies. Companies may not buy out other companies and market rules are strict. The Sauran wanted to be free from mind attacks from money hungry people who abused the natural instincts of the brain. Because of this, commercials may never be decieving. This caused the commercials to be rather boring for awhile untill the companies realised that the time of deception was over. Another side effect was that reputation, trust and people became important factors for a succesfull company again. =Notable Figures= ==Advisors and Commanders== Commanders are in charge of sauran capital ships which are the main way of battle and defence of the saurans. Every Commander is coupled with an Advisors to secure that a battle is seen in multiways, therefore the combinations are as opposite as possible at the time they were coupled. Although Commander sounds like he is command, nothing happens with the agreement of the Advisor and the otherway around. ===Vakarai Uru and Shar're Sascus=== Vakarai is a male sauran from the desert region of Aradan, he values a fair battle and motivated soldiers. His positive character made him a likable person among his crew, but he sometimes goes around important matters by making a joke. He is skilled with fire arms but prefers to aid his soldiers by defending them with his combat suit. He is coupled with Shar're who comes from the sea regions of Aradan, she is a member of the Observers faction and keeps all her emotions to herself. She is a great strategist but lacks understanding in certain matters such as fear. ===Lunéss'zru and Asul Kah=== Lunéss is a female sauran from the sea regions which is noticable by her blue-whitish scales, she has proved herself as a great tactican and talented fighter. She speaks with a strong authority and few dare to go against her will, even when they are legally allowed to express their opinions about the Commanders choises. She has served the Sauran Solidarity for quite some time and has a great reputation among the citizens of the sauran. Recently Lunéss younger sister Mai'zru has been spotted at mercenary spacestations which implies that she has become a mercenary. Lunéss has asked to not investigate this further as there are more important matters at hand. Asul is a male sauran from the jungle regions of Aradan who has a lot of experiance from his many years in the millitary. He has ,however, joined the Ascended Faction as he believes that there is more than factual science. He is friendly but not very talktive and he is know from both his intelligence and his knowledge about war and combat. ===Maresar Barr and Versah Obes=== [[File:Maresar_en_Versah.png|200px|thumb|right|]] These two saurans have been send to deal for the margan threat that is destroying the nature of many planets. Both Maresar and Versah are part of the Forces of Freedom faction and both are from the jungle reagions of Aradan which is noticable by their blue scales. Maresar showed excellent skills and fast thinking during various test and battles and proved himself to be a great commander. In battle he prefers a light (for commander standards) armour with double coil guns, he uses them with great skill as he showed at target practice easily taking out twice as much targets in the same time as most soldiers could take out half of them. Maresar is a kind and hopefull person and is only truelly serious when war or combat is at hand. Besides being able to use weapons to their maximum potencial he also keeps as small storage of unusual weapons both for show and for study. Unofficially he declared his love to Versah but since ,according to previous test, this didnt caused a change in his skill or judgement it is allowed by the council. Versah didnt appeared to be a commander or advisor at first but during various battles she has shown that she really thinks in long term strategy. What look like seemingly useless details can become an enemies downfall when properly used. Such an example would be during a recent Nalstros raid she and her battalion were stationed close by the colony that was being raided, instead of directly assaulting the pirates they sabotaged their ships to prevent them from escaping. Before the pirates could repair their now useless ships reinforcements arived and the pirates were taken care of. She has also unofficially declared her love but the council decided that because they worked so well together that they had to drop the fact that love interferes with their actions. =Factions= Within the Sauran Society several ways of thinking turned into three main groups. ==Forces of Freedom== [[File:Forces of freedom logo.png|100px|thumb|right|]] A faction based around the idea that everyone should be free when they are not harming others. They strongly dislike dictators and slavery in general, much like most saurans but the difference is that this faction often requests the Ministers to attack planets where the population isnt free. Sometimes the faction secretly invades alien planets to start revolutions among the people of that planet which sometimes result in massive bloodshed. Because of this the Forces of Freedom are seen as more ruthless saurans because they do not think everything through as much as saurans would normally do. This is one of the larger factions and has specialised disruption technology and is the most experianced in urban warfare of all factions. ==Sustainers of Nature== [[File:Preservers of nature logo.png|100px|thumb|right|]] The Zealots of the saurans basically. They would give their lives for nature so to speak. They focus around preserving natural worlds and defending them against any un-natural thread. They have a strong dislike against anyone who is preventing nature to flourish. Because of their even bigger love for nature than regular saurans they are at home at any natural habitat, making them dangerous in close combat. In their vission every planet that is capable of life should be left alone for most part so that nature can do as it pleases. When planets have been damaged this faction deploys Seeder-Mechas, metal gaints made for planting and scattering seeds all around the planet for a much quicker regeneration. Their technology is more specialised in terraforming and natural weapons such as poison. This is the other large faction and has got around 25% of all sauran forces under its command. ==Observers of Science== [[File:Obsevers of sciene logo.png|100px|thumb|right|]] While their name suggest they arent part of invading military forces, they are also active in attacks. This faction has less emotion than all of the factions and has been known to be very effictive at all most everything. They want to discover technology of any alien empire and strike with precision to avoid the damage of enemy forces their equipment. However, often the enemies infantry suffers from this because of their taste for doing almost anything to hinder the enemy is many ways. Knowledge is the most powerfull weapon is something that the Observers would say everyday, however this sometimes resulted in slow victories. They specialise in every technology that any regular sauran would name 'Destructive' or 'Inhumane' they are not the most liked faction but effective nontheless. ==The Ascended== [[File:The achended logo.png|100px|thumb|right|]] A very small faction but very noticable because of their different view on religion. They believe in many things that saurans disregard as lies of the past, when their world was falling apart religion was appointed as one of the causes. Because of this most of the saurans are atheists and barely believe in any thing like magic. However, this faction is made of all the saurans who were feeling like they missed something, thus they explored the only thing saurans werent looking at yet. Spirituallity was chosen and within The Ascended faction there are sauran that are called 'Ascended'. They are called so because they say that they have contact with higher dimensional beings which sometimes share information. The Ascended Ones guide their followers and may attack or defend anything for their own reasons. This faction is the smallest and has around 2% of all sauran forces at its command and it is disliked by a large number of saurans. =Relationships= After the war with the Kyran the sauran became more suspicious about other races. They also became more carefull when meeting other races because the reason for the war with the Kyran was a difference in greeting. Here is the list of all the races the sauran have met (with the exeception of certain races) in chronological order. There is also a short description about how the sauran think of them. ==Hyfon== A race of very intelligent snake-like creatures, they helped the sauran develop most of its technologies and were the first race the sauran met. However, this race commited suicide shortly after they had met. The sauran think of them as great thinkers and wonderfull friends, and the sauran still mourn about their death. ==Kyran== A race relative small mammalian creatures which had a very large will to expand. When the Sauran met the Kyran the sauran insulted their race which caused a heavy war. The insult was something the sauran never heard of, and in the beginning the Sauran didnt know what they did wrong. At the time of the war, the Hyfon had already commited suicide so the sauran had to fight this war alone. After a few decades the Kyran had been defeated and none of them survived. It were not the sauran that killed them, but they killed themself indirectly. ==Zaretians== Small green reptilians that are part of the Warlords. They are the first race we have encounter that was part of a large organisation called The Warlords, they are very dangerous and have murdered many people of other races. We met the Zaretians in quite a special way: Our sensors noticed that some spacecraft were disappearing in an nearby starsystem. When we took a closer look we saw that there was a large base on the planet that had been cloaked against electrical signals, meaning that sensors could not notice the base. Our long range photo satellites showed us that the base was used to mine metals from the planet and that they used slaves to do so. We launched an attack towards the base in order to free the slaves and discover why they were mining in secret. We never discovered why they were mining in secret of why they had to do it there, but we did free the slaves and joined a very dangerous war.. ==Diabloians== A race of large mammals that are easy to spot because of their large wings and horns which cover most of their head. Their are honourable warriors and are physically stronger than us, their planet is the golach of the universe. Only the strongest of creature can survive such conditions, and those are the Diabloians. Although the seem to be a little bit too 'warlike' according to videos they enjoy a good fight above much else. Their weapons are sturdy and powerfull at long and close range, making them excellent fighters. Besides this they also have very advanced Gravity technology, this requires further study. ==Necraal== A race of humanoids that are very smart and great designers of mechs. The sauran are allways in awe when they see the craftmanship of the Necraal. They inspired the Sauran to enchance their mech designs and made the Sauran stronger. The sauran think that the Necraal are very reliable allies and see them as friends. Despite the fact that Necraals are physically not very strong, the sauran see them as equals because not only strenght is important. ==Luminarians== A race of small odd looking creatures, they are know for constructing very large battlestations. They have excelent techonology and have great electrical shields, but they are not very strong from nature. Their biggest power is their ability to create amazing great vehicles. ==Kastalians== A race of flight-less birds that has suffered a lot and has become very focused on survival, we do not think of them as lower creatures. They have a great will to fight and survive and would be great allies in battle. Their technology is pretty good and they are great tacticans. ==IAE== A race of standard sized humanoids who are very intelligent and have great weapon designs. Recently the Saurans and the people of the IAE signed a NAP treaty after a team of diplomats meeted with the IAE. They have treated us very reasonable and seemed to be friendly towards us, in return we showed them our planet as a sigh of respect. The specialise in compact weapons and have the widest variation of vehicles in the known universe. ==Asanians== A race of small aquatic and amphibious creatures they have an unnaturally high drift to expand, bringing destruction to all that lives. They are physically weak but their minds are like a fleeing creature, they speak as fast as lightning and they fight as if they cant die. Asanians act selfish and do not care about other races if they are not usefull to them, the death of other means nothing to them. They should never be trusted untill they change their ways drastically. They have several 'companies' that suply their army with various weapons and troops, Commanders should watch carefully to counter act the 'companies' to increase chances of succes. Another note should be that the Asanians are mentally unstable and capturing them would help us understand their mind. =Technology= ===Weapons=== In general sauran weapons use a barrel with a number of coil rings attaced to it to launch a metal shell. However, after many years of small alternations most of the weapons have newer systems or combined other firing mechanisms with the coil rings to provide better results. For example the sauran military assault rifle uses coil rings combined with a high presurised gas in order to launch the bullets at a higher speed making it more deadly. This new method of launching bullets has later been improved with a system to recycle the gas that was used to launch the bullet, however it also resulted in a slightly heavier weapon and it also needs more energy than the previous model. Because this weapon shoot bullets than dont have their own launch method, the bullets are alot smaller but are still powerfull. ===Armour=== Sauran armour is know for its sturdyness and endurance, however this comes at a cost. Because of their strenght the armours are very heavy compared to other races their armours. Soldiers almost allways wear full body armours that give great protection, but make them less flexible and easier to detect and shoot. The main principle with sauran armour is that it has multiple layers of metal which have liquids between the plates. The liquids absorb some of the impact and also spread it out so it is harder to penetrate the armour. Because of this small caliber weapons have little impact on the armour or the sauran wearing it. Again, this causes the armour to be quite heavy and expensive.Another armouring method used for very importanted equipment/personel is Nano-steel. Instead of just shaping molten metal into a desired shape, name-steel is made by nanoscopicly placing iron atoms in a certain structure that makes it much more resistant to presure. This process is very expensive and slow and because of that it is only used for the most important of armours. ===Space Travel=== Saurans have considered many of the possible ways of space travel. Because of their nature orientated culture they did not wanted to use combustion engines like rockets did and searched for a way of transport that had unlimited fuel. The result of this is the ion-engine. Basically, the engine emits ions that push the ship away. The ions are stored in batteries that were charged by solar panels. This way the saurans had a readily aviable way of transportation for short range travel in space. The advantages of ion-engines are that they are very stable and no chances of exploding from disturbances and they dont produce heat, making them more efficient. However the drawbacks of this type of engine is that they accelerate quite slowly, making them less usefull for fast ships like fighters. But since the saurans do not want to go back to the old ways of transport ion-engines are used the most. In order to travel faster than the speed of light the saurans invented what they call the most safe way of FTL travel. The concept of the space-bubble is based on the fact that space and expand and retract faster than light. Because of this natural space-bubbles could be forming almost at any place where space gets affected (such as blackholes and very large stars). When something gets inside the space-bubble everything within it acts normally because space within the bubble is normal. It works somewhat like a train, the train moves at a high speed but you wont notice it because you move equally fast. The only difference is that within a space-bubble you dont move as fast as the bubble but you are still moving. Because everything within the bubble reacts normal non of the natural laws of physics are broken. The saurans use this to transport their capital and transport spacecraft. Both of these ships are incredibly large because it is more efficient to transport more in one bubble because of the energy cost. Psychology =Warfare= ==Unit Descriptions== ===Amphimarine=== [[File:Aquamarine_sauran.PNG|100px|thumb|right|]] Strong and flexibe not only physicly but also strategicly. The armour and training of Amphimarines was designed for quick attacks to surprise the enemy with powerfull soldiers that can attack from less expected areas. The Amphimarines are dropped from several meters above water from a dropship and then proceed with swimming towards enemy territory. Once the squad reaches the enemy they will try to surprise them with powerfull weapons ranging from explosive bullets to heavy assault rifles. These weapons are mounted on top of their left or right arm depending on the sauran that uses it. This will often result in significant damage within a short time, however the armour of the Amphimarine is not able to withstand a lot of force and often they are used while the main attack has begon. This way the Aphimarines can retreat to the water while the other forces keep the enemy from persuing them. Besides their main arm-weapon they are equiped with a steel claw that assist in eliminating enemy troops that come too close to use their gun effectively and their shoes have webbed toes to increase swimming speed. The Amphimarines act like a quick-strike force and have showed to be usefull for assisting the main forces, but besides that they arent used much. Because they lack any stealth equipment and are dependent on water/liquids around enemy bases/forces there arent many Amphimarines present in the sauran army. Plans are being made to expand the Amphimarine section into new special forces with wider areas of effectiveness. ===Uniter=== [[File:Uniter_sauran.PNG|100px|thumb|left|]] The core of the sauran military, Uniters provide fire power and are resilient to enemy projectile weapons. They wear the standard armouring of the sauran which is basically a thick layer of metalplates that are shaped in a way that they still can move reasonably. The chest is the strongest part of their armour, this is because the chest is the mosty likely to be hit and because several devices such as the computer to keep commonucations up. As saurans say: Information is more usefull than the strongest weapon. Therefore sauran share all the information they recieve with their fellow soldiers to ensure that they will be met with little surprises. The camera eyes that the helmet has records everything that the soldier sees, this is stored within the computer that is located at the back of the chest armour. During battles sauran soldiers can use several commands that can be used to mark certain enemies or areas so that appropriate weapons or soldiers can be send to deal with it. This can also be used to request missle strikes or other in-direct weaponry. Uniters are often armed with automatic coil-gun weaponry which is mounted on their arm to provide a more steady aim. This arm has mechanical assitance from the suit because the weapon is actually too heavy to be used with one arm. Again the helmet's camera eyes and marked target help to aim the weapon but this can be turned off by the wearer of the suit. The suit is made more for protection than mobility this is a reason why it has the ability to mechanically enchance the wearers strenght. This can not be used against enemies in a direct way though. The suit can move certain parts of itself so that the wearer can move with less effort. [[Category:Legacy Lore]][[Category:Page]] 2fkbuqaof8p8c78ttqb7utfc5dgz9aj Sauran Solidarity (Branding) 0 1541 18046 16751 2022-02-15T22:00:36Z Corv 30641571 Ideology Section 18046 wikitext text/x-wiki '''Sauran Solidarity''' == Culture == === Ideology === Sauran societal structure is centred around science, philosophy, and the arts, especially as they pertain to nature. Although aliens sometimes mistake it for a state religion or political ideology, the unifying force of Sauran society is in fact far more ingrained, comprehensive and arguably connate. It could best be described as a kind of ‘holistic natural philosophy’ which encompasses communalism, ecophenomenology, and their collective creed of environmental stewardship. These ideals are normalised and widespread in their collective consciousness and extend far back in their history, long before the Sauran first made contact with other sapient species. Consequently, the Sauran react to the anthropocentric, imperialistic or aggressively industrial belief systems of alien civilisations with ambivalence and disdain. Underlying this Sauran philosophy is an unorthodox conceptualisation of relationality which does not distinguish between ‘organic and synthetic’ or ‘natural and man-made’. Despite their unique sapience, Sauran do not regard themselves as exceptional relative to the other lifeforms which evolved on their native planet and reserve a healthy respect and reverence for all life. They believe that in order to survive and prosper, sapient beings must find ways to work within the natural ecosystems of the galaxy. In a state of equilibrium without the influence of aberrant external forces, any given ecosystem can remain stable in perpetuity. Witnessing aliens’ exploitative activity on foreign planets on a massive scale was horrifying to the Sauran in the dawn of their interstellar exploration because ecological degradation is indistinguishable from genocide in their philosophy. The providence of the Sauran obsession with ecology is not difficult to trace. The unmitigated industrial expansion that occurred globally prior to their development of space travel had a deleterious effect on Aaradan’s climate, resulting in famine, mass migration and drought. Forays into genetic engineering and terraforming alleviated some of the desolation but only radical deindustrialisation served to halt the problem. Even then, the extinction of numerous native species and the rendering of many parts of the planet inhospitable had taught the Sauran species lessons they would never forget. Their brush with total ecological collapse had knocked Sauran civilisation back centuries in some aspects but also fundamentally diverged their route to becoming a spacefaring race. The Solidarity’s emergence into the stars was a boon to their unconventional way of life because the void of space allows them to operate with far more freedom without risk of impact on planetary ecosystems. While the Sauran do establish terrestrial colonies, much of their population live on satellites and colony ships which can survive as closed environments by autonomously sustaining their atmosphere and supply of food. Artificial satellites inhabited by the Sauran have been designed implicitly with their holistic philosophy in mind, with lush gardens and farms seamlessly integrated into their blueprints where other races might see such things as frivolous. [[Category:Page]][[Category:BrandingHold]] a9pqf0r0wveovwuk1q1a3ehaaygdo2k Sauran Theatre 0 1090 17198 13720 2021-11-17T17:34:00Z Amaker1450 26550035 17198 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= Ongoing |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> * [[Zaretian Monarchy]]<br/> * [[Margan Empire]]<br/> * [[Asanian Syndicate]] (05-)<br/> |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]]<br/> * [[Sauran Solidarity]] |side3= |side4= |commanders1= * Ganos<br/> * Markila Farshot<br/> * Datyl Vexen<br/> |commanders2= * Maresar Barr<br/> * Versah Obes<br/> |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= Heavy |casual2= Heavy |casual3= |casual4= |other= |notes= }} == Background == === Sauran liberate Zaretian slave colony === Sauran of the Forces of Freedom raided a sizeable Zaretian slave colony in an effort to free the prisoners. After a brief skirmish, they forced the defenders to retreat. But as they reached the slave holding area, they encountered the prisoners, who had managed to overthrow the guards and escape on their own, though it is unlikely that they would have been able to progress any further without the Solidarity's aid. The monarchy retaliated by declaring war on the Sauran and launching several probing attacks into Sauran space. == Course of the War == === Outbreak of the Great War === === Years 4-5: Operations Stormbreaker & Downfall === ==== Stormbreaker ==== As the Sauran wing of Stormbreaker was advancing, one of their fleets came across a world that was in the process of being strip-mined by an unknown alien race. The Sauran admiral, a devout member of the Sustainers of Nature, ordered his men to deploy to the planet, of which 20% of the surface had been rendered uninhabitable, to put a stop to the alien's operations. A small strike team was deployed to disable an anti-air battery so that the main force could land. The guns were destroyed, but the aliens retaliated almost immediately and in vast numbers, pushing the Sauran back to their landing zone. Unable to advance and at risk of being overwhelmed, the Sauran activated a distress signal which caught the attention of a nearby Diabloian task force, which moved to support the Sauran. The Kastalians, who had been silently monitoring the situation, also intervened. After another round of fighting, the combined Peacekeeper assault successfully repelled the aliens from the planet. The aliens, calling themselves Asanians, vowed vengeance against the intruders, warning the Peacekeepers that their mistake had cost them their future. ==== Downfall ==== The Asanian Syndicate and the Margan both had a strong desire to eliminate the Sauran Solidarity as they saw the Sauran as the antithesis to their very way of life. When the Sauran wing of sledgehammer was being planned, the Asanians petitioned to spearhead the assault, causing some irritation with General Ganos, who had been leading the Sauran front for most of the war. The Margan, seeking to further prove the Syndicate's worth to wary allies and confident that a combined assault could devastate the Solidarity, supported the Syndicate. Frustrated, Ganos decided his forces would engage a second front with the Solidarity while the Asanians and Margan opened a second combined front elsewhere. The Margan and Asanians slammed into the Sauran's defenses, who were not prepared for the Syndicate's forces. As the Solidarity redirected fleets to the front, Ganos struck, breaching a hole in the Solidarity's now thinned defenses. Asanian and Margan forces dug deep into the Sauran's outer colonies, indiscriminately destroying everything in their wake and killing civilians and soldiers alike. With the Solidarity focusing most of their efforts on the combined assault, Ganos focused on capturing and holding colonies to establish a new foothold within Sauran space; though some of those captured by Zaretian forces would be brought back to the Monarchy as slaves, most were instead executed to satiate Ganos' temper. When Operation Downfall was initiated, the Zaretians ended their offensive, pulling back into their newly captured colonies. The Syndicate, meanwhile, continued to engage despite the Hammer Dynasty relocating to Norsus. During the invasion, the Sauran were contacted by representatives of the Repzork Empire, who requested an audience with representatives from the Council of Aradan on the remote neutral colony of Sethyr. The Solidarity reluctantly accepted, and sent Na'dak and Commander Lunéss Zru, who were met by Ambassador Orva. The Ambassador explained that the Repzork were intent on eliminating both the Margan and the Asanian Syndicate once the Great War had concluded, and that the Repzork sought to acquire the Sauran's advanced terraforming technology in exchange for offering the Sauran safe refuge from their enemies in the event that their empire collapsed, though with the implication that they would become a client state in the process. The Marshal's Council, whom Orva referred to as his 'benefactors', planned to use the terraforming to undo the damage the two Warlord powers had caused to 'Oltavar's Grand Design' and that the capacity to undo the Margan's work would serve as a trump card in the eventual conflict. [[Category:Legacy Lore]][[Category:Conflicts]][[Category:Page]] admwtb40v04ksh9qx1i5hx7talmrch3 Science Directive 0 978 17745 17052 2022-01-12T23:13:42Z RaptorChu 30471271 /* Project Intervention */ 17745 wikitext text/x-wiki = Overview = [[Science Directive|The Science Directive]], or simply "The Directive", is the largest groups of scientists working alongside each other within [[The Remusian Republic]]. The Directive is overseen by the [[The_Remusian_Republic#Technocratic_Council|Technocratic Council]], which supervise and approve all projects in the Directive. In some form or another, the Directive has existed since the founding of Remusian civilization, though not nearly in the capacity it is now. The Directive has received different restructures according to the [[The_Remusian_Republic#Military_Codex|Codex Act]] and the [[The_Remusian_Republic#The_Grand_Fleet_Initiative|Grand Fleet Initiative]]. The Remusians have a history imbedded in progress, fueled by their competitive nature for technological progress. As a result their knowledge of scientific phenomenon has come to them quickly over years of dedication. The earliest signs of the Directive date as far back as the Royal Council Armistice Agreement in 1854 BC (Tentative, Before Calamity). While younger than some advanced races, the Directive have acquired and created tech that may have taken other empires significantly longer to produce. The Remusian [[Remusian_Republic#Cultural_Philosophy|All-Or-Nothing]] research policy remains a staple of Directive policies. In addition, commercial, economic and directive sectors observe and practice the Remusian philosophy, "Progress; with a price". == Directive Application Process == After completing a rigorous education, prospective Directive applicants must apply and undertake the Empire Scientific Assessment, know universally as the ESA. This exam is given to test knowledge of theory and ethical procedures, as well as the ability to collaborate on projects. Participation in the ESA is guaranteed should a Remusian fully complete the fifteen year education provided by the Republic Education Ministry. Generally speaking, admission into the Directive is restricted to Remusians, but other races may challenge the ESA should they feel competent enough. The ESA is composed of several components: * Application of theory from every conceivable field of science. * A laboratory practicality section, combines the use of theory, procedures and ethics. * Another, shorter, laboratory section, focusing on collaborative work between competitors. * Construct a unique study to investigate an area of interest; typically what participants choose specialize in their education. Remusians outside of the Directive participate in the ESA by celebrating another generation of scientists being brought in. Many find time in their days to view the competition on a broadcast network, and often set aside time to participate in the ceremonies and watch parties. Due to its popularity, several large conglomerates have negotiated deals with the Directive to set up a live viewing. The ESA takes place on planets across the empire to facilitate all of its applicants. After the assessment, the council will take about a month to compile and evaluate the results. From there, only the top five percent will be inducted into the Science Directive, and all other members will be directed or suggested to pursue other careers in the workforce. = Governance = === The Technocratic Council === The Technocratic Council is a smaller subsection of the Royal Council that leads [[The Science Directive]]. This council is led by Chief Scientist Neth Castorkoff, who founded the the council after the events of [[The_Remusian_Republic#Project_Kronos|Project Kronos]]. The council is composed of Directors of the varying departments of the [[Science Directive]]. Members of the council meet at least once every two-to-three days to discuss current projects and any pending submissions. The Council congregates for these meetings aboard the [[DGRW Cluster One]]. These routine meetings often involve the deliberation of Ideas and experiments submitted by members of the council, or others indiviudlas among Science Directive. If ideas are rejected, they are sent back to be revised or scrapped altogether. Accepted ideas must be also be approved by the Royal Council. In addition to representing the best interests of the Science Directive, the Technocratic Council is also responsible for either accepting or rejecting Remusians into the Science Directive. This is accomplished through an Empire Scientific Assessment, referred to most as the "ESA". This assessment typically lasts an entire week, and is a very big deal to many members of the Republic. ==== ''Current Members'' ==== ''' Neth Castorkoff ''' Neth Castorkoff is a former loyalist scientist, and fought alongside Vithem during the Calamity Wars. He was assigned the role of leader of the Science Directive shortly after the Aisumer Act. Now Neth leads the Technocratic Council in overseeing the Directive. Neth is one of the oldest living Remusians, living through the Calamity, the Kusheen Conflict and the first Collection Conflict. He is one of the few Directive members who possess an A6 Directive access level. ''' Doctor Bishun Barreté ''' Doctor Bishun Barreté, known to most as as Dr. B.B., is the Director of the [[Science_Directive#Interstellar_Engineering_Division|Interstellar Engineering Department (IED)]] and serves as its representative on the Royal and Technocratic Councils. He has supervised [[Science_Directive#Experiment_S043|Experiment S043]], which led to the loss of several important Directive personnel. However, he and his staff maintain to other members of the council they do not recall that portion of the experiment, and awoke to find their lab an utter disaster and these members missing. He has also been involved in other Directive projects, notably [[Science_Directive#Addendum:_Project_Contigo|Project Contigo]] and the [[Science_Directive#The_Overwatch_Program|Overwatch Program]]. He is currently supervising Project Archway and travel though [[The Rift]]. ''' Doctor Bem Markflay ''' Doctor Bem Markflay is the Director of the [[Science_Directive#Military_Engineering_Division| Military Engineering Division (MED)]], and represents the division on the Royal Council. Markflay led Project Daybreak and currently oversees Project Nightfall. The massive success of the project immensely helped the [[The_Grand_Army_of_The_Republic|Grand Army]] retake and defend planets, greatly improving the Republic's position in the conflict. Markflay started Project Nightfall as an extension of Project Daybreak, but it has currently been put on hold. Markflay currently supervises Project Impact, an experimental collaboration with the Peacekeeper faction where the Directive creates technology specific for empires among the the Peacekeepers. Markflay also coordinates the Directive task forces in the Great war through the Field-Experiment Intiative, to assist the Peacekeepers in their endeavors as well as creating opportunities for the Directive to test their own devices. ''' Doctor Cruezahn Goerh ''' Doctor Cruzahn Goerh is the Director of the [[Science_Directive#Interstellar_Warsat_.26_Intelligence_Networking_Division|Interstellar Warsat & Intelligence Networking Division (I.W.I.N)]], and represents the division on the Royal and Technocratic Council. Formally a member of the IED, he is no longer completely affiliated with the Directive. Goerh acts as a liaison between IWIN, [[Science_Directive#The_Central_Datanet|the Central Datanet]], and the Grand Army Co-Directors, Arthro Leteb & Ideak McVoll. Together, they coordinate the positioning and spread of the vast war satellite network that is spread across Remusian space. The network is integrated with the Central Datanet in order to protect and monitor Remusian space, while also predict any future attacks before they can happen. When not occupied with his liaison duties, Goerh is often working with his division on improving the war satellite unit and general defenses for the Republic. ''' Doctor Prisma Margel ''' Doctor Prisma Margel is the director of the [[Science_Directive#Combat_and_Personal_A.I._Division| Combat and personal A.I. Division (CPAI)]], and holds a seat on the Royal and Technocratic Councils. Margel and the CPAI division primarily code and develop every single instance of AI the Republic uses, and frequently works with outside companies to create specific AIs. Margel was one of the fundamental minds behind the coding and development of The Overwatch Program and the creation of the Central Datanet, and as a result also works closely with IWIND. Margel also works with the IED to develop AIs built for Naval combat, and more recently with MED to assist in the piloting of large mechas and some battlesuits. ''' Doctor Cheesh Parker ''' Doctor Cheesh Parker is the Director of the [[Science_Directive#Directed_Energy_Division| Directed Energy Division (DED)]] and holds a seat on the Royal and Technocratic Councils. Parker and his division primarily look after the production and development of technology, weapons, devices and practical equipment in relation to lasers, plasma, electromagnetism, radiation and particle beams. Reverse engineering of the specified technology is also handled by his department as well. The DED do not actually produce any conventional arms, but rather work out the logistics of them, to which they are passed off to the Firearms and Ballistics Division. Parker supervises the building of the [[The_Remusian_Republic#Interstellar_Ion_Cannon|Interstellar Ion Cannons(IIC)]], of which he personally contributed to during the Collection Conflict. Parker frequently collaborates with other divisions, as well as the Grand Army in the development of the Republic's supplied weaponry for other Directive projects. ''' Doctor Rapel Kraven ''' Doctor Rapel Kraven is the Director of the [[Science_Directive#Electrical_Energy_Division| Electrical Energy Division (EED)]] and holds a seat on the Royal and Technocratic Councils. The EED are primarily responsible for maintaining and developing the Republic's power generation between systems, and developing more effective means of doing so. A collaboration between MED and EED resulted in the creation [[Science_Directive#Neutronium-Solarium Core|The Neutronium-Solarium Core(NSC)]], which in theory is a self-sustaining power source. As of right now, the Core remains used only with the [[The_Remusian_Republic#Interro_Platoon|Interro Platoon]] and its [[The_Remusian_Republic#Trailblazer-Class_Armaments|Trailblazer class battlesuits.]] ''' Doctor Ventures Sampson ''' Doctor Ventures Sampson is the Director of the [[Science_Directive#Firearms_.26_Ballistics_Division|Firearms and Ballistics Division (FBD)]] and holds a seat of the Royal and Technocratic Councils. The FBD handles the production of practical and military ballistic equipment, including the production of neutronium plating, as well as the numerous firearms used by the Grand Army. The FDB is unique in that is has certain sectors or "Combines" within it that create weapons with a style or flair unique to that brand. Often these combines receive prints from other divisions depending on what connections they have. For the most part they tend to focus on plasma and laser weaponry, but general projectile weapons are also still common. Conventional railguns have begun to emerge from several companies, however they are such a size that requires 1-2 individuals to operate, and work with varying degrees of success. The production of more conventional small arms has not completely halted however, but it is much less prioritized. ''' Doctor Mjol Mantel ''' Doctor Mjol Mantel is the Director of the of the [[Science_Directive#Biological_.26_Health_Development_DivisionBiological_.26_Health_Development_Division|Biological & Health Development Division(BHDD)]] and holds a seat on the Royal Council. The BHDD primarily focus on improving and helping the overall Remusian population, improving their way of life and overall health and resistance to pathogens. While genetic alteration has been brought up on numerous occasions, it has currently been put on hold for further discussion. Mjol is currently supervising the [[Science_Directive#Genetic_Compilation_And_Collection_Program_.28Project_Recode.29|Genetic Compilation Program and Project Recode]]. == Clearance levels == The Directive is extremely particular with admissions into the Directive. As such, designations exist that allow certain personnel access installations and in turn their associated personnel and projects. '''Access Level One [A1]''' Access level one is given to any and all members currently part of the Directive. They are generally assistants and are unable to propose new projects. A1 is considered by most of society to be the probationary period of a Directive members career, and consists mostly of bureaucratic work that other members cannot be bothered to do. They are restricted to working on A1/A2 projects unless given approval to work on an A3 projects. An A1 designation on a project indicates it is a very mundane proceeding, generally a statistical analysis or a re-test of reliability and consistency. '''Access Level Two [A2]''' After a period of 1-2 yeas, A1 members will be promoted to access level two. At this point they are able to submit ideas which might be used for future projects, but are unable to lead and direct their own projects. A2 members will find themselves working in similar positions to an A1, but they will be more active in the proceedings of research and development. A2 designated projects are similar to A1 projects, but pose just a slightly higher amount of risk than that of an A1. '''Access level Three [A3]''' Should A2 members prove themselves as capable members of the research force, they will receive a promotion to access level three. At this level, members are able to propose and run their own projects within the Directive, and are permitted aboard some lower level research installations. However, A3 members may find it difficult to find approval for their projects given their lack of experience, and many encounter a halt in productivity. Even so, those that do find approval run into problems and research confounds, but must utilize their failures to make them successful in the future. A3 designated projects are typically peer led by a group of A3 researchers. Many A3 members attempt prove themselves with bold projects in order to be invited aboard the [[DGRW Cluster One]], but are often rejected and forced to revaluate their plans again to be much simpler '''Access Level Four [A4]''' Access level four is awarded once members successfully complete 5-10 projects, depending on the results gathered from them. A4 members are invited to live aboard A4 class stations, but are restricted to A4 projects and lower. A4 members are more likely to receive approval for their project, due to their previous experience. A4 projects are generally of moderate risk depending on the Division they are assigned to, and is why they must be conducted on a station. '''Access Level Five [A5]''' Access level 5 is reserved for Division leaders who double as members of the Technocratic Council, and some personnel selected for A5 projects. These members have jurisdiction over their assigned installations and their associated projects. Division leaders also decide who boards and leaves the station. Special permission must be granted to A4 members and higher by the Technocratic Council to exit the station. Many A5 members are required to live on the station in order to maintain secrecy of more elaborate projects. In many cases, the contents of the experiments are quite dangerous, volatile, and intended to be top secret. '''Access Level Six [A6]''' Very few members exist with access level six. The only members with this designation are [[The_Remusian_Republic#Vechtho_Templesmith| Vechtho Templesmith]], his father and previous monarch [[The_Remusian_Republic#Vithem_Templesmith|Vithem Templesmith]], and [[Named_Characters#Neth_Castorkoff|Neth Castorkoff]], leader of the Technocratic council. They, at any time, are able to cancel ongoing project or exert significant influence over them. = Divisions = Within the Directive several specialized divisions exist, each with their own different sects of research. Generally speaking, the longer you participate in an area, the more likely your clearance level will be raised and allowed access to more secretive projects of that division. . Students select their desired field to pursue in their final years of education, and often use the ESA to exemplify what they want to pursue in that field. == Interstellar Engineering Division == The Interstellar Engineering Division (I.E.D.) focuses on improving the Hyperlane travel and exploration, as well as advancing naval blueprints, rocketry and circuitry technologies. They are also responsible with deciphering and determining exactly what hyperspace is, and what beings lie within that space. [[Science_Directive#Experiment_S043|Experiment S043]] has been the most successful attempt so far, but at the cost of a life. The department is led by Doctor Bishun Barreté, referred to as Dr. BB by his colleagues. Further developments have in Projects Contigo and Archway have provided valuable insights. === Project Intervention === Project Intervention was an internal and secretive project within the IED. A clearance level of A5 was required, a classification which only a handful of Remusians possess, and even fewer after the events of Experiment-S043. The goal of Project Intervention was to explore the possibilities of creating artificial hyperlanes using a gate system. In theory, these gates could open up two points in open hyperspace temporarily, allowing for a vessel to traverse through the gate effortlessly. This would not only allow for quick and efficient passage between locations, but the creation of new, more direct hyperlanes. ''' Experiment S043 ''' Experiment S043 was the first official testing of an artificial gate opened in hyperspace. Royal Corps Operative Sargent Major Tellaris Overte Mollkoff participated in the experiment under the supervision of Doctor Bishsun Barrete, the head of the Interstellar Engineering division. The events that took place are referred to as the "Intervention Incident". Following the incident, all technicians and participants appear to have no memory of the experiment, but a personal log of Dr. Barrete's is kept on file within the division's internals. Below is a transcription of the described incident. {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Log Δ-198</strong> |- | '''Dr. B.B''': This is personal log designation Delta-198. I, Doctor Bishun Barreté, am about to proceed with Experiment-S043 of Project Intervention. This log is not to be shared with anyone clearance level A4 or lower, unless it is otherwise stated or materials are deemed declassified. A5 members and above are only permitted to view the documents of this experiment. ''-Short pause-'' Hopefully going forward, this is the first of many tests where we are creating artificial hyperlanes to use to the Republic's advantage. Entering the open void of hyperspace on our behalf is Operative Sargent Major Tellaris Overte Mollkoff, volunteering from the Royal Corps. He will be tethered to a retractable crane located within the laboratory in case an emergency removal is required. He is outfitted with a state of the art battlesuit, modified to read for any spatial and temporal readings while he is travelling between the two gates. Shortly, we will activate the two gates and he will step into the entry point. ''-A shuffling of papers can be heard, as the camera is faced to the two gates, with Major Tellaris in view.-'' '''Dr. B.B'''.: Activating the Gates now. [''The camera shakes, and the whir of machinery can be heard faintly''] '''Dr. B.B.:''' Major, whenever you are ready. '''Tellaris:''' Alright control, stepping into the entry point now. '''Dr. B.B.''': Major, do you copy? What can you see? '''Tellaris:''' I copy over. All I can see is a great deal of white light, as well as a slight mist. I can distantly see the exit point. '''Dr. B.B.:''' Very Good Major, approach the exit point--- -The room shakes as energy emits from the gates, almost like a localized earthquake- '''Dr. B.B.:''' Major, do you copy? We're getting some pretty amazing telemetry here from your suit, this is nothing we've ever seen before! What's going on in there? ''There is only static'' '''Dr. B.B.:''' Major, do you read me? Over? ''-Only static, and disappointed voices can be heard in the background-'' '''Tellaris:''' Mission control, do you copy? '''Dr. B.B.:''' Yes Major, we read you! What's going on? '''Tellaris:''' I'm not sure, but I'm certainly not alone in here. The mist has thickened and I cant see anything but.... Dr. BB: But what, Major? ''The energy surge returns, this time stronger. Electronics dim. Intense static is heard over the relays'' '''Tellaris:''' There are others -static- here, and they -static- me something-static--- Dr. B.B.: Major! Proceed to the exit point, I repeat, proceed to the exit point! ''Loud static continues, and no response- The tether line begins to pull into the entry point. Energy begins rupturing from the gates'' '''Dr. B.B.:''' Major! What are you doing, stay on course! Engage the tether, bring him home!. ''The tether engages, only to break almost immediately'' '''Tellaris:''' I'm feeling very ''static'' still.... and I think they know which way to go. ''static'' They are showing me things ''static''. I ''static'' see blue creatures engaged in an endless turmoil with ''static'' purple creatures bearing crystals for weapons. I see the Monarchy, the Calamity, I see the lab. ''What is this place?'' '' As the Major's final words seem to reverberate within in the laboratory, the camera continues to shake. Intense static and undiscernible noises can be heard from the Major's line. Screams are heard in the lab as energy readings spike, causing the gates to explode, ending the footage.'' </pre> |} Telemetry from the Major's suit obtained during Experiment-S043 was unlike any that had been seen before. Some of it was lost in the energy surge, but a good portion of it survived. Dr. Barreté remembers very little of the incident, but expresses his concern over the loss of the Major. The outcomes of the experiment have halted further attention to Project Intervention. Further risks and implications are currently under review by the Technocratic council. The risks of coming into contact with whatever [[The Void| Denizens]] lie within hyperspace are a new factor that must be considered, and furthermore if they are capable of escaping hyperspace. The fate of the Major is unknown, but some reports indicate that he can be heard while travelling through hyperspace, calling out to others. Whether this is true or not remains a mystery. {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Addendum 1A: Project Contigo</strong> |- |With Project Intervention put on hold, the Technocratic Council has tentatively approved Project Contigo. The goal is to better understand hyperspace and its inhabitants before further exploration of the dimension can be allowed to happen. A more stable prototype hyperlane gates was been constructed, and rather than Remusians being used in the process, autonomous and remotely piloted drones are to be used to further explore the area. The information gathered from [[Science_Directive#Experiment_S043|The Intervention Incident]] has been studied intensively and several assumptions regarding hyperspace have been made. The inhabitants of hyperspace, referred to as [[The Void| The Denizens]] are composed of some kind of unknown energy, but they also appear to possess their own ships and weaponry currently beyond the Directive's understanding. There was been little success in travelling between the two gates, as it appears that since the Intervention Incident, The Denizens of Hyperspace have taken an interest in harassing anything that enters hyperspace through any artificial gate. Attempts to communicate with the Denizens have been unsuccessful. On most occasions drones that enter hyperspace freely are destroyed. Only on one or two occasions, drones that have evaded capture or destruction and returned to realspace. However, the presence of The Denizens has given rise to a reluctance to use these artificial gate for study or a later practical use. The gates are small enough and open for only a short time to prevent any of them from breaching containment in hyperspace. As of this log, no attempts by the Denizens have been made to escape, but some members argue that extensive use and larger gates could potentially let unwanted visitors into their deployed locations. To remedy this, a prototype gate was developed which incorporated the jump function of the Hyperlane Portal drive, and early tests have shown that they are capable of avoiding the Denizens altogether. Despite these concerns, there is still substantial interest among members to further explore the free floating area of hyperspace, even so much so as to construct a portal large enough for an naval fleet to enter it, and perhaps so far as to maintaining a constant presence within it. </pre> |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Addendum 1B: Project Archway</strong> |- |In light of the successful findings of Project Contigo, further contrustion and testing of artificial hyperlanes, has been approved. The Construction of the NADFOR Research Installation, designed specifically for this, began shortly after this. The Goal is to transport a small corvette from one gateway to the other. This project is supervised by Dr. Barreté and the IED. </pre> |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Addendum 1C: The Rift Incident</strong> |- |While the public may label this as a possible failure, Dr. Barreté went on record to say that this was a happy accident. Several malfunctions at the NADFOR Installations caused a seperate Hyperlane to open, leading to another area of space inhabited by the [[Telkevan Union]]. While it is not currently understood how this occurred, Director Neth Castorkoff has commentated that it bears similarities to the hyperlane created by the first rendition of the HPD. The hyperlane has been stabilized for the time being while nation negotiations between the republic and The Union take place. </pre> |} {| role="presentation" class="wikitable mw-collapsible mw-collapsed" | <strong>Addendum 1D: The Lamas Dilemma</strong> |- | The Discovery of the Denizens sparked the inspiration of Dr. Lamas Logist, a prominent Ex-IED scientist and Xeno-logist. While no longer associated with the Directive, He continued his research on hyperspace on his hidden installation in the Mid-Sector, which eventually led to his disappearance. Logist held a special interest in [[Space Fauna]], particularly the [[Space_Fauna#Anomalous_Entities|Anomalous Entities]] around the galaxy. Many were quick to bridge the similarities of the Denizens and the Entities, The observations generally reported the Entities seemed to either be primitive dimensional ancestors to the Denizens, or just similar in evolution. Their intangibility makes it incredibly hard to study them. Footage from the installation revealed that Dr. Logist somehow contained an Enitity, and built a functioning hyperspace gate which he opened. Furthermore he somehow coerced one of the Denizens to remain outside the Gate. The footage shows the two entities somehow interacting with each other, apparently through some form of energy discharge. After some time, the Denizen attempted to cross the gate, causing a massive energy and electrical discharge. The recovered footage stops at this point. This discharge alerted the Directive to the location of the Installation, but upon arrival, all three of the subjects in question were missing. The hyperlane gate was obliterated, in fact, there was no evidence the gate was there at all. The same went for the Entity and Dr. Logist. Logist's plans and blueprints for the installation were scattered across the installation, and most of his equipment was still functional, so the Directive Moved itself in with the intent to occupy and use the installation for themselves. Several Weeks after the Incident, many of the recovered blueprints that were stored in the installation, and those brought to other installations, went missing. Furthermore, much of the machinery on Logist's installation ceased to function, and could not be worked on without damaging them further. During each of these incidents,, and shortly thereafter, energy levels similar to those of the Denizens can be observed. While the true cause of these levels, and the disappearances and accidents related to Logist's work in unknown, some theorists argue that Logist himself has somehow manifested between worlds, and is intentionally working against the Directive in order to preserve his research. </pre> |} == Military Engineering Division == The Military Engineering Division (M.E.D.) is responsible for the development, building and deployment of robotics, battle suits and mechas for commercial and military use. M.E.D. also participated in Project Daybreak, and currently the ongoing Project Nightfall. The M.E.D. is led by Doctor Bem Markflay. === Project Daybreak === Project Daybreak was a research project carried out by the MED during the Collection conflict. The main focus was the development and deployment of battlesuits and piloted mechas in commercial, but primarily military settings. The Project began shortly after the enactment of the Grand Fleet Initiative. The first prototypes would not see official use until a couple years into the conflict. Project Daybreak saw various phases of development in the initial two years. The first stages came in the form of exo-suits, which directly connected into the users nervous system. Powered by a small fusion battery, exo-suits greatly enhanced the users strength and speed exponentially, allowing its users to perform actions the body simply could not handle on its own. The connection to the nervous system allows for synchronized movement between the user and the suit, simulating an extension of the self. However, early exo-suits were unable to be removed from their user without the loss of a portion of nervous system's functionality, which ultimately resulted in them being scrapped for production until later refinement. Using the information gathered from the exo-suits, the MED approached the project again, this time looking for a more compressed and streamlined system to use for deployment. The results would be the creation of battlesuits, which had all the benefits of the exo-suit, and additional features and functionality. The main innovation that came with the battlesuits were the detachable neural implant. The implant is installed at the base of the neck, and attaches directly to a similar port inside the suit. The link between the suit and the user can be disconnected through three ways. Users can give a voice command, use the wrist mounted computer to manually override it, or should either of those options cease to function, than the suit can be hooked into a Central Datanet port to override the suit. After refinement of the battlesuits, they were deployed on the field, and proved to be vital additions to the conflict. The project continued, focus shifted towards piloted mechas. Early tests showed that even with a neural link similar, the pilot could not handle complete control over such a large craft. To assist the pilot, mechas were equipped with an onboard artificial intelligence that would help facilitate general movement of the suit, while also interpreting more advanced commands from the pilot through the neural link. Even with the onboard AI, long periods of piloting a mech can be mentally exhaustive for a pilot, and as such there are only one to two hundred pilots enlisted in a platoon. === Products of Project Daybreak === ==== Exo-Suits ==== Exo-suits were designed with the idea to enhance physical performance without sacrificing movement and speed. Most of the early models would integrate and interface with the nervous system along the spinal cord. These models would attach right onto the spine and ended up being permanent. The successors would attach via an implant along the spine, but the Exo-suits users would suffer nervous system damage if they desired to remove the suit Exo-suits saw obsolescence with the creation of battle suits, which were essentially an exo-suit with more armor and further customization. Despite this, exo-suits are used in the workplace to help perform many tasks across various industries. ==== Battle Suits ==== Battlesuits feature a functional holographic HUD system inside its helmet, where orders are virtually passed down and be highlighted within this interface to assist troops in various locations. Additionally, a small, wrist mounted super-computer is integrated into the suit, allowing for user and platoon customizations. Additional user enhancements, such as adrenal shots or medical items, can be injected from inside the suit via a voice command or manual selection from the minicomputer. Previous Exo-suit served as a frame for the armor to which armor and weapons are mounted to. The Armor itself is usually built from harnessed Neutronium and provides excellent protection for its users. Additional shielding is present in some heavy models. The main benefit of a battlesuit over the Exo-suits is the detachable neural implant, which can be disconnected through voice or manual command, as well as interfacing with a Central Datanet port. Though initially unaccepted by the Remusian populace, the Neural implant has become an imperative part of the modern battlesuits. Regardless of rank, every soldier is outfitted with a battlesuit. As ranks are progressed, the types of battlesuits available to the soldier increases. '''E-suits''' [[file:ZephyrEsuit.jpg|thumb|300px|left|A pilot outfitted with a Zephyr-Class E-suit ]] Built into every mecha are battlesuits for pilots to use in the event they are required to evacuate a crumbling mecha, more commonly referred by pilots as E-Suits. They are designed to assist the pilot in either escaping enemy lines if they are pushing them, or engage the enemy in combat. Due to their abundance, lighter class mechas contain e-suits that are more suited for engaging after escape. Pilots are able to support each other as more mechas go down. Heavier-class mechas tend to be more lightly armed and focus on stealth to allow the pilot to retreat safety from a lead position. Aside from the differences between mechas and the limited amount of mecha pilots, E-suits are typically different from pilot to pilot depending on what role they fill and their fighting style. An aggressive pilot may opt to swap stealth generators out for weaponry more akin to a standard battlesuit, or alternatively swap out their weapons for more stealth capabilities to retreat safety or infiltrate enemy lines further. ==== Mechas ==== Large battlesuits referred to as Mechas came shortly after the completion of battlesuit development. However, they are immensely difficult to pilot and require a substantial amount of training and mental skill to operate correctly. Pilots operate their mecha using a neural link which feeds into an on board AI that translates nervous system processes and interprets them as basic movements for the mecha. The pilots themselves are more focused on advanced maneuvers and engaging targets from within the cockpit. Military artists are often sought out for these roles due to their enhanced control of their mental faculties and overall discipline, making them a valuable asset in almost any role in the Grand Army. Live information is presented to the pilot in a panoramic display which receives input from variety of camera feeds on the chassis of the Mecha. While Pilots cannot see each input at once, the onboard AI is capable of overlaying these screens with each other when a threat is predicted. Communication instruments are generally found in the cockpit, and cannot function without them. Most mechas average at 15 to 20 meters in height. Each mecha is outfitted with an emergency battlesuit, referred to as an E-Suit, that can be ejected along with the pilot so they have a means to defend themselves. Quite often, these suits are equipped with stealth tech to allow the retreat of their pilots. Pilots are typically from 100-200 in each platoon. ''' MKIV Zephyr ''' [[file:Zephyr_mecha.jpg|thumb|300px|right|The Latest rendition of the Zephyr, the Mk IV-E, possessing the energy lance variant(ooc; must remove eventually, sketch/commish replacement)]] The Zephyr Mecha was the first deployed mecha during the [[Collection Conflict]], and has since undergone several revisions, and is now most commonly used mecha in the Grand Army. The Zephyr was initially outfitted with a smaller neutronium core, but the power consumption of the Zephyr wasv too high and often resulted in emergency shutdown. The Core has since been stabilized which allows for a greater power output without greatly increasing the size of the core. The cockpit is located not within the obvious head mount, but rather behind several layers of dense neutronium within the torso plating, housing the pilot and the E-Suit. The torso also sports a large shield generator, capable of protecting itself and smaller in-range units. The head mount serves as a diversion as well as an advanced set of communication and sensors for the pilot. While capable of functioning without it, the Zephyr can be significantly hindered by the loss of its head mount for longer range combat. Having been the first mecha to see battle in history, early models were built to move quickly around the battlefield across a variety of terrain being built with durable shock absorbers and neutronium actuators. While slow in comparison to The Mk IV, predecessors were capable of handling well in foreign situations and environments, but has since only been improved upon. The Zephyr is equipped with two large arm mounted canons. The left arm wields condensed particle accelerator similar in design to the interstellar Ion Cannon that fires a long-range cyclonic particle lance which is capable of slicing though a variety of materials, often used to destroy armored foes from long to medium range. The beam does require a charge time, and is ineffective at close range. The right arm possess much shorter range energy cannon capable of of vaporizing or severely damaging most know metals and alloys. The Cannon is equipped with several CQC melee weapons, including a short plasma bayonet(Energy in some cases, noted with designation MK IV-E) to assist in combat with smaller land craft or other mechas encountered. Both arms can disengage their long ranged weapons and adapt into a CQC combat state, but this does take some time to occur. Smaller, auto-turrets are located along the torso of the Zephyr to help with closer combat as well. While it is capable of getting itself off the ground, Air combat is difficult for the Zephyr when pit against other aircraft. Auto turrets are often no match for the the maneuverability of Naval craft. Despite being very versatile, the Zephyr is prone to heavy artillery and heavily fortified positions due to its medium armor and energy shields. While in some cases the Zephyr is able to engage with its cyclonic beam, it cannot engage much beyond that, and often is unable to charge the beam and make an accurate shot without overexposing itself. In these instances the [[The_Remusian_Republic#MKIII_Peroni|Peroni Mk III]], or a more heavily fortified mecha fares better than the Zephyr. ''' Mk III Peroni ''' [[file:Peroni_MkIV.jpg ‎|thumb|300px|left|The Peroni Mk III-G, a heavily fortified mecha designed to push forward and protect other units, equipped with the Tri-Gamma Laser variant. (ooc; must remove eventually, sketch/commish replacement)]] The Peroni Mecha was developed as a response to the reduced functionality of a Zephyr taking point in combat, and as such is built very differently. Powered by the same core as the Zephyr, the Peroni is built upon dense layers of CSN plating and possess several large shield generators on top of that. The range of the generators is limited to the Peroni, and relies on other devices or mechas to shield those behind it. The plating and shield are capable of withstanding heavy artillery fire, which has resulted in tactics dictating that several Peroni often taking point in a leading force, accompanied by Zephyrs to assist them. Behind the CSN plating lies the cockpit, which houses communication equipment, the pilot and an E-Suit. Due to the presence of several shield generators and plating, the E-suit functionality in the Peroni has been significantly reduced to house and support these devices. In this case the E-suit is designed purely for stealth and escape, armed with limited weaponry. The Peroni is armed with two main armaments and several auxiliary systems, with two variants of the Mecha existing. The standard Mk III is equipped with a large autocannon that fires high-explosive incendiary rounds that can be incredibly devastating to most armored targets. The Mk III-G's right arm features a Tri-Gamma laser utilized for short-medium range combat. The left arm bears a similar design to the cyclonic beam of the Zephyr, but does not require as long of a charge time. Additional plasma cannons are mounted on the Peroni's shoulders that assist autocannons located on the torso for closer ranged infantry, which also provide very limited anti-air capabilities if necessary. Despite the heavy plating located on the torso, the weakness of the Peroni lies in its legs which bear very little reinforcement. As mentioned, the Peroni is generally accompanied by Zephyrs and smaller units to help defend these weak areas. The Peroni does not have any capabilities aside from the Tri-Gamma Laser variant to defend itself in close range and can be vulnerable to other mechas in CQC if its accompanying squad does not deal with them. ==== Mech Frames ==== Designed to mimic the e-suit design of mechas on a larger scale, Mech frames envelop a mecha and add additional armaments and protection to the mech while sacrificing maneuverability. These mecha frames are capable of causing immense destruction that rival some Citadels and Battlestations, but require immense power inputs to function properly Underneath a mecha frame lies a mecha, again suited to each user, generally built for the user to engage in CQC to defend themselves or escape if facing an opponent with a maneuverability advantage. Due to their absurd cost to produce, only a handful exist and are limited to a select few users. === Project Nightfall === The deployment of the mechas marked the completion of Project Daybreak, but would incite the start of Project Nightfall. While still carried out by the MED, a much smaller team was instructed to complete the project. The focus of this project was to take the refined battlesuit and mecha models, and tailor them for the specific specialty of each platoon of the [[The_Grand_Army_of_The_Republic#Notable_Platoons| Grand Army]]. Each platoon makes use of an experimental technology specific to that platoon. This project is ongoing, as replicating specific suits constantly for each of the many platoons is very difficult. Platoons currently completed within the Project are the former [[The_Grand_Army_of_The_Republic#Royal_Platoon|Royal Platoon, the Current Royal Platoon]], the [[The_Grand_Army_of_The_Republic#Interro_Platoon|Interro Platoon]], the [[The_Grand_Army_of_The_Republic#Frontier_Platoon|Frontier Platoon]] and the Wallcomb Platoon. ==== Neutronium-Solarium Core & the Trailblazer-Class Armaments ==== The Neutronium-Solarium Core is an experimental power core designed for usage in battlesuits and mechas as part of Project Nightfall. The NSC combines the effectiveness of the Crystal-stabilized Neutronium Core with the technology of a solar reactor, creating an almost self sustaining power source. However, the MED has yet to refine this technology into a stable source of energy to be used for the rest of the Republic. So far the core remains stable provided its limits are not breached, but it can be relatively easy to exceed these limits in an intense firefight. Even the slightest amount of damage is capable of destabilizing the core, resulting in malfunction. [[file: TrailBlazermech.jpg|thumb|300px|left| The Trailblazer Mecha, unique to the Interro Platoon and piloted by Sevna Templesmith]] The Trailblazer-class mecha and battlesuit are unique to the Interro Platoon and feature the Neutronium Solarium Core. The Trailblazer class suits reflect Sevna's aggressive battle style and taking point. The battle suits are lightly armored with CSN plating which are embedded with nanites that are capable of producing shields. The nanites shift around the suit are capable of redirecting their shields to a point of impact to enhance protection between each impact on the user's shielding system. However, the nanites only function through commands received from the neural link and thus do not always protect its users from threats from behind them. The suits are often outfitted with a focus on melee capabilities and run and gun tactics. Users tend to carry light laser rifles and plasma lances, with the option of carrying smaller throwables as well. The Battlesuit and Mecha variants are equipped w the '''[[Science_Directive#Neutronium-Solarium Core| Neutronium-Solarium Core(NSC)]]'''. However, the NSC has shown to be very unstable and if even slightly damaged can result in imminent destruction of the suit, and if not ejected soon enough, the user as well. Some pilots even opt to have their NSC swapped out for a standard CSN power core in fear of causing vast amounts of damage to their platoon and themselves. The unstable nature of the NSC is the only thing holding it back from being introduced into more practical settings. Pilots are instructed to be careful with the NSC, and not to let the tech fall into the hands of other empires. The Directive is very protective over this particular advancement. The platoon is always led by Sevna, who pilots the unique Trailblazer mecha. Similar to its battlesuit counterpart, the Trailblazer mecha is lightly armored with CSN plating and also outfitted with the NSC. Unlike other mechas, The Trailblazer acts as a complete extension of the self, and The immense power output of the NSC allows it to move quickly on the battlefield. The Trailblazer mecha to also be equipped with the same shield-generating nanite technology on a much larger scale. The Trailblazer wields a duel-bladed thermal energy lance and several smaller daggers and short sword if needed. Unlike its battlesuit counterparts, Autocannons line the back of the Trailblazer to protect it from threats the pilot cannot see, and sensors on the turrets alert the Pilot to incoming threats. ==== N5-Fortress and N6-Siege Adaptive Armors ==== The Adaptive Nano-Battlesuit N5-Fortress (ANB-N5F) and its functionalities were suited to match Vithem’s defensive tendencies. Vithem piloted a large Mecha that acted as large fortress, hence the classification. In an offensive setting, the Royal Platoon would clear out an area, and essentially set up a mobile base which the nanites of the mecha would change to create. Vithem would continue to defend the mobile fortress with an additional E-suit. It was more akin to a standard battlesuit, with only a small amount of nanites being present. The Fortress itself had its own armaments, and if the command was given, it could return to its original mecha form. The nanites interfaced with the Neural-Link Network and its onboard AI, to assist the nanites in creating defensive armaments for the user so they were still capable of carrying out fights and pushing forward. Unfortunately, the nanites capable of these processes are costly to produce and were limited to Vithem’s platoon. As a result did not see much use and was only brought out during the final years of the Collection Conflict. Building on the technology utilized by the former Royal Platoon, Project Nightfall has yielded the new Royal Platoon with an improved model of the Adaptive Nano-Battlesuit, denoted with "R6-Siege"(ANB-R6S). The R6 model continues to make use of the Neural-Link Network and built in AI to communicate with the various self replicating nanites in order the form defenses such as shields, and unique to the R6, offensive weapons. There is a however, a limit to how many nanites can be produced, and if exceeded can result in partial failure of the system. On the contrary, if there is not a baseline amount of nanites, functionality of the system will suffer as well. Nanites that somehow fall out of range of the Neural link will automatically self-destruct to prevent reverse engineering of the technology. While the N5-Fortress was built to suit Vithem’s defensive battle tactics, the R6-Siege is built to offer more offensive strategies. While Nanites in the N5 were built to withstand lots of damage in order for the user to find the correct opening on their target, the N6 sacrifices some protection for faster replication, quicker response time, and being able to take the form of a variety of laser, electrical and plasma weaponry, depending on the user. Small thrusters and boosters for additional maneuverability can be created as well. However, much the same with the N5, The R6 is very costly to replicate and remain unique to the Royal platoon, and as a result does not see very much use on the battlefield. == Interstellar Warsat & Intelligence Networking Division == The Interstellar Warsat & Intelligence Networking Division (I.W.I.N.D.) is not specifically affiliated with the Directive, but rather works closely with many members of the Directive and the[[The_Remusian_Republic#Interstellar_Warsat_.26_Intelligence_Networking_Division| Grand Army]] alongside the [[Science_Directive#The_Central_Datanet|Central Datanet]] to coordinate the placement, development and deployment of a vast network of war satellites. These war satellites double as defensive weapons and intel gathering tools. They are capable of monitoring changes in local hyperspace and interstellar flight within their local area. As such, they are in an abundance through Remusian space, and are littered amongst the outer colonies as well. Occasionally they can also be found within hyperlanes and serve as research devices to further study [[The Void]] Should a threat be imposed upon them, they will evaluate the threat and either deal with it themselves and log the report, or signal for additional resources to assist them. While not soldiers themselves, the personnel behind this division are considered both Directive and Grand Army Personnel. This division was founded shortly after the initial confrontation with the Collection to help protect the Republic and predict any further conflicts within Remusian space. It is currently led by Doctor Cruezahn Goerh. == Directed Energy Division == The Directed Energy Division (D.E.D.) are responsible for the development of weaponry and practical equipment in relation to lasers, plasma, electromagnetism, radiation and particle beams. The DED does not do any weapon production themselves, but work out the schematics and logistics of how a device should function. Prototypes are common, but further production are handled by one of the many Combines that work with the Firearms and Ballistics Division. Additional retrieved artifacts and reverse engineering are also handled by the DED. Their most well know invention is the [[The_Remusian_Republic#Interstellar_Ion_Cannon|Interstellar Ion cannon]], a massive particle accelerator that can uses the created ionic energy to fire a large particle beam across several systems if necessary. The DED personnel are always present when these large weapons are built and used to ensure they function properly. A full team of technicians are usually needed in order to operate one properly. The DED is currently led by Doctor Cheesh Parker. == Combat and Personal A.I. Division == The Combat And Personal AI Division (CPAID) are the developers of every artificial intelligence that the Republic uses. The CPAID is perhaps the most frequent cooperator with companies outside the Directive to help create a specialized AI for a particular task. To prevent corruption or from being repurposed, these AIs are programmed with many levels of in-house encryption sequences that can ultimately only be unlocked by the Division's lead scientist. Within the Directive, the CPAID frequently collaborates the IED in designing AIs to assist onboard their ship designs, as well as with MED with the Neural-Link Network used by their battlesuits and mechas. The CPAI Division is currently led by Doctor Prisma Margel. === The Overwatch Program === ''See also: [[Science_Directive#The_Central_Datanet|Central Datanet]], [[Science_Directive#AI Classes|Directive-Class Instance]]'' After suffering incredible losses at the hands of the Collection, the Directive began turning its resources to helping the Republic rebuild its economy and resources. One of the hypothesized methods was to construct a large star lifter to drive the nuclear fusion industry once again. A system containing a Class-A star was located in the Mid-Sector, and the plans for the structure began. Before any actual progress could be made, another idea was proposed by the collaborative efforts of the IED's Dr. Barreté and CPAID's Dr. Margel. The suggested idea involved a complete overhaul of the project. Dr. Barreté proposed that the high energy output of the Class-A star in question was perfect for a hypothesized structure that could be used for an another, capable of vast amounts of computational power, and in theory could communicate with the entirety of Republic Space. Dr. Margel then described it possible to install an AI into the station to act as an overwatch system for the Republic, capable of predicting and preventing possible conflicts on the Remusian Homefront. Not only that, but it could also help manage the already existing AIs, as well as the many autonomous functions they carried out. That however, would require complete autonomy, something Dr. Margel had yet to try in her work. While initially skeptical of the idea, the remaining members of the Technocratic Council voted that this be better for the Republic in the long run, and decided to temporary halt the Star Lifter in favor of the proposed idea. The Project was approved, under the codename "Overwatch Program". Dr. Margel would begin work almost immediately, becoming much of a recluse from the rest of her department, while Dr. Barreté would start organizing the resources they had to accomplish this feat. To do so, he would work with his close friend and colleague, Dr. Goerh, to develop a network of space bound war satellites the structure could communicate with. After eight months of constant work and development, Dr. Margel emerged with what she called the "Central Datanet", and AI that could do all the things she had set out to accomplish and more, while still capable of being loyal to the Republic. The Datanet was the first Directive-Class AI, and the first truly sapient one as well. Meanwhile, Dr. Barrete had experienced several setbacks with the original design, and the structure, codenamed "House of the Kings", was not yet fully complete. Dr. Goerh had left the IED to form the Interstellar Warsat and Intelligence Networking Division. The only possibly capable place to install the Datanet was aboard the DGRW Cluster One, but the full capabilities of the Warsats and network could not be fully utilized due to power contraints. The Datanet was barely able to keep up with Dr. Goerh's designed network. After about a year of further construction, the House of the Kings was finally completed, consisting of many small dyson speheres built around the star to power massive computation servers and relays. Dr. Margel personally supervised the transfer of the Datanet into the new structure, and almost immediately an improvement in its capabilities was observed. The original intentions of the Overwatch Program were now complete. === AI Classes === '''Cankiv Class Instance''': A basic AI designed to carry out mundane and ordinary tasks which can vary, ranging from bureaucratic paperwork to simple workplace tasks. Cankiv AI follow a basic set of parameters that are clearly laid out and defined by its creators and related programmers or employers but can be used for a wide swath of tasks. '''Elsin Class Instance''': Elsin Ais are a step up from the Cankiv Ais, and fill the space of more complex tasks, such as driving, maintaining workplace safety, traffic instruction and more. The Elsin Class Instances are also capable of being installed with personality matrixes and distributed into the home of those who can afford them. In these cases, they are capable of caretaking, maintaining, and performing tasks around the house in addition to their owners. The Matrix is basic and does not instill a sense of self or awareness upon the AI. Limitations are in placed on these Ais that keep them from being altered, transferred, and potentially learning new things within their programming. One Elsin AI responsible for caretaking is incapable of driving, and vice versa. '''Fenmo Class Instance''': An Administrative AI that coordinates, plans and oversees colony and city development across the Republic. They are often directed and work closely with the planet’s governor, and other Elsin or Cankiv class AI and is capable of Directing these lesser AI as well. If a processing error or malfunction occurs, A Fenmo instance often communicates with the Directive-Class instances to report the state of the city or colony. When a new colony is founded, these AI guide the initial construction, set-up, and layout of the new cities. '''Fenmo-GN Class Instance''': In a similar vein to the standard Fenmo, the Fenmo-GN instance is utilized by the Grand Navy to command lesser AI and monitor the status of the ship, its weapons, as well as its hull and shield integrity. Manages smaller and maintenance tasks, often issuing commands to maintenance crew and auxiliary members in place of the Admiral. '''Elsin-GA Instance''': A variation of the Elsin Class, The Elsin-GA is suited more for non-civilian uses, primarily by the Grand Army. They are commonly found within Battlesuits, assisting users through the Neural Link-Network in performing battlesuit auxiliary functions, monitoring vitals, and carrying out commands issued though the user’s nervous system. The option for a personality matrix is absent from this model. These same AI's can be integrated and found aboard and integrated into personal navy vessels and strike craft. Elsin-GA are issued with every battlesuit given to all members underneath the Captain ranking. '''Corneal-Class Instance''': Similar to the Elsin-GA, Corneal-Class Ais are also designed to be implemented into a battlesuit and assist the User through the integrated Neural-Link Network. Contains a partially sapient component, and a personality matrix. Corneal AI function similarly as an Elsin-GA, but a commonly found within Mechas, complex battlesuit variations and among Generals and Colonels. Corneal AI are also found among Navy ships and strike craft, while sometimes being personalized to the admiral of any given ship. They also are responsible for overseeing Fenmo-GN AIs and passing down commands through them. '''Directive Class Instance''': The Most complex and powerful AI created by the Science Directive. Directive-Class AI are fully sapient, intelligent, and rather independent from control. There are, however, protocols in place so that they do not rebel against their creators that have so far never been breached. The Original Directive AI was the Central Datanet, now know as Medici, and was pioneered by Director Prisma Margel. In order to better manage its personal resources, Medici split itself into two more entities, who took on the names Visconti and Orsini. All three unique instances possess their own personalities and traits, but Medici can have overt control over them should he desire to. Each instance also possesses their own unique physical bodies which they can inhabit to communicate with other beings. However, due to the Collection Conflict, this is typically avoided as to not stir up fears regarding cybernetics and synthetics once again. Additionally, they have access to the warsat network distributed by the IWIN Division. == Electrical Energy Division == The Electrical Energy Division (EED) are concerned with the development and maintenance of the Republic's power generation between systems, and developing more effective means of doing so. A Collaboration between Dr. Kraven and Dr. Markflay resulted in the creation of the Neutronium- Solarium Core, an unstable device capable of immense power output. The unstable nature of the device has caused it to remain out of mass production, and tested on the battlefield alongside the [[The_Remusian_Republic#Trailblazer-Class_Armaments| Interro Platoon]]. The EED currently remains invested in stabilizing the device, while keeping it under wraps from the public. == Firearms & Ballistics Division == The Firearms & Ballistics Division (FBD) focus much of their research on practical and military ballistic equipment, including the production of Neutronium plating, as well as the numerous firearms used by the Grand Army. The FDB is unique in that is has certain sectors or "Combines" within it that create weapons with a style or flair unique to that brand. For the most part these Combines tend to focus on plasma and laser weaponry, but general projectile weapons are also still common. The FBD is currently led by Dr. Ventures Sampson and his board of Combine Leads. === FBD Combines === ''' Black Stat ''' Black Stat is a Royal Corps specific Combine that is often contracted to create weapons for stealth, reconnaissance or sabotage operations. As the name would suggest, Black Stat furnishes most of its weapons with a high quality matte black finish. While ballistic weapons are the easiest for Black Stat to manufacture, they also have begun to accommodate other varieties for their clientele. ''' Red Specter ''' Characterized by their distinct dark red and black finishes, Red Specter is one of the more commercially successful Combines. They do not cater to a specific clientele, but instead produce just about every type of armament. Their stock is open for the general public, as they are encouraged to carry a firearm on them, as well as the Grand Army. They have an excellent reputation for their higher end laser, fusion and plasma weaponry, though they cost a hefty amount of [[Revnics]] to acquire. Additionally, they are one of few Combines to successfully complete and market a portable, 3-man railgun to the Grand Army. However, there are still flaws and as a result does not see much use. ''' Luminos Applied Energetics ''' Luminos Applied Energetics (LAE) is the lead manufacturer of affordable and durable laser, particle, plasma and electromagnetic projectile weaponry. Furnished with a clean blue and grey matte/glass material, their weapons are offered to the working class and the Grand Army. LAE are constantly competing with Red Specter to provide a reliable yet affordable defensive weapon. '''Delta EX''' Delta Explosives Limited, marketed as Delta EX, is a Combine that exclusively provides explosive weaponry and their accompanying ordinance. While they receive weapon schematics from the FBD, all of their ordinance is made in house, and nobody aside from their Ordinance Crafters knows exactly what is inside a Delta Ex explosive. Attempts to open and examine a Delta EX explosive by unauthorized personnel have failed or resulted in death. Regardless of their contents, their explosives are very volatile and can be dangerous, and as a result, market only to the Grand Army and Navy during Wartime. ''' Provisioned Nuclear Atomics ''' Provisioned Nuclear Atomics (PNA) has persisted as an independent company since before Remusia was abandoned, and have only been recently integrated into the FBD as a Combine. As a result, they have managed to acquire just about every patent there is in regard to devices that rely on nuclear fusion and fission to operate. PNA is a well respected combine that has a presence is many forms of Remusian life as well as the Remusian sciences. Predominantly they are responsible for functioning fusion plants and many forms of conventional transportation, but they have also expanded into weaponry since they've become an FBD Combine. == Biological & Health Development Division == The Biological and Health Development Division (BHDD) dedicate most of their work on hydroponics, genetically modified organisms, nature restoration or preservation and most importantly to improving the overall Remusian condition and way of life. The BHDD are best known to frequently collaborate with rescued members of the Collection and the Collection Rehabilitation Program to help them return to an a more organic way of life. The BHDD also extensively studies and researches fauna and wildlife on newly discovered planets, and quite often accompany parts of the Frontier Platoon of their many expeditions. The BHDD is currently led by Doctor Mjol Mantel. ==== Genetic Compilation And Collection Program (Project Recode) ==== The Genetic Compilation & Collection program, referred internally as Project Recode, is an active program that involves the collection and archiving of every possible Genetic Sequence and Gene code. Citizens are permitted to provide copies of the genetic make-up to the Directive, as well as any Xenos who wish to do so. While the programs main focus is the collection of genes, within the Directive other major groups of study include the alteration and implementation of genes, and as a result genetic manipulation. Due to the Remusians focus on the body and their aversion to cybernetics, this Project has received a large amount of funding and resources dedicated specifically to genetic sequencing and gene manipulation. However, the Directive has mandated that they not completely alter the composition of the Remusian form, else that would be akin to installing cybernetics. As of right now, the overall progress of the project has been very slow, the splicing and integration of new or foreign genes has proven quite difficult, and has only worked in a few unique cases. = Noteworthy Installations = Installations of varying sizes are scattered far and wide across the Republic, each typically designated to their own Division, varying in the degrees of importance and research content. ''' DGRW Cluster One ''' The DGRW Cluster One is a large space born megastructure that serves as a large research facility off planet and serves as a place to conduct larger and more secretive projects of the Science Directive. The station is a massive citadel like science nexus with many levels that require a designation of A4 or higher, and Council approval, to access. The entire station is maintained and run by the [[Named_Characters#MEDICI|Datamind MEDICI]], who collaborates with Dr. Margel and Dr. Goerh frequently. ''' NADFOR Research Facility ''' The NADFOR research installation was ground zero for Remusian-Repzork first contact, an event otherwise known as the [[Rift Incident]]. The location of the station is along the edge of the Mid-sector. The purpose of the installation was to further study the findings of Project Intervention and Contigo after several, albeit small successes. The station is designated with an A4 classification, and is designed to house a gate capable of transporting a small frigate, and another at the other end of the station. However, things quickly went awry when the gates began to malfunction, creating a tear, or "Rift" in Hyperspace, resulting in the "Rift Incident", which would facilitate Repzork and Remusian interactions. The station has since been reconstructed around the gate, and still serves as a research facility to study the rift. ''' Kreetah Remote Installation ''' The Kreetah Remote Installation is a Kreetah Built facility constructed by the AI [[Unity]] as an emergency retreat for its creators. The recent discovery of the station has earned an A4 classification, and the revival of the cryogenically frozen Kreetah is ongoing. The station also serves as a place for KreeTah and Remusian scientists to collaborate, typically with relation to the Biological And Health Development Division. = Role in the Collection Conflict = Prior to [[The Collection]] conflict, The Directive was more of a loose organization of members working at their own pace to help improve the Remusian lifestyle. There were no specialized divisions like there are now, and many members were left to do as they pleased provided they did not violate the Directive's Code of Ethics. Despite this, many breakthroughs were made during this time, including nuclear engines, fission batteries, hover craft, more eco-friendly production methods, and more. Upon the arrival of the Collection, the Grand Fleet Initiative restructured the Directive to be like it is now, allowing for more clearly defined areas of research. These changes and enhanced focus on the war effort would be pivotal in helping the Remusians overcome the Collection. Quickly, the Directive began to make many breakthroughs, including [[Science_Directive#Project_Daybreak_.26_Nightfall|Project Daybreak]] and the development and deployment of battlesuits and piloted mechas, revolutionizing the workplace and battlefield. An entirely new set of Navy blueprints were drafted and commissioned by the IED to help streamline and follow the framework of the Grand Fleet Initiative, which in turn improved future naval battles and retaking occupied planets. Colonies saw the early development of the interstellar ion cannons at the front lines, helping push back invasion ships. = Notable Innovations = ''' Hyperlane Portal Drive ''' The Hyperlane Portal Drive, or HPD, is an interstellar drive based off the original blueprints and theories written out by [[The_Collection#Cael_Consor|Cael Consor]] and [[The_Remusian_Republic#Vithem Templesmith| Vithem Templesmith]] on [[Remusia]] during the [[The_Remusian_Republic#Era_of_Progress_and_Sacrifice|Era of Progress and Sacrifice]]. While the drive was initially shelved due to its irrelevance at the time, the blueprints were retrieved from Cael's Laboratory at the end of the Calamity in order for the Republic to make the jump to space. The contemporary HPD functions in a similar manner to a [[Space_Travel#Warp_Drive |Warp Drive]], but rather taps, into an interconnected network of tunnels, referred to as "hyperlanes" which as the name suggests, located in [[Void|hyperspace]]. The HPD allows a ship to enter these hyperlanes, and travel between systems. The HPD calculates the safest and efficient way to enter a hyperlane, and the appropriate exit. These lanes do not directly interact open hyperspace but exist naturally as a method of travel inside of it. As a result, they remain free of any interactions from the [[Void|Denizens of Hyperspace]]. Fleets of the [[The_Remusian_Republic#Grand Navy|Grand Navy]] that are built with the HPD are capable of travelling effortlessly after entering a hyperlane. The exit and entrance remain fairly consistent over the course of time and do not usually require recalculations after travelling a certain hyperlane. The HPD is capable of 15 chained jumps before it must enter a cooldown phase. A manual override is possible but is inaccessible unless permission is granted from an Admiral or the Grand Navy Director. The Directive has had little discourse with other empires with access to the hyperspace but have heard of those who have spoken of a similar area called "[[Void|The Void]]". Remusian scientists agree that void space and hyperspace are same locale and are occasionally used interchangeably. However, Remusians prefer to use hyperspace in their work out of tradition sake. Developments in [[Science_Directive#Project_intervention| Project Intervention]] show that is possible to create an, albeit unstable, gate into open hyperspace. The ongoing [[Science_Directive#Project_Intervention|Project Archway]] has shown that the creation of artificial hyperlanes is possible. ''' The Central Datanet ''' The Central Datanet is a collective AI that is the product of the Overwatch Program. Comprised of three AI Dataminds, they are currently are overseeing the Interstellar Warsat & Intelligence Network within and around Remusian Space alongside the IWIND's liaison, Doctor Cruezahn Goerh. Developed by Dr. Prisma Margel and the CPAI Division, the Central Datanet acts as the Republic's 24/7 active defense system that is made to predict and prevent future attacks on Remusian Space. When the Central Datanet was originally created, it contained one large datamind, and that alone was capable of controlling and automating itself across Remusian space and was housed within the [[Science_Directive#Research_Installations|DGRW Cluster One]]. However, its power output was significantly limited by the Datanet's presence. As a result the Datanet's processing power was also limited, and struggled to keep up with the demands of IWIN. After the completion of the [[Overwatch Program]], the AI requested to be named, preferring "[[Named_Characters#MEDICI|Medici]]", who remains active mostly within the Home Cluster and other traffic heavy areas. The Central Datanet is now comprised of one main AI that oversees other Dataminds it has created, Orsini and Visconti. [[Named_Characters#Orsini|Orsini]] maintains watch over the Mid-Sector, while the AI instance "[[Named_Characters#Visconti| Visconti]]" watches over and directs traffic along the Outer Rim. However, not every AI instance is known to CPAI despite measures put in place to find out. Visconti and Orsini have made several public and political appearances, while Medici will reach out to contacts when needed, but can only be directly contacted by Dr. Margel or Dr. Goerh. Medici is capable of exerting complete control over each instance should something beyond that of the AI at the time emerge and cannot handle. This only ever happens when there is new or unknown activity present in a region of Remusian space, such as when the [[KreeTah Remote Installation]] first appeared. While their programming dictates that only the Big Three AI can control the IWIN, it is currently unknown if smaller instances are capable of large-scale movements of the network. The Central Dataminds interfaces with the Interstellar Warsat & Intelligence Network and is capable of overriding commands from its superiors provided it does not interfere with the precautionary parameters set in place by the Directive to prevent a technological singularity. It can issue these warsats into a localized region of space or disperse them as needed. It is also capable of interfacing to other outposts using these warsats as well. In some aspect or another, the Central Datanet occupies an aspect of every life in Remusian space. ''' The Quantum Entanglement Device ''' The Quantum Entanglement Device, designed primarily by Neth Castorkoff and the founding members of the Technocratic Council. The QED traps and localizes the Collection operating signal within a contained field, allowing the capture of Collection subjects and neutralization of their self-destruction implants. The QED saw immediate use in [[The_Remusian_Republic#Operation_Bellringer|Operation Bellringer]] to assist capturing Collection victims. Future iterations of the device include a decrypting protocol and an expansion of its containment field to contain several members at once. [[Category:Page]][[Category:The Remusian Republic]] jn4q86b4cd4gsn1tiday8rh3c4r6ola Scrapper Crabs 0 1057 17184 13872 2021-11-17T17:28:15Z Amaker1450 26550035 17184 wikitext text/x-wiki Scattered across the stars, the plucky Scrapper Crabs live humble lives as nomads, preferring small communities to a larger state. Despite their tragic history, Scrapper Crabs are cheerful and well-respected among the races who have encountered their little bands. ===History=== The Scrappers lost their homeworld long ago through the conquests of a powerful empire. They have forgotten which one, as well as where their former homeworld is. These events took place generations ago, and the information has been lost, though fate may unearth who was responsible during the course of the war. Now they roam the galaxy in small bands and crews. ===Culture=== They are masterful salvagers, and build all sorts of equipment from the junk they collect. Their thrift is matched only by their cowardice, as they lack strength of numbers and are far more interested in survival than lofty ideals of justice or honor. There is no social system or networking between the various bands and crews, all of which range in size from lone hermits to nomadic clans to huge groups (The biggest known group is the Crab Nebula Scrap and Salvage Corp., which has nearly 100 Scrappers in its employ). No one is entirely sure how many Scrapper bands there are in the galaxy, and estimates range from hundreds to hundreds of thousands. ===Epic War Involvement=== The Scrappers have always feared powerful warlike empires, but this news of a coalition of Warlords really has them worked up. So far, a large number of Scrapper bands (the count is at 83 and rising) have pledged allegiance to the Peacekeepers in the hopes of gaining protection, though each will still act independently of each other, barring the occasional merger, and travel where the Peacekeepers need them. Many others intend to carry on their business as usual, but keep an even lower profile than before. Some bands have even found themselves partially integrated within other nations with special status, notably the Betel and Aeveria. ===Notable Crabs=== ====Captain Grakken==== The most (and possibly only) daring and bold Scrapper Crab in the galaxy. Captain Grakken is the owner and top Salvor of the Crab Nebula Salvage Corp. He personally leads his crew on jobs too perilous for his cowardly sub commanders to accept. ===Quotes=== ''"Sometimes to save one thing, you need to blow up something else. Life is mysterious like that..."'' -Anonymous Demolitionist ''"Patch a ship's hull in zero-G? No problem! That sealed hatch in your way? I'm on it! Rip in your pants need mending? Sorry, I only do metal."'' -Anonymous Welder ''"Don't mock me, Rach! You wouldn't understand... you're not like us! You have a home... a people. My crews... we only have each other. They are not pawns to be discarded for your own ends!"'' - Captain Grakken [[Category:Legacy Lore]] [[Category:Page]] 136kk31luejf9c2bpgmkr9ujiqc32e7 Second Battle of Falkeos 0 1317 13777 13734 2020-07-31T16:56:24Z Amaker1450 26550035 Redirected page to [[Second Battle of Veos]] 13777 wikitext text/x-wiki #REDIRECT [[Second_Battle_of_Veos]] pe1rvcljjc7hr5a8ehilzqx0dr5sbku Second Battle of Veos 0 1328 17140 13778 2021-11-17T03:45:28Z Amaker1450 26550035 17140 wikitext text/x-wiki The colony of Falkeos sat at the very edge of the Pact's foothold in Diab space and was viewed as a significant obstacle to Warlord efforts in the region. Though the Margan's previous attack during Operation Sledgehammer had inflicted considerable damage to the colony's infrastructure and resulted in the development of a worsening crystal infestation, the Diabs refused to cede the planet, and had deployed a large number of troops as they repaired and expanded the colony's fortifications. This led the Repzork to believe that Falkeos would soon be used as a springboard for offensives into the foothold. With Diab attention divided between the Battle of Lichen and the Rathakern's attack on Larvos, Repzork high command planned to attack and conquer Falkeos with all readily available forces. Elements of the 277th and 14th, alongside the 13th and 12th Magellan Battle Fleets and a large number of Skrey auxiliaries, were tasked with conquering the planet while the 355th protected logistical assets and provided reserve troops. The first target of the invasion was Falkeos' expansive orbital construction and maintenance facilities, which were connected to space elevators that ferried troops and supplies to and fro the surface. Though some of the stations had been damaged or destroyed, the bulk of the network remained operational, and were protected by an array of point-defense cannons, gun platforms, and the Diab navy, which maintained a battlegroup around each station. The Repzork aimed to capture the stations and use them to send troops to the surface without having to establish a landing zone amid the crystalline fields that now covered some parts of the planet. The battle commenced with the 277th, 14th, and Magello each launching attacks on separate fronts, forcing the Diabs to divide their forces. Several Diab ships were quickly crippled or outright destroyed by shock jumps, allowing the 14th to close in on two of the installations and deploy boarding pods full of Skrey. Though most of the Skrey died in the subsequent engagement, they cleared the way for Repzork troops to move in and secure the facilities. The 277th and 14th claimed a third station roughly an hour later, but failed in capturing a fourth, opting instead to destroy it so as to deny it to the defenders. As Pact troops descended the elevators, companies of shock troops were deployed around the elevator's ground-side hubs. Once the hubs were secured, Pact forces began landing en masse. Though they had secured a safe landing zone, crystal growths still made traversing some regions difficult, prompting the Pact to utilize a liberal number of armored vehicles, artillery, and when able, aircraft. Tank columns navigating crystalline fields were often targets of Diab infantry, who would lie in wait and ambush vulnerable targets. Pact forces responded by deploying chemical weapons within crystal patches and using infantry to sweep through and flush out resistance. Diab reinforcements had also begun appearing in the sector and were contesting Pact naval forces for orbital control. Despite these difficulties, Repzork forces were able to slowly advance across the surface. The heaviest fighting of the campaign took place near the orbital elevators that remained under Diab control. The Pact attempted to first capture each elevator; but if they were not able, they would instead use starships to destroy it. This was a risky maneuver, as destroying the elevator would rain debris weighing upwards to several thousand tons in a several-kilometer perimeter around the elevator. This forced the Pact to withdraw their ground forces whenever the order for destruction was given, which in turn gave Diab forces an opportunity to withdraw. The last elevator was eliminated four months into the campaign, marking the point in which Pact forces gained near-total orbital and aerial superiority over the planet. Fighting would on the surface continue for another month before what remained of the defenders were cornered in Vigríar, a derelict fortress that had been bombarded with crystals during the previous invasion. The Pact attempted to bomb the facility, but were forced back when the Diabs reactivated some of the station's guns. The fortress was then bombarded with artillery for five straight days, but the Diabs inside survived by hiding in underground bunkers and continued to put up resistance. In a last-ditch attempt, biochemical munitions were launched into the fortress hours prior to an infantry assault. As Pact soldiers approached, the Diabs emerged from their positions and charged the attackers. Most were visibly wounded and had been coughing up blood from the chemical attack. Fearing that any one of the Diabs would frenzy, Pact soldiers panicked and routed, causing confusion amid their ranks that allowed the Diabs to close in. A fierce skirmish followed, during which the Diabs fought to the last, but not before killing a large number of Pact troops. [[Category:Legacy Lore]] [[Category:Conflicts]][[Category:Page]] 6hxp7zdc5w8k8oqdqo881r2gz835brx Sedramitan Resistance Front 0 1495 16039 15996 2021-03-25T00:39:34Z Corv 30641571 16039 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Sedramitan_Resistance_Vector.svg|250px|]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label1 = Organisation Type: |data1 = Military Coalition |label2 = Allegiance: |data2 = [[:Category:Neutral|Neutral]] |label3 = Enemies: |data3 = [[Margan Empire]] |header4 = Status |data4 = Destroyed by the Margan Empire }} The '''Sedramitan Resistance Front''' was a short-lived alliance of alien nations formed to defend against the [[Margan Empire]]’s encroachment into the [[Sedramitan Threshold]]. Having analysed the Margan’s systematic destruction of races in neighbouring clusters, the leaders of the allied races identified that they stood in the way of the Empire’s warpath. Although the resistance knew when and where the Margan were likely to attack from, they were woefully unprepared for the speed and scale of the attack. The fleet of the [[Margan_Empire#The_Red_Rose_Dynasty|Red Rose Dynasty]] single-handedly dismantled the first wave of naval defences and the remaining forces could only buy time while civilians evacuated the cluster. The resistance was decisively wiped out, all territories in the cluster were conquered by the Margan and many of the races that composed the alliance were rendered extinct. The only survivors were those who fled into the neighbouring clusters, with so many refugees pouring into [[Rach]] territory that officials at first thought the Margan invasion force had arrived at their doorstep already. The annihilation of the races of the Sedramitan Threshold was a grim harbinger of the severity of the approaching threat which prompted the Rach to intensify their surveillance and sabotage of the Margan war machine before it reached their own borders. The Sedramitan Resistance Front was entirely dissolved by the advent of the [[Great War]] but its grim legacy lives on in those who were given time to escape by its sacrifice. [[Category:Page]][[Category:Neutral]] 58cn9e82p1ah82oq9f6xklg4m8o1bip Sedramitan Threshold 0 1496 16181 15992 2021-04-08T02:36:27Z Corv 30641571 16181 wikitext text/x-wiki The '''Sedramitan Threshold''' is a [[Astrography#Taxonomy|cluster]] on the verge of the [[Local Sector]]. It was home to only a few fledgling interstellar nations which were hopelessly unprepared to resist the sudden invasion by the [[Margan Empire]]. The combined military forces of the cluster’s inhabitants, a short-lived alliance dubbed the [[Sedramitan Resistance Front]], was decisively wiped out by an assault spearheaded by the [[Margan_Empire#The_Red_Rose_Dynasty|Red Rose Dynasty]]. The survivors of the Sedramitan nations fled toward the centre of the Local Sector with some finding refuge in the territories of the [[Rach]]. On their crusade through the cluster, the Margan bombarded each inhabited planet, massacred its population and then strip-mined it for resources. The cluster that exists today is unrecognisable from before the invasion; a sea of shredded derelict cruisers and lifeless colonies smothered in [[Margan_Empire#Margan_Crystals|toxic crystals]] are all that remain. [[Category:Page]][[Category:Locations]] 5fqp57ljim9b9wk1h7s6ouhlz4mnsbq Serenia Systems 0 877 8558 8554 2019-01-18T20:22:11Z Amaker1450 26550035 Adding tags for organizational purposes. 8558 wikitext text/x-wiki Placeholder for the Syndicate company, Serenia Systems. [[Category:Page]][[Category:Asanian Syndicate]] eycidxcd3vmi4hk9mmy68f2mgxt8faw Severak System 0 1363 14014 14012 2020-08-14T11:02:20Z Corv 30641571 14014 wikitext text/x-wiki A star system that contains the planet [[Named_Planets#Terimiak_III|Terimiak III]]. [[Category:Page]][[Category:Systems]][[Category:Locations]] dy903hfozqhlk8bw61j160fogk3y5gz Shimeran Interstellar Empire 0 23 6412 1189 2017-10-09T01:37:55Z Amaker1450 26550035 /* Regular units */ 6412 wikitext text/x-wiki <center>'''Background'''</center> {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore 2013-01-12 16-50-34.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |label2 = Faction: |data2 = Neutral |label3 = Homeworld: |data3 = Meridian |label4 = Capital city: |data4 =Vyatstan |label5 = Government: |data5 = Meritocratic Empire |label9 = Lifespan: |data9 = 150 years x 5 “lives” |header11 = Economy |label12 = Currency |data12 =the Rio, Intergalactic Basic |label13 =Economic System |data13 =Capitalistic |header14 = Diplomacy |label15 = Current Number of Wars (Present) |data15 = 1 |label16 = Number of Allied Empires |data16 = N/A |label17 = Age |data17 = approximately 1 billion years }} A single look at them speaks volumes about their power. The Shimerans are a tall, bright skinned humanoid race. A highly liberal and non-xenophobic people, very constructive and intelligent they possess a well-developed sense of right and wrong. In Shimeran culture it is considered disrespectful not to wear formal clothing in public - doing so would be an insult to your fellow man. Thanks to advanced nanotechnology these days everyone wears one type of clothing anyway, they just change its outer appearance when necessary. They are renowned for their honor and prowess on the battlefield as well as in peacetime. For eons they have been the prime targets of the Grox and Pirates alike. Due to these harsh experiences they developed a fairly powerful military and defense force for protecting their interests. Heavily relying on technology they developed helped overcome all possible challenges thrown at them. They are not particularly famous for their empire’s size; in fact it is smaller than most others. This is mostly because they had to change universes meaning that all they were used to changed elaborately and to establishing a foothold in a strange new environment like this one has proven particularly hard. This by no means implies they are weak and most empires that underestimated them usually faced complete annihilation. The fact that they are small gives them strength and inspires respect in their allies and enemies alike. “How can such a small race be so powerful?” is what they asked themselves. Their size also allowed them to use their space to its full extent, living in places usually considered uninhabitable, which also inspired their scientists to create a space saving method. Nanotechnology is what they had in mind, literally shrinking people to make them fit into small spaces. This represented a quantum leap, no matter how small the living space, inside it seemed much larger. [More in the tech section] == '''History''' == '''A simpler time 0 BE (before empire) to 1 ID [1ID=150 BE] (imperial dominance)''' The Shimerans evolved on a small planet with temperate conditions, Shimera. They were amongst the first living things to gain sentience, and once they did they were split into three different sub species, commonly distinguished by eye color and skin tone: Black, Red and Green Shimeran. Although the skin tone was only slightly different, there were certain physical traits by which either of the “pallets” could be identified. “Blacks” are the strongest of the three, with dark eye color and rough bright skin, “Reds” (now the dominant species) are slightly more intelligent and usually with red or blue eye color, they are also the tallest of the three. As for the “Green“ kind, they are a different thing entirely, more like an alien race than sub species, they have bright or dark green eye color and are the most intelligent but also the weakest of the three Shimeran sub species, well known for their pacifism and honesty. It is also said the “Greens” are the purest among the Shimerans. As they gained sentience they were unsure how to explain the world around them. They went exploring and discovered that there was much more to the world than their caves, so they decided to build huts and shelters outside to experience more than they previously did. At first this was a problem as they were prey for predators and at the mercy of the elements. They banded together seeing they were stronger that way and soon enough they reached a level where they began to use technology to its full effect. They started understanding that all this natural phenomena is not the work of any god but rather the environment. After a while there was a need for someone to be “in charge” so an Emperor was chosen to rule over all Shimerans. The choice was good and he remained in service till that faithful day… '''The War for supremacy 10 ID to 500 ID''' The Long conflict started with the assassination of the first Emperor, who was then succeeded by his six year old son Novus Lucius Imperitos, who was incapable of ruling at such a young age, which is why his mother became the caretaker of the throne. The assassin belonged to the Covenant, a secret society of Black Shimerans with the sole intent of complete domination. Unknown to the Empire they were arming themselves and recruiting more and more Shimerans (mostly Black) to overthrow them and seize (in their opinion) what belongs to them. The Society was founded by a soldier exiled for treason and conspiracy against the Empire. He was determined to have his revenge and ordered an assassin to kill his own brother. He mastered his followers using lies and deception, telling them that the Emperor wants to enslave all “True” (Black) Shimerans, his name was Nero Septimus (the seventh son). Although he was a Red Shimeran himself, the fighting started when he recruited nearly all Black Shimerans as his army. How he managed to keep this a secret is unknown to this day. The Capital Vyatstan was brutally attacked; the army was powerless to contain a horde of merely one hundred thousand armed men. The Capital fell and the army was slaughtered, the remaining people were enslaved and so was the young Emperor… '''The War for supremacy 25 ID to 500 ID''' The Remaining council members and the Empress went into hiding and formed the Resistance with the rest of the Red Shimerans. They went to all the other cities and villages where they gathered all the “Reds” they could find and put them in their ranks. They found homes on the seas and beachside caves where they were hidden from the Covenant that now called itself the Dominion. All this was going well for Nero; he decided to leave the young Emperor (now twenty) and banish him as he was banished himself by the boy’s father. The now fully mature Emperor started seeking his people, wanting to help them and if need be avenge them. One day he decided to get some rest by the beachside, he was discovered and brought to his (now old) mother who recognized him instantly, and asked for his forgiveness. Novus had now succeeded his mother and was in charge of the Resistance. When the time for him to be trained came he had proven that there was no need for this and that he will begin the assault as soon as possible. He then assaulted Vyatstan taking advantage of its sewer system instead of going through the gates. He was victorious in re-taking his Capital but the Dominion had already fled… '''The War for supremacy 70 ID to 500 ID''' The Resistance enjoyed a calm period of peace. Not much was going on other than the search for Nero and his forces. The Emperor grew old tirelessly searching for the one person that ruined his life. One day he was too old to continue the search and instead devoted himself to science and discovering new phenomena. He raised a family of eight and taught his six sons and daughter the ways of war. Years later he passed away satisfied with his life… '''The Great Pause 340 ID to 700 ID''' The “sitting war” as it was called was now at different times of peace. The old Nero, still holding on to his life after so many years, started re-arming with new technology such as ballistics and explosives, and had installed operatives within the Cities of his great enemy. Unaware of this, the Empire started to invest in science and built the first aircraft of their time. They found use for it in military, trade and even mass transit. Internal combustion engines were also invented, industry thrived. This Golden age would soon end… '''The War for supremacy 345 ID to 700 ID''' Nero wired explosives in all Shimeran major cities and ordered for them to be detonated. Thousands of lives were lost instantly. Among them were five members of the Imperial family, leaving only the dead Emperor’s eldest son (Thaddeus) and his sister (Eve). Shortly after this, Vyatstan was attacked and almost destroyed as well as many other cities. The Dominion was re-instated and the old Resistance was reformed with all of the Empire’s people and military. There was intense fighting; nearly half of the Dominion forces were destroyed. But this time there were new weapons of war to be used. Unlike the Dominion, the Resistance had tanks and aircraft, as well as an advanced navy. The Dominion took full advantage of Empire science and built up to equal strength with the Resistance. Then the new Emperor Thaddeus lost his mind and did something that is questionable to this day: he launched WMDs (580 ID) on all the cities owned by the Dominion, and then stormed them with troops. This act made most of Shimera uninhabitable, living space was now the most precious resource around. Seeing how there was nowhere to go, the remnants of the Dominion went to space followed by the Reborn Empire… '''The War for supremacy 580 ID to 700 ID''' The three moons as well as the closest planets were soon colonized by Shimerans, their homeworld now completely uninhabitable. Thaddeus was accused and executed for killing off the Shimeran homeworld and his sister took his place at the throne. Soon enough she decided to end the war herself and started building ever larger starships and even dreadnaughts. Warp drive was soon invented to help chase the vile Dominion now with only 10 percent of them remaining. Seeing as there was no more hope after being battered in ferocious space battles and orbital bombardments the new leader of the Dominion surrendered with all of his followers. This bloody conflict was a crippling blow for all Shimerans, Black, Red and Green, now becoming separate Empires. '''A New Hope 700 ID to 800 ID''' The Black Shimerans were now endangered and were cloned to preserve their existence, the Red nation proposed an alliance with the Green and Black nations in hopes of unification. This was accepted by the Green nation only, as the other side still believed in the lies spoken long ago. Soon they vanished without a trace. A great period of peace ensued, there was an abundance of new technologies for all purposes, the most renowned probably being psyche transfer which allowed one’s reincarnation as a clone, post mortem. The Emperor, the son of Eve reached maturity and would rule to this day. This is due to the fact that he is one of the 10 Shimerans to be preserved in mechaincal bodies allowing their "intellectual" immortality. '''The incursion 800 ID to 1000 ID''' The Fifth Emperor (Pious Marcus Coriolanus), as he was called, ushered in a new age. Starships, advanced Nanotech, advanced genetic manipulation; he was at the forefront of all these technologies – a true technocrat. Unlike the Emperors and Empresses before him, he was born in peace time and instead of developing armies and strengthening defenses he devoted himself and his work to science and economy. His Empire grew and attracted the attention of greed and gluttony. There were certain Shimerans who wanted all this for themselves. They went into hiding, giving people the impression that they were searching for a new life. They came back led by the infamous mercenary Tyrannis and started a wave of raids and abductions. Chaos reigned. This sort of aggression was unknown to the new Emperor. Still he did not fail to act, he assembled the ABO (Anbo Black ops), an advanced fighting force with one purpose: protecting the Shimeran Empire and its interests. They began training on a harsh barren planet, Anbo, as the name implies. The Situation was stable but the “Pirates” were still out there, in force… '''First contact 1000 ID to 1200 ID''' While searching for the Pirates an ABO survey fleet discovered something unexpected; this was the first sighting of intelligent alien life by the Shimeran Empire. The world where they were sighted was known as Aurelia and it was thought to have life long before the space age. Coincidentally, the fifth Emperor was with the survey fleet and due to his understanding of advanced science and mathematics he was capable of communicating with these “Aurelians”. This inspired Shimeran scientists to devise translators for easy communication between them and their new found allies. It turned out that they were also hit by the Pirates, despite their explaining that they are a peaceful species and even giving gifts as a token of peace. The Emperor explained that the Pirates do not understand peace and that they are blinded by their greed. The Aurelians were a huge help to the Shimerans’ effort to find the Pirates, as well as a Great ally and trade partner. Soon after they became the first member nation of the “Coalition” (an anti-piracy group formed by the imperial council for protecting trade routes between the two nations) and even started producing weapons for the Empire… '''The incursion 1200 ID to 1400 ID''' Tyrannis was furious due to the fact that he was defeated so quickly, so he began cybernetic experiments on the captured civilians, weaving them into his army of mindless brutes. With this army he struck at the Heart of both the Shimerans and Aurelians, almost destroying them. As they always do, the Shimerans rebuilt but their allies were not so resilient. Aurelia was now uninhabitable and its inhabitants were forced to leave forming the “fleet of the wind”. The Shimerans offered them safe haven from other possible threats and they gladly took the offer. The Pirates’ victory came at a cost: with only a handful remaining they went into deep space… '''Tampering with science 1400 ID to 1410 ID''' Shimerans everywhere were protesting on their short “second life” as well as the fact that some could have more than a single second life. They failed to understand the Emperor’s wise words and continued anyway. They were unsure of the limitations of their genetic sequence. Things had to change or there would be consequences. An unexpected figure rose to the occasion. This figure was renowned geneticist Antharus Veil was stretching the limits of genetic manipulation and on the verge of success something went terribly wrong… '''The Plague 1410 ID to 1500 ID''' Once he made it possible to “have a third life” he enjoyed a kind of folk hero status, but once people actually got to their third life they noticed certain changes. The clones themselves were not supported by a fully functioning mind and had begun rotting. A fourth of the population was had died instantly and half of the living had been driven insane by the genetic plague and went on maniacal killing sprees. Many argue that Antharus got what he deserved because he too was in his third life… '''The Plague 1500 ID to 3000 ID''' The army was struggling to defeat these “zombies” as they were now called due to the fact that they could not bring themselves to fire on their own people rather imprisoning them for a hope of a cure. Finally the Fifth Emperor devised a cure, but with it also a way to safely have even more than three lives based on analyzing Antharus' mistakes. Though this was still not over, there was also the matter of rebuilding. '''The Journey 3000 ID to 20000 ID''' In the time after the plague the Shimeran Empire enjoyed centuries of peace and prosperity allowing them to advance further in technology and expand their territory. The came to a point when they conquered half of their galaxy and their population numbered 7 trillion. This eventually lead to overpopulation and chaos in the fringes. For this reason the infinity council was made obsolete and it's members retired to be replaced with the regency. A new council consisting of six regents and the Emperor ruled at that that time. Each had a single region of the Empire under their control and free reign within it. One day the Empire decided to expand further into their galaxy into the unscouted regions. Even with conventional warp drive the journey would have taken years so a new type of interstellar drive was invented. The so called quantum singularity drive essentially allowing the starship to use a shortcut existing outside of normal space. This allowed the vessel equipped with Q-sig to get anywhere in exactly 14 minutes. When the drive became mass produced a colonization fleet with the Empire's best and brightest set sail for a brave new world. The flagship of the Empire, the Crimson heart with the Emperor and the regent the largest section accompanied the initial fleet. For protection the ABO's flagship, Deus ex Machina was deployed as well as cruisers, dreadnaughts and battleships. Altogether the fleet carried over 20 billion people. When they were supposed to return to realspace something unexpected happened. '''Stranded 20000 ID to 30000 ID''' WIP '''Apex 30000 ID to present day''' Meridian was much larger than Shimera; it was also further away from its star making years longer and days colder. These conditions were good for economy but not as much for people, but Shimerans did what they do best; they adapted. Soon after colonization there was a high demand for raw material, because cities can’t be built on air. This influenced the further exploitation of the new world. Not long after the Shimeran Empire was in full swing, trade routes were up and running, economy was booming and cities rose. Xenophobia was practically eliminated because there wasn't much left to fear, so being the curios people they are Shimerans decided to go and find some…And that’s where EAW comes in. == Timeline == (Will also cover events not specified in history) WIP =='''Culture'''== '''Morals''' In Shimeran culture there is only one primary principle, which might be the reason for their non-Xenophobia: respect the person before you regardless of his/her appearance. Due to them lacking an actual Religion all understanding of good and evil comes from personal experience as well as a kind of innate logic telling whether something is right or wrong. As with all sentient beings there are always exceptions, and when their acts become too much to bear the hammer comes down. '''Law''' The Shimeran law system is simple and effective: for murder there is death, for theft there is slavery and for minor crimes there is prison. Crimes that are alcohol or drug related are virtually impossible today thanks to nanotechnology. A consistent stream of nanites that courses through each Shimeran’s bloodstream cleans all traces of unnecessary chemicals. In other words a Shimeran cannot get high or intoxicated. There is however a ban on tobacco because the majority considers its smell repulsive. If someone would attempt to resist the nanites inside him they would send a distress call resulting in swift action of the Shimeran police. '''Government''' There is a single all-powerful Emperor in Charge of all actions taken by the Shimeran Empire. His age and wisdom are the primary reasons for him alone to rule over the Shimeran people, not that he is complaining. Regardless of all his power he still does not consider himself the wisest of all Shimerans; this is why the infinity council is in place, with limited power over important decisions. During wartime he fearlessly leads Shimeran armies to victory, and when his adversaries see him with columns of infantry behind him they just think a single thought: That just isn't fair. == '''Technology''' == '''Nanotechnology''' Shimeran nanotech was perfected over eons of their existence, and finds widespread use in everything from industry to leisure. The reason for their effectiveness is their size and capability of accessing places usually unreachable with normal equipment. The nanites also find widespread use in weaponry, where they have a less constructive role. Nanites range in multiple varieties depending on size, for example the ones present in Shimeran bodies are cell-sized or smaller. They serve a medical role in this setting, scanning the body for cancers or other potentially deadly phenomena, they also help in resupplying blood and healing large wounds. Another well known variety is the so called "shaper" class of nanite, this kind is found on build sites or factories and is nearly visible to the naked eye. The smallest type of nanite is no larger than a carbon atom and is used for research purposes. note: All nanites are independent and follow a single simple program, for instance an assembly nanite can not work in a Shimeran body and vise-versa note: Nanites present in the Shimeran body were administered at birth and if a Shimeran is hit by an EMP he would feel pain and would be paralyzed '''Modular design''' In the past resources and space were much less plentiful than today, for this reason Shimerans had to adapt. Everything and everyone served a purpose in the Empire, and this was exemplified by their versatility in all fields. The most notable of these fields however is design. Thanks to nanotechnology anything can be customized to the users liking. One example would be clothing, every piece on the market comes in the same color and shape, it is meant to be the template for further customization; what the end result will look like it only limited by the users imagination. Another great example would be the very home Shimerans live in, albeit small Shimeran housing is "smart" and highly adaptable not to mention "green". Energy is gained from the photo-voltaic cells present in the windows, they can absorb nearly 90 % of sunlight and store excess energy for future use. The apartments in question usually consist of a single main room which is capable of generating any conceivable setting with the push of a button, workspace, bedrooms, a study, you name it. Additionally many components have dual purposes, for instance your bed doubles as a shower, your television as a wall or bookcase, and so on. '''Wide scale cloning''' Approximately 40% of the Shimeran army is made of genetically engendered supersoldiers based on the genetic templates of the ten Warmasters. With time they learn to master their skills to become more effective killing machines. Genetic repercussions are minimal due to the fact that deceased and living troops themselves are cloned for manufacturing the next generation '''Subspace''' The second scientific revolution since the discovery of nanites started with an omnipresent phenomenon known as subspace. It was first noticed by a scientific expedition to the Omega point, the place where the Shimeran Empire made land in Novus Omnia and as a result left the fabric of space - time in that particular location unstable. The first thing they noticed was random vessels spontaneously popping in and out of sensor range. Assuming it was due to the unstable nature of the Omega point they carried on, but when it hit them they began to comprehend the seriousness of the situation. They spent a few days in what seemed to be a pocket dimension and emerged at random locations in space however less than a second had passed in reality. Once the expedition was debriefed more and more scientists began probing the Omega point. Their findings were fascinating and stated that the expedition was trapped in an omnipresent pocket dimension called subspace. The thing that truly stupefied the Shimeran science division was that the expedition was still showing up on sensors despite the fact that they didn't exist on Novus Omnia's dimensional plain. They called this anomaly phasing. Soon the Empire exploited this phenomenon and consequently began the subspace revolution. Enormous amounts of time and resources were invested in this phenomenon and finally phasing began to bear fruit. Today it finds widespread use in everything from household appliances to weaponry. The game changer of this technology is the fact that subspace is universal in realspace if the traveler has the means of accessing it. However, like everything else phasing has its flaws, the major one being the fact that even the most powerful “void key” has a maximum range of a single system’s gravity well. This means that subspace can only be used locally and never in interstellar space as the lack of gravity creates anomalies. To correct that, the ABO’s Starlord cruiser has its own gravity well generator which admittedly requires monstrous amounts of energy. Still a void key may be reprogrammed to work as a “Phase drive” but it is inefficient and less practical than standard warp drive. Another notable fact is that subspace has much lower gravity and solely consists of dark matter. This means the laws of physics are weaker. A good example of this effect is the Deus ex Machina Titan's (coming soon) weapon system which generates temporary gravity singularities. Since it is impractical to carry a miniature sun onboard the projectile is stored in subspace and the Titan’s weapon system acts as a key to open a portal and launch the warhead from subspace. The result is catastrophic and can wipe out a whole armada if used correctly. It is also useful for storing Starships and materials and getting them anywhere within range. == '''Trends''' == '''Slave labor''' If a criminal chooses to avoid a death sentence or if he had committed a smaller crime not punishable by death, he or she is sent to the labor camps to work of their debt to the Shimeran Empire. While working of their debt their body is controlled by who ever is in charge as to maximize effectiveness however they are fully conscious. This is known as a death debt, it lasts for the remainder of the individuals life. This way only half of the normal amount is paid for industry or anything that requires labor carried out by Shimerans. This also means that Shimerans cannot work a job that requires labor, due to the positions being taken. Slaves though do not necessarily have to be Shimerans, in fact in most cases they are criminals from conquered Empires or from client nations. '''Client nations''' When a nation considers itself weak and seeks aegis from the Shimeran Empire it becomes a client nation, meaning it has to pay tax and hand over prisoners to its master that will then become slaves for as long as they would usually stay imprisoned. This is completely voluntary meaning the client nation can return to its former status as soon as they feel the need. '''Complete meritocracy''' All your actions as a citizen of the Empire will have enormous positive or negative consequences. You would have to invest in yourself from birth in order to achieve success. If not you would become one of the Adversus exitus or failure and the only thing you would be good for is slavery, although you would be treated significantly better than the ones that are “paying their debts”. '''Augmentation''' Most modern Shimerans augment themselves in terms of intelligence and power. Neural implants help them advance in terms of education so it is common for students and scientists. Power implants may take a year or two to of their lives but will make them more athletic. It doesn't stop there however. Some individuals go as far as swapping healthy organs for cybernetic implants, this is uncommon and limited to a single extremist group. There are also those that want nothing to do with this type of "sacrilege" and are free of cybernetics in every perspective. '''The lives system''' Biologically Shimerans are capable of reaching the age of 300 if they live healthy but at this age they are usually weak and fragile and depend on an institution or a family member. Although it may seem strange modern Shimerans have nearly halved their lifespans. This is in part due to the fact that they augment themselves in an effort to make their lives better. Numerous so called upgrades are available on the market these days. This was all the result of mega-corporations playing god. At some point the death rate was so high augmentation was banned altogether, but that didn't last. Today the users know full well what can happen if they overdo it, and law permits them from swapping working organs for "auged" ones unless they are willing to give one of their lives away to more deserving individuals. These days a typical Shimeran has a single "base" life while another three are available for purchase and if he/she does something extraordinary for their duration they get the right to the coveted fifth life. Unfortunately only a tiny amount of the initial population is capable of purchasing multiple lives. == '''Social layers''' == [[Image:SocialPyramid.png]] As the pyramid shows there are five main social layers in the Shimeran Empire. The lowest representing "slaves" (see trends) and the highest layer being the ruling class, ministers, advisers, generals and the Emperor. The middle layers being middle, lower middle and elite. Since the Shimeran education system makes it almost impossible to be a failure all manual labor is done by slaves and drones. This way the citizens prosper and the Empire saves money. In other words slaves receive the bare minimum of artificial rations to keep them working effectively and drones run on renewable resources free of charge, at least the smaller ones do. This way pretty much all Shimerans have a desk job, and minimum wage is more than enough to maintain a family. As stated before all Shimerans are highly meritocratic so everyone that has a higher paid job earned it. == '''Economy''' == Shimerans are well known for their high consumption in all areas, including weaponry, industry, technology, etc. and because of this a good economy is required. Revenue is generated largely from trade and non corporate tax. Shimeran trade is more akin to selling raw material and excess food than actually trading for other substance. The Empire is conscious that their supply will not last forever so it is carefully monitored, and if any resource goes under the preferred amount trade with it stops immediately and a compromise with the trade partner is made. The reason for the abundance of raw resources in the Empire is a rather unconventional exploitation technique. A planet is scanned and if discovered rich in raw material it is marked for "processing". This is only done if the planet in question has no properties that would make it a potential colony. From orbit mining starships would rip it to shreds whilst preserving all its resources which they would later proceed to bring to manufacturing plants. Not only Empire planets are marked for dis-assembly but ones in neutral and feral space as well. In a few cases Shimerans took would be colonies from other Empires which usually spoiled relations. == '''Empire Size''' == A small Empire yet it still manages to be a galactic power. Currently it has no more than 100 systems under jurisdiction with roughly around 500 planets altogether. For maintaining the safety of these worlds a strong army is mandatory. The number of active infantrymen is currently at 670 billion of which only a small amount are supersoldiers with added servicemen the number sores to 820 billion. Current number of population is estimated to be at 1 trillion, which is rather densely packed on these 500 worlds. However a large majority of these worlds are colonies tasked with producing raw materials for the core worlds. == Law == [[Image:Spore 2012-04-24 18-12-08.png|thumb|400px|Agent]] Shimeran law can be roughly translated as an eye for an eye, for example if you were to commit a crime such as theft you would have to pay the owner the same amount as that which you stole. This is done in every case imaginable, sometimes it even poses a logistic problem...Still this is fully put to use only in the home system. The colonies that disagree are not inclined to do so as long as the systems praefector (governor) allows it. But in every case the assailant is always found if he is a Shimeran though. So to avoid the possibility of foreigners committing crime in Shimeran space the moment he would even touch something made by Shimeran hands he would be "infected" with surveillance nanites which would be disabled the moment he returns to his own nation. '''Thought crime''' The Shimeran police uses nanites present in the populace to monitor their activity. Sort of like a tracker and ID card that way people that have been at suspicious places are more likely to commit a crime and are therefore followed and watched at all times. In some cases the person is arrested immediately and then it is decided is he is guilty or not. '''The Blacklights''' Kind of like the Shimeran FBI. They work in complete secrecy and most people are unaware of their very existence. They have agents planted everywhere, listening in on telephone conversations, keeping every inch of the Empire on constant surveillance and should something threaten it they would act. They also manage diplomatic relations by making previously allied nations go to war with quiet catastrophes, for instance assassinating government officials. Though these methods are only used if war is unavoidable and a new ally would better the odds. == '''Military''' == == Combat doctrine == '''Tactics''' Usually Shimerans tend to avoid getting their hands dirty and simply shell their enemies to kingdom come from high orbit, but at some point a ground war is inevitable. Since they are outmatched on land until the upper echelons of the Shimeran military arrive advanced tactics are deployed. A classic ABO attack pattern consists of the following: first the battlefield is blasted to smithereens, what is left is given a more thorough treatment with airborne attacks. Usually the enemy no longer exists at that point so low tier ground forces are deployed simply to secure the target. If there is still a sign of resistance the situation is analyzed by a battlefield AI and action is taken in accordance to it. '''The ABO''' Although the Stormtrooper core is the most talked about they only make up a smaller part (about 40%) of the ABO while the rest is filled up by drones and "Initiates". Essentially the Stormtroopers are genetically modified supersoldiers based on the genetic templates of the 10 warmasters and are far superior in all fields compared to the rest of the Shimeran military. They carry most of the memories and skills of their "donors" effectively halving their training time. However this process isn't flawless. An average Stormtrooper lives a mere 100 years and due to the fact that his genetic template is not entirely his, psyche transfer is impossible; however memories can be passed on. Due to the price tag of this program every dead Stormtrooper is "recycled" and his memories as well as his own genetic template are used to manufacture his successor, this way genetic repercussions are much less likely. Years of bloody warfare influenced the creation of this program. At one point the Empire was near extinction and something had to be done about it. The brilliant geneticist Antharus Veil accepted the challenge and began work on a project that would revolutionize life itself. Project rebirth it was called and soon enough all its flaws had surfaced (see history). After the situation was stable it was determined that the Empire needed a standing army to replace the present one which was nearly obliterated in the plague (again see history). The Emperor took it upon himself to finish Veil's work and militarize it. He was successful in his endeavors and made the ABO we know today possible. '''Initiates''' Another good way to gain a "fifth" life is to enlist in the ABO as an "Initiate". However a few conditions must be met first: he/she mustn't have a family of their own they must be prepared to live and die for the Empire they have to spend all of their time either training or on the battlefield This way the whole system runs like clockwork. One must also note that an initiate has the same abilities as a regular Shimeran so they cannot wield larger caliber weaponry like stormtroopers, instead they wield light based weapons with no recoil whatsoever. Initiates are usually picked off the streets of the colonies and homeworld and are promised a better life in the ABO, that way they start young and are trained in the ways of the ABO. If they serve for approximately 5 years, the so called probation period they become part of the Shimeran regular army which makes up more than half (60%) of the Imperial armed forces. Distinguished initiates can hope to one day become Stormtroopers. '''The Black legion''' Made from criminals serving off their debt. There are three main ranks or tiers if you prefer the members of the lowest one are more or less expected to die, so they are given sensory equipment and a post mortem detonator, and if lucky armed with a pistol. The second one consists of lightly armed troops with a slightly better chance of survival, usually armed with assault rifles and anti-armor weapons. The third and final rank is made of fully conscious non brainwashed officers that worked off their debt but continued serving, these troops are genetically enhanced. '''The ten warmasters''' The emperor and his advisers in peacetime, the ten warmasters in times of war. Each of them is said to be capable of taking on an army on their own and they usually do. Masters of strategy all of them are assigned for commanding a single branch of the Army, while the Emperor has jurisdiction on all of them. == '''Weaponry''' == == Overview == When designing weapons of war Shimerans prefer accuracy, range and effectiveness as well as technology. Rather than gunpowder or a similar propellant Shimeran rounds are propelled by an electrical impulse generated by the weapon, this mode of operation is usually enhanced by coils or rails, making the ordinance even faster. Due to these "preferences" the weapon of choice is usually a beam weapon or a missile. And that is exactly how most of the Shimeran army functions. Missiles rather than staying on a large scale found their way into small arms, to be the successors of regular bullets. Though one of the main drawbacks of this system is its astronomical price tag, so as a way around this weapon designers decided to implant nanites into each round rather than small and costly supercomputers (more in the Smart ordinance section). As for beam weapons they have been replaced by N-lances except in one field, orbital bombardment. The particles of an N-lance would burn up in the atmosphere making their damage factor minimal, where as non tangible beams would ignore it, and the effects of that would be truly devastating. == Notable categories == == '''N-lance technology''' == '''Examples''' The SAC Loki ('''S'''himeran '''A'''dvanced '''C'''onstruction) [[Image:Spore 2012-08-12 11-14-50.png|thumb|Loki thumbnail]] Years ago a Shimeran deepspace science division was sent in an effort to monitor Stellar activity. They found that the coronas of young stars contained an abundance of Prometheum particles, which had minor anti-gravity properties. Turns out most of this new element was made of negative matter; this allowed it to be used in pretty much anything due to the fact that it was also emitting vast amounts of negative energy. It was immediately clear that if anyone else knew of this they would be a huge threat to the Empire. The precious resource was harvested in complete secrecy. When it reached the production line it was used for almost anything. Prometheum represented a quantum leap in military as well. A new breed of “N” weapons or negative matter/energy weapons had come to bear. These weapons had a clear effect on the battlefields of today, their anti-gravity properties allowed them to basically freeze enemies in space, while the kinetic force of the particles ripped their atoms apart. The Loki class light dreadnaught was the first of its kind to receive this new form of weapon. In its first stages the N lance (as it was called) was more than capable of inflicting damage on enemy starships and land installations alike, its only drawbacks were its huge appetite for energy and cooldown time (1 hour approx.). So scientists devised an ingenious method to go around them, the energy produced from it firing was used to power the next shot, and the cooldown was reduced drastically in this process to only 20 seconds. Still this created different problems; its damage potential was cut in half and its range was lowered. It was decided that the new variant of the N lance would go to mechanized infantry and vehicles, while the old one would stay in use as a battle ender for starships and possibly as a heavy artillery piece planetside. [[Image:CRE Z-5 Cyclone-0e52f9ad ful.png|thumb|Cyclone mech]] An N lance is a weapon that uses negative energy to propel particles of depleted Prometheum at light speed, this makes it seem like a beam weapon when in fact it is more au par with an MG with a high rate of fire. This process usually leaves the barrel near melting point. The Z-5 Cyclone combat mech exemplifies this with its own N lance weapon system that fires a stream of these particles at its target. The feeling one could get if hit by one of these is somewhat similar to getting hit with a sand blaster, with nails instead of sand. The whole mech is built around a massive energy core due to the lances ferocious appetite, the more power it uses the more it gets thanks to the weapons feedback energy. When fired it can keep a steady stream on its target for five minutes, than it would require 20 minutes to cool down and fire again. That way the mech would be practically defenseless if it weren't for its shield system. In other words when ever it isn't firing it can strenghtthen its shields 500 percent making it capable of resisting most things. And if need be it also features jump jets and hydraulic legs for a quick getaway. [I think that pretty much covers it, onward] == '''Smart ordinance''' == While other nations chose to abandon conventional ballistics, the Shimeran Empire kept upgrading them. With the advent of nano molecular engineering the very concept of a solid state projectile was redefined resulting in something completely new. Silicon nanochips became integrated into every single bullet in the Shimeran armed forces, effectively transforming them into small missiles. The offspring champion of this revolution was the Typhoon series missile. A powerful quantum tunneling nanite integrated warp propelled high explosive warhead, the Typhoon brings death wherever it strikes. However it is much more than blunt force, the amount of sophistication that goes into one is considered an art form in its own right. The anatomy of a Typhoon is somewhat similar to that of a living being as it has both a "heart" and "brain". Its heart is an antimatter fuel capacitor and its brain is the internal computing core that contains a tracking algorithm and can accept commands from the user. The Typhoon is most notable for the fact that its larger variants operate in two stages. In the first stage the Typhoon travels at sublight speeds with the help of a Subach Z-1 impulse plasmatic engine, than within close proximity to an enemy vessel it activates an on board warp drive as well as the quantum tunneling mechanism allowing it to completely ignore enemy shielding and armor, decimating its prey. The Typhoon comes in many different versions, from the miniscule Typhoon null (note that it has a single stage) to the dreadnought worthy Typhoon L. While all varieties of the Typhoon do the same type of damage they also suffer from the same weakness. Enemy countermeasures can confuse a Typhoon into "thinking" that the shield it's supposed to ignore is not there in the first place which often annuls its effectiveness. However a lot of conditions must be met for this to work. When it does hit, a complicated chain of events unfolds, first the targets hull is hit with a powerful EMP leaving it dead in space, then the missile unleashes a swarm of nanites which eat away at the vessel's hull after which it detonates leaving a gaping hole in its target. == '''Shimeran orbital superiority''' == Shimerans never liked getting their hands dirty and this is well represented even in their armed forces. They would rather sit around all day long picking people off from orbit and when it is certain that the opposing force is defeated the land army is sent. The reason they are superior to other races in space battles is that they have been mastering this skill for millions of years as well as the fact that they have advanced technologies like Point warp systems allowing them get closer to their adversaries. Prometheum is also a key player here, thanks to this element shields can be overcharged and AIs are capable of advanced tactics, not to mention enabling the use of N-based weaponry. Though the time the shields can be under the influence of Prometheum is reduced due to the fact that it can cause damage if used too long. Around 5 minutes is the maximum for shield strengthening but a skilled commander could make every second count. '''Notable orbital units''' '''Onyx tactical cruiser''' [[Image:Spore 2013-01-13 13-25-43.png|thumb|400px|left|Onyx Strike Cruiser]] The FR-800 Onyx tactical cruiser is the most advanced ship of the ABO. Readily available at all times to go straight into the heart of battle; it can turn the tide of any war. It achieves this with an advanced sensor system allowing it to calculate the enemy’s moves from afar, which allows it to slip in silently and destroy anything in its way. This is made possible by a triple core negative energy generator which is used to power its frontal N-lance, and numerous overdrive generators mounted internally. In ABO logic a cruiser is a ship armed with missiles or some form of artillery, it is usually fast and well armored/shielded, the Onyx fits the bill on all accounts. For protection it utilizes an advanced form of “Prometheum shielding” which allows negative matter to be used as a wall surrounding the ship. The system has been appropriately named “the swarm”. Should the shielding malfunction, its armor is more than enough to make sure it survives. If a plate of armor is damaged another one from bellow replaces it, the plates are in turn constructed by nanites. Unfortunately the armor loses its strength in the process due to the fact that the nanites do not always make perfect copies of it, so most commanders use it sparingly. '''Ragnarock''' '''Superdread''' [[Image:Spore 2012-09-08 19-56-42.png|thumb|400px|left|Ragnarok]] The Ragnarock class superdreadnaught is the second largest ship in the Shimeran grand armada. It is the pinnacle of Shimeran engineering and probably one of the most feared vessels to date. Countless worlds fell to this stellar monstrosity and it has even been banned on one account by the (Pre-dates EAW) Coalition war council [though the ban was rather short lived – only 5 days]. It proved itself in the Shimeran-Rinnagan war bringing an almost instantaneous victory. Its size unfortunately is both a blessing and a curse mostly due to the fact it has to be assembled in space and its habit to collect space debris due to its natural gravitational field. Measuring up to a staggering 5k kilometers the only thing compatible to its size is a Titan (or perhaps a small planet). When it activates its warp drive a small quantum disturbance is caused which can wipe smaller ships out of existence; for this reason any ship smaller than a destroyer is advised to stay clear when a warp jump is imminent. It has the role of line breaker due to its amazing durability and firepower. It comes equipped with a single TAU-Y7 heavy N-lance cannon that makes short work of anything smaller than a Titan. It is also armed with a multitude of siege turrets for prolonged assaults on enemy installations and worlds as well as a large compliment of planet shattering Typhoon H missiles. Only five were ever built '''G-111 Dart''' [[Image:Spore 2012-08-24 11-09-10.png|thumb|400px|left|Dart]] The G111 Dart is an advanced interatmospheric fighter capable of extreme speed. At first it was designed as fast ways to get civilians from one spot to another, but then some genius decided to add armor and guns and call it a fighter. Before you know it was at the frontlines. When designers were working on ways to actually make it a fighter they noticed that there was little to know room for weapons (not kidding) without compromising armor and shielding, the ARODS (Advanced rotating ordinance delivery system) was the solution. It was mounted on the belly of the craft for maximum efficiency. Essentially the ARODS is a missile launcher; accept the way of firing the missiles is different. It functions a lot like a minigun, for every rotation a single missile is “dropped”, giving it a solid 3 rps (rounds per second). The whole process runs like clockwork, but the warheads have to be just the right size to prevent deformations or worse. == '''Low effectiveness on land''' == On land Shimerans have a disadvantage and this is especially noticeable at close range. Their land vehicles usually depend on shields due to their paperweight armor, and their high precision shells are not as effective at small ranges. After all there is good reason that their MBT is a drone, the Hammer being one of the rare units capable of taking the fight to the enemy with armor decent enough to take some punishment. Although it bares one of the many similarities of other ABO vehicles, it is heavy hitting at long range. '''Notable ABO land units''' [[Image:Spore 2013-01-04 23-17-17.png|thumb|400px|left|Hammer Drone MBT]] First in a new era of Shimeran armor, the Hammer. Originally it was conceived as red zone (commonly used to describe places devastated by war) clean up drone, its true potential was discovered in its ability to survive anything thrown at it. Soon enough the military got involved and decided to get themselves a shiny new tank. Later on it was given additional armor and armament which would put it on the path of becoming a weapon of war. Since no one was quite willing to drive this beast due to it being horribly uncomfortable the Hammer is fully autonomous and can be controlled remotely if the need arises. Comes equipped with a wide range of technology and Prometheum enabled devices it has secured its place among the top of ABO machinery. When it comes to raining death nothing is quite as skilled as the hammer. Armed with a single 120mm autocannon that will tear armor like cloth and a Heavy high precision railgun with firepower envied by dreadnaught crews, as for long range combat it features an advanced artillery missile battery firing heavy hitting typhoon L missiles. For protection it utilizes an advanced Adamantium-carbon compound capable of deflecting even the heaviest of ordinance. [Note the hammer is not invincible] [[Image:Spore 2013-01-01 22-14-53.png|thumb|400px|left|Stag urban assault mech]] Shimerans were always famed for their elegance in designing weapons of war, the HEX-11j Stag urban combat mech being a perfect example. Crafted by Darrow Pegasus himself, the Stag features a "frame system" mimicking a living creature as much as possible. This method was the best way to help it cope with the threats of modern battlefields, whilst maintaining mobility and aesthetics. The main body is constructed of a lithium-tritanium superalloy capable of deflecting most rounds smaller than a refrigerator. The Stag comes equipped with AI fire control radar mounted above the cabin with which it can coordinate ordinance from its weapon systems. Main armament consists of two large missile pods capable of flattening a city block in less than an hour, two suppressed HMGs as well as leg mounted CIAS (close in airburst system) for soft targets. [[Image:CRE Hunter-0ebcb855 ful.png|thumb|400px|left|Assasin]] During the time of the fifth Emperor the Shimeran nation was at its climax. (before EAW) The best scientists and thinkers from all over the known universe were flocking to this newly formed economic superpower and with them numerous ideas awaiting realization. Technologies previously thought impossible were taking root. Among them was the idea of merging flesh and machine, not physically but through synthesis allowing for self-controlled evolution. Some centuries and many experiments later this technology was standard issue. When the ABO R&D division got its hands on this new technology their capacities for developing it further were limitless and develop it they did. When the new “augmented” troops were seen on the battlefield the Empires enemies were petrified and any present wars were over almost instantly. The prime example for this sort of augmentation is considered to be the ABO Assassin battlefield sharpshooter. Wielding a single bolt action HVX-1000 anti-material railrifle with neurospectral sights (direct interface between the user’s brain and the rifles scope, allowing for extreme precision) a 25mm shoulder mounted close quarters autocannon with an attached laser painter (for orbital strikes) and short range burst radar, also comes equipped with two combat blades if things get rough. For protection they wear G-9 Onyx carbon-silicate dropsuits with advanced stealth capabilities (in other words all visible light is absorbed making the suit invisible). The user is immersed in his/her armor and is equipped with microchip ports allowing for large amounts of data to be stored and an implemented retinal HUD (which can be toggled on and off. The armor also features a single triple optic helmet which allows the user to zoom in at a modest five miles which also happens to be the effective range of most ABO sniper rifles. [Assassins make up roughly 5% of the Shimeran armed forces) == '''Regular units''' == WIP [[Category:Inactive]][[Category:Page]] 8wa3nvfha5a2p1j4i3s2jrms0bfx75s Shiver Station 0 1280 17086 12974 2021-11-17T03:19:39Z Amaker1450 26550035 17086 wikitext text/x-wiki A small outpost had been set up a few years ago on an otherwise unidentified world on the fringes of Recycler space. The planet possessed cold climate, but extensive geothermal activity. Shiver Station was actually a collection of three distinct main compounds: # A small underground tank manufacturing & maintenance depot that leveraged the geothermals for industrial purposes. It also served as the power plant for the listening post and garrison. Vehicle crews had barracks on-site on the surface. # An infantry garrison. Beyond the barracks building itself there was a few training grounds with rough concrete or metal fortifications scattered about leading to the tank depot. # A small airport and listening post linked with off-world monitoring equipment, a bit further away than the first two Shiver Station was not exclusively used for military purposes when the Draftdrive lines brought civilian ships past them. The operators would guide ships to their international destinations or broadcast frequencies for ships to rally at for in-space transactions. For this purpose, a small fuel depot operated seasonally in the system. Still, the site firmly fell in the category of ‘remote’, and turned out to be the unexpected starting point of the brutal Repzork-Betel front. ==Great War Involvement== ===A Repzork Plan=== When the 489th Armada began planning their assault into Recycler territory, Star Marshal Vinien chose this area of space as the ideal entry point for Repzork Forces. Field Marshal Ghanaz was to organize the capture of the capture of the listening post as part of a ground assault. While a small scale incursion by special forces would have accomplished the task, Ghanaz was uneasy about the Zaretian’s earlier defeat and wanted his officers to get a sense of what they might be dealing with for when the fight moved on to more operation-critical worlds. Thus, a conventional landing force was prepared. ===Conflagration at Shiver Station=== On the day of the assault, Vinien’s ships came out of warp on the edges of the system and began making for Shiver Station. The sensors planetside lit up immediately – efforts began in earnest to try and get a message out to the next system over to call for help. With no space assets to resist them, the Repzork ships reached the station quickly and began launching landing craft. Reconnaissance had identified the two barracks and the listening post, but the underground depot went unnoticed. Sensors also picked up some primitive anti-air defenses near the infantry garrison. An orbital strike was quickly authorized on the spot, shattering the crust and bringing forth a spectacular display of molten lava. The resulting ash clouds would end up obscuring the entire area, making further strikes too risky. Before the clouds could fully block the area, however, most Repzork pilots managed to get boots on the ground. The landing point was between the garrison and the depot, with the intent to divide the Betel troops. Recycler infantry caught out during exercise saw the orbital strike and subsequent burning clouds and resolved to fall back away from the garrison and towards the depot. Using the training fortifications, efforts were made to dig in and hold the landing forces at bay in the fields until armoured or air support could arrive. Neither side was able to push a resolution, and the front line devolved into a chaotic mess. The landing Repzork troops were unprepared for the contingent of tanks, and mobile anti-air was able to prevent further landings when Repzork pilots dared to press . Betel skirmishers had spread out into the surrounding landscape taking out targets of opportunity. A heroic rescue operation was launched by low-flying transports to save the infantry trapped at the garrison, which successfully evacuated valuable soldiers back to the depot and listening post. ===The Show Must Go On=== With no other option than glassing their own troops, the Repzork had to simply wait and see how the fight played out. To discourage further monitoring, orbital bombardment was called down on the listening post, slaughtering anyone not in the air. Ships were to begin launching their assault from the system into the next objectives before resistance could be put up. A small contingent was left behind to support the ongoing ground invasion. Landings were performed far away from the action and ash clouds, but they remained over a days drive away. ===Relieving the Defenders=== The relayed message reached Brave Commanders & Bulwarks who had been preparing for a Zaretian attack, not a Repzork one. A massive logistical undertaking was haphazardly thrown together, with Helmwehr troops trying to intercept Repzork movements beyond Shiver Station to try and stem the tide. Overlance Irukon however managed to get together Bulwarks and quickly launch a relief mission for those trapped at Shiver Station in an attempt to flank the Repzork. The skeleton crew of Ghost Eater ships found themselves outgunned when faced with the massive storm of frigates that entered the system. Vinien had already sent out the fleets, and the grand offensive was too far along to pull back necessary ships. To cement the outcome, a kamikaze charge by a Razik pilot crashed into the external fuel tanks of the fuel depot that was being secured by Repzork marines, obliterating the facility and taking their parent capital ship with it. The Reyclers took casualties but won one of their only space victories in the early phases of the war with the Repzork. With the high orbitals secured, remaining ground troops at Shiver Station fell back to take cover at the fortified underground depot while Holnoks providing space artillery support. Spear Captains began scrambling photon gunships to go planetside, drop off reinforcements and harass the advancing Repzork second wave as it scattered to reduce orbital damage. With only small clusters of disorganized Repzork left, the Betel were evacuated by triumphant Photons. For some of these soldiers, their duty was only just beginning as they were pressed into service as extra Marauder squads. ===Epilogue=== Shiver Station itself was strategically not particularly valuable, but Recycler delays and surprise victories here threw the disciplined plans of the 489th into turmoil. The Sky Spears would continue to heavily harass Repzork fleets, but soon learned these engagements would only get more and more costly. The defense has been touted as a major strategic success, as it drastically slowed down the advance and shrank effective supply lines long enough for Helmwehr forces to get planetside and entrench themselves, which was the catalyst for the bogged down nature of the front. Eventually the Repzork sent down a party to investigate the remnants of the bases. Shockingly, there were still a small number of Repzork that had been trapped on the planet left without a long range radio. [[Category:Betel Recyclers]][[Category:Page]][[Category:Legacy Lore]] 9w4bw8dd9jax3y55si5t6kvsugz36wd Sirdariim shipyards 0 891 9517 8691 2019-04-18T13:31:22Z Kylelck 30541006 /* Ships produced */ 9517 wikitext text/x-wiki Sirdariim shipyards are the sole builders of the [[Luminarian Navy]]'s [[LNBs Claymore]] and one of two providers of the [[LNC Oculus]]. The main shipyards were built orbiting the planet Sirdariim 35 years prior to the Schism, since then, they have expanded operations to multiple systems across frontier space. Since the creation of the Frontier Navy, the Sirdariim shipyards have been mainly producing capital ships. With much design experience from assisting the [[Luminarian Naval Design Bureau]], Sirdariim shipyards constructors commonly work with the [[Luminarian Navy]], providing guidance and assistance with producing prototypes for new vessels. They also work closely with the [[Betel Recyclers | Betel]] metal transportation industry due to the Betel - Luminarian trade agreements, with a majority of Betel resources going to the Sirdariim shipyards. In recent times, the Sirdariim shipyards have switched their focus from solely producing capital grade ships to also producing the latest next-generation ships like the [[LNCv Maelstrom]]. ==Ships produced== *[[LNBs Relentless]] - Discontinued as of the Post-Schism era *[[LNBs Claymore]] *[[LNBs Herrscherin]] *[[LNCr Concourse]] *[[LNC Halcyon]] - Discontinued as of the 2nd Battle of Norsus era *[[LNC Oculus]] *[[LNC Dauntless]] *[[LNCv Maelstrom]] [[Category:Luminarian Organizations]][[Category:Page]] mkblmmvjvb6jfc9e6nc6w7d2auqev0b Sirrune 0 1350 13938 2020-08-09T21:27:18Z Corv 30641571 Redirected page to [[Nova Corporation#Station 935: Sirrune Mining Initiative]] 13938 wikitext text/x-wiki #REDIRECT [[Nova_Corporation#Station_935:_Sirrune_Mining_Initiative]] [[Category:Planets]][[Category:Nova_Corporation]] e2hmvuv32a6gmrvi9r86mhiqsqln8r0 Skrey 0 1154 11902 2020-01-10T13:20:09Z Amaker1450 26550035 Redirected page to [[Skrey Nation]] 11902 wikitext text/x-wiki #REDIRECT [[Skrey Nation]] 77wtq7hy4knjoligbaqgsopdlafid3o Skrey Clans 0 1410 15098 15097 2021-02-04T07:19:54Z Amaker1450 26550035 15098 wikitext text/x-wiki ''~Work in Progress~'' [[Category:Page]] si0be2tqj80y07zng497v9uw1x7h67w Skrey Nation 0 56 17069 9308 2021-11-17T03:12:04Z Amaker1450 26550035 17069 wikitext text/x-wiki = The Skrey Nation = '''Sporecast Link:''' [http://www.spore.com/sporepedia#qry=ssc-500629930521] '''Creator:''' Cavalier639 == Philosophy == ''Crush any resistance'' The Skrey are warriors with a drive to conquer. However, they loosely respect rules, alliances, and a small sense of honor. They expand slowly in general but keep a firm grip on anything under their control. They will lash out at any opposition against them. The Skrey are Atheist, and the majority strongly opposes any suggestion of religious assimilation. == Faction == Warlords == Homeworld == ''Main article: [[Barrakru Kaat]]'' A dry, rocky planet that has abundant deserts and wastelands, but many oasis and more than a few jungles. There are no oceans, only a small handful of very large lakes. There are many natural mineral resources hidden in the deserts and barrens. Cities and towns litter the planet's surface. There is no primary capitol to prevent collapse of command if it is destroyed. == Description == '''Overview''' The Skrey are a race of bipedal reptilians. Their feet are two-clawed, being very rigid and only pivoting at several joints, and their hands five-clawed. They have a tail ending with a natural bone weapon, know to biologists as Toxic Telsons, -though they are certainly not poisonous in any respect and are quite brittle, a sturdy horn on the end of their snout, eyes ranging in color from dark red to crimson to orange to yellow, and a frill. As a whole they are a physically strong race, with tight muscles capable of great exertion, though the muscles themselves are vulnerable to breaking if punctured. Skrey are capable of fighting with impaired or punctured muscles, but the individual is more feeble and the pain often distracts them. Better Skrey generally have bigger frills and darker colored eyes. Skrey teeth are very sturdy, not notably sharp but capable of delivering crushing force. Skrey commonly wear rings or bands around their snout-horns. Skrey can tolerate and even enjoy heat ranging from moderate to extreme, but too hot an environment, such as a lava planet, will make them extremely weak. Their digestive systems are naturally built for unprocessed, organic foods such as raw meat. Cold climates and temperatures cause Skrey to become sick, induce nausea, and slow down body functions to a crawl, accompanied with vigorous shivering. Skrey can die within hours in cold temperatures. They are not very good swimmers due to poor feet shape and short breath, but with an oxygen mask they can spend quite some time underwater walking along the bottom or paddling slowly. Unfortunately, as a race they are very proud and aggressive, any attempt to injure them or their dignity will result in retaliation, even if the other side is better off. They respect those with power and who respect them, and look down on the weaker. Skrey age quickly, about 30% faster than a human, and have an average lifespan of between 15-30 years, not counting war deaths. Which are tragically many. In conclusion, Skrey are dumb and violent, to put it bluntly. '''Anatomy''' Though Skrey appear to be similar to many races as far as the spines go, this is not that case. Rather than a single backbone, Skrey have two, each ascending the left and right sides of their bodies and connecting at the tail to intertwine along its length. The Skrey ribcage is a strong thing; each rib-bone is thick and long, reaching in an arc across the inner torso and connected to the spine opposite it. Though the organs' protection is good, the organs themselves are fragile. Skrey have a single large heart, capable of great output but will inflict a burning pain if overexerted for too long. There are many large arteries leading from it down to the limbs. Skrey esophagi have tiny teeth-like structures lining the inside, which properly lacerate most ingested food for dissolving by the stomach. Both Skrey stomachs are almost connected at the top where they meet the esophagus, and a liver-colon of sorts links both at the bottom. In this lowest digestive organ, every minuscule amount of nutrient is pounded and squeezed from the food, destroying any remnants in the process after the food in question has been cycled through the process several times. As such, Skrey have virtually no waste products as a result of extraordinarily efficient digestive systems, with one small exception. Skrey bones, enveloped in muscle, tendons, ligaments, and all the rest are not prone to breaking, but the muscles themselves can be damaged and disabled, as previously mentioned. Skrey endocrine systems are hardy as well because of the merciless conditions on Barrakru Kaat. Skrey do not need near as much liquid as other races might (Say, the humans) as they draw liquid from the food they eat. Once the digestive system has had its way, it leaves behind a small amount of liquid, the most nutrient-barren, completely unusable liquid imaginable. This liquid, ''Ohk'', seeps through the body and leaks out from between Skrey scales, therefore ridding the body of waste and sweeping away particles of dirt. This leaves the scales somewhat cleaner and shinier. Once excreted, ''Ohk'' has a rather unique smell to it, though the pleasantness of the smell varies greatly between races. It's odor is rather oily. Skrey have an undeveloped nervous system, appearing mainly in vast flat sheets in some parts of the body. Due to their nature and that of the scales and muscles, they are relatively unaffected by blunt trauma but quite susceptible to tearing, cutting, and/or rending. Skrey respiratory systems -despite being more attuned to the natural mix of elements in the atmosphere of Barrakru Kaat- technically only need air to complete its necessary functions, and are capable of breathing almost any gaseous element. As such, life support technology is a relatively foreign concept to Skrey. ''More to be added later...'' '''Reproduction''' Unlike mythical Dwarf women of old, the Skrey females are not fleeting legend but simply almost indistinguishable from males. Only the Skrey have the particular ancestral know-how to correctly identify who's who. There have been ''no'' mistakes in the entire history of the Skrey. The only differences between male and female Skrey is that females have no 'telsons' on their tails and have darker colored and smaller frills, generally. The reproductive system is comprised of a long chain of small organs safely contained in the dual corkscrew spine in the Skrey tail. The act of lovemaking, ''Jaght'', isn't ostracized for Skrey as it is for humans, but it is as ecological as it is pleasurable. Any act of intercourse is sure to result in the creation of new life, unpreventable (Not that the Skrey would want to prevent it--more Skrey=more warriors=more stuff for everyone). There is no 'marriage' among Skrey, and there is a mating season in the part of the year humans would call Second January, as the Skrey year is roughly 1.6 times that of a normal one. The passage of genetic material is very quick, requiring only a few seconds of telson-stabbed-in-tailtip contact. Within a human month an egg will be laid. Information after this is provided in the '''Culture''' section. The concept of 'love' among Skrey is unspoken, and only occurs in sudden fits that usually culminate in reproduction. Unlike humans, Skrey are capable of unlimited love for unlimited other Skrey of the opposite gender. == History == '''The Five Factions''' From an early age there were five factions competing for power among the Skrey. They were the ''Atranquan'', who were content to live their lives peacefully, the ''Garriskals'' and the ''Brukrantalis'', both powerful warrior factions, though the former preferred defensive tactics and the latter offensive, the smallest faction; ''Evastrukam'', fairly dull-witted but numerous and primitive, and finally the ''Prograkuts'', who were in favor of industrial systems and economics. Once each what each faction was was clear, war began openly. '''The Extermination of the Atranquan and the Evastrukam''' Early on, the Atranquan attempted to convince the others that war was not the answer. None but the Prograkuts listened. In fact, the Atranquans were the first faction to be overrun, by the Brukrantalis. Meanwhile, the Prograkuts were trying to ally with the Evastrukam for their own safety, but the primitive fighters did not care about alliances and began attacking the Prograkuts. The weak, spear-wielding primitives were crushed by the Garriskals before they had the chance. '''Victory At Last''' By now, by far the most interesting wars were between the warrior factions. Not wanting to fight because they knew they would lose, the Prograkuts were simply absorbed into the warrior factions and as a whole the industrialists ceased to exist. After seven years of fighting and thousands upon thousands of losses -the most notable battle of which was called Assimilation- the leaders of the Garriskals and Brukrantalis met together and decided on a treaty. However, many in both factions still fought the other, and of these the Brukrantalis won. '''Invaders''' Soon after the allied faction, now called the Skrey Nation, was besieged by a space-faring empire. These aliens were small, canine creatures called Greera, and they underestimated the Skrey, and the reptilian warriors wiped them out. From reverse-engineering they acquired space technology and then set out to conquer the aliens' homeworld, which was actually in the same star system as the Skrey's. After the fall of the Greera, the Skrey expanded and are hosting war on several fronts. '''Spacefaring''' With reverse engineering successful, Skrey were free to explore the cosmos. They beheld awe-inspiring planets, inhaled noxious gases, met interesting people...and killed them. The most persevering enemy of the Skrey Nation were the Biomatter Hordes, though they also brought down Warbot Industries, allied themselves with the Magello, and most recently have declared war on the Gronian Imperium. Despite their progress, the Skrey are still a young and relatively confined race, though the situation was ripe for change. '''Evolution''' A new generation of Skrey, tailored by alien conflict, innovative technology, and strange new worlds, has recently come to be. Known as the Skritrulk, translated as 'void warriors' (Whereas 'Skrey' simply means 'warriors'). The Skritrulk are a little more refined and intelligent than their predecessors, as well as looking different. Spearheaded by Magello influence and the famous 'Samaritous Skrey' incident, new factions have risen amongst the Nation, based mostly off-homeworld. Time will tell if Skritrulk are destined to ascend to greatness or remain in Skrey backalleys. == Epic War Involvement == My intro adventure is of the Skrey gathering on the Greera homeworld, congregating into an Battagoko (Term defined below) and attacking. It is epic, don't you worry. The captain is locked, a Skrey Elite Warrior. For this adventure and others look down on the Documented Wars, Battles, ect. section. == Relations Data File == '''The Greera'''- small, aggresive doglike creatures native to the same solar system as the Skrey. They underestimated the Skrey and attacked our homeworld, but were driven off almost immediately. We responded to this foolhardy and stupid act by attacking their homeworld. The Greera's homeworld was ravaged and although refugees did escape, no other race will ever recognize the Greera. '''Status: Defeated. Threat: None. ''' '''WBI'''- Warbot Industries was always wary and hostile towards the Skrey Nation, but after issues with the Biomatter, we required improved technology and demanded it of WBI. When they refused, we declared war. That war still continues, but we have made several victories against the puny blue Minomits and their unthinking robotic fighters. Update: After decades of toil, against Skrey and other Warlord empires, Warbot Industries suffered a decline as their grand leader vanished mysteriously. They are now little more than outposts and cities scattered across space, with little protection against those like the Skrey. '''Status: Hunted. Threat: Low''' '''Biomatter Hordes'''- We had no idea such a horror and threat existed in the galaxy. We lost a fine planet to the Hordes' first attack, and though we mean to reclaim it we do not have the ability currently. The Biomatter have been spotted on several worlds with Skrey presence, all of evacuated. Luckily, all so far have been minor. Biomatter are top priority, the galaxy won't be safe with a single spore floating through space. Alliances we otherwise would never think about will need to be made against the tides of mottled grey flesh. '''Status: Contained. Threat: Extreme.''' '''Magello Empire'''- A fellow Warlord race, older and more experienced than ourselves. Encountered in a time of need, these odd creatures proved a great ally. Now our races fight side-by-side. Not too much is known about the Magello, and though strength lies in unity (No matter how much any Skrey may disagree) we remain apprehensive of these unusual aliens. '''Status: Alliance. Threat: Potent''' '''Gronian Imperium'''- A territorial Neutral race, met and assaulted in an encounter called 'Pride' (Listed below). Powerful warriors with viperous weaponry, the reclusive and volatile Gronians are a grave threat. The resources of worlds are consumed to feed their military, and their leadership is alarmingly strong. No matter the odds, the Skrey will fight, even to dig their own grave. If not for the recent acquirement of WBI technology, the Skrey Nation would stand little chance. At around this time the Skritrulk presence became substantial, and began to change the battlefront'''Status: At war. Threat: Great.''' == Culture == Young Skrey are cared for by their parents, usually the mother, until they are about three years old. From there they are taught by others how to live, work, and so on. At the age of seven, they are become somewhat independent and begin their own lives away from their parents. Usually, juvenile Skrey live with one other about their age or with three others about their age. They grow, travel, and work together. If something happens, and it almost always does, the group disbands to find others. At the age of twelve, they become completely independent and live alone. From here they can work or fight in the armies. Fighting is a huge part of Skrey society, a favored form of entertainment is getting 'Epic' creatures together and watching them fight to the death. Skrey have conquered the skies and have achieved spaceflight, but they are still extremely primitive in that respect and their ships are very irregular. As a whole they enjoy living in a less-than-technological fashion, with hand-built buildings exposed to the warm air of Barrakru Kaat. If you are confused about their growth rate, please refer to the above Description section. '''Naming''' Names hold no significance among Skrey, and are commonly bunches of letters in a rough pattern. Certain letters do appear more often than others, usually ''r'', ''l'', ''k'', ''s'', ''u'', ''e'', ''a'', and ''g''. Examples: Zuakar, Hadrak, Sulekrakk. These names are given for the first sound the Skrey makes, though a parent can influence the noise without consequence. == Military == A favored battle pattern is to send in quick-moving vehicles and mobile drop shields to an area designated as a base, then to fill that secured area up with troops and burst out when the time is right. Troops are conveyed to the “Drop Zone” through heavily armored transports and their escorts. Once the mass of combat vehicles and soldiers are in position, this mass known as a Battegoko, the shields are lowered and the Battegoko attacks in a frontal charge. Additionally, small groups known as Delvers might navigate across the terrain and attempt to flank the enemy position on both sides. The Delvers are commonly made up of SAWs, Stealth Assault Warriors. For sea, air, and space battles, the strategy is the same. This makes the Skrey somewhat predictable with huge wars but smaller battles and skirmishes are conducted through lurking and ambush. '''Unit Types- Please excuse the skewed format.''' [[Image:Skrey_Soldier.png‎|thumb|100px|left|Soldier- The average, rocket-launcher wielding unit. They make up the bulk of the Skrey Nation's armies.]][[Image:Skrey_Warrior.png|thumb|Enforcer- A weak, run-of-the-mill melee fighter. They are armed with Dual Swords, mostly employed as peace keepers.]][[Image:Skrey_Tank.png|thumb|100px|left|Tank- A very heavily armored melee fighter. They have a weak weapon but can mop up hosts of damage.]][[Image:ECW.png|thumb|ECW- Elite Class Warriors are skilled and adept. They are often used as shock troopers or expert fighting squads.]][[Image:MAS.png|thumb|100px|left|Marine Assault Soldier- Underwater-specialized Skrey. They come equipped with a respirator mask and a Lightening Striker blade, though activation of this underwater in strictly advised against.]][[Image:SAW.png|thumb|Stealth Assault Warriors, or SAWs, are the designated stealth recon and covert operation units.]][[Image:PC_Skrey_Grenadier.png|thumb|100px|left|PC, or Planetary Conquest Skrey Grenadier- These special units were not introduced until the battle-technology revolution. They are the heavier infantry of the Skrey, equipped with a grenade launcher.]][[Image:PC_Skrey_Soldier.png|thumb|100px|right|PC Skrey Soldier- Better armed and outfitted than normal Skrey, the PC version came with the battle-tech revolution.]] '''There are many more Skrey weapons of war--not to mention vehicles! Refer to the Skrey Sporecast for the other props, vehicles, and warriors.''' Subscribers are, ahem, always appreciated... == Guidlines for Use == If you think that you want to use the Skrey in an adventure of yours, that's OK. The Skrey are expanding, running across new challenges, and they'll certainly make mistakes and will invariably lose battles. PM me on the Spore Forum to confirm that you want to feature the Skrey, and I'll make sure that you know everything that you need to properly use the Skrey. ==Documented Battles, Wars, Encounters.== '''"Invasion of the Greera"''' Due to a recent attempted attack by the small, dog-like aliens known as Greera, the Skrey responded with vengeance and began to invade the green, cheerful Greera homeworld. First, several pods containing ECW, Elite Class Warriors, were dropped onto the planet from orbit. The squad, made up of four fighters: Kalexa, Akigon, Rukkular, and their leader ECW-62 cleared the immediate area, though nearby Greera managed to send a message alerting their presence. Once a sufficient space was open, Asto-Behemoths dropped a Sido-Behemoth and two Inferno-class vehicles, as well as a few soldiers, onto the ground. The ECW squad and the soldiers escorted the vehicles across the planet surface, crushing any resistance they found, until they joined up with two other caravans and as a whole Battegoko attacked a large Greera city. The battle was won, as were many others across the planet, and the Greera destroyed. [http://www.spore.com/sporepedia#qry=usr-cavalier639|2267136878%3Asast-500631581800] '''"War on the Warbots"''' Out of spite and want for more advanced battle technology, the Skrey Nation declared war on the closest heavily civilized Warbot Industries-inhabited planet, called Rohdensi. A Skrey Battegoko attempted aerial assault on a primary WBI Command center, but the Warbot's airborne vehicles were more than a match for the primitive Skrey starships. After retreating, the Battegoko assembled at a heavily guarded valley and made camp. A wandering captain was pulled into the fray and joined several squads as they made their way across the planet. There were three routes: a water route, a wild, mountainous route, and a straight shot that was Warbot-guarded. After the masses of soldiers arrived at the Command City's gate, the gates opened and battle commenced, ultimately ending with the WBI's surrender. [http://www.spore.com/sporepedia#qry=usr-cavalier639|2267136878%3Asast-500636341936] '''"Turn On You"''' A stray Biomatter Spore crash-lands on a Skrey-inhabited desert planet. The disturbance is detected by a watchtower nearby, specifically Desert Outpost Heatwave. a small squad of soldiers led by Lieutenant Zuakar investigates, and encounter a small hive and a Hive Lord. After a quick discussion the squad is attacked and only the Lieutenant makes it back to the outpost. Later, a larger assault team attempts to destroy the colony, managing to defeat a Biomatter attack force only to be routed by the Hordes' full force. the closest city came under attack, where an SOS was sent out. Several minutes later a transport arrived, only to rescue a pitifully small band of survivors. Only four other cities were evacuated in time and the planet was left for dead. [http://www.spore.com/sporepedia#qry=usr-cavalier639|2267136878%3Asast-500640748925] '''"Contract"''' A rumor came to the Skrey (Later identified as false and intentionally misleading) of the existence of a Greera colony on the planet Eghan. Spurred on by mention of their first enemy, a formidable Skrey attack force landed and underwent a vigorous search. After a fruitless fortnight, a Biomatter spore crashed into a valley near the Skrey's encampment and promptly began to spread. For a while they were fended off, but eventually the unexpected infestation grew too strong (As it invariably will), and slowly overran the defense force. Out of the blue, a foreign landing party appeared and together the two species destroyed the infestation. These other Warlords turned out to be none other than the Magello, a mutual enemy of the hordes. Petitions and requests on both sides were sent to their respective leaderships concerning an alliance, which was later ratified by both parties. [http://www.spore.com/sporepedia#qry=usr-cavalier639|2267136878%3Asast-500660693968] '''"Cold Monestary"''' Discovered by the Skrey colonel named Hadrak, the WBI-controlled planet Cawmuth was a center of Warbot technology. Naturally, its caches of tech drew the Skrey, who are always on the lookout for more powerful weaponry and tech. It was protected by four atmospheric shields, which needed to be eliminated before the Skrey could invade. The weakest was destroyed by orbital bombardment, another by Hadrak and a crew of Demolition Skrey, the third brought down by landing parties, and the fourth destroyed by the infiltration of a specialized Skrey Pulverizer named Garzlan and some cohorts. When all four shielders were down, the waiting Skrey fleet landed and began the invasion. It wasn't easy, but in the end the Warbots on Cawmuth were destroyed and the planet taken. [http://www.spore.com/sporepedia#qry=usr-cavalier639|2267136878%3Asast-500767085382] '''"Pride"''' A prosperous Skrey colonial planet is visited (Accidentally, so we're told) by a spacefaring empire. Ever the dull-witted brutes, the Skrey fighting force their mobilized and, after a brief exchange of messages, attacked the 'invaders'. A bout of fierce fighting ensued, with both sides retreating. It turns out that these aliens were part of the Gronian Imperium. This first and woefully violent encounter is almost certain to spark a war between both prideful Warlord races. [http://www.spore.com/sporepedia#qry=sast-500776110818] Later, the Gronians retaliated. In an act of violence almost Skrey-like in nature, the descended upon the planet and captured town after town. What forces we had weren't prepared, and citizens were slaughtered by the dozens. We sincerely hope these Gronians have realized the full potential of their actions. This means war! [http://www.spore.com/sporepedia#qry=sast-500776702173] '''"Ascension"''' In relentless pursuit of the Gronian commander that called himself Aspis, the Skrey followed his armada -Admittedly haphazardly- to a bountiful oceanic planet under their control. The Nation took it by storm, with extreme prejudice. Though every deployment was successful, one island-mountain raid in particular, the Skrey were forced to retreat with their plunder after Lord Aspis made a colossal U-Turn and arrived at the planet. We hear the the Gronians are infuriated by our vehemence, and mean to exterminate the Skrey Nation.[http://www.spore.com/sporepedia#qry=sast-500783609148] [[Category:Page]][[Category:Inactive]][[Category:Skrey Nation]] 3r04ysg9b3o4tms5cuzkd8nrqb47299 Social Scoring Network 0 1596 17883 2022-01-28T03:36:29Z Amaker1450 26550035 Created page with "The Social Scoring Network ('''SSC''') is an online reputation system created and maintained by the Department of Internal Security that is used to gauge the loyalty and trust..." 17883 wikitext text/x-wiki The Social Scoring Network ('''SSC''') is an online reputation system created and maintained by the Department of Internal Security that is used to gauge the loyalty and trustworthiness of both individuals and institutions within the empire. The SSC was first developed shortly after the exodus as a means of distributing rations; those who could prove their loyalty and dedication to rebuilding the empire were granted more food, supplies, and eventually land, while those who were deemed unproductive or disloyal would receive fewer rewards, or in the worst cases, execution. Since then, the SSC has expanded substantially in terms of scope, and has become an integral aspect in the empire's internal security and culture. The SSC is operated by a vast network of artificial intelligence constructs and Telkevon 'monitors'. The A.Is scour through the empire's vast online data networks, particularly social media sites, to record information on individuals and businesses, which will then be scored on a scale ranging from 0 to 200, with 0 representing traitors and high profile criminals and 200 representing exemplary individuals such as war heroes and those who have contributed to the empire in a significant way. Monitors ensure that the A.Is are functioning properly and take on specific cases that the A.Is are unable to perform. Both individuals and businesses are allowed to request that one's score be either increased or diminished based on their actions; for example, someone who regularly performs poorly at work and is then fired may have their employer request that their score be reduced. If claims are found to be true, the monitors will adjust one's score accordingly. Scoring can be affected by a vast number of factors, such as who one associates themselves with, where they travel, what they post, where they work, their health, businesses practices, and more. For example, an individual with an above average score who regularly interacts with citizens who score is below a certain threshold risks having their own score deducted. How much a score is reduced or increased depends on the particular action. Some crimes, such as murder, will result in one's score being automatically reduced to 0, regardless of their score beforehand. Military service, which is required of all citizens, will only increase one's score by a marginal amount, but choosing to serve beyond one's required term and/or earning honors on the battlefield will increase the score further. Individuals who perform numerous actions that reduce their score, only to suddenly increase their score by performing a good deed, may be investigated for gaming the system if such behavior becomes a pattern. Likewise, the SSC has implications for almost every aspect of an individual's life. All businesses and social media sites are required to have the score of their users and employees on display for public viewing. Individuals with a below average score are likely to find themselves shunned by much of society, as well as members of their own family, and will likely be denied many jobs. Legally, one's score determines their rights and privileges. Individuals with a good score can purchase land, homes, and guns, establish businesses, travel freely, and run for office, while those with a low score cannot. If one's score becomes low enough, they will be investigated for potential criminal activity, and if found guilty, will either be imprisoned, relocated to the dissident communities, or executed, depending on the crimes. However, there are a few exceptions, such as hospitals, which are not allowed to deny patients based on their score. While the SSC attempts to remain unbiased, the system itself is imperfect, partly because of the vast scale of the empire itself. While uncommon, either an A.I or moderator will incorrectly adjust an individual's score based on inaccurate or outright false information. Affected citizens are allowed to appeal such changes, but while most appeals are handled within mere hours or days, others may remain for longer either due to a backlog or because the individual lives in a remote region not yet sufficiently covered by the SSC; the network requires time to establish its infrastructure in new regions, which has consequently made the outer rim a popular destination for those considered outcasts by society. Certain moderators may also accept bribes in order to modify scores, but those caught in the act will face immediate imprisonment and a severe deduction to their own score. [[Category:Amaker]] [[Category:Telkevan Union]][[Category:Page]][[Category:Telkevan Organizations]] rj6zb2508lio84a2mkww7w1iip74vk8 Solar Legion (Telkevan Union) 0 1586 17814 17813 2022-01-17T19:50:24Z Amaker1450 26550035 17814 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Star Legions |image = |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = 553BE |label3 = Part of |data3 = [[Telkevan Union]] |label4 = Branch |data4 = Naval land force |label5 = Current high marshal |data5 = Nuoh Gersalv |label6 = Part of |data6 = [[Armed Forces of the Telkevan Union]] |header8 = |label9 = |data9 = |label10 = |data10 = |header13 = Conflicts Involved |label14 = |data14 = |label15 = |data15 = |label16 = |data16 = }} The '''Legion''' is the naval land forces branch of the [[Telkevan]] [[Armed Forces of the Telkevan Union|Armed Forces]]. It conducts expeditionary warfare and boarding operations, and as a result works in close conjunction with both the [[Solar Navy (Telkevan Union)|Solar Navy]] and [[Army (Telkevan Union)|Army]]. Though substantially smaller than its counterparts, the Star Legions are composed almost exclusively of highly-trained infantry equipped with the most sophisticated gear the AFRE can offer. Often the first to engage enemy ground forces during an invasion, the Legion has earned a fearsome reputation as the empire's shock troops. The Star Legion can trace its origins to the Marines of the pre-exodus Telkevan Union, which operated in close conjunction with the ocean-faring navy. It was not until Tagara's reforms and the subsequent rearmament program that the Legions were repurposed to support the new Solar Navy while the ocean fleets were merged with the Army. Even before these reforms, the Marines had maintained a reputation as quality infantry and maintained a rivalry with the Army over prestige, a rivalry that continues even into the modern era. The Army is administered by the High Marshal of the Army, who holds a seat on the [[Armed Forces of the Telkevan Union#High_Chamber|High Chamber]]. The current High Marshal is Nuoh Gersalv. ==History== ===Founding=== The first iteration of the Legion was established in 553BE. At this point, the Telkevon had yet to develop space-travel technology; as a result, the Marines worked with the ocean navy. This remained the case as the space race began and the Solar Navy was created, with the Marshal's Council making a tiny, specialized infantry corps for the new branch. As a result, by the time of the Wars of Unification, the Marines played a minimal role in the conflict, often fighting alongside the Army. When Grand Marshal Tagara reformed the military, she radically altered the Marines, transitioning from the ocean fleets, which had been merged with the Army, to the Star Fleets, merging with the old infantry corps in the process. Tagara had done this partly because of the Marine's ingrained culture of excellence and aggression, which she believed would be better served abroad rather than as a partner to the ocean fleets, which at the time did not exist in any capacity as the ships had been left behind during the Exodus. They henceforth became the 'Star Legion' so as to separate them from their origins. They also received priority during reconstruction alongside the Navy, helping them to quickly regain their strength. As part of these reforms, Tagara introduced new doctrines to the branch, including orbital insertion. The Star Legion got its first trial by fire during the Delusar conflict, during which, though they suffered initial setbacks due to inexperience, they achieved great success by the end of the war. ===Nepharian Cold War=== In 3468, Nuoh Gersalv was appointed to High Marshal of the Legions after its previous High Marshal, Tarsovis Visaria, was appointed to grand marshal. Nuoh had by this point been a close associate of Tarsovis for many years and shared his vision for the empire's future and the military. He soon befriended High Marshal Ilivaris Kindasi of the Solar Navy, with whom he began to work on new innovations for the Legions, including what would eventually become the [[Selshezak]] supersoldier program. As [[Telkevan-Nepharian Cold War|tensions]] escalated between the Telkevon and [[Holy Nepharian Empire]], Nuoh, along with the rest of the High Chamber, deployed several armadas near the contested-zone in the event of sudden Nepharian aggression. ===Great War=== ==Organization== ===Legion Commissioned Officer Ranks=== {| class="wikitable" ! Staff ! Abbrv. ! Grouping ! Description |- |High Marshal |HM |Overall command |The High Marshal has overall command of the Star Legion and holds a seat on the [[Armed Forces of the Telkevan Union#High_Chamber|High Chamber]]. |- |Lord Imperator |HADM |Legion |Lord Imperator command all legionnaires forces operating within an [[Armada (Telkevan Union)|Armada]]. |- |Imperator |ADM |Shock Group |Shock groups consists of 2 or more shock armies. |- |Lieutenant Imperator |LADM |Shock Army |Shock armies consists of 2 to 4 corps. |- |Brigadier Imperator |BADM |Corps |Corps consists of 8 to 10 divisions. |- |Colonel |CLN |Division |Divisions consists of 7 to 9 battalions. |- |Major |MJR |Battalion |Battalions consist of 5 to 8 companies. |- |Captain |CPT |Company |Companies consist of 4 to 7 platoons. |- |Lieutenant |LTN |Platoon |Platoons consist of 3 to 6 squads, which are commanded by non-commissioned officers, typically sergeants. |- |} === Air Commissioned Officer Ranks === The Star Legion has its own air corps separate from that of the Solar Navy. They are organized in much the same way, but answer only to Legion command under normal circumstances. {| class="wikitable" ! Staff ! Abbrv. ! Grouping ! Description |- |Wing Commander |WGCMD |Air brigade |Air brigades comprise all of a starship's strikecraft. Wing commanders coordinate directly with either naval or army officers depending on their current objectives. |- |Wing Lieutenant |WGLT |Air platoon |Air platoons are comprised of two or more squadrons. |- |Wing Captain |WGCPT |Air squadron |Squadrons can range in size from 2 to 14 strikecraft, with the average containing between 5 to 7. |- |} ===Enlisted Ranks=== {| class="wikitable" ! Rank ! Private ! Corporal ! Sergeant ! Gunnery Sergeant ! Staff Sergeant ! Master Sergeant ! Petty Officer ! Chief Petty Officer |- | Abbrv. | PVT | CPL | SGT | GSGT | SSGT | MSGT | PO | CPO |} ==Battle Doctrine== ''Main page: [[Telkevan Battle Doctrine]]'' The Star Legion is vanguard of the AFRE's ground forces and is tasked primarily with softening the enemy's defenses, prosecuting important objectives, and paving the way for the Army by securing landing zones. Because they often lack the numbers for prolonged battles of attrition, the Legion takes inspiration from the [[Solar Navy (Telkevan Union)|Solar Navy]], utilizing a combination of speed and overwhelming firepower to subdue an enemy before they can mount a proper defense. With aerospace fire to cover their advance, Legion troops will be deployed as close to the enemy as physically possible, oftentimes deploying directly onto enemy positions via orbital drops, and will effectively maintain a permanent offensive posture, relentlessly engaging enemy forces as they target enemy infrastructure such as orbital guns and communications relays. Once the Army arrives in force, Legion troops will link with the Army's armored thrusts and advance alongside them into enemy territory. The Legion's aggressive mindset, combined with their aversion of attrition warfare, dissuades them from prolonged defense operations and sieges, both of which they leave to the Army, though they can and often do provide support. In space, legionnaires are tasked with defending against and partaking in boarding operations. During a boarding operation, legionnaires will support central intelligence operates in acquiring data, capturing officers, and/or securing or demolishing the vessel from within. == Equipment== ''See also: [[Arsenal of the Telkevan Union]].'' Due in part to being smaller than the Army, the Star Legion is able to invest more of its time and resources into its troops and their equipment. As such, the Legion equips its forces with state-of-the-art equipment, including experimental weaponry. It is often the case that new vehicles and weapons will first be sent to the Legion for field testing; if the design is a success, it may then be passed along to the Army for mass-production. === Infantry === ''See also: [[Infantry Weapons of the Telkevan Union]], [[Infantry of the Telkevan Union]]. '' The standard legionnaire is equipped with a suit of N80 or the newer N85 exoskeletal battle armor (XBA), [[Body Armor|suits of powered armor]] which, alongside providing many of the same enhancements found in N25 powered plate armor armor, enhances the user's strength and speed via hydraulics and artificial muscles. Commonly fielded battlesuits include the hisla HCS, yuthar HACS, and the Kuros CCS. While legionnaires are trained in most if not all [[Infantry Weapons of the Telkevan Union|weapons in the arsenal]], most prefer weapons tailored for the legion's doctrine of lightning engagements at near point-blank range. The VKR97 assault rifle and LLE11 plasma bolt rifle are the most common rifles, though some may instead employ the CHRN16 medium machine gun in this capacity as well as for suppressive fire. Popular sidearms include the SIS12-G automatic pistol, GAR81 railpistol, and the QHY43 missile launcher. The FLX42 wave gun and HFG38 micro-missile shotgun provides extreme close-range firepower, with the QAT70 laser shotgun serving as a 'jack of all trades' alternative. The HZL52 plasma bolt cannon and DHG80 shoulder-fired railgun act as tank-killers, with the FLE50 missile launcher being employed against aircraft and fast-moving targets. The OTN99 grenade launcher and AGZ32 flamethrower are used primarily to clear bunkers and other structures. Legionnaires are additionally equipped with grenades and at least one melee weapon, often a dagger, axe, or sword with a plasma blade. The Legion was among the first to adopt the use of mrganite-based weapons. These include the HCS20 marksmen rifle and the CRL02 pistol, which both utilize marganite flechettes; the 3490 crystal sword, a one-handed sword which can use either a straight or curved blade of pure marganite; and various explosives. Crew-served weapons are somewhat uncommon as they do not quite fit into standard Star Legion doctrine, but they maintain a presence nevertheless. These weapons include the LXA77 and YRT54 heavy machine guns, the FVH37 heavy grenade launcher, QWX18 mortar, and various grav-artillery guns, namely the GA-IS20 infantry support gun and the GA-LG07 plasma gun. The Legion employs a large number of drones and combat proxies to supplement its forces. These include remotely-operated drones such as the O50 aerial drone and O10 supply carrier as well as sophisticated front-line combat machines such as the CD-I15 Vera and the CD-I77 Nyrog. These proxies, each equipped with sophisticated A.I of their own, are often commanded by A.I operating from a CD-I50 Hazej command platform. The far more durable CD-IT80 Sutha command platform has been purpose-built for Telkevan-class sapient A.I. === Vehicles === ''See also: [[Combat Vehicles of the Telkevan Union]], [[Warships & Aircraft of the Telkevan Union]].'' The Star Legion primarily uses anti-gravity vehicles, as their speed and agility suits Legion doctrine, and walkers, which provide the Legion with exceptional and versatile firepower. Conventional tracked vehicles tend to serve a supplementary role. With some exceptions, the Star Legion requires that its combat vehicles be able to withstand the rigors of being deployed via orbital drop so that they can be deployed alongside the legionnaires. The J-33 Dreavarok serves as the Legion's main battle walker, with the T-35 Tagara serving as the main battle tank. The JT-17 Korvack, provides ranged support. The TL-5 Izahj anti-grav tank destroyer and the larger THL-05 Saertu anti-grav line breaker are used for both hunting armor and bunker busting. The JI-2 Ralek is the preeminent infantry fighting vehicle, with the K-33 Nezerai IFV providing transportation and the substantially larger KT-14 Uyar siege transport acting as a heavily-armored battering ram. The JV-33 Yukar acts as a short-ranged mobile mortar while the V-11 Hurth and VR-70 Xzar supply ranged firepower. Mobile gun platforms such as the JNF-11 Visar operate as versatile modular vehicles which can be fitted to serve a variety of roles ranging from transportation to spearheading armored assaults. The Star Legion is currently the only branch with access to the AFRE's siege walkers, the ODV-3 Vasekar MKI, which presently operates as a ranged support platform, and the ODV-5 Vasekar MKII, presently the largest and most powerful terrestial combat vehicle in the Telkevan arsenal. The Legion utilizes engineering vehicles, but whereas Army engineering vehicles are used for a wide variety of tasks, the Legion uses them almost exclusively for the maintenance of its equipment and for clearing mines and other obstacles, leaving the construction of bases to the Army. The Legion also possesses a diverse arsenal of aircraft. X-35 Olderos-class corvettes often lead formations of GC-39 Hizurat and/or G-19 Galandil gunships. A-23 Nazkea serve as air superiority fighters while Z-11-S Sinarsa tactical bombers and Z-20 Xalku strategic bombers, supported by LR-19 Nokatad Reconnaissance & Airborne Early Warning & Control (AEW&C) aircraft, target ground-side troop formations and installations. L-100 Tyrg jam enemy wireless communications. Transports include the F-17 Chereg transport gunship, FS-30 Sethet stealth dropship, and the FV-11 Nefal vehicle transport. [[Category:Amaker]][[Category:Telkevan Union]][[Category:Telkevan Organizations]][[Category:Armed Forces of the Telkevan Union]] 0ympneyvc2oisuw6oqz9sdc07qrvk5l Solar Navy (Telkevan Union) 0 1584 17816 17815 2022-01-17T19:51:48Z Amaker1450 26550035 /* Equipment */ 17816 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Telkevan Solar Navy |image = |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = 107BE |label3 = Part of |data3 = [[Telkevan Union]] |label4 = Branch |data4 = Navy |label5 = Current high marshal |data5 = Ilivaris Kindasi |label6 = Part of |data6 = [[Armed Forces of the Telkevan Union]] |header8 = |label9 = |data9 = |label10 = |data10 = |header13 = Conflicts Involved |label14 = |data14 = |label15 = |data15 = |label16 = |data16 = }} The '''Solar Navy''' is the naval and aerial service branch of the [[Telkevan]] [[Armed Forces of the Telkevan Union|Armed Forces]]. It is the most technologically and strategically sophisticated of the AFRE and is regarded as the cornerstone of the military, being responsible for both attaining control over the skies and transporting and supplying the other three branches of the armed forces. The modern iteration of the Solar Navy was established during Grand Marshal Tagara's reforms following the founding of the Telkevan Union. Due to the fledgling empire's replenished population and military, the Solar Navy received priority during rearmament, and adopted a doctrine emphasis quality-over-quantity and overwhelming speed & firepower. Though the Solar Navy has grown substantially since then, it maintains this doctrine, and continually strives to maintain an edge over its rivals. It has played a pivotal role in the [[Great War]], in which the navy's doctrines have been primarily shaped by its experience with the [[Empire of Diablos]]. The Solar Navy is administered by the High Marshal of the Navy, who holds a seat on the [[Armed Forces of the Telkevan Union#High_Chamber|High Chamber]]. The current high marshal is Ilivaris Kindasi. == History == === Founding === The Solar Navy was established a few decades prior to the Kovas Wars of Unification, making it the youngest of the service branches. At its inception, officials still disagreed over how to best implement military starships, leaving the Solar Navy's doctrine in a state of limbo for several years, after which time it settled on a doctrine inspired by oceanic warfare, with fleets spearheaded by carriers and destroyers, with a relatively small numbers of cruisers. This left them relatively under-equipped against the Nolsarians, whose extensive use of anti-aircraft weapons nullified much of the Telkevan's carrier forces. When High Marshal Tagara seized control and reformed the military, she restructured the navy, merging both the Air Force and Solar Navy into one branch and placing greater emphasis on warships, introducing both battleships and dreadnoughts while moving carriers to a supportive role. As the empire began to rebuild, the Solar Navy received priority funding and research over the other branches to make up for the empire's diminished population. This proved to be vital in the Delusar conflict, in which the Solar Navy, though outnumbered, devastated the Delusar navy in most engagements. From then on, the navy would continue to be a pioneer in military design and doctrine. === Nepharian Cold War === In 3465, Marshal Ilivaris Kindasi was appointed as High Marshal of the Navy. Ambitious and energetic, Ilivaris set out to reform and modernize the Solar Navy, which had by this point utilized a hybrid force of bruiser and long-range 'artillery' vessels. Shock strike tactics, which had been sporadically employed by some officers for the past several years, were made into an official doctrine as Kindasi began to slowly phase out bruiser vessels in favor of vessels emphasizing firepower and maneuverability via improved subspace drives. These reforms began to bear fruit as the empire settled into a [[Telkevan-Nepharian Cold War|cold war]] with the [[Nepharians]], whose use of long-range vessels convinced some of the more conservative members of the admiralty that current doctrine was starting to become obsolete. === Great War === == Organization == === Naval Commissioned Officer Ranks === {| class="wikitable" ! Staff ! Abbrv. ! Grouping ! Description |- |High Marshal |HM |Overall command |The High Marshal has overall command of the Solar Navy and holds a seat on the [[Armed Forces of the Telkevan Union#High_Chamber|High Chamber]]. |- |Lord Admiral |SM |Flotilla |A flotilla consists of multiple fleet groups and is a part of an [[Armada (Telkevan Union)|armada]]. |- |Admiral |ADM |Fleet group |Fleet groups are comprised of two or more fleets working in unison. |- |Vice Admiral |VADM |Fleet |Fleets operate at a tactical level, focusing on specific targets such as planets and other locations of importance. |- |Commander |CMD |Battle group |Battle groups are comprised of multiple vessels and can serve either a general-purpose or specialized role. |- |Captain |CPT |Vessel |Captains command individual ships. |- |} === Air Commissioned Officer Ranks === A vessel's strikecraft forces are organized with their own officer corps. They are subservient to their naval and army counterparts and coordinate closely with either one depending on their current objectives. {| class="wikitable" ! Staff ! Abbrv. ! Grouping ! Description |- |Wing Commander |WGCMD |Air brigade |Air brigades comprise all of a starship's strikecraft. Wing commanders coordinate directly with either naval or army officers depending on their current objectives. |- |Wing Lieutenant |WGLT |Air platoon |Air platoons are comprised of two or more squadrons. |- |Wing Captain |WGCPT |Air squadron |Squadrons can range in size from 2 to 14 strikecraft, with the average containing between 5 to 7. |- |} === Enlisted Ranks === {| class="wikitable" ! Rank ! Private ! Corporal ! Sergeant ! Staff Sergeant ! Master Sergeant ! Warrant Officer ! Chief Warrant Officer |- | Abbrv. | PVT | CPL | SGT | SSGT | MSGT | WO | CWO |} === Departments === Departments support the missions of the Solar Navy. Some are branches of the Department of Military Research & Development. Notable departments are as follows: * '''Starship Design Department''' - The SDD is responsible for designing new starships and all related components, including weapons. * '''Shock Strike Department''' - A creation of High Marshal Ilivaris Kindasi, Shock Strike focuses solely on improving the Solar Navy's shock strike capabilities while improving their defenses against those same tactics when used by the enemy. * '''Night Studies Department''' - Created following the [[First Battle of Norsus]], the Night Study is responsible for developing and implementing [[Void]]-based technology, most notably Void FTL drives. == Battle Doctrine == ''See also: [[Telkevan Battle Doctrine]]'' Battle doctrine places heavy emphasis on speed, medium-to-long-range firepower, and control over the electronic battlefield. The Solar Navy aims to resolve conflicts before the enemy can properly respond and reinforce their positions, necessitating both proper planning, accurate intelligence, and officers capable of pressing the offensive. This became a necessity against the Diabs, as their warships, though often outnumbered, tend to outperform Telkevan vessels in prolonged battles of attrition. Dominance in electronic warfare enables fleets to employ shock tactics with impunity and safely deploy their heavy vessels such as battleships and dreadnoughts. Shock strikes are employed against an enemy's most vital tactical assets, namely capital ships and carriers. The role of strikecraft is primarily defensive, with fighters and interceptors defending their allies from munitions and hostile strikectraft. Bombers, however, are employed offensively; if the fleet closes the gap with their target, bomber squadrons, supported by fighters, are sent to eliminate the sub-systems of enemy vessels, such as weapon systems and engines. Boarding operations are generally only performed once the target vessel has been rendered immobile and unable to retaliate. The aim of most boarding operations is to acquire intelligence from a vessel's computers, capture officers, and if necessary, capture the vessel itself for study. The Navy, though providing transportation and having the equipment necessary to cripple a vessel, does not perform the boarding itself, the role instead being delegated to the Marines and [[Central Intelligence (Telkevan Union)|Central Intelligence]]. == Equipment== ''See also: [[Arsenal of the Telkevan Union]], [[Warships & Aircraft of the Telkevan Union]]'' Naval design philosophy emphasizes quality over quantity to supplement its doctrine of rapid engagements with minimal casualties. This oftentimes leads to Telkevan fleets and air squadrons being smaller than those of their adversaries; to compensate, ships and aircraft are designed to engage and/or survive a multitude of threats. The navy currently uses eight classes of warships: *'''Corvette:''' Corvettes are not considered true warships, but instead operate as superheavy strikecraft. Operating either with strikecraft or in independent squadrons, corvettes are primarily tasked with eliminating strikcraft, frigates, and destroyers. *'''Frigate:''' Frigates are the smallest true naval vessels. Most modern frigates are designed to support larger warships, though a few have been developed for independent operations. *'''Destroyer:''' Destroyers comprise the bulk of the navy's front line warships. They are filled to the brim with weapons for engaging as well as cannons for providing orbital artillery to ground forces. *'''Cruiser:''' Cruisers are the mainstay capitol ship. They often lead squadrons of destroyers in battle and are equipped with hangar bays. *'''Carrier:''' Carriers are divided into three categories depending on their cargo: troop carriers, strikecraft carriers, and all-round carriers, which carry both ground and air units, albeit not as many as their specialized variants. Though they typically avoid fighting on the front line, instead deploying wings of bombers and fighters from within their formation, they are equipped with a modest number of weapons and possess durable armor and shielding. *'''Battleship:''' Battleships are heavily armed and armored capitol ships that often serve as flagships and as linebreakers. Like cruisers, they can be armed with hangar bays, though some vessels eschew hangars as they can be a structural vulnerability. *'''Dreadnought:''' Dreadnoughts represent the zenith of Telkevan naval power, boasting unrivaled durability and firepower among their contemporaries. Dreadnoughts are few and far between due to the resources required to build and maintain them and are thus only assigned to prominent fleets. *'''Star Base:''' Star Bases are an unorthodox classification comprised of space stations that have been built for combat. They are mobile weapons platforms that play an array of roles, such as logistics, carrying stikrcraft and corvettes, repairing capital ships, and providing fire support during an engagement. Star bases can vary considerably in size, with the largest exceeding most dreadnoughts, though they seldom take on the role of flagship. [[Category:Amaker]][[Category:Telkevan Union]][[Category:Telkevan Organizations]][[Category:Armed Forces of the Telkevan Union]] el5bhwndxbzkpzbxhip3gsnxrh6d1xu Sonic 0 1182 12278 2020-01-27T05:06:48Z Amaker1450 26550035 Redirected page to [[Sonic Weapon]] 12278 wikitext text/x-wiki #REDIRECT [[Sonic Weapon]] hq1ik7ry8wuetxj4jkpf3tx2gapc9yc Space Fauna 0 1312 13469 13468 2020-07-07T23:29:20Z Amaker1450 26550035 13469 wikitext text/x-wiki '''Space Fauna''' is a catch-all term for wildlife and other creatures found across the galaxy. While most creatures are relatively mundane, some regions are home to entities with abnormal or unnatural properties that catch the attention of nearby empires. ==Anomalous Entities== Anomalous entities are intangible creatures comprised of an unknown energy. They are notably similar to the spectral entities which inhabit the [[Void]], but due to their relative stability, are believed to be natural to the milky way galaxy. Observed entities have ranged in size from that of an average human to a small corvette. Many reports indicate that they are attracted to hyperspace and to the void and frequently travel in groups of three, though why remains uncertain. Unlike their void counterparts, anomalous entities are not inherently hostile, but are nonetheless easily provoked. Conventional weaponry does not harm them, but they can be deterred by high-powered [[plasma]] and [[laser]] weaponry. == Lithoids == Lithoids are comprised entirely of living rock, ore, minerals, or other similar substances. They are found almost exclusively living in large clusters within asteroids, rings, and on barren, otherwise uninhabitable planets. Such clusters vary wildly in size depending on their age; the largest lithoid on record, Mother Earth, is the size of a small moon and is tens of thousands of years old. While many lithoids have been observed to possess a degree of sentience, their intelligence has proven difficult to gauge due to their unusual biology. Some believe that lithoids are a creation of a long-forgotten alien race rather than a produce of natural evolution. Lithoids reproduce through a form of cellular mitosis, if a chunk of their body falls away, the fragment will grow into a new lithoid. ==Stellar Fauna== Stellar fauna are large, typically benign entities that roam the galaxy in search of biomass or smaller star fauna to consume. They occasionally land on uninhabited planets to consume food. Though some consider them frightening, star fauna tend to avoid colonies, especially urban centers, and starships. == Xenons == Xenon is an umbrella term given to domesticated space fauna kept by nations for agriculture, transportation or companionship. The list of known xenons is vast and many nations will often present new varieties to each other. === Remusian Xenons === ''' Oaken ''' Dogs but they're aliens now ''' Paklen ''' Space Cats ( The Kusheens hate them) ''' Bayses ''' The Birds from Space. Notable for being able to survive in space or on a planet. == Titans == Titans are anomalous entities of immense size. Their origins are generally shrouded in mystery, but most are hostile to surrounding lifeforms, making them a threat to any colonies in their proximity. ''' Mother Earth ''' The largest living lithoid on record, '' Mother Earth '' was observed by a Remusian fleet which accidentally trespassed the entity's territory. Mother Earth is slightly larger than a moon, and so far most weaponry has proven ineffective against her. Mother Earth is capable of throwing large asteroids which can form into smaller Lithoids upon impact. Several Remusian fleets have met their end trying to eliminate the creature. [[Category:Public Access Page]][[Category:Page]] 1c8yno2bfyzsnvmzvlum9578ece45mm Space Travel 0 820 15636 14081 2021-02-23T02:27:23Z Amaker1450 26550035 /* Warpgate */ 15636 wikitext text/x-wiki Over the centuries, the various races of the galaxy have developed many unique ways of traveling the vast expanse of space at FTL speeds. == Overview == === Sublight Engine === Sublight engines are used for non-FTL travel. While completely impractical for long-distance travel, sublight engines are perfectly for suited maneuvering in a local area of space and are far less energy intensive than any FTL engine. === Faster-Than-Light Travel === ==== Standard Drive ==== The cheapest, simplest and most common method of FTL travel is the '''standard drive''', known by many names such as the interstellar drive. The standard FTL drive works by quickly accelerating the vessel to FTL speeds. This method, while easy to perform, has a number of drawbacks: it can only go in a straight line, it can be tracked and intercepted, and it is the slowest method of FTL travel, sometimes by a significant degree. At the same time, their relative simplicity compared to other models makes them easy to maintain compared to more complex engines. Standard drives need time to cool down and recharge between each jump, a process that can take several minutes. ==== Bubble Drive ==== Developed by the [[Sauran]], '''bubble drives''' produce a large 'bubble' that envelops both the ship and any object around it; the larger and more powerful the drive, the larger the bubble, with capitol ships being able to transport dozens of surrounding vessels. The bubble functions in a manner similar to that of a bubble floating through the air; the inside of the bubble is essentially the same as the outside, but the barrier prevents outside space from getting inside. The bubble 'pushes' through space, which bends around it, allowing the vessel to travel at faster-than-light speeds. The main benefit of this method of travel is that so long as a vessel is near a ship equipped with a bubble drive, it itself does not require one, allowing space for more armor, weapons, or other facilities. ==== Jump Drive ==== Jump drives bend space between the destination and the vessel before 'flinging' the ship towards the desired location in a manner similar to that of a slingshot. This method is significantly faster than a standard drive and is far more difficult, if not outright impossible, to intercept, though it is still not instantaneous. While this method allows ships to travel vast distances and catch opponents off-guard, jump drives have both a warm up and a cool down period and are energy-intensive, especially for longer jumps. The time required to make a second jump makes retreating from an unfavorable situation difficult and risky, as jump drives are sensitive to stress caused by rapid jumps. ==== Subspace Drive ==== Used by both the [[Aeveria]] and the [[Zaretians]], '''subspace drives''', also known as slipstream drives by the Aeveria, generate a subspace tunnel connecting one point of the universe to another. It achieves this by vibrating the vessel until it is synchronized with subspace, generating a vortex in the process. The Aeverians use subspace drives for short-range movements between systems. Zaretian subspace drives of capable of chaining multiple jumps, allowing them to outmaneuver and ambush other ships. ==== Warp Drive ==== Several nations, notably the [[Rach]], [[Aeverians]], [[Karahotdoum]], and [[IAE]], utilize the [[Void]] to travel through space. This is achieved by entering into the Void via a portal and then traveling at faster-than-light speeds towards the destination, where the ship will then exit back into realspace. The IAE utilizes [[The IAE#Corridor Drive|corridor drives]] to create both temporary and permanent 'corridors' through the Void. The Rach are notable for their highly advanced Void-travel technology; both starships and terrestrial units are capable of using the Void for travel, giving them a significant advantage over their enemies in terms of mobility. The main benefit of Void travel is that it is nearly impossible to track; it is only possible to detect vessels entering or exiting the Void. Extended travel through the Void can be risky however, as the inhabitants of the alternate-dimension may attack the vessel, though this is extremely rare and only occurs in prolonged expeditions. The [[Remusian Republic]], and more recently the [[Repzork]], utilize a variation of the Warp Drive which accesses a naturally occurring network of 'tunnels' in the Void known as Hyperlanes. Hyperlanes connect one point of space to another and are isolated from the rest of the Void, making it impossible to freely explore the dimension, but also rendering the lanes safe from incursions by the Void's inhabitants. Remusian Hyperlane Portal Drives are capable of chaining up to fifteen jumps before needing to recharge., while Repzork Lane Drives can only make 10 jumps, though they are rapidly improving as the empire dedicates more resources to Void research. The creation of artificial lanes between systems has thus far been largely unsuccessful with the exception of the [[Rift Incident]], when malfunctioning Remusian and Repzork devices unintentionally created a lane between the two nations, facilitation contact between the two. ==== Warpgate ==== '''Warpgates''', known as '''quantum gates''' by the [[Luminarians]], are two-way portals. Warpgates can be constructed in space to move starships or on a planet so as to move troops and supplies. Warp gates provide instantaneous travel, making them one of the fastest forms of travel in the known galaxy. But they are extremely energy-intensive. For naval operations, the Luminarian's main method of travel is via quantum gates; most of their vessels have no FTL engines of their own, exchanging them for improved armor and weapon systems. Instead, the gates are constructed with small FTL-capable drives built into them. The gate is then deployed to the target location and activated, allowing the rest of the fleet to advance. The obvious drawback to this is if the gate is destroyed, the ships cannot retreat, and the gates themselves require time to construct. ==== Draft Drive ==== The '''Draft Drive''' has its roots in standard drives that, while still faster than light, were growing too costly, advanced or complex for the industry to innovate further. Draft Drives operate by leaving behind a trail of torn space that lingers for a time, eventually coalescing back together with only some long term cosmic damage. Ships can take advantage of the momentum and negative friction in the tear that follows the first ship to reach speeds far exceeding an otherwise subpar standard drive alternative with only basic engine requirements. Smaller, narrower draft-tears are easier to generate than larger, wider ones but last for shorter periods of time. During the flow-back period, attempting to drive a new path through the collapsed old one is significantly more difficult and dangerous, so frequent fliers such as shipping companies need to rotate routes, taking varieties of pitstops at otherwise backwater worlds. Because the networks are constantly fluctuating, experienced navigation is a must. Civilian ships can achieve long distance capabilities by rotating the lead ship in a convoy when blazing new trails. Militarily, it can mean that a navy can save tonnage on ships otherwise occupied by full FTL equipment and can focus on tactical rather than strategic engine designs as long as they have ships that can act as leadships with a full Draft Drive. Still, Draft Drive speeds remain below galactic averages, are easy to detect because of cosmic radiation generated by the tearing process, and not cost effective for singular vessels. It is believed to have more negative health effects on the body than other methods of FTL travel on leadships (some races compensate by using unmanned/temporarily-unmanned leaderships). The Draft Drive also has an interesting side effect of interfering with some other FTL methods (including Standard, Subspace, and Jump drives) if not accounted for. Ships coming into proximity with a lingering draft-tear during FTL travel may find their ship caught in the draft, pulled along, and flung far off from their original destination. This can essentially leave a minefield preventing ships from simply blazing into territory rife with Draft Drive activity. Certain FTL methods like Warpgates, Warpdrives, and Bubbledrives(?) experience no interruptions. Leftover cosmic damage may also cause problems for those intruding into such territory The Draft Drive is frequently (but not exclusively) used by the Betel, especially in the civilian sector to save on FTL costs. This helps contribute to the complex and shifting Betel economy and encourages the use of small but plentiful shipping vessels instead of large but fewer ones. [[Category:Transportation]][[Category:Public Access Page]][[Category:Page]] 7sm4ce3112lgccjaj0123e20x19a16n Space Travel (Branding) 0 1553 17519 17518 2021-12-07T22:48:57Z Amaker1450 26550035 /* Space Travel Infrastructure */ 17519 wikitext text/x-wiki == Overview == Realspace, subspace, and abyssal space can each be utilized for faster-than-light travel, each having its own set of advantages and disadvantages: ===Jump drives=== Jump drives are realspace FTL drives which 'bend' space between the vessel and its destination; once ready, the ship is then flung towards its destination in a manner similar to that of a slingshot. Jump drives are limited by their long charging & cooldown period, which can trap users if they jump into an unfavorable situation. Additionally, jump drives can only go in a straight line and have no means of concealment. ===Subspace drives=== Subspace drives are the default method of travel for most races. Subspace is comprised of an ever-changing network of 'currents' influenced by gravitational bodies and abyssal anomalies. To travel with the current is the fasted method of subspace travel, but is not the only way; ships can fly against or even outside of the currents, though this will increase travel time. Subspace travel is faster and more precise than jump drives, but requires more energy to utilize and significantly more computing power to navigate. ===Deepdrives=== Also known as trenchdrives, are a relatively new development for most of the races of ESG. Deepdrives enter abyssal space to facilitate FTL travel. While undeniably the fastest and stealthiest form of FTL travel, as most do not fully understand how to counter & detect it, it is by far the most dangerous form of travel. Abyssal space itself is poorly understood and boasts hazards such as gravitational anomalies, time dilation, and potentially hostile 'energy beings' which often attack those unfortunate enough to encounter them. Deepdrives also require even more energy and processing power than subspace drives, severely limiting the vessels capable of equipping them. == Space Travel Infrastructure == Specialized installations can be used to either streamline or hamper FTL travel: ===Jump gates=== Jump gates are mobile space stations used to 'fling' vessels towards their destination with the vessels having to use their own engines. Jump gates are one-way; if used in place of jump drives, vessel will be entirely incapable of independent faster-than-light travel. Efforts to create similar gates for subspace engines are often frustrated by Subspace's constant state of flux. ===Anchors=== Anchors operate as lighthouses for subspace engines; they monitor the local currents and relay this information to nearby ships, reducing the processing power required for jumps and thus accelerating travel. Some states are experimenting with abyssal anchors for deepdrives. ===Null-fields=== Null fields produce artificial gravity wells which can render subspace travel in the field's vicinity difficult if not outright impossible. [[Category:Page]][[Category:BrandingHold]] oj6zcjibkonj80lttna0iffohx7curz Space travel 0 1128 11651 2019-12-16T20:55:28Z Amaker1450 26550035 Redirected page to [[Space Travel]] 11651 wikitext text/x-wiki #REDIRECT [[Space Travel]] akkfujrmz7zkzhs8l22h7g98gtshvfw Star Navy 0 1396 14535 2020-11-24T03:58:07Z Amaker1450 26550035 Redirected page to [[Repzork Star Navy]] 14535 wikitext text/x-wiki #REDIRECT [[Repzork Star Navy]] spohq2llczm5orjsaea3mm310nbw0a9 Station 16 0 1352 14028 13943 2020-08-14T11:43:36Z Corv 30641571 14028 wikitext text/x-wiki #REDIRECT [[Nova_Corporation#Station_16:_Braker.27s_Dip_Space_Station]] [[Category:Satellites_and_Space_Stations]][[Category:Nova_Corporation]] kb3adt726kw7wvgrnci6s4lss722nri Station 451 0 1368 14029 2020-08-14T11:44:02Z Corv 30641571 Redirected page to [[Nova Corporation#Station 451: Satellite in Agniemia Orbit]] 14029 wikitext text/x-wiki #REDIRECT [[Nova_Corporation#Station_451:_Satellite_in_Agniemia_Orbit]] [[Category:Satellites_and_Space_Stations]][[Category:Nova_Corporation]] cserijp229i0j6oc0gtp29zui5lai46 Strigidae Enclave 0 1175 12198 12196 2020-01-23T23:52:21Z Kylelck 30541006 12198 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Strigidae Enclave |image = [[File:Strigidae.png|256px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = 80 years prior to the independence of the Frontier. |label3 = Empire |data3 = Luminarian Rebels |label5 = Size |data5 = Chordata System |header8 = Leaders |label9 = Ptilopsis |data9 = Leucotia |header13 = Conflicts Involved |label14 = Pre 1st Norsus Era |data14 = [[Luminarian Schism]] }} {{Quote|Never forget, never forgive.|Ptilopsis Anaria}} The Strigidae Enclave is a minor power within the Luminarian Rebellion. Formed from the survivors of an Eolian Philomath's planetary experiment 80 years prior to the independence of the Frontier, the Strigidae Enclave is a mostly isolationist power, rarely venturing out from their home system, Chordata system. During the [[Luminarian Schism]], the Strigidae Enclave pledged allegiance to the Rebellion and has contributed both militarily and technically to the [[Luminarian Military]]. Since then, the Strigidae Enclave has had formal diplomatic relationships with its neighboring powers, the [[Stygia Estuary]] and the [[Couloir Labs]]. The Enclave also regularly sends delegates to the Grand Assembly. ==History== The original members of the Strigidae Enclave were the remaining 9000 survivors of an Eolian Philomath's experiments conducted on a planetary scale. To this day, it is not known who or what the Eolian Philomath was hoping to achieve, but the survivors had suffered many differing mutations, both internal and external. The only common abnormality shared was increased perception, mental acuity, and focus. To make matters worse, the survivors had emerged from the cavernous laboratories into a barren and desolate world and were forced to leave their planet behind. Fearing that the Philomath may return, the survivors left for the frontier, eventually using their makeshift vessel as the core for an asteroid habitat and formed the fledgling Strigidae Enclave. A few years in, the extent of the consequences of their mutations was known. The average Strigidae would only live an average lifespan of 20 years before the mutations would kill them. Furthermore, it became clear that the mutations were caused by genetic modifications and they were dominant, offspring conceived by at least 1 Strigidae will suffer the effects. As a result, the Strigidae Enclave would invest heavily in acquiring bionics, synthetic organs and advanced medical technology, either manufacturing it themselves or buying it from various different sources such as the Aeveria. For many decades, the Strigidae Enclave would remain within the Chordata System, a relatively isolated system. When the Luminarian Schism broke out, the Strigidae Enclave pledged allegiance to the Rebellion as a result of their history. The Strigidae Enclave provided personnel and technical assistance to the Luminarian military, with many serving in the [[Luminarian Combined Intelligence Division]]. Their mutations, although disturbing to others, had helped the Luminarian Military in intelligence and technological assimilation of Aeverian tech. The members of the Enclave had left such an impression that it was well known that Admiral Cyrillus and Director Gaviar had nearly come to blows in acquiring Enclave members for their respective commands. Since the Schism, the Strigidae Enclave has used the Assembly to conduct trade with its neighboring powers. Members of the Enclave are in constant demand by the various corporations and the military. In the Grand Assembly, the Strigidae are staunch anti-empire, and are constantly against the unionists. The Strigidae tend to vote in favor of the Aeveria and are known to be against the Betel-Luminarian treaty as a result of the Bunker Incident. ==Culture== {{Quote|A cruel reminder of what was forced upon us.|Ptilopsis Hisalia}} As a result of their heredity mutations, most Strigidae have augmentations in some form, replacing diseased and damaged organs and limbs. As a result of living in an asteroid habitat, many Strigidae are competent at engineering and technology as it is a necessity to keep the habitat up and running. Their enhanced mental faculties have also made them prime researchers in various fields, as well as making them competent intelligence agents. ==Leadership== ===Ptilopsis Council=== {{Quote|We are the relics of a bygone age, but denied the release of death.|Ptilopsis Leucotia}} The Ptilopsis Council are the governing body of the Strigidae Enclave. All current Ptilopsis are the original survivors of the Philomath experiments and are currently inhabiting completely robotic bodies of either Aeverian or Luminarian make. The Ptilopsis are rarely seen in public, as their forms tend to unnerve non-Strigidae. Originally numbering 41, only 26 Ptilopsis remain as of Year 18 of the Great War. Ptilopsis are only allowed to expire of their own will should they successfully pass down their knowledge and role. Since the beginning of the schism, several Ptilopsis are currently assisting the LCID in combating the Empire's Military Secrets Directorate, and are primarily responsible for retrieving and disseminating Eolian Philomath documents. ==Military== The Strigidae Enclave, much like other powers do maintain a small system defense force alongside the [[Luminarian Navy]] system patrols. The Enclave has several Vigilant-Class frigates in their arsenal along with the personnel required to maintain and defend them. These Vigilant-Class frigates are heavily modified, with a focus on improving onboard sensors and engagement capability in the form of 2 additional slash beams at the cost of the onboard hangar bay. [[Category:Luminarian Organizations]][[Category:Page]] 2xy97d77l8kvy6z2ffftndv50uwtvvo Technology (Telkevan Union) 0 1594 17979 17795 2022-02-05T02:09:31Z Amaker1450 26550035 17979 wikitext text/x-wiki == Overview == In the early years of the union, the Telkevon relied heavily on superior technology in order to overcome their oftentimes numerically superior enemies. While the union has grown substantially since then, sophisticated technology is still viewed as a key asset in maintaining the nation's strength. The Telkevon will seldom hesitate to reverse-engineer alien technology and integrate it into their own if they find a use for it. With the induction of the client states, trade with their neighbors, and conflict with the Peacekeepers, the development of new technology has accelerated to unprecedented levels. [[Void|Subspace]] engines and jump drives are the primary forms of faster-than-light [[space travel]], with each serving different roles. Jump drives are commonplace on civilian and commercial ships such as transports and freighters that have little need for maneuvering and which need to move from one location to the next, often using the downtime during loading and offloading to recharge their engines. Military ships use subspace drives which, while somewhat slower, recharge much faster, allowing them to make accurate, simultaneous jumps, giving them a great deal of mobility on the battlefield. Research into the Void has seen the recent development of the empire's first Void-capable drive, which was used for the first time during Operation Dawnhammer to navigate Void hyperlanes. Millennia of subterranean living have seen the Telkevon become masters of underground construction. Facilities and settlements are often located beneath mountains, plateaus and other tall natural formations, though if none are available, they can be readily built elsewhere. Entrances come in the form of large lifts that can sometimes double as a space elevator. Cities are comprised of numerous interconnected domes or caverns that can be dozens of stories tall, allowing for the use of some aircraft, and stretch for hundreds or thousands of kilometers, allowing them to house millions of residents. The 'walls' of the city are extensively reinforced and shielded to prevent cave-ins while the roof provides an artificial day and night cycle. Roads are commonplace, but are chiefly used by the military and by commercial interest, with most civilians using the rails, bicycles, or simply walking. Alien tourists can have a difficult time navigating underground cities as they are designed with a deliberately confusing and maze-like layout designed to disorient potential invaders. Waste disposal, food production, generators, and other facilities are generally relegated to their own sectors away from the inhabited areas. Trash, waste, and other materials are cleansed and recycled before being put back into the system to be reused, leaving very little if any waste. Likewise, the Telkevon are experts at subterranean warfare. Dedicated tunneling tanks can place explosives beneath enemy positions or bypass them entirely to deploy troops directly at a target. The AFTU's [[Telkevon Military Arsenal|arsenal]] contains both [[Projectile Weapon|projectile]] and [[Energy Weapon|energy-based]] weapons alongside various specialized [[Biochemical Weapon|biochemical weapons]]. [[Melee weapons]] such as saw blades, hammers, and spears are also used, but are not standard-issue, instead being granted to particular units for use in specific circumstances such as boarding operations and urban combat. The Great War has also seen the introduction of [[Margan_Empire#Margan_Crystals|Marganite-based]] weapons such as the RS-18, a superweapon designed to produce explosive crystal growth over a wide area. A number of ancient weapons, such as [[Esoteric Weapon#Hard light|hard light firearms]], have been salvaged, but remain poorly understood and can only be replicated in small numbers and at an incredibly high cost. All infantry are equipped with one of many variations of [[XBA armor]], an exoskeletal suit of [[Body Armor|powered armor]] that can be adapted for use in any environment. The suit protects the user with a shield and multiple layers of armor while also enhancing their strength and speed with artificial muscles and internal hydraulics. Because of this, military firearms are built with the suit in mind, allowing for weapons to be stronger without having to be concerned about weight or recoil. [[Energy shields]] are standard-issue for all military and police forces and are used on infantry, vehicles, structures, and starships. Facilities and large urban settlements are also equipped with shields to defend against orbital and artillery bombardment. In 3396AF, they began developing a planetary shield capable of protecting an entire planet against an invading force. The first of these was completed at Alrukai in 3457AF; a smaller version of the shield was constructed upon Alrukai's moon and Valakar Station. Some of the equipment used to produce planetary shields would later be used to produce wireless shield boosters for starships. All shields are either of the standard or directional format, and several specialized types, such as kinetic and thermal shields, are used depending on the circumstance. Modern medicine is capable of preventing and curing the vast majority of diseases and rebuilding bodies to the point that even those who have suffered grievous injuries in battle can return to normal, at least on a physical level. Machines injected into the bloodstream that are designed to eliminate harmful bacteria and viruses are legally required for all citizens alongside vaccines relevant to their system and locations they plan on visiting. Genetic engineering has effectively eliminated genetic conditions but are strictly regulated to prevent discrimination based on factors such as height or the color of one's scales. Body parts and organs are grown in sanitary labs and are frequently used to replace lost limbs and destroyed organs, though some prefer to use cybernetics because they are seen as a badge of honor and the fact that they are generally superior to their organic counterparts. Some are outright opposed to the use of lab-grown limbs, considering them to be unclean. Every body part with the exception of the brain has a fully mechanical counterpart and can receive upgrades to enhance or grant new abilities. The military has used both cybernetics and genetic engineering for combat, with the greatest example being the [[Selshazak]] supersoldier program. Robots can be found throughout society performing countless tasks such as city maintenance, surgery, accounting, and production. In the military, they can act as mobile weapons platforms, bombs, spies, explosive ordinance disposal, and much more. Some military and civilian robots are remote-controlled, but the majority of modern machines are controlled by an artificial intelligence. A.Is are by and large created to perform specific duties and are not capable of either independent thought nor learning or adaptation; an accounting A.I will be incapable of learning how to maintain a city, for example. Sapient A.Is with built-in loyalty and religious beliefs do exist, but are few in number and are exclusive to the government and military. == Medical == === Disease Prevention === === First-Aid === === Cloning === === Cybernetics === == Travel == === Terrestrial Travel === === Space Travel === == Robots & Artificial Intelligence == === Robotics === === Artificial Intelligence === {| class="wikitable" ! Name ! Intelligence Grade ! Description |- |Silua-type Assistant |Basic |The Silua can be programmed to perform a wide variety of tasks. They are best known for being integrated into vehicles and armor suits, where they assist the user(s) by monitoring their equipment and vitals. They are highly specialized and are incapable of learning anything beyond what they are programmed to do. |- |Vyolgir-type Mainframe Core |Command |Vyolgir are used to oversee cities, installations, and starships. They perform this duty with the help of numerous Silua A.I that oversee specific functions and report to the Vyolgir. If the core detects that a Silua has been compromised, the lesser A.I is deactivated to prevent damage to the rest of the network as the Vyolgir works to resolve the issue. |- |Yolkavach-type Trooper |Basic |The Yolkavach is a modular Silua built exclusively for the battlefield. In its simplest format, the Yolkavach is capable of little more than walking in a straight line and firing a weapon, but with the right software upgrade, it can operate vehicles and perform complex battlefield tactics. |- |Selshezak-type Commander |Command |Selshezak monitor battlefield conditions and act as advisors to officers. Like Silua, multiple Selshezak can work in conjunction with the aid of a Vyolgir. Selshezak are under no circumstances capable nor permitted to issue direct orders to organic troops. However, with the growing use of combat robots, an increasing number of Selshezak have been modified to act as officers within the machine army's ranks; to perform this task, they are wirelessly connected to Yolkavach, forming a 'hive mind' that shares information and coordinates strategy. |- |Telkevon-type Iron Soul |Sapient |The Telkevon-type is the first and so far only artificial intelligence construct that is truly sapient, with each model possessing its own unique personality and capacity for learning limited only by its vast memory storage. A guarded secret, the few that exist work from the shadows as advisors to high ranking military political figures and increasingly as commanders in the empire's machine army. Telkevon are programmed with an unflinching devotion to the empire and to the gods, which has led some to ponder whether they can be considered truly sapient. Regardless, the machines are treated with the same respect that any organic Repzork of good standing would. |- |} == Terraformation == == Weaponry == === Projectile Weapons === ''See also: [[Ballistic Firearm]], [[Needle Gun]], [[Railgun]]'' {| class="wikitable" ! Name ! Description |- |Armor-Piercing Round |Standard bullet for all ballistic firearms due to prevalence of powered armor. Most other rounds are derived from this design in some way or another. |- |Depleted-Uranium Round |Depleted uranium rounds offer greater armor penetration than standard AP rounds. They are standard in space as the radiation they give off poses no risk to the environment or its users. |- |Tracer Round |Despite advances in targeting software and the development of virtual heads-up-displays, tracers are still used as a final means of ensuring that a weapon is hitting its target. |- |Incendiary Round |Incendiary rounds are filled with compounds that ignite materials, damage electronics, and severely burn flesh. |- |Explosive Round |Rounds fitted with a small explosive device designed to help break through tough armor and shatter bones and organs. |- |Acidic Round |Specialized rounds loaded with corrosive acid that devours armor and flesh, causing debilitating pain that can render a soldier incapable of fighting. |- |Pathogen Round |Rounds loaded with various infections diseases. Common among snipers and marksmen during drawn-out campaigns such as sieges. |- |Electroshock Round |A somewhat less lethal alternative to other rounds, electroshock rounds are fitted with a small device that electrocutes the target and/or their armor with the intention of immobilizing them. |- |Crystal Round |The bullet is replaced by a Marganite substitute. Issued only to specially trained infantry due to their toxic properties and the possibility of unintended infestation. |- |Seeker Round |Used only in sniper rifles, seeker rounds lock unto targets and are capable of steering themselves to ensure an accurate hit, though the extent to which they can steer themselves is limited by their slow adjustment speed. |- |Micro-Missile |Micro-missiles function similarly to explosive rounds but are more powerful and are capable of locking unto targets. There are few firearms that use micro-missiles, with most users firing them from a weapon attachment. |- |Armor-Piercing Slug |Standard shotgun ammunition. Slugs also come in incendiary, explosive, acidic, pathogenic, electroshock, crystalline, and micro-missile varieties, with missiles operating similarly to a MIRV. |- |Marganite Flechette |Standard ammunition for modern [[needle guns]] due to their toxic properties and effectiveness against armor. |- |Armor-Piercing Kinetic Energy Projectile (APKEP) |Commonplace in vehicles and railguns, armor-piercing kinetic energy projectiles, or APKEP, use kinetic energy instead of explosive force to penetrate armor. The projectile tends to shatter upon piercing armor plating, producing shrapnel which can lacerate the crew. |- |} === Energy Weapons === ''See also: [[Energy Weapon]]'' {| class="wikitable" ! Name ! Description |- |[[Plasma]] |Plasma weapons can come in bolt and beam variants and are utilized by infantry and vehicles generally for short to medium range combat, though specialized plasma warheads have been developed for long-range weapons. Plasma is renown for its extreme effectiveness against armor and the debilitating damage they cause against flesh, similarly to acid. Plasma bolts are colored red for identification. |- |[[Lasers]] |Laser weapons can come in bolt and beam variants and are frequently used by vehicles as point-defense weapons against strikecraft and projectiles. Anti-tank laser cannons are available to vehicles and infantry, but while effective against armor, their complete lack of kinetic force renders them ineffective against some forms of shielding. Lasers are also susceptible to thermal blooming in certain environments. These factors have led to most determining lasers unfit as standard infantry weapons. Lasers are colored red for identification. |- |[[Particles]] |Particle beam weapons are utilized by both infantry and vehicles for all combat ranges. Though they lack the sheer destructive power of plasma or the accuracy of lasers, they do not suffer from thermal bloom and have a longer range than most plasma weapons, making them a popular jack-of-all trades option. Particle weapons produce a violet-white projectile. |- |[[Electricity]] |Electricity weapons saw little use until designers began studying technology that had been left behind by the Margan Orion Dynasty. Since these studies began, a plethora of new electric weapons have been developed. While effective against armor and capable of striking multiple targets at once, electricity weapons are used primarily for their ability to swiftly overload shields. |- |[[Sonic]] |Sound weapons see very limited use in the military as crowd-control devices during occupations and as torture devices. Attempts to turn sonic devices into battlefield weapons have been met with mixed results at best due to the existence of audio dampers. |- |[[Hard Light]] |The Repzork have amassed a small but noteworthy arsenal of hard-light weapons from various relic sites over the millennia. Though engineers are capable of replicating a few of them, to do so is extremely expensive, and researchers remain uncertain on how the weapons function. Hard light weapons are issued exclusively to elite infantry. Existing models produce yellow, orange, or in one instance, violet projectiles. |- |[[Antimatter]] |Weaponized antimatter is used exclusively in explosives and is generally reserved for starships due to its intense volatility. |- |} === Explosives === {| class="wikitable" ! Name ! Description |- |Standard Explosives |Standard explosives are those that have been in use in some form or another for thousands of years. Standard explosives are used by infantry, vehicles, and starships. |- |Thermobaric Explosives |Thermobaric explosives use atmospheric oxygen to amplify their explosive power and temperature. Due to the need for oxygen, thermobaric explosives are somewhat limited in their usefulness compared to other warheads. They are used by infantry and vehicles. |- |Incendiary Explosives |Incendiary explosives release a napalm-like substance that burns targets upon contact. They are used by infantry and vehicles. |- |Plasma Explosives |Plasma explosives produce a burst of plasma upon detonation. They are used by infantry, vehicles, and naval vessels. |- |Acid Explosives |Acidic explosives release a torrent of acid upon detonation. They are most frequently used against infantry, Biomatter, and vehicles with exceptionally durable armoring. Acidic explosives are utilized by infantry and vehicles. |- |Bio/chemical Explosives |Bio/chemical explosives release biological and chemical agents into the air. They are deployed by infantry and vehicles during prolonged sieges. |- |Shock Explosives |Lightning explosives are potent electrical weapons that release bolts of electricity with the intent of eliminating infantry, light vehicles, and shielding. They are used by infantry, vehicles, and starships. |- |Electromagnetic Explosives |Electromagnetic explosives are designed to disrupt or outright disable equipment so that it can be captured for study or repurposing. Unlike shock explosives, they cannot kill infantry on their own. |- |Nuclear Explosives |Standard nuclear explosives range in payload from 1 to 500,000 megatons. They are used by vehicles and starships. |- |Marganite Explosives |Marganite explosives can be made to fit practically any role and as a result exist in numerous configurations. They are used by infantry, vehicles, and starships. |- |} {| class="wikitable" ! Name ! Description |- |General-Purpose Warhead (GPW) |As their name implies, general-purpose warheads are designed to be used against infantry, vehicles, and buildings, but are not as effective as specialty weapons. General-purpose warheads are used by infantry, vehicles, and naval vessels. |- |High Explosive Anti-Personnel Warhead (HEAP) |High Explosive Anti-Personnel warheads produce a powerful explosion that propels projectiles in all directions. They can be primed to detonate upon contact or mid-air to affect a greater area. HEAP warheads are utilized by infantry and vehicles. |- |High Explosive Anti-Tank Warhead (HEAT) |High Explosive Anti-Tank warheads used a shaped projectile to pierce plating and deliver a molten payload into vehicles, severely wounding or outright killing the crew. They are used by infantry, terrestrial vehicles, and naval vessels. |- |Thermobaric Warhead |Used only in oxygen-rich environments. |- |Incendiary Warhead |Incendiary warheads are most often used as an anti-infantry weapon and for deforesting. |- |Plasma Warhead |Many plasma warheads behave similarly to standard HEAT rounds, though conventional explosive shells are also commonplace. |- |Acidic Warhead |Primarily used either as a terror weapon or for when plasma munitions are unavailable. |- |Bio/Chemical Warhead |Bio/chem warheads embed themselves into the ground and release pathogens and poisonous gasses into the air. |- |Shock Warhead |Shock warheads embed themselves into the ground and release electrical bursts towards any nearby targets. |- |Electromagnetic Warhead |Whereas smaller electromagnetic weapons are designed for disabling vehicles and infantry, electromagnetic warheads detonate deep in hostile air space to disrupt wireless communication and sensors. |- |Nuclear Warhead |Low-grade tactical warheads are more commonplace in terrestrial operations while more powerful missiles are used in space. |- |Radiation Warhead |Known informally as rad-bombs, radiation warheads are non-nuclear devices which produce a fatal amount of radiation over a large area. They are most often used to exterminate organic matter while causing as little damage to structures as possible. |- |Antimatter Warhead |Antimatter warheads can be magnitudes more destructive than standard nuclear warheads, sometimes leaving nothing behind of the target. Recent developments in antimatter technology has seen the development of kinetic energy projectiles with an antimatter core that detonates shortly after penetration. Such weapons are used in high-powered railcannons. |- |} === Chemical & Biological Weapons === == Defensive Technology == === Infantry Armor === Armors can be broadly divided into three categories: '''protection''', '''mobility''', and '''utility'''. Designers will try to either balance between two or three of the categories or will focus primarily on one. * Armors which focus on protection emphasize armor and shielding in exchange for reduced mobility. These suits generally cover more of the body and feature stronger but heavier plates. These armors may also augment the user's strength. Protective armors may also feature less ports for auxiliary components, as the ports themselves are less durable than the armor surrounding it. Protection armor is most commonly used by a nation's front line fighting forces. * Mobility armors are the opposite of protection armors, eschewing protection for the sake of speed, flexibility, and sometimes, stealth. Mobility-focused armors boast a great deal of variety; some armors still over most of the body, albeit in lighter and smaller plates, while more extreme cases cover only the vital areas or are stripped down to their absolute bare essentials, going as far as to lack certain components that may be common in other armors as well as any auxiliary ports. * The rarest of the three, utility armors are designed for specialized roles and/or providing support to their allies. Such armors are either purpose-built for their role or feature many auxiliary ports for mission-by-mission customization. Utility armors can perform small-scale construction, produce mobile bubble shields, possess remote-controlled drones, and much more. But while utility armors can be very useful, they can carry the downsides of both protection and mobility armors, as the ports and components reduce the armor's durability and can sometimes weigh the user down. They are also a prime target for enemy forces, often necessitating that they be protected by their allies. === Vehicle Armor === === Shielding === ==== Planetary Shielding ==== === Camouflage === [[Category: Page]][[Category: Telkevan Union]][[Category:Amaker]] 19xr3p60shckv1l2p1k30wdc6oa8zgq Tegotian Empire 0 57 17071 9836 2021-11-17T03:12:42Z Amaker1450 26550035 17071 wikitext text/x-wiki ==THE TEGOTIAN EMPIRE== '''''EMPIRE DISSOLVED - ENTIRE MILITARY AND GOVERNMENT DEFEATED AT THE BATTLE OF THE DRAGONETERAN HOMEWORLD ASERAI''''' (( my sporecast thing is acting up, it doesn't want to add most of my creations, so I'll post a link to my spore page until I can get it to work: http://www.spore.com/sporepedia#qry=usr-Nagho|2266996828 )) The Tegotian Empire is a warrior race with a religion-based code of honor. They worship the god "Tanja" who guides their motives. Their race is not xenophobic, but they act in the shadows, claiming planets that other empires think to be resource barren. It is unknown what the Tegotians do with these planets, but intelligence reports claim that mere weeks after they claim a planet it is as rich in resources as one of the worse homeworlds. They are hated by most of the races, but scouts attempting to enter the territory of the Tegotians go missing without so much as a distress call. It is likely the Tegotians have some kind of sensor net around their borders. They conquer smaller races without regret and enslave any who resist, although among many of the smaller factions near the Tegotian Empire, they know their reputation and it often isn't a matter of winning or losing the fight, it's a matter of what the Tegotians will do with the planet. There have been cases where the Tegotians found a planet to be unsuitable and would destroy it, along with an entire ecosystem There are a few races who have forged good relations with the Tegotian Empire, but any ally who wishes to keep their alliance will be hard-pressed to make sure the Tegotians find the alliance to be in their favor. The Empire's true size is unknown but based on the territory it spans, and the pattern of their colonization, it is estimated that there are between fifty and sixty stars within the empire's territory, with at least two-hundred colonized planets. =====Defeat at Aserai and collapse===== Having sent literally their entire military force at the Dragtonetera Homeworld, Aserai, the the Tegotians and Dragonetera met face to face in a battle of decisive fate. The Dragonetera managed to win the fight, which had quickly become a deathmatch of both Empires sending every force they had at the other. With the defeat and capture of the now completely defeated Tegotian Military and Government, their empire was left to decay. Over not even a month, the previous Tegotian Empire was left in ruins. The once Rogue rebel group that resisted the Warlord rule of the Old Tegotian Empire attempted to take hold of the situation, aiming to rebuild the empire in a more Peacekeeper-friendly direction. With help from contacts who reached out from ACI and invited them to the First Annual Peacekeeper Conference, the Tegotian rebels, now known as the New Tegotian Republic, began a long road of recovery with help from various Peacekeeper Empires. Now the New Tegotian Republic, the Tegotians have effectively withdrawn from the War. ===FAMOUS WARRIORS=== ====Admiral Palanosh==== Gender: Male Admiral Palanosh commands the Fourth Fleet of the Tegotian Empire which consists of 400 vessels, 100 of which are cruisers, 380 strike craft, and the rest are capital ships and flagships. He has a record of being ruthless in his tactics, and despite his straight-forward style of command he has won many battles with few losses. He has been an admiral for three years, in which time he has annexed 17 star systems for the empire. ====General Valu==== Gender: Male General Valu is in control of the Fourth Division, the army that works in conjunction with Admiral Palanosh's Fourth Fleet. In all it consists of 5,000 warriors, 800 land vehicles, and 200 air vehicles. Usually, however, the most deployed against a single objective is 200 warriors, 10 land vehicles, and 3 air vehicles. [[Category:Page]][[Category:Inactive]] ebgae39hwtslgr5iubyt3qzpyge9ws4 Tegotians 0 1109 11071 2019-11-03T17:39:03Z Amaker1450 26550035 Redirected page to [[Tegotian Empire]] 11071 wikitext text/x-wiki #REDIRECT [[Tegotian Empire]] rxrd20h7hqwwag2688vwbctw6m5z6do Telaris System 0 626 17078 6526 2021-11-17T03:17:18Z Amaker1450 26550035 17078 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = n/a |caption = n/a |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Jurisdiction: |data2 = [[Aeveria Confederation]] |label3 = Region: |data3 = Inner Empire }} ==Overview== The Telaris system is, in all truth unremarkable. A single star with four planets and three of them laying within it's green band, the fourth of which far beyond toward the outer extremities and sitting just beyond a thin belt of asteroids, the System as a whole lacks any particularly astounding features and in fact is even lacking in mineral wealth. Charted a good time ago, the system spent several years post discovery as one of the many effectively empty systems within the inner empire until agricultural operations began following an official opening of the system to settlement by the government. In more recent years the system has seen increased growth as a result of the formation of Kella's Run, a young trade line that conveniently passes directly through the system, bound for the outer empire. ===History=== ====Silgar Telaris' Discovery==== The system was First charted in 255 AC by intrepid private captain Silgar Telaris who, according to local system legend, was looking to strike it rich in search of alien ruins. After having spent two weeks with his crew scanning and probing the surfaces of the systems four mostly flat worlds and finding little of interest, Telaris and his crew were prepared to submit the coordinates and a brief report to the Aeveria government and depart from the system forevermore. However much to Telaris' surprise (and likely elation) the crew began to recognize possible indicators of primitive sentient life on the planet nearest the systems star- crude tools, methodical carvings into stones, and on occasion what may have been the site of rudimentary constructions. Conducting a deeper study revealed that whatever primitive intelligent life had once lived on here had perished for one reason or another- a fact which baffled the crew considering the pristine and largely temperate nature of the planet. Telaris, a rather proud man of Ezedian descent, took great pride in this small discovery. A report was made and published, and though many wrote the so-called discovery off as insignificant, sometimes even fraudulent, Telaris was undeniably proud and undeniably boastful of his accomplishment. While the rest of the planets in the system never received proper names, instead being labled according to imperial policy, Telaris made certain to declare not only the system as the Telaris system, but also was sure to christen the planet whereon his discovery was made with his own first name; Silgar. ====Incorporation and Settlement==== Though "Silgar Telaris' Discovery" drew public interest in the system for a time, not even an Aeveria calender year would pass before Telaris and it's mysterious vanished tribals were forgotten, even by Silgar Telaris and his crew, who had moved on to a far more lucrative operation in bounty hunting on the fringes of Aeveria space. The Aeveria government surveyed the system and found few precious mineral reserves. Coupled with it's general location, far removed from any major travel lanes, and it's easy to understand why Telaris went ignored for three decades. In 261 AC the government opted to open the system to settlement after a conclusive study that determined that there was no significant value to the system for the purpose of heavy industry or military operations. The system, being untouched, and with three of it's four sizable worlds well within the green band, was popular with self declared thrill seekers and settlers, most of which poor individuals from the far more developed worlds seeking a place to start new. The innermost planets featured terrain and conditions ideal for agriculture, with the exception of Silgar, the farmland of which was often interrupted by immense forests, which ultimately made way for a unique industry to develop in the system. In the following five decades Telaris grew slowly, mostly from new settlers, among which were occasionally fugitives and less than reputable individuals seeking refuge away from the prying eyes of organized law. This was generally overlooked by the local populations, and by interplanetary law enforcement in general. Despite Telaris being an optimal place for criminals to vanish to- generally isolated, underdeveloped, and unnassuming, most criminals would rather flock to other, more dangerous systems that had already long been established as hotbeds of criminal activity and retreat. ====Modern Day==== Telaris remained largely isolated until 295 AC. With the formal establishment of Kella's Run in the same year, Telaris saw a spike of space traffic that while minuscule by most standards was an unprecedented increase for Telaris. While the system's population did not grow much as a result, many Telarian settlers seized the opportunity provided by the travel lane to export their goods. In three short years, Telaris grew to produce a large amount of domestic produce as well as timber, often sold on world and carried off by traders in either direction on Kella's Run. None of the planets in the system yet qualify to apply as a state. ===Planets & Bodies=== ====Silgar (Telaris I)==== A standing testament to Silgar Telaris' own ego, Silgar is said to have considered conferring the name of his crew's ship, 'The Blue Horizon' to the planet but instead chose to name it after himself after one of his subordinates suggested naming each body in the system after one of the five crew members- evidently this upset him. Whether the tale is true or not is lost to crew logs, but what is known is that Captain Telaris was sure to name at least one planet after himself. Silgar, or Telaris I, is the oddball of the three habitable worlds. It's sisters, Telaris II and III feature more plains, lower mountains, and less ocean. Silgar however still bears a resemblance. Where it's equatorial region is primarily lowland plains, it's north and south extremities exhibit vast forests that often give way to towering peaks, among which is the longest and tallest mountain chain in the system, Bear's Back, supposedly named after the resemblance of it's peaks to the spines of a local creature that shares a striking resemblance to ursine creatures- if bears had razor sharp bone plates protruding from their backs, that is. Silgar is the least populated of the habitable worlds, and the majority of it's population work in settlements at the edges of the great forests, making their profit in lumber sold to traders on Kella's Run. A species of tree on Silgar is prized for it's durable wood and dark hue among some circles. Silgar possesses one small moon that has no atmosphere of it's own. As for the mysterious primitive intelligent lifeforms? A number of sites have been identified as ongoing research sites in the mountainous regions, namely the Silgar OP1 Dig site, the first and primary excavation site established by Silgar Telaris and his crew. While no conclusive evidence exists as to what happened to these mysterious inhabitants, what is known of them is gleaned from crude tools and what may have been a form of artwork or record keeping. Based on what appear to be primitive clay brick supports within a cave at Silgar OP1 alongside carved tools and keystones found in the same space as well as fading remains of wall-carvings and paintings, few scholars dispute the existence of these now long-gone creatures. Ultimately the mystery surrounding the tribals of Silgar is unsolved primarily because very few scholars see the purpose in relocating to a remote system to study a race of primitive aliens that likely simply died out. ====Telaris II==== Telaris II is the largest of the habitable worlds. Telaris II is circled by two moons of roughly the same size and share a composition similar to that of Telaris III, and present on both Telaris II and III are curious basins consistent with massive impact craters. Due to the proximity of Telaris II and III, it's thought that the twin moons of Telaris II may have fractured from the smaller Telaris III when the system was young. Barring the great basin on the planets upper eastern hemisphere, much of the planet is covered in flat grasslands with rare forested regions. Lacking a true ocean unlike it's sisters Silgar and Telaris III, all the bodies of water on Telaris II are closer to vast inland seas. Rivers snake across the land in every direction, flowing from the highest points, a few mountainous areas usually far from the planet's many inland seas. While not as fertile as Telaris III nor rich in forestry as Silgar, Telaris II still maintains itself in a number of large agricultural communities that are often along the river, where the plains meet the mountains. Although easily the least remarkable of the bodies in the system, Telaris II still manages to offer all that is needed by those who call it home. ====Telaris III==== Telaris III is smaller than the most comparable body, Telaris II, but is superior for agriculture. While Telaris II is primarily land, Telaris III has a far more 'normal' ratio of land to ocean. While much of the landmass of Telaris III are plains, more mountain ranges are present than the much flatter Telaris II. These mountain ranges lay primarily in the northern half of the planet and encompass a good deal of the eastern hemisphere as well. Telaris III is evidently undergoing a period of change, as much of the mountain ranges are snow capped and are the cradle of massive glaciers that extend to the northern pole of the planet. These great glacial mountaintops provide a great deal of pristine water runoff that form the great rivers than cut through the land and join the vast seas of the world. As a result, Telaris III features far more fertile ground for agriculture, and it's climate ranges from temperate to sub tropical in some regions, allowing for a wide variety of crops both domestic and off-world to be grown with ease when managed. Telaris III possesses one small moon that is hardly large enough to classify as such. As a result of it's blossoming agricultural industry, Telaris III is the most populous of the three habitable worlds, and features it's only true city, Horizon, named for Silgar Telaris' ship, though far from in tribute to the captain himself. Horizon sits on the rim of Telaris III's own great basin, roughly identical to the one on Telaris II, a scar of planetary proportions, though a body of water has formed at the lowest point of the basin. Telaris III is home to most of the starports in the system, with most of the business in the system being done through the ports as a channel. ====Telaris Belt==== Never given a proper name, the thin belt of asteroids between Telaris' green band habitable worlds and it's single barren world is referred to simply as the Telaris Band. Earlier in the systems history the belt made a modest hiding spot for smugglers needing to lay low for a few days, however with the arrival of Kella's Run local militia have cracked down on criminal activity to ensure a safe trade environment, meaning the asteroid belt has become even more dangerous for criminals. In the years between the systems discovery and it's opening to settlement, the Aeveria government repeatedly evaluated the Telaris Belt for valuable mineral resources, but the prospect was abandoned when nothing of value was detected. ====Telaris IV==== The system's true black sheep, Telaris IV is nothing like it's siblings. Effectively a hunk of rock covered in crags and craters, Telaris IV lacks any atmosphere and lay on the other side of the Telaris Belt, well outside the green band. Supposedly Silgar Telaris and his crew made one scanning pass on the planet and dismissed it immediately. While the Aeveria government deemed the planet to be theoretically capable of undergoing terraforming, the operation never materialized, and any notion of establishing even a mining operation were quashed when it was found that the planet was just as devoid of valuable minerals as the rest of the system. Even criminal squatters don't bother landing on Telaris IV, as even if it were a suitable hideout- and it truly is not, the terrain is rocky and difficult to land on and the surface is periodically struck by stray asteroids. The harsh conditions and general inhospitable nature of the planet makes even a refueling station on the planet nonsensical. [[Category:Aeveria]] [[Category:Aurikine]] [[Category:Page]] [[category:Legacy Lore]] cz89kq0vvba0n7vyian7cm8cp8lr3ky Telkevan 0 1520 16649 2021-05-14T04:29:37Z Amaker1450 26550035 Redirected page to [[Telkevan Union]] 16649 wikitext text/x-wiki #REDIRECT [[Telkevan Union]] kc870575dhkkfq09714e4ghijltye85 Telkevan Space 0 1598 18395 18393 2022-05-26T22:53:41Z Amaker1450 26550035 /* Territory & Jurisdiction */ 18395 wikitext text/x-wiki ==== Notable Locations ==== * '''Vethia District''': The heart of the Union, the Vethia district housing some of its most prominent colonies. ** '''Alrukai''': Alrukai is the homeworld and former capitol. Most of the civilian population resides in underground cities, though many settlements have grown to the point that they have expanded back towards the surface. Alrukai was the first planet to have a planetary shield array installed. ***'''Faea''': Faea is Alrukai's moon. It is currently occupied by the military, who have integrated the celestial body into Alrukai's defense grid partly by installing several large anti-orbital batteries on the surface. ** '''Valakar Station''': Valakar station is a gargantuan starbase that serves as the empire's capitol and as the headquarters of the AFTU. It is effectively a mobile fortress featuring factories, hangars, docks, and a variety of weapon systems for self-defense. Under normal circumstances, Valakar Station and its escort fleet travels in a circuit across the core worlds. ** '''Volusai''': Volusai served as the union's primary military command center until it was superseded by Valakar Station. Today, it is an exceptional training and production center that manages the AFTU's activities within the Vethia District. *'''Alaghax District''': Once a modestly developed sector sitting near the edge of the middle sphere, the Alaghax sector was seized by the AFTU when the empire joined the Pact. It primarily serves as a staging area for the Diab Theatre and hosts supply chains feeding into the Baltreos Foothold. The 843rd armada is stationed in the sector to defend it from invaders. **'''Alaghax''': Capitol and namesake of the Alaghax sector. Current headquarters of the 843rd armada. **'''Vilgorod''': Initially founded by a community devoted to the god of engineering and of the arts, Visar, Vilgorod has become Alaghax's largest manufacturer of military equipment and is regarded as the cultural heart of the sector. **'''Thalnaeva:''' Fortress world which serves as a logistics base for the Diab theatre. ** '''Yulzek''': Manufacturing colony taken by the military to serve as a logistics base for the Diab theatre. ** '''Hruthar''': Command center and logistics base committed to the Sauran theatre. **'''Osgara''': A gas giant home to a number of gas-harvesting facilities. Two of its moons, Zarlr and Ilhiv, house Marganite research facilities. **'''Tyzu''': Over 95% of Tyzu's surface is covered in water. Deep beneath the seas are the ruins of an ancient civilization that archaeologists have been studying since their initial discovery. **'''Zyaltha''' A relatively new colony whose primary export is food. **'''KZE Occupation Zone''': A group of five colonies home to the recently-annexed Kizanthe. *'''Linalu District''': Named in honor of the late kaiserin, Linalu, the Linalu sector is a large and developed sector of space that is adjacent to Alaghax. Like its neighbor, Linalu was seized by the military when hostilities began. ** '''Zigala''': Sector command center for the Nuverian theatre. ** '''Teogoth''': Sector command center for the Zaretian theatre. *'''Vedrthar Military District''': The Vedrthar sector is a sector of Diab space that was captured by Pact forces during Operation Sledgehammer. Vedrthar has seen some of the bloodiest fighting in Telkevan military history and is regarded by some as a warrior's paradise despite the ongoing stalemate and the sometimes abysmal conditions as a result of the consistent usage of both marganite and biochemical weapons. ** '''Baltreos''': Baltreos served as the capitol of the Vedrthar sector. It currently serves as a local command center for Pact forces. The command staff of the various armadas operating in the sector reside here. ** '''Sevethos''': Sevethos was a prominent colony that now serves as a major logistics base, its supply lines connecting it to Thalnaeva. ** '''Glasos''': Glasos is a gas giant currently housing several harvesting platforms. ** '''Alvainos''': Alvainos was a small Diab colony in which much of the infrastructure was situated underground to shield the Diabs from the frigid surface and to bring them closer to valuable ores. The Telkevon fought a prolonged and bloody conflict to secure these facilities, making the continued occupation of the planet a point of pride for those units responsible for Alvainos' capture. **'''Urdos''': Urdos was a rapidly developing frontier colony which suffered an extensive marganite bombardment during Sledgehammer, initiating an infestation that has since engulfed much of the planet. The Telkevon maintain a small garrison here and harvest the crystals for use in their weapons. ** '''Falkeos''': Falkeos had served as a military colony until its capture by Pact forces. Though the planet suffers from a severe crystal infestation, the Telkevon continue to occupy the settlement and use it as a production center. ** '''Veos''': Veos is a colony which had narrowly avoided capture during Operation Sledgehammer only to fall under occupation two years later. The planet features an extensive stardock, which was repaired and retrofitted to serve Pact ships following the invasion. * '''Drekelsis''': Drekelsis is an isolated world on the furthest edges of Telkevan space that is used for Xenochytrid research. The world was selected due to its distance, frigid climate, lack of biomass, and its uninhabited state. The installations on Drekelsis require life-support systems as Repzork cannot breathe the planet's atmosphere. [[Category:Amaker]] [[Category:Telkevan Union]][[Category:Page]] n4oui5zc1gut49911ubkkjxdnaka60h Telkevan Union 0 1515 18230 18229 2022-04-19T16:12:36Z Amaker1450 26550035 18230 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:RepzorkEmpireFlag.png|225px|]] |caption = ''"From blood, comes purpose.'' </br> ''From purpose, comes will.'' </br> ''From will, comes endurance.'' </br> ''From endurance, comes power.''</br> ''From power, comes glory."'' |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label2 = Creator |data2 = Voltara |label3 = Active: |data3 = |label4 = Founding Document |data4 = Vukaran Constitution |label5 = State Religion |data5 = [[Oltari]] |label6 = Allegiance |data6 = [[Neutral Powers|Neutral]] |label7 = Capital |data7 = [[Valakar Station]] |label8 = Member Races |data8 = |label9 = Lingua franca |data9 = Kyrlagon |label10 = Sporecast |data10 = [http://www.spore.com/sporepedia#qry=ssc-500789429823] |header11 = Administration |label12 = Government |data12 = Stratocratic Federation |label13 = Central Authority |data13 = High Chamber |label14 = Current Grand Marshal |data14 = Tarsovis Visaria |label15 = Current Kaiser |data15 = Zervath Nezekar V |header16 = Economy |label17 = Economic Model |data17 = State Capitalism |label18 = Currency |data18 = Iva |label19 = Primary Economic Hub |data19 = |header20 = Armed Forces |label21 = Current Supreme Commander |data21 = |label22 = Headquarters |data22 = Valakar Station |label23 = Recruitment |data23 = Conscription }} The '''Telkevan Union''' is a stratocratic federation located in the [[Kentaurs Sector]]. The Union's government and military operates as a single entity and is administered by the High Chamber, a council comprised of the five highest ranking officials of the AFTU and the kaiser. [[Alrukai]] is officially the Union's homeworld, but the current capital is [[Valakar Station]], a mobile space station from which the High Chamber and Imperial Command operates. The Union's principles are based upon the Blood Covenant, the core tenant of the state-endorsed religion, [[Oltari]]. In the years since its establishment, the union has amassed a vast number of colonies and has annexed many aliens as member states and clients. == History == ''Main page: [[History of the Telkevan Union]]'' The following is a record of Telkevan history as recorded by the scholars of the Department of Education & Information. History is divided into two eras: before the oath (BO), which denotes the time leading up to the founding of the Telkevan Union, and after the oath (AO), which follows after. === Founding === [[Alrukai]], the capitol of the Telkevan Union, was once a prominent industrial colony of the now-defunct [[Alkarian League]]. During the league's collapse, Alrukai suffered an orbital bombardment that decimated the planet, with only some underground facilities survived unscathed. At Kalzevos, an subterranean fortress-city located in Olukor, the staff and administrators responsible for maintaining the facility had coalesced into an aristocratic class led by a kaiser or kaiserin who held absolute sway over the city and its inhabitants. As Alrukai recovered from the bombardment, the inhabitants of Kalzevos and other facilities returned to the surface and began the process of rebuilding. In 32BO, Kaiser Telkevon I was contacted by the [[Oltari]], who promised to lead Telkevon and his people in exchange for their loyalty. After the Oltari had proven their divinity, Telkevon enacted a blood oath, forever binding the monarch and his people to the Oltari. Telkevon soon spread the faith to his followers and spent the rest of his life compiling the Keltular and expanding Kalzevos, now the capitol city of the Telkevon Union. In his final address before his death in 49AO, Telkevon urged his followers to unite their ruined world under one banner. The Union expanded to the continent of Valakar in 97, and over the next century fought a series of wars as it gradually conquered or incorporated the continent's major settlements ending with the capture of Kustatinye, which contained a cache of Alkarian-era technology and the planet last remaining space elevator. Exploration into Gahlrag in 233 led to a devastating plague outbreak which spread across the Union's holdings until 243. Three years later, the Yustaf Wars wars began when the Yustaf of Kalria sought to topple the Union in its weakened state, but they were unsuccessful, as was the Union's initial counterattack. Three wars would follow before Yustaf was conquered in 309, with greater Kalria falling under occupation by 372. The Unification of Alrukai was formally concluded with the symbolic conquest of Ilutor, located near the southern pole. === Bloodletting === The Telkevon set their sights on uniting all former Alkarian colonies under the Union banner. The first functional faster-than-light subspace drive was developed in 467, and by 490 the Union had expanded across the Alrukai system. However, the Union at this time was beset with a number of internal problems, including corruption, political infighting between the dynasties, independence movements, and a steady reduction of faith in the Oltari. Tensions came to a head when the heir presumptive to the throne, Hrivalga Nezekar, instigated a coup in 503 which saw the kaiser and numerous government and military officials executed. High Marshal of the Solar Navy Tagara Vukarn survived and rallied loyalists forces and waged the Bloodletting; loyalists emerged victorious in 517 following the capture of Hrivalga Nezekar during Battle of Zyflis, after which he was publicly executed. Despite being in a position to seize power for herself by forming a new dynasty, Tagara refused, instead drafting the Vukarn Constitution, which reformed the government into a stratocracy in which the High Chamber, the ruling body of the [[AFTU]], held sovereign control over the Union. The kaiser was given a seat on the council but was subservient to the Grand Marshal, the acting head-of-government. Tagara also led a revival of the Oltari faith, returning the gods and their commandments to primacy. Tagara reigned until her death in 583 at the age of 142. She is revered as a champion of the gods sent to save the Union from its own avarice. === Wars of Unification === Interstellar travel began in earnest in 597, beginning the Wars of Unification in which the Union vied to reunite the lost Alkarian colonies. Union explorers made contact with the Imagi Federation in 611, but while the Imagi were reluctant to join the Union, both sides were unwilling to fight, and instead began exchanging resources and technology before laterv establishing a defensive pact. The Vokstani Empire invaded in 647, but were halted by the combined efforts of Telkevan and Imagi forces. Episodes of bloody fighting would continue until the Vokstani were defeated in 744. The Imagi formally joined the Union later in 749. The next major conflict began in 864 when the Ulrasni Commonwealth and the Belsyiv Compact refused to submit to the Union's terms, instigating an invasion. Ulrasni forces held firm, but the weaker Belsyiv dissolved in 879 as members defected to the Telkevon. Using data from the defectors, Telkevan forces decapitated Ulrasni leadership; the military then seized control and pledged to fight, but irreplaceable losses and public unrest forced them to surrender in 906. In 957, after using recovered Alkarian star maps to identify the League's former capitol of Kovas, the Union made contact with the Galderan Imperium, which occupied the bulk of the League's ancient core territories. The two opened diplomatic channels, but talks quickly broke down as the Galderans considered themselves the sole inheritor of the League's legacy and were zealously followers of the Cindric religion, which regarded the Oltari as false gods. Union forces invaded in 963 but were routed in the Battle of Dorus in 968, which saw the destruction of three entire Telkevan fleets. Galderan forces then pushed towards the Rhzari substream but were stopped at the incomplete Rhzari Canal, after which they pushed into the Ulrasni Commonwealth, triggering a civil war between Ulrasni loyalists and Imperium-backed separatists. A Zuthric patriarch was accidentally killed by Galderan forces in 981, prompting the enraged Vokstani, in violation of the Vukarn Constitution, to deploy much of its interior military into the region. Though they suffered heavy losses, they dislodged the Galderans and crippled the separatists. After another attempt to breach the Rhzari Canal ended in catastrophe, the Galderans offered terms for surrender which were rejected by the High Chamber. Offensive operations until the Imperium capitulated in 993, though individual member states held out until 1003. The Wars of Unification ended in 1239. While the will of Kaiser Telkevon I and of the Oltari had been fulfilled, the Union aspired to expand ever further. The Union enjoyed four centuries of peace, prosperity, and rapid technological development as they thoroughly excavated all that the Alkarians had left behind. === The Blossoming === The Union had nearly doubled its boundaries by 1600, but in doing so had made numerous enemies. The AFTU, suffering attrition from near-constant fighting, was gradually fought to a halt, prompting the Union to take a defensive posture until the appointment of Grand Marshal Sulfi Oztana in 1653. A follower of Lluawit, the goddess of love, peace, and motherhood, Sulfi believed that the Union's difficulties had come from not wholly embracing the teachings of the Oltari in favor of reckless conquest. Placing a greater emphasis on diplomacy, cooperation, and soft power, Sulfi made peace with some of the Union's enemies, some of whom would later become allies or even member states, allowing the AFTU to focus its efforts on their remaining foes. Through an expansive trade network, careful alliances, and ruthless conquest when necessary, Sulfi ushered in the Blossoming of 1700 to 2800, which saw the Union accumulate a vast amount of wealth and prestige as it integrated into the wider galactic community. === Aldrezir Era & The Great Tribulation === Grand Marshal Aldrezir Nuldovra rose to power in 3245. An ardent Telkevan supremacists, Aldrezir used the Union's economic and political influence in an effort to cow the Union's allies into submission with the ultimate goal of inducting them into the Union and converting them to Oltarism. These efforts culminated in the Coalition Wars in 3307 when several of the Telkevon's allies declared war. The unprepared AFTU suffered a humiliating string of defeats forcing the Union to cede territories in the Treaty of Glios in 3320. Telkevan counterattacks were repelled or stalled until the coalition itself began to fracture due to political infighting in 3345. The coalition's crushing defeat at the Battle of the Gherahos Gap 3349 marked the turning point of the war as the Coalition suffered irreplaceable naval losses. The coalition surrendered, but Aldrezir Nuldovra rejected their offer, declaring his intent to erase the Coalition from history. The final phase of the war, known as the Aldrezir Genocide of 3349-3491, saw an estimated 80-95% of the coalition's population exterminated in a grueling war of attrition. The Coalition Wars had brought the Union to the verge of total collapse and had polarized the populace, with Aldrezir and his increasingly aggressive actions becoming the main source of contention. His critics, including members of the High Chamber, denounced Aldrezir as a fool and a heretic; other went as far as to decry Aldrezir as a manifestation of the Beasts of myth. Undeterred by either his critics or the Union's condition, Aldrezir began drafting plans for the elimination of anyone who refused to take the Oltari oath of loyalty. Recognizing this would destroy the Union, one of Aldrezir's allies defected and alerted the rest of the High Chamber, instigating a coup in which Aldrezir was decapitated. Some of his supporters escaped and rallied their supporters for a guerilla campaign against the AFTU. As these events transpired, the Galderan Imperium was gradually overtaken by secessionists, Cindric zealots which sought to reinstate the imperium and destroy the Telkevon. They covertly built up their strength, awaiting an opportunity to begin their vengeance campaign. That time came following the final defeat of Aldrezir's loyalists in 3514; capitalizing on the Union's diminished military, Galderan forces initiated the Great Tribulation, a war of annihilation with the sole goal of toppling the High Chamber. Though they scored numerous crushing victories, their recklessness proved to be their downfall when High Marshal of the Navy Talziri deliberately lured Galderan forces to the Telkevan Core in 3526, entrapping the majority of the Galderan army in a bloody stalemate. Talziri then used the distraction to bring a small fleet which included two dreadnoughts equipped with experimental antimatter railcannons into Imperium space. The subsequent destruction of Cetralkyus, Ghilu, and Nuthris by the dreadnoughts in the subsequent weeks, combined with the Galderan's inability to track down Talziri, led to a revolution which saw the Imperium overthrown. The defeated Galderans were stripped of their member status and reduced to a vassal under direct military control. === Talziri Reforms to Modern Era === ''See also: [[Telkevan-Nephani Cold War]], [[Kosdahl Crisis]], [[Great War]]'' Talziri was hailed as a hero for his actions, and in 3542 he was appointed Grand Marshal. Talziri considered himself a disciple of both Grand Marshals Tagara and Sulfi, but believed that the military had been given too many responsibilities, limiting its capabilities. Talziri amended the Vukarn constitution, granting certain privileges to member states, expanding on the Benevolence Doctrine, and established the Council of Lords, a body of state and dynastic rulers which could manage domestic affairs at the discretion of the High Chamber. The grand marshal also established two new military branches: the [[Civil Defense Service (Telkevan Union)|Civil Defense Service]], and the [[Cybersecurity Service (Telkevan Union)|Cybersecurity Service]], adding two additional seats to the High Chamber. The Cybersecurity Service was given the responsibility of developing what would become the [[Social Scoring Network]]. Talziri's efforts revitalized the ailing Union, which by the time of Talziri's death in 3876 had reclaimed all of its lost territories. In 3827, after three centuries of 'pacification and cultural operations' conducted by the Civil Defense Service, the successor to the Galderan Imperium, the Federal Republic of Kovas, was granted status as a member state. This began a debate over whether the ban on the Cindric religion should be lifted. The Union's efforts to erase had been unsuccessful, and the ban itself was only enforced in particular circumstances. After an internal report conducted by Central Intelligence indicated that there was virtually no significant support for an armed insurrection within the church or other denominations, the ban was formally lifted in 3829, with the caveat that certain denominations and beliefs remained illegal or would deduct points from one's social score. By 3950, the Union had exceeded its previous territorial peak during the Blossoming, marking the beginning of what some have considered a new golden age of prosperity and religious fervor. ==== Tarsovis Era & Great War ==== In 4415 Tarsovis Visaria, High Marshal of the Solar Legions, was elected to the position of Grand Marshal, his former position being filled by one of Tarsovis' associates, Marshal Nuoh Gersalv. A tranquil and calculating leader, Tarsovis has seen the Union expand into the neighboring [[Tomastahl Sector]], where the Union is engaged in a [[Telkevan-Nephani Cold War|cold war]] with the [[Holy Nephani Mandate]], and further expand and modernize its already vast military in preparation for a new age of diplomacy and competition with the superpowers Kentarus Sector. Tarsovis' reign has seen a number of species inducted into the Union in a relatively short span of time. In 4432, the Chiv'ghi, which had been periodically monitored since 1357, had begun to develop large-scale organized societies, prompting the Union to formally induct them into the Union in 4437. The fledgling Zomalan Empire surrendered to Union rule in 4445 after the Union responded to an attack on one of its exploratory groups with the entire 8th fleet. A small but bloody conflict from 4456-4463 ended with Union forces subduing the Dothdremas, and the Izaketh were later annexed in 4477. == Astrography == ''Main page: [[Telkevan Space]]'' Telkevan territory is contained largely within the [[Kentarus Sector]] and spreads across numerous star clusters, of which a select few are of strategic or historical significance: [[Alkara]], [[Riigr]], [[Kilune]], [[Kaevru]], and [[Usinir]]. Settlements have also been established in the [[Jovoko]] star cluster located in the neighboring [[Tomastahl Sector]]. Combined, these clusters contain thousands of star systems, though only a relative minority have been colonized. Besides star systems, there are a countless number of stellar objects and structures spread across Union space, such as the Rhzari Substream and the Gherahos Gap. ==== Planetary Classifications ==== Planets are loosely categorized either by their primary export and/or notable geographic features. Certain categories are further divided into sub-categories when applicable. * Capital worlds are the government headquarters of each state. * Production worlds create a wide variety of civil and/or military equipment. * Resource worlds are planets, often those deemed unsuitable for civilian habitation, home to vast mining/extraction operations. * Agricultural worlds produce food. * Fortress worlds are colonies owned and administered by the AFTU. * District commands are the headquarters of their respective military district. * Temple worlds are planets of religious significance. Only a small handful of wholly-dedicated temple worlds exist across the Union. * Aquatic worlds have little to no land. * Refinery platforms denote gas giants, which are home to gas refineries and military outposts. * Stone worlds denote barren, lifeless planets. Stone is most often a temporary categorization until officials determine the viability of terraformation and/or resource extraction. == Government & Politics == ''Main page: [[Union Chamber]]'' The Telkevan government, formally known either as the Union Chamber or simply the Union, was established following the Bloodletting and is based upon the Vukaran Constitution. The Union Chamber is a stratocracy in which the [[Armed Forces of the Telkevan Union]] ('''AFTU''') holds absolute power over both domestic and foreign policy. The Chamber is comprised of four layers: sovereign, state, district, and planetary. The sovereign is comprised of three branches: * Executive: The High Chamber is the ruling council of the Union and is made up of eight seats: the grand marshal, who is both the head of government and the commander-in-chief; the six high marshals, who each oversee a branch of the AFTU; and the Kaiser, who leads the Council of Lords, to which is delegated various domestic responsibilities. The Kaiser is supported by a cabinet of department leads appointed with the High Chamber's approval. * Legislature: The bicameral Assembly is comprised of the Lower Chamber, made up of two or more representatives from each of the Union's states; and the Upper Chamber, which is staffed by the marshals who command the Union's military districts. * Judicial: The Grand Court contains both civilian and military judges appointed by the High Chamber to interpret and enforce the chamber's will. === Political Divisions === Telkevan territory is split between numerous states, of which there are three categories: * Dynasties were the ruling aristocracy prior to the Bloodletting. Though the Kaiser or kaiserin is traditionally regarded as the de-facto ruler of the houses, they only serve as a mediator between the dynasties and the High Chamber. The Dynasties are semi-autonomous, possessing their own constitution and governing bodies, but they hold no authority beyond their own borders. * Member states are alien nations which have been inducted and assimilated into the Union. They enjoy the same rights and privileges as the dynasties. * Vassal states are territories which have only recently been annexed into the Union via conquest. They are governed directly by the military and have no representation in the Lower Chamber until they have been deemed fit for integration. If a vassal continually and violently resists integration, it will eventually be dissolved, its territories given to nearby dynasties and/or member states as its inhabitants are scattered across the Union. * Military districts are territories administered directly by the military through a marshal appointed by the High Chamber to oversee operations in the area. Military districts are not states as they lack both autonomy and a constitution, but their administrators do take part in the Upper Chamber of the legislature. The Union's holdings are also divided into military districts. These districts, managed by a regional headquarters led by a marshal appointed by the High Chamber, are responsible for all operational activities within their jurisdiction. While most districts overlap with populated regions, some districts are wholly independent from any civilian administration, the planets within being sole property of the AFTU. Dynasties and member states each have their respective holdings divided into one of three 'spheres': * Core spheres denote that state's most developed and populous worlds and predominantly produce both manpower and manufactured goods. * Middle Spheres vary significantly in specifics, but in general produce the bulk of the Union's food and raw materials. * Outer Spheres are a state's or dynasty's outermost colonies, which are often newly-colonized or annexed planets. === Oath of Loyalty === The Oath of Loyalty is a rite of passage necessary to truly be considered a member of the Oltari faith. In it, aspirants perform a bloodletting ritual while reciting Kaiser Telkevon I's oath to the Oltari. The ritual requires the consent of the aspirant, and thus necessitates that they be an adult before taking the oath. Once they take the oath, they are bound to it for life. To renounce the faith or otherwise betray the oath is a criminal offense. The Vukarn Constitution does not require that all citizens take the oath. However, the oath has been incorporated as one of the prerequisites for attaining certain government and military positions. Additionally, non-essential services, such as entertainment venues and restaurants, are permitted to deny access to those who have not taken the oath. This has ensured that Telkevan leadership is comprised almost entirely of devout Oltari. === Citizenship === Citizenship is divided into brackets determined by an individual's background, [[Social Scoring Network|social score]], and whether or not they have taken the Oath of Loyalty. * '''Dissident''' Dissidents are individuals who have either committed a heinous crime, possess a criminally low social score, or who have not been administered into the network. Dissidents have very few rights and, depending on the nature of their status, must either redeem themselves either through service to the state, an act which oftentimes ends in death, or take part in a reeducation program aimed at rehabilitating dissident groups. * '''Inhabitant''' Inhabitant is the default status for citizens of vassal states and those with a dangerously low social score. Inhabitants are not permitted free travel outside of their own borders and are wholly subject to the military authority. Within the armed forces, inhabitants often perform grunt work to free up soldiers for battlefield duty unless they inhabitant can prove their worth to their superiors, in which case they are considered proper foot soldiers and given certain privileges such as higher pay. * '''Visitor''' Visitor exclusively applies to foreigners visiting the Union, whether they be tourists or foreign ambassadors. They receive all legal protections afforded to citizens and can even apply for citizenship. * '''Citizen''' Citizen is the default status of those born within the dynasties and member states and also includes vassals with a high social score. Citizens enjoy all of the rights and privileges allotted to them by the Vukarn Constitution save for those requiring the Oath of Loyalty. * '''Telkevon''' Telkevon applies to all citizens who have taken the oath of loyalty and who possess a high social score. === Benevolence Doctrine === ''Main page: [[Benevolence Doctrine]]'' The Benevolence Doctrine is Article VII of the Vukarn Constitution. It is comprised of two sections: Section I, which outlines the rights and privileges of all citizens of the Union; and Section II, which establishes the relationship between the government and its constituents. In essence, Article II states that the survival of the Union can only be assured by maintaining internal harmony, which can only be achieved when all members of the Union work for the benefit of each other. The government is therefore responsible for meeting the physical, emotional, and spiritual needs of its citizens, protecting them from harm, and the elimination of corrupt officials and laws. Citizens are to pay their dues, serve in the military, and be active participants in their local community. In doing so, the administration will be prosperous and able to respond to threats within and without, and the citizens, living in a state worthy of the Oltari's praise, will fight and die for the Union when called upon. As a result, union citizens enjoy a high standard of living and a variety of civil liberties, but simultaneously lack any privacy beyond what physically takes place within their own homes, are subtly or even overtly incentivized to conform to social norms, and have no say in how the government operates. === Law Enforcement === ''See also: [[Civil Defense Service (Telkevan Union)|Civil Defense Service]], [[Social Scoring Network]]'' The [[Civil Defense Service (Telkevan Union)|Civil Defense Service]], specifically the Internal Security Division (ISD), is responsible for overseeing all law enforcement activities. The ISD is comprised of a mix of specially-trained active-duty personnel, reservists, and veterans and is divided into several specialized branches. Equipment consists of purpose-built gear and military surplus. Despite their militarized state, the ISD operates on strict rules of engagement outlined in the Vukarn Constitution, which emphasizes lethal force as a last resort and which harshly punishes convicted offenders. Each member state also maintains its own internal security force to handle low-priority cases, though they are subservient to the ISD and operate by the same guidelines. === Military === ''Main page: [[Armed Forces of the Telkevan Union]]'' The Armed Forces of the Telkevan Union ('''AFTU''') is currently comprised of the [[Army (Telkevan Union)|Army]], [[Aerospace Force (Telkevan Union)|Aerospace Force]], [[Solar Navy (Telkevan Union)|Solar Navy]], [[Surface Fleets (Telkevan Union)|Surface Fleets]], [[Cybersecurity Service (Telkevan Union)|Cybersecurity Service]], [[Solar Legion (Telkevan Union)|Solar Legions]], [[Central Intelligence (Telkevan Union)|Central Intelligence]], [[Civil Defense Service (Telkevan Union)|Civil Defense Service]], and the [[Joint Munitions Command (Telkevan Union)|Joint Munitions Command]]. Each branch is directly administered by their respective high marshal, who in turn answers to the grand marshal, the commander-in-chief of the AFTU. Each military district maintains fleets and garrisons in a near-constant state of combat readiness so as to respond to threats and orders at a moment's notice. States are permitted to create and maintain their own military. State militaries operate solely in a defensive capacity; they hold no authority outside of their own jurisdiction and do not participate in foreign campaigns. Additionally, the size of a state military is strictly regulated by the Vukarn Constitution. State militaries are self-governing, but are subservient to the High Chamber, particularly the Civil Defense Service, which often acts as a liaison between state and the AFTU, and the Joint Munitions Command, which operates in tandem with state armament suppliers. The Union practices conscription, with all able-bodied men and women serving a three-year term after completing their primary education. Prior to training, recruits perform a series of physical and mental tests to determine which service branch and role they are best suited for, though during peacetime recruits are permitted to choose their position so long as they qualify. Once a conscript's term has ended, they are given the choice of remaining in the military indefinitely or returning home, where they will become a member of the reserves. Active reservists are required to maintain a high degree of physical fitness and perform training drills every four months. == Economy == The Telkevan economy combines elements of both a state capitalist system with free market enterprise. The state, through the Department of Finances, maintains partial or complete control over numerous corporations in a wide variety of industries, particularly those pertinent to the maintenance of the AFTU, such as weapons production and medical equipment. Private businesses are allowed to operate in the civilian sector but are still required to acquire permits and abide by federal guidelines. If a business wants to operate with the government, it must first prove the quality of its products. If successful, the government then integrates the business into the state network. The Iva is the official universal currency of the Union. Both coins and banknotes are comprised of a composite material granting them durability whilst making them difficult to counterfeit. Values are based on an octal number system: 1, 4, 10(8), 20(16), etc. === Science & Technology === ''Main page: [[Technology (Telkevan Union)]]'' The Department of Research & Development (DRD) was among the first government institutions developed by the fledgling Telkevan and is thus one of the oldest institutions in the Union. The DRD feverishly scoured surviving Alkarian records and reverse-engineered usable salvage so as to maintain parity or outright techniological supremacy over the Union's enemies throughout the Wars of Unification. The subsequent period of peace saw a period of relative stagnation up until the Blossoming when alliances and trade brought with it new developments. For all of the destruction wrought by the Aldrezir era and the Great Tribulation, the continued efforts of the DRD played a key role in the Union's survival and the ultimate defeat of the Galderans. Talziri saw little need to reform the department and instead expanded its scope and budget. Today, the DRD works in close conjunction with intelligence agencies and corporations to maintain technological parity with the Union's most pressing threats. === Infrastructure & Transportation === The Department of Infrastructure (DI) is responsible for planning, constructing, and maintaining public infrastructure. The department works in close conjunction with the military to maximize the defensive capabilities of each of each settlement. Cities are divided into walled sections connected to each other via massive gates. Garrisons, hidden fortifications, turrets, shield generators, and traps are located at key strategic locations. These systems, as well as those which control other aspects of the settlement, are actively monitored by a network of compartmentalized artificial-intelligence networks; if one network is compromised, it is automatically shut down and quarantined, preventing damage to the system as a whole. A growing trend among many colonies is the expansion of the metro network into a vast subterranean city in its own right. Neigh-impervious to most forms of orbital bombardment, these cities are designed to act as self-sustaining shelters and can operate in otherwise inhospitable environments. Streets and highways are used almost exclusively by government, military, and commercial interests; mass transportation is the default method of travel for all but the most rural of Union citizens, and public vehicle ownership is rare among most demographics. Stellar infrastructure is the term for space-bound projects, such as space stations and orbital drydocks. The most famous example of stellar construction is the Rhzari Canal, a vast network of subspace anchors which stabilized the commercially and strategically vital substream of the same name. == Demographics == The Union is one of the most diverse nations in the Warlord Pact. Official records state that nearly forty distinct sapient species inhabit Telkevan space. A little over thirty species possess at least one member state and one or more seats in the Legislature, with the remainder either under military authority or having had their member status revoked due to past actions. Alkarians, those species which had once comprised the Alkarian League, make up the vast majority of the population. In order of population, these are: [[Arkevon]], [[Umaga]], [[Nezriim]], [[Valdar]], [[Hesrali]], [[Zenura]], [[Jaset]], [[Rezhket]], and the [[Ogvyr]], who are a notable exception in that they are outpopulated by most non-Alkarians due to their low birthrate. === Language === Kyrgalon, the traditional language of the Telkevon, is the official language of the Union, with all citizens learning how to speak and/or read Kyrgalon depending on whether their biology can properly enunciate it. Thousands of distinct languages and dialects are spoken across Telkevan space, though the vast majority are limited to particular species or ethnic groups. Audio and visual Translation devices are freely offered to all citizens to facilitate communication, with such devices receiving semi-regular updates as new languages are added to the database. === Religion === [[Oltari]] is the state religion of the Union. The Vukarn Constitution explicitly grants all citizens religious liberty, but simultaneously limits certain privileges and government positions to those who have taken the Oltari oath of loyalty; additionally, the High Chamber reserves the right to ban any religion deemed dangerous to the public, as was the case when Cindrism was banned for three centuries following the Great Tribulation. Nearly 75% of the population profess religious and/or spiritual beliefs, with over 80% adhering to any one of the many denominations of Oltari. Roughly 95% of Oltari practitioners have taken the oath of loyalty, discounting those too young to perform it. In some communities, particularly among Alkarians, Oltarism has blended with local beliefs to produce new sects such as Vokstari. While the government officially acknowledges their legitimacy as Oltari denominations, their 'purity' is contested by many traditionalists. Non-Oltaric religions include Zuthrin and Cindrism. Among those that do not consider themselves religious, the majority are either agnostic or atheists. A small minority adhere to non-theistic practices. === Education === The Vukarn constitution offers free education to all citizens of the Union regardless of social or religious status. The Department of Education and Information is responsible for all schools in the Union. Compulsory primary and secondary education is mandated for all children once they reach the appropriate age, after which students are to serve in the military. Depending on the student's academic performance during training, they may receive additional courses and specialized training during their conscription period. After they return home, students can choose from a myriad of colleges and universities. Prestigious universities and academies are both selective and competitive in their selection of applicant's and employ their service records as part of the selection process. The government is the legal guardian of all children who have been either separated from or surrendered by their parents, including those resulting from unwanted pregnancies, regardless of the surrounding circumstances. These children are raised in exclusive academies which provide their students with the best materials and instructors the Department of Education and Information can provide. The majority of these 'chosen' refuse to integrate into wider society and instead dedicate their entire lives to government service. === Health === Universal healthcare is guaranteed to all citizens by the constitution. The Department of Health and Medicine manages the Union's vast healthcare network in close conjunction with both the Department of Citizens & Workers, which manages occupational health, and the Department of Veterans, which cares for wounded veterans. All citizens are required to receive vaccinations based on the region in which they live, and receive additional vaccinations when traveling or serving in the military. No exceptions are permitted save for those medical in nature, namely allergies. Combined with rigorous sanitation laws, disease outbreaks are a rarity. Likewise, mandatory physical exercise for reservists and sophisticated medical technology ensures that the majority of non-lethal injuries leave next to no permanent damage. Discounting combat, the five leading causes of death within the Union are complications due to age, alcohol, use of illicit substances, crime, and accidents. == Culture == While hundreds if not thousands of distinct cultural groups exist within the Union, mainstream Telkevan culture has been heavily influenced by the [[Oltari|Oltari faith]], which has acted as the unifying aspect of Telkevan society since its founding. === Philosophy === Telkevan culture is characterized by its fatalistic worldview, collectivist ideals, and its emphasis on growth through adversity. According to traditional Oltari teachings, all things comprised of primordial chaos, including even the gods, are bound to the World Cycle, the endless, cyclical creation and destruction of the cosmos. The "health" of a cycle is based upon the balance between order and chaos, order referring to the stability of the world whereas chaos is the ability to enact change to the status quo. A prolonged imbalance will ultimately result in the world's destruction. Nevertheless, while a cycle can delay its own destruction, and some individuals may even survive into subsequent cycles, the World Cycle cannot be stopped. One way or another, all things will inevitably end. Because of the World Cycle, life itself has no inherent meaning or purpose, at least not one known to those bound to the cycle. The gods and their followers are instead left to give themselves purpose. For the Oltari, their purpose is to honor the dying wishes of their progenitors, the Builders. For the Telkevon, it is to adhere to the Blood Covenant, the laws and guidelines handed down to Kaiser Telkevon I when he took the oath of loyalty, and to live a worthwhile life in spite of an uncaring universe. By following these precepts, the Telkevon will maintain internal harmony, bring glory to their bloodline, and ultimately leave behind a legacy that will be remembered for generations to come. Telkevan history is itself seen as the ongoing struggle to live up to these ideals and to maintain internal harmony. While most Telkevon revere the Blood Covenant as the ideal moral code, the Union does not necessarily subscribe to the notion of universal morality, as every god and pantheon is said to operate on their own codes. They are content to leave the vast majority of outsiders to their own devices unless they deliberately provoke a response. Rather, all actions, even ones that may seem wholly inconsequential in the moment, are believed to affect the balance between order and chaos. Right and wrong thus depends on an action's perceived impact on harmony. Actions which either wholly strip an individual of their autonomy, such as slavery, or which result in the annihilation of a "fundamental aspect of creation", namely genocide and the total ecological or literal destruction of a planet, are considered to be inherently destructive to universal harmony and are harshly condemned by the Union. The needs of society as a whole are regarded as more important than the needs of any individual within it. This is not to say that an individual's own goals and aspirations are of no value; in fact, many have earned a place in Telkevan history by stepping outside of established norms, but it was only through their impact on society as a whole that they earned their notoriety. Familial connections are almost as important as one's relationship with the gods. Families are to care for one another no matter the circumstances, and individuals are to make sacrifices for the betterment of the whole, up to an including their own lives. To live solely for one's own self-interest is regarded as one of the ultimate acts of betrayal and almost universally leads to social alienation. === Family Structure & Marriage === Family members are encouraged to live in close proximity to one another, if not within the same household. This was borne from both biological and social factors. Mothers can have up to 7 hatchlings, all of which require thorough socialization for healthy development due to the Arkevon's pack-oriented psychology. Ancestral worship and the Union's emphasis on collectivism served to further cement this family structure. All members of the family are expected to contribute to the group in some way, while elders and accomplished members act as leaders. Especially successful families outside of the dynasties have accumulated considerable influence in local and even interstellar politics, forming what some have dubbed 'pseudodynasties', many of which operate large corporations. Arranged marriages are the norm as marriage is not just the union of the couple, but also of their families and ancestors. As such, family elders and parents play a pivotal role in choosing a spouse for their children. Familial compatibility, social standing, and ancestral history are just come of the factors used to determine suitable matches. A dating couple does have a say in the matter, but are ultimately to submit to the ruling of their elders. If the marriage is accepted, the two are wedded at a shrine, and the couple can decide to move into either family's house. Wives generally take their husband's surname, though exceptions are not uncommon. Same-sex and polyamorous marriages are widely, but not universally, socially accepted, whereas interspecies relationships are strictly forbidden. === Gender Roles === As a result of the Arkevon's limited sexual dimorphism and roughly equal strength, there are relatively few strict norms surrounding gender, with a greater emphasis being placed on one's ability and initiative. What norms do exist developed during the unification of Alrukai as a means of assuring societal stability. Women were often responsible for maintaining and protecting the home and family while men acted as breadwinners and served on the front lines; women were still required to serve as they do today, but they had to explicitly volunteer for front-line service as officials were unwilling to risk losing their main source of manpower. This became increasingly unnecessary as the Union grew and automated manufacturing spread, but efforts at reform were met with protests by certain aliens with more dramatic differences between the sexes. Ultimately, the High Chamber allowed each member state to decide whether or not the system would stay in use. === Clothing & Body Art === Early Telkevan clothing consisted of hazardous-environment suits which could be pressurized to facilitate travel on the polluted surface of Alrukai, as was the case for virtually all Alkarians who had retreated into the vaults. These suits were strictly utilitarian in design and featured no embellishments. Enviro-suits remained in use throughout the unification of Alrukai, but personalization gradually gradually became commonplace as new cultures and species were incorporated into the Union. It was not until the colonization of more hospitable worlds that enviro-suits declined in use, though certain aspects of their design remain, such as full-body coverage, numerous pockets, and built-in belts. In modern times, such garments have become the norm, though certain colonies and groups continue the use of enviro-suits for cultural and/or practical reasons. Belt bags, handbags, and backpacks are commonplace for both genders. Body art is commonplace, especially among devout Oltari. For Arkevon, tattoos are often placed on the torso and/or the wings. The crown on the top of the head and the horns around the snout are often pierced with rings or jewels. Most jewelry is produced at shrines or temples where they are then blessed, which is believed to imbue them with magical properties which benefit the wearer. === Art === The gods Visar, Sarikarak, and Yuvon are all associated with art in some form or another, and the Telkevon have followed in their footsteps by venerating the arts as a means of worship, self-expression, and social commentary. The Department of Education and Information provides funding to art programs across the Union, and the government frequently commissions renown artists to create propaganda and design buildings and public works. Shrines and temples often as a hub for local artists to make and share their works with a wider audience. Traditional art is often realistic or embellished, but various sub-genres have developed over the millennia, most notably surrealism, which was borne of the confusing and chaotic nature of the universe. Contemporary art forms utilize a combination of ancient and modern techniques. Traditional methods include prints, paintings, metalworking, glass, textiles, sculptures, and ceramics while modern forms involve film, photography, and virtual reality. Calligraphy is among the most popular art forms partly as a result of its use in magic rituals and in designing temples and shrines. Music makes use of percussion, stringed, and keyboard-based instruments; brass and woodwind instruments were introduced by the client states, and many groups hire aliens to blend the two styles together. Dance is especially common at shrines and in theatre plays, which have seen a massive resurgence thanks to the continued development of virtual reality. Storytelling is as much of an art form as it is an instrument of entertainment and teaching. Travelers will go from town to town reciting tales of renown individuals and their heroic or foolish deeds, drawing crowds of up to thousands of people depending on their notoriety. Family elders will pass down stories and fairy tales to the children so as to teach good manners and to keep ancestral lore and traditions alive. Many shrines host annual events allowing members of the community to share tales with their neighbors and visitors. Though some of these stories are based in reality, most are fictional, with the understanding that their value lies in the speaker's skills and the lessons and themes presented by the story. Loremasters, military officials who record the exploits of the units they are attached to, can present their tales at shrine meetings and national ceremonies and will sometimes become traveling storytellers after they retire. === Architecture === Architecture has followed similar trends as clothing, placing ever greater emphasis on aesthetics as time progresses. The majority of public structures are built to accommodate species of all sizes, and as a result can appear monolithic in scale. Sharp angles, geometric designs, vivid colors, and high-rises are staples of mainstream Union architecture. Many buildings are decorated with figurative figurative images such as calligraphy, geometric patterns, and both religious and secular iconography. Subterranean cities are decorated in much the same way. === Literature === Poetry and prose come in a wide variety of formats and genres and takes many cues from mythology, folk lore, philosophy and history. Current mainstream genres include novels, short stories, and elegies alongside narrative, speculative, and lyrical poems. Many authors explore religious, patriotic, and existential themes, such as the struggle to maintain one's integrity, redemption and sacrifice, and finding one's purpose in a doomed world. While such stories are a source of comfort and strength among its intended audience, mnay outsiders consider Union literature to be dark and melancholic. === Entertainment === Physical activities such as exercise, hunting, and sports are a popular means of entertainment, particularly for devotees of Athovat, to whom such activities serve as a form of worship. This is actively promoted by the government; those who refrain from physical activity, even if they are not required to do so, are liable for a deduction of their social score. Hunters generally use rifles and may spend days or even weeks on long hunting trips, as depending on the animal, a few kills can feed a family for months. Trophy hunting is a dangerous endeavor as glory is achieved only by using primitive tools such as spears or bows against large and dangerous prey. To do otherwise is to anger Athovat and Akla. Sports are intensely competitive and involve many full-contact and combat sports such as duels, boxing, wrestling, martial arts, and competitive shooting. Famous athletes are frequently taken into the military to help train soldiers. Gladiatorial combat, initially introduced by the Vokstan, has become a staple of Union media. There are two forms of arena combat: professional, in which career gladiators fight until one draws first blood; and penitent combat, where prisoners convicted of harsh crimes are to fight against each other or against volunteer career gladiators to earn their freedom. Unlike professional combat, penitent combat is often to the death, and in certain cases is deliberately used against criminals who are not expected to survive. Free of many of the regulations in professional combat, penitent shows employ a great deal of variety and unpredictability in their matches, allowing them to compete with the professional circuits. Games are commonplace. Soldiers often engage in card or dice games or puzzles as a means of passing the time. Strategy and war games are popular among officers both for entertainment and keeping one's mind sharp. Drinking games frequently occur at festivals and in pubs, and games ending in brawls are not entirely unheard of nor shunned. Families engage in board games and video games. ===Cuisine=== The majority of species inhabiting the Union are either omnivorous or strict carnivores. As a result, meat, seafood, and insects comprise a large part of the Union diet. To maintain a large surplus, cloned meat is used on an industrial scale alongside vast pastures. Feasts are frequent, especially in the military, where it is customary to host a banquet before a campaign and after a victorious battle. Fallen enemy soldiers are often consumed as part of these feasts as it is believed that doing so will imbue a small portion of the dead's energies to the consumer, though some armies instead cremate the dead as a show of respect. Conversely, cannibalism is outlawed. Rations consist of large bars packed with energy, vitamin, and protein supplements designed to keep a soldier at optimal performance for at least one to three days. == Foreign Relations == === Warlord Pact === '''[[Zaretian Monarchy]]''' <br/> '''Status: <span style="color: green">Alliance</span>'''<br/> "We must do everything we can to support them." "Disgustingly vulgar. Not even the most hedonistic of Yinve's followers are so devoid of shame. I despised it at first, but, it's grown on me. It helps to cope with the stress." ''' [[Margan Dynasties]]'''<br/> '''Status: <span style="color: green">Alliance</span>'''<br/> "The Dynasties are tools and nothing more. Once the Peacekeepers are defeated, we will discard of them." "I had a modicum of respect for them. Once." '''[[Necraal|Vikkurl]]<br/>''' '''Status: <span style="color: green">Alliance</span>'''<br/> '''[[Vechtramil Directorate]]<br/>''' '''Status: <span style="color: green">Alliance</span>'''<br/> '''[[Xiongul Confederacy (Branding)]]<br/>''' '''Status: <span style="color: green">Alliance</span>'''<br/> '''[[Asanian Syndicate]]<br/>''' '''Status: <span style="color: orange">Neutral</span>'''<br/> "I could write an entire book on everything wrong with the Asanians." "I admire their technology far more than I admire them." "I cannot decide if the Syndicate or the Margan are worse." === Peacekeeper Alliance === '''[[The Rach]]<br/>''' '''Status: <span style="color: red">War</span> '''<br/> "The fact that they survived being chased by the Margan through the Realm of Night for ten years is a testament either to Margan stupidity or to the Rach's skills at concealment. Perhaps both." "I believed the Rach to be nothing more than an undisciplined nuisance, but war has trained them well. Perhaps they are worthy after all." '''[[Empire of Diablos]]<br/>''' '''Status: <span style="color: red">War</span> '''<br/> "To fight the Diabs is to experience war in its purest form." "Had they not joined the Peacekeepers, the war would have ended years ago." "The children of Haratahavi are strong and proud. We can learn from their example." '''[[Nuverian Union]]<br/>''' '''Status: <span style="color: red">War</span> '''<br/> '''[[Karahotdoum Empire]]<br/>''' '''Status: <span style="color: red">War</span><br/> ''' '''[[Sauran Solidarity]]<br/>''' '''Status: <span style="color: red">War</span><br/> ''' '''[[Kastalian Survivors]]<br/>''' '''Status: <span style="color: red">War</span><br/> ''' "When you were talking to me about an ancient civilization with technology beyond our reckoning I was not expecting to be greeted with an overweight bird." "Their steadfast devotion to their ideals is commendable, even if I may believe they are flawed." '''[[Doramis Monarchy]]<br/>''' '''Status: <span style="color: red">War</span><br/> ''' '''[[Delani Republic]]<br/>''' '''Status: <span style="color:gray">State dissolved</span>'''<br/> '''[[Remusian Republic]]<br/>''' '''Status: <span style="color: red">War</span><br/> ''' === Independent Races === '''[[Holy Nephani Mandate]]<br/>''' '''Status: <span style="color: Darkorange">Hostile</span><br/> ''' "Remember when the Mandate was our biggest worry? I kind of miss those days." "Never get into a knife fight with them, it took me over half an hour to wash all the blood off." "They must have really ticked off the wrong god because this is a complete mess." '''[[Nova Corporation]]<br/>''' '''Status: <span style="color: yellow">Neutral</span><br/>''' '''[[Collection]]<br/>''' '''Status: <span style="color: Darkorange">Hostile</span><br/> ''' '''[[Virisus]]<br/>''' '''Status: <span style="color: Red">War</span><br/> ''' '''[[Transmetallic Confederation]]<br/>''' '''Status: <span style="color: yellow">Neutral</span> <br/>''' "The name is perhaps a bit on the snout." "Our efforts to acquire intelligence on their activities has only served to make us more confused." "Think we can get them stuck to a big magnet?" '''[[Xenochytrid]]<br/>''' '''Status: <span style="color: red">War.</span><br/>''' "I refuse to believe that they are natural. Someone or something made that." "If I hear one more person talk about weaponizing the blight I will personally throw them out of the airlock." "At least they don't have a god looking over them, probably." The Xenochytrid are believed to be in some way related to the Nygalara, the monster of myth that is said to be waiting for the right time to destroy creation in retaliation for the death of its makers at the hands of the Builders. Combined with the devastation they bring with them, the empire has made it a priority to exterminate the Xenochytrid regardless of the circumstances. Utilizing the Xenochytrid in any way is strictly prohibited and punishable by execution. [[Category:Neutral]] [[Category:Amaker]] [[Category:Telkevan Union]][[Category:Page]] 3dtf63b29d5pmkeyworm3bhpg6u81mb The Aroxion 0 24 6422 2563 2017-10-09T05:25:15Z Amaker1450 26550035 /* Victory */ 6422 wikitext text/x-wiki United as one people, the Aroxion are a strong sentient race native to Aroxios. Loss is not a common word used in their affairs. Strength, Technology, and Honor guide them. {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore 2012-05-17 21-57-12.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Neutral |label3 = Leader |data3 = Aroxioth |label4 = Homeplanet: |data4 = Aroxios |label5 = Age of Race |data5 = Approx. 2,000,000 years |header6 = Biology |label7 = Lifespan: |data7 = 170 Years Average |label8 = Height: |data8 = 6 feet on average |label9 = Skin Color: |data9 = Black/Red (Male) or Black/Cyan (Female) |header10 = Economy |label11 = Currency |data11 = Sporebucks |label12 = Owned Star Systems |data12 = Over 50 }} == Philosophy == === Warfare === Aroxion are a proud warrior society. They do not solve most of their conflicts by waging war, but their army is very powerful and can get a job done when words cannot. Most of the technological advancements go into making better war technology. The best accomplishment made from the Aroxion war technology has to be the Imperial Capital Ship. === Religion === The majority of Aroxion do not follow a religion. Their old enemy, the Thu'zin are religious zealots who just wanted to steal the Aroxion resources and say "SPODE WILLS IT" as their excuse. Why would the Aroxion want to worship a god that wills strife and hardships upon them? == Origin == === Star System === [[File:Spore 2012-05-20 20-50-40.png|thumb|left|Host star Brotes, Melax, Audesin, Aroxios, and Aroxios' moon Kadonale.]] Aroxion hail from Aroxios, third planet from the star Brotes. The order of planets, from closest to farthest from Brotes, are as followed: Melax, Audesin, Aroxios, moon Kadonale, and Oentistid. === Aroxios === ==== Life ==== The race is named after their great planet of Aroxios. It is a lush oasis with green land, crimson water and sky. The temperature is usually a comfortable 70 degrees F. Traveling to the planet will yield quite a safari of animals, from pearly skinned to shaggy haired, razor sharp jaws to long, soft tails. The plant life consists of a mix of small to large sized fungi and green trees. ==== Xaxolite ==== [[File:Spore 2012-05-18 21-44-58.png|thumb|right|A part of Coxax'loq mine with large Xaxolite nodes. You can see the energy being emitted from the formations.]] A unique crystalline mineral to planet Aroxios, it has been the center of many wars. It is a red color and incredibly powerful. In large, concentrated amounts, visible particles of energy can be seen and a soft, harmonious buzz can be heard. The Aroxion government regulates the planets' stockpile of it through trade and mining it themselves. ''"When we found out how to utilize the power this substance held, we were astonished. Five ounces of the stuff can power half of our world's cities for a year. It can also power a spaceship for ten years."'' -Aroxioth, leader of the Aroxion people == Description == The Aroxion life span is around 170 years. Male Aroxion are black and tinted red (eyes and head), and they are naturally muscular. Female Aroxion are black also but tinted cyan instead. Females have bigger eyes than the males and have fleshy eyelash-like appendages growing out above their eyes. They are petite and agile. Unlike many creatures, Aroxion have 3 sections of their brains, made obvious by the three separate sections of their heads. Their skin is similar to human skin except it is tougher, shinier, and completely hairless. The Aroxion diet consists of only meat since they are carnivores. Since they don't actually have mouths they must ingest food by absorbing it through many pores on the bottom half of their head. These pores both secrete an acidic substance to break down the structure of the meat and let material pass back through into the body, where the liquid meat then travels into their stomach. Aroxion communicate with each other telepathically, but they are able to make sounds other races can understand. They reproduce by having the male mate with the female, fertilizing an egg. The mother only lays one egg, which takes a mere 3 months to develop from a fetus to a baby. The baby is ready to hatch when their heads poke through the eggshell. The change in temperature and pressure on the head indicates to the baby that it is time break out of the egg. Babies who can't get out of the egg in a timely fashion are assisted. == History == The Aroxion have developed very fast and have achieved deep space travel within 100,000 years of their birth. === Symbol === [[File:Spore 2012-05-22 19-04-25.png|thumb|left|The symbol of the Aroxion people.]] Their symbol is a circle with three triangles, and a larger white silhouette on the outside. The circle represents planet Aroxios. The 3 triangles represent their guiding principles of Strength, Technology, and Honor. === The Old Enemy === [[File:500844570290 lrg.png|thumb|right|The Thu'zin, first enemy of the Aroxion]] When the Aroxion had evolved into the space stage, they were not quick to make allies. The reason for this was because of their first encounter with an alien race. This race was the Thu'zin. They are a race of white, squid-like beings who entered Aroxios' atmosphere so they could loot and and destroy the rich Xaxolite caverns within. Xaxolite is the incredibly powerful source of energy unique to Aroxios that the Thu'zin and Aroxion had waged war over. The spark that lit the Aroxion-Thu'zin War happened when the Thu'zin struck a major mine called Crimso. This was the main mine the Aroxion extracted Xaxolite from. They looted all of the Xaxolite from within and tried to escape with it. The Aroxion were not going to take this laying down, so they stormed the cave, attempting to destroy every last one of the Thu'zin inside. Some got away with some Xaxolite, but most were brutally killed. The ones that got away learned the secrets of the Xaxolite and attempted to get more from the planet, but the Aroxion were in defensive mode, ready for another attack. They thwarted the next effort on their second mine, Coxax'loq. After the attempted invasion of the second major mine, the Aroxion went on to wage war with the Thu'zin, storming their home planet. The war lasted around 4 years until the Thu'zin finally surrendered, wanting a peace treaty with the Aroxion. The Aroxion complied to the treaty. They are at peace, but the Aroxion has stated they will never ally with the Thu'zin. === Meeting the Miir === While on an expedition to colonize a purple spice planet, a captain of the Aroxion people flew into the Arinan star system. There was a purple spice planet in this system that the Aroxion named Kharek. The captain flew down to the planet only to discover it was already inhabited. The captain was upset about this, but he did not want to blow the race out of existence, and he couldn't once the captain realized who this race was. The race the Aroxion captain found referred to itself as the Miir. Both races were wary in making contact with each other, but when they did they started talking. The spark of potential friendship emerged when the two representatives saw each others advanced weapons.The Miir believed that only the strongest should be allowed to live in the universe. The Aroxion don't exactly believe that, and what they learned about the Peacekeepers from the Miir was not something they agreed with either, so the Aroxion proposed an alliance with just the Miir, not their faction of 'the Warlords' or the Peacekeepers. The Miir accepted and now the two races are in a help-me/help-you alliance. The Aroxion have learned many war tactics from The Miir and vice versa, so they have a solid alliance. With their new allies, the Aroxion people felt safe for a while, in a period without war. === Margan: First Contact === The time of peace was short lived, as about a year later an alien ship entered Aroxios' atmosphere. Contact was attempted with the mysterious race, but they would not speak to the Aroxion. They sought the same thing as the Thu'zin; the Aroxios resources. There was already a force ready to defend the spot the aliens picked for extraction; Coxax'loq mine. The force had been put in place after the fall of Crimso mine. Soldiers came down from the alien ship, wielding fierce weapons that shot out napalm. They stated that they were part of the Red Rose Dynasty of the Margan Empire and that they saught all of the Xaxolite mineral for their spaceships. They then open fired on the force. The current conflict within the Aroxion Empire is the Margan empire trying to extract all of the Xaxolite from Aroxios. == Culture == The people vote in leaders and on social issues. Don't get them wrong though, the Aroxion leaders are not pushovers. After the time of breastfeeding, children are put on rigorous exercise programs so they will stay healthy and strong. The government usually kills off mutants (either being a physical or mental mutant) since they are seen as an inconvenience to the peoples' funds. Towns on the planet of Aroxios usually have sentinels patrolling them and always have city gates in between each section of town. Their security is phenomenal. Glory is earned on the battlefield. Soldiers are equal to the officials in Aroxion society. There are really only four social classes: Leaders, officials, soldiers, and regulars. The Leaders are obviously the leaders of the people. Officials are the people that carry out the leader's orders. The soldiers are the ones who give their lives for the people's safety. The regulars are just the average Aroxion living an average life, but are not treated with disrespect just because they are the lowest in social rank. == Military == === Units === ==== Starblazer ==== The basic foot soldier of the army. They stray from the government issued exercise program to the even more military version. They train in 1.5x planet Aroxios' gravity to promote greater muscle growth, development, and endurance. They are clad in lightweight armor. Their weapons consists of a medium powered pulse rifle and a small energy knife for CQC. Always male. ==== Starchaser ==== Basic melee unit. Their armor is light but reinforced to protect them against gunfire. They wear special masks that enhance their hearing and vision. Always male. ==== Astral ==== These units are used as assassins. The armor they wear consists of light weight metal and cloth. They have goggles that when put on can let the Astral see through walls and pick up locations of targets around them. Every Astral has a long cloak on. Always female. ==== Lightyear ==== These units carry a rifle that can be either a sniper rifle or a plain rifle. They have jet packs to propel them out of hectic situations and are used in long range combat situations. Always female. ==== Galactic Destructor ==== Heavy infantry. They wield energy claws and missile launchers. The missile launchers are attached to the energy claws so the Destructor won't have to swing around clunky weapons. ==== Comet ==== These units are a new soldier of the Aroxion army. They were issued into combat shortly after the invasion of the Margan. They wield dual liquid nitrogen cannons used to combat the Margan's fire based weapons. The armor they wear is lightweight but is designed specifically to fully protect against fire. Against a Margan, Aroxion Comets are tough to take down. ==== Elite Warrior ==== The best of the best Starblazers, Starchasers, and Galactic Destructors can become Elite Warriors. The requirement to achieve this rank used to be that the soldier must have personally slain 250 Thu'zin soldiers, but with the involvement of the Margan and other lethal races, the rank was loosened to include the personal slaying of any 250 members of races who are enemies to the Aroxion. They wield only two lightning swords to honor the Aroxion people. === Miscellaneous Units === ==== Sentinel ==== The police force of the Aroxion. ==== Scientists ==== Responsible for thinking up ideas for technology and usually give orders for non-military space missions. ==== Engineer ==== The builders of Aroxion technology. == Warfare == In space battles, members of the Aroxion army are usually in gunships or waiting to be deployed from a capital ship. The worst weakness the Aroxion have is their headstrong nature. Aroxion are incredibly intelligent in regards to creating advanced technology, but they love to jump into the battle with guns blazing as opposed to thinking out the situation and striking effectively, which was the cause of one of their biggest losses: The destruction of Crimso Mine. == Vehicles == === Land === ==== Conqueror ==== The Aroxion tank. It is a powerful, light weight tank that hovers above the ground for faster travel. It has three cannons, one main and two secondary. The main cannon shoots a powerful laser round that is used to destroy buildings and other vehicles. The two secondary cannons are more like machine guns, they are two laser turrets that shoot at rapid speeds. ==== Wrath ==== These vehicles are basically hover bikes, but are pretty large. They are the vehicles used by infantry to get across distances fast in a heated situation, where ships cannot land to pick them up. They are armed with laser turrets and a single laser cannon on the front. === Water === (to be added) === Air === (to be added) === Space === All space vehicles of the Aroxion are equipped with weapons and three red Xaxolite-powered cores. ==== Imperial Capital Ship ==== [[File:Spore_2012-05-16_23-05-40.png|300px|thumb|left|An Imperial Capital Ship unleashing the planetary destruction laser from orbit.]] The most powerful space vehicle in the Aroxion Fleet; The Imperial Capital Ship. It is a massive ship that is capable of traveling to star systems in the blink of an eye using warping technology. They are the most heavily armed and armored ships the Aroxion possess. It is equipped with a planetary surface destruction laser and nuclear arms that are deployed from the same opening in the ship. ==== Honor ==== [[File:Spore 2012-05-18 21-08-52.png|thumb|right|A lone Honor ship.]] These ships are the second largest in the Aroxion fleet. They are commonly seen in close proximity to Imperial Capital Ships since the Imperials always have 3 Honors escorting them, but are also used to destroy large targets. The most common targets for these ships are other Capital Ships and Orbiting Cities of enemies. They posses both laser and ballistic ammunition. The massive laser cannon is located in the center of the front of the ship. Laser ammo is used when a target has a shield that repels ballistics (usually energy shields which cannot be seen). Ballistic ammo is used when the ship is vulnerable to physical ammo. The large shells fired from ballistic cannons tear through the hull of whatever they are targeting. Pilots usually aim for the cockpit of a ship, since even if the shells don't take out the pilots, it will cause the inside of the ship to be vulnerable to the vacuum of space, sucking out all who are inside the open space and leaving them to die. ==== Victory ==== A further developed model of the old starship Journey, Victory is a starship used for personal travel which can fit a pilot and 3 passengers. They are armed with medium powered weaponry and very fast engines, capable of traveling to different planets in a short amount of time. [[Category:Page]][[Category:Inactive]] bxt1un98mw659p65hhigab6xp620wlb The Bumble 0 25 6424 2561 2017-10-09T05:26:05Z Amaker1450 26550035 Redirected page to [[Bumble]] 6424 wikitext text/x-wiki #redirect [[Bumble]] 1f720ivpj4pqi5fjuyddq1ntuniivop The Collection 0 949 14427 13873 2020-11-21T21:17:40Z RaptorChu 30471271 Redirected page to [[Collection]] 14427 wikitext text/x-wiki #REDIRECT [[Collection]] 0cbvyu1zhvd1luvdnq1dx5gynoa2wcf The Collection Conflict 0 1569 17024 2021-10-14T06:51:34Z RaptorChu 30471271 Redirected page to [[Collection Conflict(Branding)]] 17024 wikitext text/x-wiki #redirect [[Collection_Conflict(Branding)]] dygpw90slj0q6mah5y9craka4u4axli The Dragoneterran Monarchy 0 43 6429 2547 2017-10-09T05:29:11Z Amaker1450 26550035 Redirected page to [[Dragoneterran Monarchy]] 6429 wikitext text/x-wiki #redirect [[Dragoneterran Monarchy]] qhg398q3g15y4mteiyk5aswt0ozrya9 The G'Lacnik Protectorates 0 44 5128 2546 2016-07-08T06:53:21Z Amaker1450 26550035 5128 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:G'Lacnik Main Shot.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Peacekeeper |label3 = Homeplanet: |data3 = Thur'Goral |label4 = Population: |data4 = 29 394 000 |header5 = Administration |label5 = Government: |data5 = Hunters Gathering |label6 = Major Factions: |data6 = Five. (Sollart, Halaydra, Jalicen and Eladen, Nurrir and Fifteenth Sector). |label7 = Minor Factions: |data7 = Seventeen. |header8 = Biology |label9 = Lifespan: |data9 = 270 standard years, barring injury or disease |label10 = Race: |data10 = ''Vita Venator'' (''Life Hunter'') |label11 = Height: |data11 = 8.3 Feet/2.5 Metres |header12 = Economy |label13 = Currency |data13 = 1 Whar - 20 Thren - 60 Noro. (1 Whar is equivalent to 1.5 Universal Sporebucks) |header14 = Warfare |label15 = Current Number of Wars |data15 = ((Check the heads)) |label16 = Number of Allied Empires |data16 = As of yet, two in discussion, none confirmed. }} == Summary == The G'Lacnik are hunters, born for the thrill of stalking a prey and claiming victory over others. For them, the idea of fighting is not so much as a glory-fest, but more of an achievement in life. The main demonstration of their pride is through the collection of heads, mostly from honourable foes and high leaders in enemy races. It is common to see bars adorned with the heads of those they fight. However, their hobby does not blind them completely. In fact, they have gained the service of smaller races who they consider worthy allies, often relying on their support to provide defenses against the more powerful factions, as well as supplying the latest in hunting technology. Still, they maintain their adoration for big axes, every G'Lacnik carries at least one to claim heads from bodies which he may come across. Suitable payment is left with the carcass to be given as compensation to the victim's family of course. == The History == ==== Evolution ==== The G'Riak (''Guh-Ree-Ack'') were small birds that hunted smaller lizards and insects for food, using speed to it's advantage. It's flight was limited however, it could only glide for short distances before it had to rest. G'Risau (''Guh-Ree-Sour'') were the next phase in their evolution, becoming much taller and stronger, this gave it a much better fighting chance against other lifeforms, as well as improving it's access to food. They used feathers to intimidate evenly matched animals that it would rather not fight. G'Lira (''Guh-Lee-Ra'') continued to develop upwards, becoming more ostritch like in shape and speed, while maintaining it's limited level of flight. The distinct evolution of this stage was proper appendages, which allowed it to grasp objects without having to throw it around, or hobble around while clutching it in their foot. G'Lurak (''Guh-Lure-Ack'') saw the creature gain considerable muscle power, allowing it to take on large predators now. As well as this, a long needed improvement to their flight ability evolved. Pretty soon, the G'Lurak gained dominance over their region, no longer fearing predators, their population increased, until they reached the level of sentience... G'Lacnik tribespeople continued to exploit their dominance over the non-sentient races, treating them as sport to develop their hunting skills. While maintaining a steady omnivore diet, their intake of meat mostly consisted of non-avian animals, they do not want to see themselves as anything like cannibals. ==== The Dome ==== Roughly several years after the G'Lacnik developed spacefaring technology, the creatures on their world reached a point where their aggresive mutations were beginning to become dangerous, becoming large monsters that could eat many civilians and soldiers in a single attack. Miltia recruitment increased in an attempt to curb the attacks, but not even the constant firing could deter them. Soon, an extreme plan was devised, one that would make previous achievements pale in comparison. The done was begun by clearing a 50 metre radius away from the final surface, to give soldiers enough time to react before monsters could charge in on the workers. This was carried out effectively, no lives were lost in the process. However, that was the incredibly easy the part. The hardest part, was keeping the workers safe for the next year, as they completed the 4 metre section of the dome, which would protect them from the majority of attacks. Until then, they were under siege. For the first month, digging the holes for the foundations was largely uninterrupted. A few creatures here and there decided to try and raid the place, but were no match for the G'Lacnik skirmisher force. Towards the second month, some said the creatures had been improving their attacks, using very basic strategy in their assaults, but the claims were dismissed. It was when the foundations were being set in place that a definite change in the creature's attacks was noticed. Rather than swarming in at any one time, they grouped together, and some even combined their unique abilities to cause further damage. The result of intelligence growing in the creature population sparked an outcry, between merely keeping the creatures away and pulling in further support. The Circle chose to impliment both, deploying vehicle support. If they had thought that the attacks were bad enough, they were in for a real shock. Once welding the frame of the dome commenced, the creatures charged like mad. Whether they were drawn to the heat and light of welding torches, or they really were becoming worried that they would lose the opportunity to wreak havoc, their attacks were relentless for the next seven months, resulting in many soldiers and workers being killed over that time. Finally, with the help of alien races, they established temporary defences around the construction site which cut down losses, while the workers installed heavily armoured fibreglass blocks into the dome frame, allowing light in without trapping heat. With the end in sight, some small families began to leave the main dome site to join the tribes who had chosen to continue their life outside. Once the four metres of dome was completed, all military forces were moved inside, and aerial support took care of the largest creatures and flying ones. Within another two years, the final piece of the dome was set in place. == Politics == === Government === === Colonies === === Diplomacy === '''Race:''' Aeveria Confederation. '''Stance:''' Seeking Alliance. '''Reason:''' The Aeveria are similar to the G'Lacnik in several ways, well, at least one race is. Their particular style of recruiting from multiple races intrigues the G'Lacnik, who share many views of the Aeveria. '''Opinions:''' "If they'd just hold on for a moment so we could talk to them... there they go again..." "If I had a problem with them, it'd be the massive amount of vehicles." "Anyone seen my plush Bellus anywhere?" '''Race:''' Sauran. '''Stance:''' Grabbing onto their legs begging for a moment to discuss a union. '''Reason:''' It's quite obvious where the G'Lacnik and Sauran can agree on issues. They're both protectors of nature, and they love their job. However, the G'Lacnik unwillingness to fight aggressively may be a slight hinderance to further negotiations. '''Opinions:''' "Are you sure they're not our fishy cousins?" "Met one, I honestly felt small compared to him..." "This is gonna be great, trading stories with them!" '''Race:''' Gronian. '''Stance:''' Avoiding. '''Reason:''' The Gronian seem to have a taste for birds, using them as sport and food. The G'Lacnik feel very uncomfortable about this, and would much rather make contact with a third party present. '''Opinions:''' "I'm really starting to worry about the way he's looking at me..." "Ok seriously, who made them with one eye? They look even scarier that way." "I am not tasty!" == Protectorate Races == === The Five Major Parties === ==== Sollart ==== The Sollart are arguably one of the most powerful races in the Protectorates, competing with the Fifteenth Sector corporations in strength. The Sollart were one of the first races the G'Lacnik encountered, gladly accepting the help offered in return for the support of a reasonably large space fleet. When the Dalgata attacked Thur'Goral in one of their capital ships, the Sollart hurried to bring in support, before the G'Lacnik delivered the ending blow to the attack. The Sollart are reptilian, resembling frilled neck lizards around the head, being very skinny and agile. Their main advantage is speed and flexibility, they are able to squeeze through clearings that G'Lacnik cannot because of their size, and in battle can escape an enemy on foot with little trouble. Sollart often use their frills to intimidate enemies, by displaying it in a flash to give the impression that they have ample headgear. Ships of the Sollart follow a similar trait to them, being very fast and agile, focusing on having a medium grade weapon for ambush attacks, yet not making them sitting ducks in a proper battle. Their fleet is primarily composed of corvette class ships, with emphasis placed on being able to arrive quickly and hold space until heavier support is brought in. Their usage of capital and fighter class ships are almost non-existant though. ==== Halaydra ==== In contrast to the Sollart, the Halaydra are very secluded, remaining on their ships and colonies almost every moment of their lives, interacting with other races through androids that adapt their appearance under instruction. The G'Lacnik first found them when one of their aquatic worlds was under attack from Grox pollutants, quickly cleansed from the water. As a result, the Halaydra gave the G'Lacnik access to their technology, which focused around terraforming and other nature related devices. The Halaydra resemble squid like creatures, their ships are filled with a mixture of gases which gives them an aquatic-like enviroment without the need for heavy filtration systems. Much of their technology is designed for specific use by them, interfaces are tuned to the electrical signals they give off, or the unique pattern of their tentacles. Since they are unable to leave their aquatic or atmospheric enviroments, their entire military is composed of armed androids, as many as 50 are controlled by a single Halaydra from an appropriate station. Because of the sensetivity of the Halaydra, their ships are heavily armoured, preventing a lot of organisms and stray particles from entering their regulated enviroment. Weapons on their ships are often rapid fire mini explosives, designed to cause damage to a variety of targets in a short amount of time. Their production seems entirely centred around the cruiser class, which surprises many other races, who all agree that a variety is necessary under any circumstances. ==== Jalicen and Eladen Union ==== Two sister races which originally evolved on the same world as a single race, they were scattered across space during a cataclysmic event early in their history, where over thousands of years, they evolved into two different, yet similar races. It was in an attempt to re-unite the two races that the Jalicen sought out the help of the G'Lacnik. They helped form space rip stations that would allow travel between the two homeworlds, leading to the reunion of the distant relatives. Jalicen and Eladen share the basic mammaloid biology of their ancestors, the Teraden. But the two distinct climates of their new homeworlds have created notable differences. The Jalicen re-established on an abandoned Halaydra colony, and thus have developed aquatic features. Their more streamlined bodies and extra spines are the most obvious of signs to indicate this. In a more intense sense, they have a limited capacity to extract oxygen to breathe when immersed in certain liquids, notably water. The Eladen on the other hand developed on a strange desert-jungle world, which led to tougher skin and a darker composure. Those who lived primarily in the deserts have noticeably larger feet, and are skinnier. The more jungle preferred are noticeably taller and stronger, resembling the features of the G'Lacnik to a degree. Both resemble mouse-like animals, having pointed faces and large eyes. Ironically they have very aggressive pesonalities despite their docile appearance. The Jalicen and Eladen space fleets operate independantly of each other, but they share common ground on where their strategy lies. Their main idea in battle is to confuse the enemy as much as possible, whether it be overwhelming them with fighters, casting false readings to disguise attacks, or even deliberately disabling ships to let the crew divide, making boarding a welcome peace for some. Weaponry is primarily EMP based, concentrating on taking out primary systems and disrupting other assosiated functions. ==== Nurrir ==== The Nurrir are a race of miners and fighters, expert in scouting resource fields and defending their holdings and ships from attack. Their defences are specifically designed to combat raiders however, making them excellent at anti-fighter assaults and taking down cruisers, however they are vulnerable to bigger guns, most notably from the Margan. The G'Lacnik offered them advanced defence technology which was soon utilised in all Nurrir platforms, in return for a supply of resources when needed. There is a growing difference between the miners and the soldiers in terms of general appearance. The Nurrir as a race are similar to the Sollart in a few ways. However, the miners have grown shorter over time, allowing them to breathe better in the mining tunnels. The soldiers meanwhile have grown bukier, some of the toughest needing anti-protiens to prevent them from falling over all the time. Both suffer from lung damage, brought on from mining fumes and overheated weapons. The situation is being rectified slowly. Nurrir mining vessels operate by being fast and efficient, sacrificing capacity and armour for the fact that all mining operations are under constant guard. The larger ships are designed to maximise weapon efficiency, balancing out speed and defences. Their main usage is in frigates, which are easy to mass produce, giving them strength in numbers. However, most of the stronger ships are degraded and in need of repair, mostly due to the damage caused by mining accidents rather than actual combat. ==== Fifteenth Sector Corporations ==== Arguably the most powerful faction in the Protectorates, the Fifteenth Sector are a group of elite mechanics, devising and upgrading weapons and ships faster than just about all but the large races. It was because of their incredible diligence in creating new weapons and techniques that made them prime targets for attack. In return for defence and lending some of their top scientists to the corporation, the Fifteenth Sector now assist in upgrades for other members of the Protectorates. The race that originally created the Fifteenth Sector, the Tzarini, are worm-like creatures that swim in normal air, and emit electrical charges to operate their devices. Commonly they use exoskeleton suits to interact with other races, as well as perform repairs and develop technology. Their main weakness is the fact that they rely on their suits to do anything, an electrical overload will render their signals useless to the suit, effectively incapacitating them. Fifteenth Sector ships cover the spectrum of classes and types, often aquired from other races and modified to suit their current needs. It is almost unheard of for ships to be scuttled, as they always find a way to remove a redundancy or modify an outdated piece of tech. All ships are coloured in the standard black, yellow and white, representing the colours that the Tzarini go through in their life cycle. === The Minor Races === == Military == ==== The Soldiers ==== '''Basic Plasma Skirmisher''' [[Image:Skirmisher1.png|thumb|128px|left|The Skirmisher]] These soldiers were first commisioned a few years before construction of the dome began. Their main purpose was to ensure the protection of workers from the mutating monsters that were prowling the forests continually. Once the dome had been completed however, their usefulness decline dramatically, serving only as escort for supplies and temporary protection for tribes outside the dome. Now with the entry of the G'Lacnik into the Epic War, their numbers have begun to grow again, as a base milita become preferable. Each skirmisher rifle is capable of a range of 300 metres, with the best aim found to be at 180 metres. The discharge from these rifles can be adjusted through the energy given off through different crystals, a skirmisher will often have a bag of bullet shaped crystals. Each one is coloured specifically to it's intensity, making it very easy to choose which one is best suited for the job. As a precaution, these crystals are designed to overload should the enemy try to hook them up to one of their own weapons without the proper equipment. '''First Grade Glaive Launcher''' [[Image:Glaive1.png|thumb|128px|left|The Glaive (1)]] The First of the three grades of Glaive Launcher operate as an anti-infantry unit, balancing a rapid fire and reload with small glaives and other similar projectiles. The use of glaives became popular when it was found that they could be easily retrieved on the battlefield, the loss rate of ammo was small, and they cut through most infantry armour with ease. Currently a few hundred of these weapons exist, all on border colonies. The Glaive itself is composed of trinium, an alloy of lithium and titanium, creating a very lightweight but strong material, which with enough force, is able to overcome gravity on average planets, and sweep through enemies. The blades are sharpened to less than one thousandth of an inch thick at the very tip, giving it high cutting ability. The launcher itself can be held by a strap from the shoulder, the glaive is fired with one arm inside the launcher itself, the other acting as an emergency melee tool. '''Second Grade Glaive Launcher''' [[Image:Glaive2.png|thumb|128px|left|The Glaive (2)]] The Second grade is an anti-vehicle and Mech level, sacrificing its rapid fire and reload for a much more powerful shot designed to penetrate all but the strongest metals. Since the likelihood of retrival is much smaller, these glaives are equipped with plasma cutters along their inner and outer leading edges, which act to slice into rather than knock out. The power source built into the glaives lasts approximately 15 minutes after launch, where if retrieved, is easily recharged. 40 of these weapons are believed to exist. To compensate for the deadly edge, the plasma cutters only activate a fraction of a millisecond after the arm is launched, which does leave it vulnerable to the small possibility of an EMP unit effectively disabling the weapon before it can do any damage at all. This also means that unlike the first grade launcher, the second grade lacks an effective melee defense, putting the soldier at risk. These troops are often accompanied by a small squad of their own, given their high tactical value. '''Third Grade Glaive Launcher''' [[Image:Glaive3.png|thumb|128px|left|The Glaive (3)]] These powerful weapons are mounted on light vehicles, and act as an anti-ship weapon, reaching sizes of 8 feet in diameter, with a large energy source which powers both the plasma cutters and the small explosive charge. Based on testing that confirmed that there was no way of retrieving such glaives, the charge was introuced to cause even further damage. This information was gathered from tests and simulations, as actual use has been miniscule, due to the sheer destructive force that it can deliver. The number of these weapons has officialy been set at four. The price of these particular weapons is quite high, both in an economic sense, and in the destruction it causes to life, thus it has been deemed by the G'Lacnik as a last resort. The one and only use of this weapon to date was on a Dalgata Capital ship, on an attack run right for the G'Lacnik dome. Since then, the Dalgata ceased their attacks, not willing to waste ships when faced with a much greater enemy. It has been recommended that hostile races avoid provoking the G'Lacnik into using them. '''Neck Warmer Keeper''' [[Image:NeckWarmer.png|thumb|128px|left|The G'Lacnik Keeper]] The Neck Warmer is a very large leech-like creature which lives up to it's name by wrapping around the neck and sucking the victim dry within seconds. A neck warmer can feed on approximately 30 litres of blood before it is fully fed and goes to sleep. The Keepers all wear re-inforced neck armour, which prevents the neck warmer from feeding on them, however, there is still a high casualty rate among them. Experts say it was due to bird-error, but it is enough for most to think twice about taking the job. The Neck Warmers are often used either in ambush situations where they can be dropped from above on unarmoured soldiers, or as a long term method of extracting information. In either case, a special breed of genetically altered leech is used, in combat speed and efficiency is key, so they will suck at a high rate at the risk of choking. In torture however, they will feed slowly, extending their capacity as they process the blood. Often this breed lives much longer than the other type, as their inability to gorge themselves prevents bursting. '''Quarantine Officer''' [[Image:QuarantineOfficer.png|thumb|128px|left|The Exterminator]] Strangely for a race that maintain tribal ways of life, they are a very clean people, ensuring that their dome is kept sterilised at all times, and any sign of contageon is eliminated on entry. On colonies, this is the responsibility of the Quarantine Officer. Equiped with an assortment of tools and devices to execute his purpose, they are feared by germs and dirty people alike. === The Shaman === '''Acolyte''' '''Homeworld Watcher''' '''Colony Protector''' '''Defensive Shaman''' '''Overseer Shaman''' '''Military Shaman''' '''Front Line Shaman''' '''Outer Circle''' '''Inner Circle''' '''Elder Shaman''' === Vehicles/Ships === '''Observation Jeep''' '''Mobile Shield Generator''' '''Tunneling Assault Drones''' '''Phase Shift Whippet''' '''First Grade Strike Vessel''' '''Second Grade Strike Vessel''' '''Space Rip Evacuation Vessel''' '''G'Lacnik Primary Warship''' == Culture == === Faith === === Sociality === === Events === ==== Destruction of Ithrixia ==== Following the obliteration of Ithrixia by Peacekeeper fleets after the Dalgata fell in one massive surge from Fourth One, news spread very fast around the colonies of races involved, most notably the G'Lacnik. This single event caused mass riots, and almost began a civil war in a pacifist race, over the way the situation should be handled. Most of the G'Lacnik celebrated their defeat, many having been targeted by them during their early attacks on colonies, before the formation of the Protectorates. Others however believed that the Dalgata should be mourned, and criticised the others for their excited attitude towards a genocide. It wasn't long before the tension gave way to fighting. For the first time in many years, squads had to be called up to keep the fighting down. While none were prepared to let it become fatal, many were injured during the brawls, eventually leading to the Shaman council criticizing the G'Lacnik for their appauling behaviour. Eventually, a peace was restored, many had willingly chosen to end the violence, while others who didn't were exiled to colonies outside that of the Protectorates until they were prepared to end their violent attitude. Even today, many G'Lacnik do not wish to discuss the events assosiated with Ithrixia, or the actions of their people afterwards. [[Category:Page]][[Category:Inactive]] oc0ifo8igcxwkqe7s9ez5pqhl2trwqz The Grand Army of The Republic 0 1423 15772 15631 2021-03-03T19:36:55Z RaptorChu 30471271 Redirected page to [[Grand Army of the Republic]] 15772 wikitext text/x-wiki #REDIRECT [[Grand Army of the Republic]] g7uus8ns16s9s5e8vxjrkwly0bjaqnt The Grand Human Empire of Gliese 581 G 0 26 6413 2562 2017-10-09T01:39:38Z Amaker1450 26550035 6413 wikitext text/x-wiki == The Gliesian Empire == The Human colonists that arrived some 300 years ago in Gliese 581 gained sovereignty based on three core things: loyalty to the Emperor, honor and freedom through bloodshed, and Human superiorty. When the system was united by the original colonists on G, they began to look outward. As they expanded, they met alien races, who welcomed them at first into the Galactic community. When a alien delegate was brought before the 2nd Emperor, Flavias Mulias, the Emperor's advisors demanded that the alien bow. When he refused to do so, he was struck down- and so began their history of xenophobia and hatred of aliens. They soon began to believe that they were the superior race, and the ultimate evolution of the old Human race, seeing them as infidels to be re-educated in the proper ways. They now stop at nothing to achieve that goal to unite humanity, even if that means annihilating an entire species if it gets in their way. == Important Places == '''Gliese 581 G''': Considered the cradle of the proper Human race, it is considered a blessing to live there, but also a curse in some ways. It is a tidally locked planet, which means it always faces its star- this means that one side fries while another freezes. The only habitable places on land are on the twilight zones between the two sides. It is here, near the equator of one side of the planet, that the Imperial tombs of each Emperor is kept along with the Emperor's Palace. On the rest of the planet, huge honeycombed areas of underground cities sprawl out, getting less and less safe and clean the deeper you go. Deep enough, it is like a living hell- there is no law, no light. The families living there have done so for more than century, and they have degenerated into huge, glassy eyed, thin, weak and starving offshoots of the Human race, considered monsters and often killed on sight if they do not run back into the darkness. Nonetheless, it is considered a dream by those who do not live on it within the Empire to visit it, and is considered an obligation by some. '''Moons of Gliese 581 C''': A gas giant within the same system, the moons house huge mining facilities and small colonies around them. They supply the Empire with many of its raw materials, such as uranium. == Culture == *Language Following the 1st Decree of the 1st Emperor, one of the laws set down made Latin the only language in the Empire and outlawed all others. Their culture was very Greco-Roman from the start- columns and huge palaces all went up, covered in brilliant white marble with giant statues and engravings. These old artifacts are long lost now, but that style carries on. *Food Gliesian food is mostly made of thick stew and roasted animal, along with grains and small plants at times. Salad is unheard of. They typically raise animals and plants on farm worlds. Meats are typically heavily stuffed with spices and then roasted. It is often cut up and put on skewers as well. Gliesian stew typically incorporates heavily spiced meats, but also includes grains such as various rice-like plants found on Gliese 581 that is often introduced to farm worlds. The stew itself can go any direction past this. *Atmospheric Tolerance Gliese 581 G has a atmosphere similar to Earth, but somewhat different- however, not different enough to the point where they could not breathe it. Early on, small breathers were required to filter out toxins within the air. Eventually, the people gained a tolerance to this. You would think that this would mean it let them breathe a wide range of atmospheres- but this is not so. Instead, the fact they could breathe the air came at the cost of not being able to naturally breathe a normal, Earth-type atmosphere. As such, most colonies, except ones in the very inner areas, (which are mostly urban sprawl and government buildings) have not yet been terraformed to the point where they could breathe it. This means that for some, a gasmask is nearly a second skin. == Timeline == Year -100: This is the year in which the first colonists set out in cryo-sleep to Gliese 581. Because of this, there is nothing of note until the arrival at Gliese 581. FTL Drives were not developed on Earth at this time and had to be made by the Gliesians themselves, hence the fact they have only emerged into deep space relatively recently. Year 0: The colonists arrive. A small city is made in the twilight zone of the planet. Year +25: Deep-radio stations give up attempting to contact Earth. Year +60: A Roman-esque culture begins to take prominence on the quickly growing colony.. This is also the year that the future 1st Emperor, later known as the Nova Caesare, is born. Year +75: Most of the Gliese system is colonized at this point. Stellarism begins to arise around this time. The Nova Caesare begins to rise in prominence in academics. Year +80: The developing Roman culture is near-dominant on the planet. The Nova Caesare joins the local militia, quickly rising in the ranks. Year +82: The main colony, home to the Nova Caesare, goes to war with a nearby city founded shortly after the first one was laid down. Year +83: The war drags on. Many people are left homeless as the rest of the planet picks a side and fights. The Nova Caesare begins to plot his coup and control of the whole planet with a large contingent of forces. Year +83.5: The coup happens. Year +86: The entire planet is united, the 1st Decree is put down. It is as follows: *You shall worship the planet, and nothing else- do not worship me. *Instead you shall follow me to salvation in the name of the planet- I am Nova Caesare and will live on with you in death. *The other planets shall be worshiped as deities, but Holy Gliese-G shall be the foremost one. *You shall speak the Holy Language, Latin, and all are expected to speak it within the time the next generation of children arrives. *You shall not dirty your tongue with any other heathen language. *Every man shall take it upon himself to be his life's duty to further the cause of uniting all Mankind and exterminating all who oppose it. *Finally every man shall be considered and equal, and those who do not accept the Right Path will die. Year +100: The Nova Caesare dies. Another man, Flavius Caesarus, holds the throne. This year is considered a year of huge changes in many ways. Room on Gliese 581 G runs out- as people starve, huge underground cities are franticly carved out. A group of scientists, directed by the Nova Caesare himself, finally finish his dream and make a FTL Drive. Year +110: The Gliesian humans have barely escaped mass starvation and most people live in the underground cities that web across the planet. They also encounter an alien race for the first time. They make first contact and an alien emissary goes to G itself. He is asked to bow before the emperor, but instead stands stalwart. He is executed and the 1st Great Stellar Crusade starts, which wipes out 5 small alien races in the nearby area. Year +130: The wake of destruction caused by the 1st Great Stellar Crusade is followed up by a massive wave of colonists. Cities are built on top of the alien ruins in many places. Year +160: The fact Gliesian humans can no longer breathe 'normal' atmospheres becomes clear. Year +180: A large alien conglomerate comes across the growing Gliesian empire and attempt to absorb it. The first true Legions are formed and the 2nd Great Stellar Crusade is announced. The aliens are exterminated within the end of the year. Year +181: After leading the 2nd Great Stellar Crusade, the very old Flavius Caesare dies. His son, Lucius Caesare, becomes the new Emperor. Year +195: The empire grows at an astounding rate, with planets being colonized within each year. Year +200 (Present Day): The Empire finally finds other humans in the Aeveria Confederation, but is horrified to see them under alien rule and living amongst them. The 3rd Great Stellar Crusade begins and they are engulfed in the... EPIC WAR. [[Category:Page]][[Category:Inactive]] 2m4higd0f66bpys6vtheuq49qyn5cci The Gronian Imperium 0 14 6421 27 2017-10-09T05:24:56Z Amaker1450 26550035 Redirected page to [[Gronian Imperium]] 6421 wikitext text/x-wiki #redirect [[Gronian Imperium]] mlkchymykxepsnlq0un3pjeoc7h4x1q The IAE 0 3 17156 17075 2021-11-17T17:14:16Z Amaker1450 26550035 17156 wikitext text/x-wiki <center> [[File:Iaejat3712.png‎]]<br> <big><b>The IAE (Iraultza Advanced Engineering)</b></big><br> <br>''Wiki by [http://www.spore.com/view/myspore/Jat371 Jat371]'' </center> {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:InfoboxAvatar.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Warlord |label3 = Homeplanet: |data3 = Euskana |label4 = Capital: |data4 = Euskana Central Administration District (ECAD) |header5 = Administration |label5 = Government: |data5 = Representative Republic, Corporate Empire |label6 = Legislature: |label7 = Upper House: |data7 = High Council |label8 = Lower House: |data8 = Euskanian Senate |header9 = Biology (Euskanian) |label9 = Lifespan: |data9 = 85 - 130 Years |label10 = Height (In Feet): |data10 = 5 to 10 (including Gen-ens) |header11 = Economy |label12 = Economic System |data12 = State Centralized Mixed Economy |label13 = Currency |data13 = IAE Credit }} ==Summary== <b>Faction:</b> Warlord <br> <b>Philosophy:</b> Control and Expansion <br> <b>Home Planet:</b> Euskana <br> <b>Description:</b> Survivors of the great Galactic wars, the IAE remains as one of the few old empires that still exists. But they are still strong, glorious and fearsome. There are tons of marvelous ships used eons ago in the great wars but this never stopped the need of exploring new frontiers in weaponry, physics or technology, that's the challenger spirit that made the IAE what it was in the past, what it is in the present and what it'll be in the future: a big and strong empire. -<i>Murohuuragaka</i> ===The Inner Planets=== The Inner Planets is a large and well-defined area surrounding the homeworld. Nearly all inner planets are well-developed economically, militarily, industrially, and/or politically. High civilian populations and defense fleets are common. They form a powerful line of defense for Euskana because each system is well connected to the other by trade, communication, and patrolling military forces. The IAE can afford to give each system a home fleet whose strength depends on its strategic importance, number of planets/outposts, and other factors. The commanding officers of a home fleet decide how to divide up and administrate their ships between planets and areas of the systems.<br> <br> Each world of the Inner Planets is administered from the homeworld and cataloged meticulously. In fact, a system in the Outer Rim has to apply to be recognized as part of the Inner Planets and be added to the vast list. The process is to determine whether the applicants have been fully "settled" and are an important piece of The IAE. The application process involves written work, on-the-ground inspections, and much bureaucracy although it's not known to take very long. A planet that unambiguously fits the criteria can be approved in just a few months. ====Euskana==== The great homeworld of The IAE and nerve center of the empire lies in the middle of thousands of colonies. It's protected by the Home Fleet, a mass concentration of the newest and greatest IAE ships. The composition of the fleet is never definite as old ships are constantly being removed and new battle tested designs are brought in to ensure it is always as efficient as possible. In addition, there are numerous orbital weapons for protection as well as remotely controlled weaponry on orbiting civilian colonies. These defenses can only be confronted assuming an enemy makes it past the many military worlds and developed colonies surrounding Euskana. [[File:Euskana-Edit.jpg|295px|thumb|right|One of many Euskanian cities.]] The planet itself is temperate and features average-sized oceans and mostly low elevations on the continents. Much of the natural ecology has recovered from the Great Cataclysm although a good percentage was created artificially or the result of terraforming. Fauna on Euskana is not very common. Most are either domestic or restricted to natural reserves or zoos. <br> <br> Euskana went under heavy deindustrialization during the second wave of colonization. The High Council at the time felt the planet had sufficient colonies and naval forces to entrust the safety of the homeworld to a defense fleet and orbital weaponry as opposed to a massive ground garrison combined with sprawling weapon production centers and other polluting defensive procedures. The clean up took nearly half a century and that included moving a great amount of industrial and military facilities to nearby colonies as well as reforms to administration of the entire planet.<br> <br> Today, almost all cities, even the most sprawling and populated, have some form of nature integrated into their infrastructure. Parks and some level of ecological integration are mandatory as part of a city's layout (this holds true for many colonies as well). Some skyscrapers even have ivy-like plants manually sewn all they way up the exterior. Rooftop and balcony gardens are also very popular and seen by some as a status symbol. Very small tax incentives are offered to home and building owners for environmental efficiency and features that help maintain the atmosphere. <b>The Central Sigma</b><br> Headquarters of The IAE's entire military, intelligence, and research operations, the Central Sigma is one of the hardest places to access in the entire galaxy. Only the most high ranking figures in The IAE's scope are even considered for the right to access. Even High Council members are not allowed into the Sigma if they have been elected only recently. The complex itself is a number of large towers within a fortress perimeter and also extends miles below the surface of Euskana. The compound is heavily fortified with defenses on all sides and protected by a bodyguard of hand-picked soldiers whose loyalty to The IAE is unwavering. It's rumored that in the center of the complex is an enormous mainframe that holds all of the information in the known universe. The mainframe is said to be powered by the geothermal energy of Euskana's core.<br> <br> <b>The Senate</b><br> Located on a small island near the capital, the Senate (or Senate House) is a large auditorium with seats for the senators of each sector of the empire. On the center floor are nine stands for Council members to use during meetings of high importance, although they are not usually occupied during a majority of the proceedings. The Senators meet on a semi-regular basis, many by hologram broadcast from their respective sectors, to decide some of the weightier matters of The IAE, too important for lower level administration but not important enough to involve the Council. The building itself is surrounded by a small military base and city. Much of it is populated by the family and close associates of Senators that reside on the homeworld for most of the year.<br> <br>[[File:Eusk Park-Edit.png|445px|thumb|right|A view of the park with the visitor's center in the distance.]] <b>Euskana Central Administration District (ECAD)</b><br> The Euskana Central Administration District, also known as ECAD, is the main political sector of Euskana (in addition to the Senate) and considered to be the de facto capital of the IAE. ECAD is a distinct district of the Euskanian capital with hundreds of offices, residence halls, and a dedicated military base with scattered garrisons. Parks and recreational facilities also dot the area making it fairly self-sufficient.<br> <br> <b>Euskana International Park</b><br> Though it seems to be little more than a nature reserve, Euskana International Park was once the site of Euskana's largest city. Although archaeologists and historians are still arguing on the name, they do agree that a very large metropolis once stood where there are now only trees. The topography was also vastly different with more flat land instead of rolling hills and water. The reason for this is theorized to be the Moon Shard, a large chunk of Euskana's original moon that has been preserved and left in its original landing spot. Many believe it was once much larger because the park's slopes all curve down towards it like what may actually be a giant crater. <br> <br> Most of what is known about the area before it became a park is outdated as very few excavations have been approved in recent years to maintain the still-growing greenery of the park. Digging in the park area is strictly prohibited. The sheer presence of armed Footsoldiers often prevents this rule from needing to be enforced. Recently however, the Euskanian Historic and Archaeological Society (EHAS) was granted limited excavation rights and was able to uncover numerous historical artifacts.<br> <br> ===The Outer Rim=== The Outer Rim is the name given to all the planets from outside of the realm of the Inner Planets all the way to the newest outposts being established. The Rim completely surrounds the Inner Planets and perpetually changes as older systems on the inside become absorbed into the Inner Planets while the edge of IAE territory expands through colonization and conquest. Outer Rim worlds are mostly industrial/mining outposts, new civilian colonies, forward military worlds, and many times, subjugated alien empires.<br> <br> Because the sectors of the Outer Rim are less settled and connected than the Inner Planets, defense can be a problem. The nearest response fleet is often days or even weeks away in which case civilians must act as a standing army or resort to guerrilla warfare against any and all threats. The Outer Rim completely surrounds the inner area of IAE territory so naturally it receives a vast majority of the attacks against The IAE. ====Sector 117==== The sector most affected by and involved in the Great War. Administrated by Senator Kemmo Daedion. <b>Planet Eumara</b> [[File:Eumara-Edit.jpg|345px|thumb|right|Just some of the extensive damage to Eumara. Picture was taken by a Battle Police officer during the attack.]] An Outer Rim colony established on the second planet from the star of the Nemora system, Eumara was first notable for its incredibly rapid development. As a result of both its Euskana-like climate and viable trade routes, a massive city-state exploded from the single outpost initially established on the planet in just a few decades. Eumara quickly became one of the single most affluent colonies in the Outer Rim filled with skyscrapers and sprawling complexes all bathed in pure light of the system's white dwarf.<br> <br> Unfortunately, Eumara's location left it vulnerable and after less than half a century of existing it was brutally devastated by a mixed [[Peacekeeper]] force led by an insane Diabloian Vice Admiral. Reports indicate that he personally ordered the total annihilation of the planet's city centers which was accomplished for the most part. Enormous sections of Eumara's surface were turned molten and stripped of life. Out of the nearly hundreds of thousands living on the planet, roughly one hundred survived and managed to be rescued days later after the enemy fleet fled.<br> <b>Planet Aumera</b><br> Aumera is the sector capital of sector 117 and as such is host to administrative complexes, military bases, and beautiful cities. The planet features tall mountains, moderately sized oceans and a very mild climate. The Aumeran government is in accordance with many of Euskana's ecological integration edicts. Small but numerous parks are common as well as drinkable water in most fountains. These features helped greatly during the initial diplomatic stages with the [[Sauran Solidarity]].<br> <br> Ambassadors from the enigmatic race descended on the capital very suddenly. Colonial authorities rushed to accommodate the friendly creatures for a tour the subsequent day. When the Saurans did get their tour, they were highly impressed with the technological sophistication of the colony. Despite standard IAE natural integration, the Saurans were dissatisfied with what they saw (by comparison to their lush homeworld). However, the vast majority of the proceedings on Aumera went well and provided the important basis for diplomatic talks later on. ===The Front Lines=== The IAE is engaged in an infinite amount of skirmishes on its borders. As the empire constantly expands, alien empires will inevitably get in the way. Diplomacy is always at the forefront of IAE expansion but many empires encountered during expansion are too proud or warlike to accept becoming part of IAE territory (The IAE's first offer to an empire in their way is to absorb them as a protectorate state). <br> <br> The Front Lines are a constantly changing area due to the nature of the skirmishes over territory involved. The planets in the area constantly change hands from alien control to the IAE's then back out of their hands and so on. The smaller battles are often where many new IAE military technologies are tested.<br> =====Planet Kronovos===== A [[Diabloian]] world close to The IAE's border with the Diabloian empire, it was targeted for its rich iridium and titanium deposits as well as simply being an excellent target in the Great War front. The planet is significantly developed, with well-established cities, sophisticated mining operations, and even a lunar colony. Initial scouting for The IAE's invasion was done by stealth forces aided by a team of Red Devils. It was found that the planet's garrison was uncharacteristically smaller and less supplied than most Diabloian worlds and the attack was spearheaded by The IAE's 48th Invasion Fleet.<br> ===Protectorate States=== As mentioned before, The IAE's expansion policy towards most smaller empires is to first offer them a status as a protectorate state. Protectorate status under The IAE means that the empire keeps it's relative independence and administration and is required to allow IAE garrisoning and a modest resource tax. In return, the protectorate receives profitable trade agreements with The IAE, IAE military protection, eventual IAE citizenship status for all their people, and numerous other political benefits.<br> <br> Larger empires would be too hard to administrate as a protectorate, so the offer of protection is not usually extended because an empire's main reason to accept is usually The IAE's protection. Most larger empires that The IAE finds common ground with will receive more traditional diplomatic offers. Therefore, The IAE's territory is dotted with hundreds of small protectorate states. IAE civilians and industry often move into protectorates and mingle with the alien population.<br> <br> The truth behind all protectorates is that they eventually dissolve into The IAE's scope. Euskanians mingle among the protectorate's people and the protectorate's people upon receiving IAE citizenship will migrate and spread out among the empire. At a certain point it's hard to tell where the protectorate's territory ever was because they have been so well integrated. It is an immensely slow process with obvious benefits and downsides. At the cost of totally losing their culture, the protectorate species becomes fully part of The IAE and has the right to participate in all its processes. A majority of the High Council is not Euskanian but made up of once alien species that have long since been integrated, viewing themselves as members of The IAE rather than part of an independent race. The process is subtle and even those that have recognized the pattern have not been overly critical about it.<br> =====Dagorro Empire===== The swamp dwelling Dagorro were originally an extremely secretive race of ecologists with a very vaguely defined territory (to the rest of the galaxy). The Dagorro often settle underground and underwater to avoid affecting the ecology of a planet. All of their fuel and building materials are highly renewable. Due to their nature, their planets often seemed uninhabited but were often rigged with a myriad of concealed defenses and a standing army of Dagorro guerrilla fighters. Often times empires would simply give up trying to settle anywhere near Dagorro space. That was not the case for The IAE. After an extended conflict with the Dagorro, they began to take notice that the IAE used many environmentally friendly technologies when settling on captured planets. The war soon reached a stalemate. Though The IAE had advantages in numbers and firepower, the Dagorro were proficient in stealth technologies and their sustainable military technology meant they could fight for a very long time before weakening their economy at all. They proposed a truce to the IAE but they had their own plan. An arm of colonies had already extended around part of Dagorro territory so they could not leave the Dagorro empire sitting where it was. The offer to become a Protectorate was given. It took some time and a significant amount of negotiation for the Dagorro to agree but they eventually did. The IAE returned much of the worlds they had taken to the Dagorro's control. Today, much of The IAE's improved ecological technology is the result of the Dagorro's help. A small percentage of Dagorro have volunteered to be part of specialized IAE battalions for swamp, jungle, and other natural warfare situations. Commanders have commented that the Dagorro "aren't afraid to get their hands dirty". =====Kaia Collective===== [[File:Kaia vs. Crevur.jpg|425px|thumb|right|Kaia forces struggling to combat a Crevur infestation on a fallen world.]] When The IAE first made contact with the Kaia, they were struggling to quell enormous infestations of Crevur across many of their worlds. Many larvae had gone unnoticed in their cargo vessels until they were spread across multiple colonies and aggressively started building hives, often in urban centers. The Kaia's military discovered these outbreaks sequentially and therefore became spread dangerously thin. Riots broke out on the most affected worlds and rampant vigilantism only made things worse. An IAE exploratory fleet received multiple distress signals from one of the infested worlds and immediately came to aid them. Within just days, the combined forces of the Kaia Collective and The IAE managed to exterminate the Crevur hives on that world. IAE diplomats immediately made contact with the Kaia's general assembly to make a proposal. The IAE proposed that it would fully purge Kaia space of the Crevur if the Kaia would become a Protectorate state in return. The assembly was hard pressed to make a decision because even with one world freed they didn't have the manpower to control their populace and combat the growing infestations across even a couple worlds. Despite being a proud race by nature, the Kaia's general assembly voted to agree to the IAE's terms by a small majority after seemingly little debate on the matter.<br> <br> In the end, The IAE was true to their word. Over the course of several months, the Kaia were able to quell the rampant rebellions across their worlds as the IAE's forces focused on crushing the Crevur hives. The empire was able to fully rebuild to where it was before the crisis over the next couple years. They were registered as a Protectorate and much to their relief the IAE's terms were as reasonable as they initially described. Today, The IAE and Kaia have shared much in the way of technology and culture. The dexterous Kaia are now well-represented in a number of battalions and many civilians have found their way throughout the IAE's space. =====The Tarrenians===== ([http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371%7C2267552952%3Asast-500367141659%3Apg-40 Part of the Tarrenia Rising series])<br> Though long technically integrated, the planet Tarrenia and its surrounding system are a special case. The world's history is a complex and often messy affair compared to most homeworlds. At some point before the original inhabitants had achieved space flight other races, likely independent colonists or pirates, began to establish enclaves on Tarrenia. This continued to the point that it's no longer clear what race the original Tarrenians are or if multiple races had emerged concurrently. As time went on, no less than a dozen races fell under the umbrella term “Tarrenian”.<br> <br> The planet continued to be relatively lawless (though peaceful) for a great deal of time. The various races largely mingled in shared villages or stayed in separate settlements, content without a central authority. Because the vast majority of settlers had no corporate or government backing, spaceflight after arrival and conversion of ships into shelter was rare. Therefore, the planet’s character was largely of that of a prespace society. Technology levels varied greatly depending on trade and distance from major population centers. Without many central institutions however, many records are the composed of unreliable accounts and oral tradition. <br> <br> Though no one knows exactly when, three militaristic racial groups joined together to form an organized military junta. Decorated as the Martial Authority (referred to as “the Martials”), they began a campaign of conquest and territorial consolidation. Their dominance was largely unopposed due to their advanced technology, standardized weaponry, and superior organization. Most settlements chose to surrender immediately since they had little more than hunting weapons to defend themselves with. After very little time, the Martials had some form of control over all but the most remote peoples on Tarrenia. <br> <br> Their rule proved to be oppressive and inefficient. Nearly all of their resources went to military expenditures or researching further methods to maintain control. Infrastructure such as roads And bridges were only made for the benefit of Martial operations. All other traffic was subject to harassment or blackmail by passing patrols. Villages were taxed and pillaged into poverty while cities were subject to absurd regulations to discourage competition with state-run businesses. Entry into the military and government was severely restricted to the three races of the Martial Authority.<br> <br> After several decades of oppression, revolutionaries started appearing in the remote countryside and began sabotaging Martial operations as well as gathering support from the populace. Without an organized leadership or territory, the rebels severely disrupted the Martial’s regular activities with impunity. Every raid brought them new weapons and supplies as well as new recruits hearing of their successes. The rebels increased their firepower by outfitting civilian vehicles with weapons or repurposing captured Martial equipment. This only caused the Martials to become more aggressive though. They devoted more aircraft and heavy armor to patrols and began investing in biotechnology to potentially clone or grow new troops. <br> <br> Inevitably the situation escalated into all-out war, though the rebels were almost exclusively from frontier or rural territories. Word of the uprising had been suppressed in cities and many groups in the badlands were skeptical of their goals. In order to gain support, the rebels began carving a path to the mountainous regions under the supervision of the mining guilds. They were largely independent but Martial air superiority and control of trade routes kept the miners in check. The rebels gained their backing by destroying the Martial radar towers and air fields dedicated to suppressing the mining territories (which were mainly fortified against an attack from the mountains). With new recruits, resources, and refitted mining equipment, the rebellion was finally looking like a credible threat.<br> <br> Though they were better equipped than before, the rebels had consistent trouble breaking into urban centers and Martial strongholds. Guerrilla attacks were simply ineffective against heavy fortifications. The turning point came after a curious piece of intelligence found its way to the rebel leadership. A group of fishers reported that the Martials had recently occupied a resourceless desert island far from any major port, trade route, or battlefield. Fearing it could be a trap and unable to devote enough resources to a naval attack, the rebels sent a single agent equipped with stolen stealth technology to investigate. After infiltrating the base the agent made a startling discovery, an IAE lieutenant, who to the agent was an alien they'd never seen before.<br> <br> Not much earlier, The IAE had discovered Tarrenia and sent an envoy under the assumption that the Martial Authority was the planet's appointed government. Irritated by the rebellion and arrogant from decades of control, the Martials instead captured the envoy to try and reverse engineer their weapons and vehicles. With no knowledge of The IAE, they began their research and were in the midst of interrogating the members of the envoy with the expectation that the problem would simply go away. However, after the agent and lieutenant escaped via a Lodikote dropship, The IAE made contact with the rebellion. Angered by the Martials’ actions, The IAE pledged their support.<br> <br> Not interested in a protracted orbital siege, The IAE landed forces in the northern tundra to avoid already established fortifications and areas of conflict. With some assistance from the rebels, IAE forces pushed South and broke through Martial lines one after another. With attacks coming from all sides, the Martials retreated to the remaining major cities under their control. Combined rebel-IAE troops broke through after protracted sieges against their fortifications and delays caused by evacuating civilians. With their backs against the wall, the Martials release a gigantic genetic monstrosity created by splicing the DNA of the three races. However, their gambit failed and allied forces eliminated both the monster and the remaining Martial leadership.<br> <br> The IAE was left in an awkward position after the fall of the Martial Authority. Officials quickly realized they had been caught up in the excitement of getting revenge. The Tarrenian people would be unlikely to accept a completely unknown new government right after removing the old one. Their culture was equally mysterious to The IAE and there was no framework for a transitional government to work with. The rebel leadership was strictly organized for fighting and already many had abandoned their roles to return home as soon as victory was declared.<br> <br> The diplomatic corps devised a plan to incorporate the planet given the circumstances. As the military began dismantling and disposing of Martial weapons and technology, the diplomats contacted as many settlements as they could to reach a consensus. An agreement was soon drafted and ratified. Learning of their previously independent ways, The IAE granted the Tarrenians a great deal of freedom in day to day affairs. In return, they agreed not to form any competing government or standing army. Unlike most protectorates, Tarrenia was not given a plan for integration but rather individuals would need to seek out IAE enclaves to apply for citizenship and the means to go offworld. Resource taxes were very light, only enough to maintain The IAE’s defense force (which has gotten cheaper over time as the empire's borders have grown far beyond the Tarrenian system). <br> <br> This arrangement has been modified very little down to today. Officially, Tarrenia is part of Sector 54 and considered one of the Inner Planets. In reality though, very few member races outside the military visit the planet and its culture has barely been influenced at all. Its technology level is quite far behind the rest of The IAE though the Tarrenians don't seem to mind. Offworld registration is still open though most applicants are bored youths that only show up after the harvest season. Many return in time for Spring and resume life as normal. Tourists looking to take in another culture but apprehensive to leave The IAE often choose Tarrenia but rarely stray from the major cities and enclaves. Otherwise, life continues as usual as it always has. ===Erraldoi Deepspace Shipyard=== Significant enough to be considered an important location, the Erraldoi is one of the oldest and largest ships in the known galaxy. It is an immense mobile shipyard commissioned and built during the Continuum Wars. Some of the greatest minds of The IAE came together to design the Erraldoi and the result was an enormous success. Aside from its hulking size, the Erraldoi is plated in many coats of armor and thousands of defense arrays all to ensure its safety as a strategic asset. One of its biggest technological marvels is its modular design, giving operators the ability to easily remove and upgrade machinery as well as make additions to the station in general. The superstructure has grown by at least 100 kilometers since its initial construction and with seemingly little effort.<br> <br> Naturally with its size comes the ability to construct every kind of IAE vessel, up to and including dreadnoughts and entire stations, given the proper resources. Erraldoi is home to a large fleet of ships tasked with defending it at all times. They were all constructed in its bays and are constantly maintained by the station's systems. Assuming this fleet were to fail during an attack on Erraldoi, its armoring is substantial enough that it could withstand fire long enough to produce a fresh fleet as well as await reinforcements (likely very eager to defend one of The IAE's crown jewels).<br> <br> Erraldoi was used constantly during the Continuum Wars in conjunction with the flagship Mendeku and its battlefleet. The IAE was able to cut huge swathes of new territory from its enemies with overwhelming firepower supplemented by constant reinforcements from Erraldoi. Recently however, Erraldoi spends most of its time moving through the Inner Planets constructing fleets and (ironically) orbital shipyards for many different worlds. In the eyes of the High Council, no recent campaigns have been vital or bloody enough to warrant the use of Erraldoi. However, many in The IAE's ranks have heard talk about the possible commitment of the station to the Great War front and they may be right. ==History== <i>Natives of the Initias Aberri Euskana, the IAE are a powerful empire, but not much is known of their history by their enemies.</i> ===Timeline=== <b>(Years -30,000 to -25,001)</b> <i>[Dark Age]</i> Multiple wars take place on the IAE homeworld of Euskana, several nations rise and fall. <b>(Years -25,000 to -19,000)</b> <i>[Turbulent Age]</i> 5 world wars -During the fifth world war, the first attempts of the natives to colonize off world locations in order to keep them away from the wars are successful. Numerous orbital and lunar habitats are established. <b>(Year -18,000)</b> <i>[The Great Cataclysm]</i> After a corporative conflict, one of the moons is destroyed and one of the fragments impact the planet annihilating surface forces, more fragments destroy several orbital habitats; 93% of the population dies. The survivors isolate themselves from contact with other nations. <b>(Years -17,999 to -5,001)</b> <i>[Age of Isolation]</i> An unrecorded era of history. <b>(Year -5,000)</b> International isolation ends after an alien craft is discovered on the planet's surface. Euskana International Engineering is created by surviving nations of Euskana. <b>(Years -4,999 to -1)</b> <i>[Colonial Age]</i> Euskanians manage to create the first stellar drives which allow them to expand between the stars; the furthest colony is 3 parsecs away from Euskana. <b>(Year 0)</b> After a strange incident in research installations (some dead scientists, radiation and some destruction), Euskanians discover the key for advanced interstellar drives. Former nations and colonies call a meeting from all parts of space and decide to give more funding to the EIE and rename it as IAE, since the discovery is a figurative revolution (Iraultza). Their technology achieves new and more Advanced levels of design. <b>(Years 5,200 to 7,000)</b> <i>[IAE involvement in The Continuum Wars]</i> The IAE is dragged into The Continuum Wars. Many hundreds of new IAE ships and weapons were designed during this period. It emerges as one of the few victorious factions but is economically weakened. <b>(Years 9,000 to 9,750)</b> <i>[IAE involvement in the Galaxy Rising Wars]</i> The IAE attempts to establish a foothold in a wartorn part of space and is met with relative success. <b>(Year 10,000)</b> <i>[Present Day]</i> The IAE has expanded to hundreds of systems, allying with, assimilating, or destroying any empires in their way. <br><br> - <i>Iraultza87</i> ===The Great Cataclysm=== [[Image:‎Moon Shard-Edit.jpg|300px|right|thumb|The Moon Shard, located in Euskana Internation Park, is one of the few pieces of the original moon left in its original landing spot.]] The short time leading up to the Great Cataclysm is one of the only reliably recorded eras of ancient Euskanian history. As a direct result of the Cataclysm, nearly all history before and a large chunk of history afterwards was totally lost or unrecorded for a long period of time.<br> <br> Records that were pieced together indicate that in the ancient Euskanian world, many corporations had gained the power of entire countries and would war with each other as such. Towards the end of the 5th World War, 3 of the largest corporations on Euskana, the Suge Corporation, Euskana International, and the Jentil Corporation, began a devastating conflict. Without any national borders, the corporations fought heavily in streets, in parks, and anywhere they could. Suge Corp used sophisticated battle mechs and weaponry with little regard for collateral damage. Euskana Intl used tactics like disguising troop transports as public buses and renting out apartments as barracks. Jentil Corp deviously tried to co-opt police forces and civilians into their "workforce".<br> <br> The only thing in opposition to the big 3 were the remaining independent countries (that had become battlegrounds for the big 3) and smaller "liberation companies" like Blacktech Industries, an android research firm turned guerrilla operation. The resisting entities made powerful covert strikes against the 3 in the hours before the Great Cataclysm but unfortunately it was all for naught. Euskana International invaded the Suge Corp's holdings on the moon in the midst of a Suge and Jentil conflict. At this point the story is unclear. Some evidence indicates that Suge Corp activated an enormous bomb because they were losing ground too quickly while other information points to their base's reactor going critical because of the battle. Either way, the largest moon of Euskana was annihilated and broke apart into millions of pieces.<br> <br> Any corporate soldier on the moon or in immediate orbit was killed. The largest fragments rained down on Euskana immediately following the explosion, those landing in the ocean created huge tidal waves and those that impacted the land destroyed cities and countries wholesale. Smaller fragments impacted orbital colonies, some destroying them completely and others dragged them to the ground causing further destruction. Instead of affecting just one side of the planet, the nature of the explosion propelled fragments away from Euskana but the planet's gravitational field pulled them back by the time it had rotated, affecting areas further.<br> <br> ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~<b>FAST FORWARD</b>~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ===First Colonial Era=== The end of international isolation and the Euskanian's first step to the stars. ====Eyes Upward==== International isolation was slowly weakening but the factions of Euskana were still incredibly insular. It was not until a world defining event hundreds of years after the Great Cataclysm. An alien spaceship roughly the size of a standard frigate entered Euskana's atmosphere and crash landed in Sukia's southernmost sea. The ship was incredibly damaged by whatever transpired before arriving but also by its reentry and rough landing. Almost nothing was salvageable and the ship was picked apart by looters almost immediately. However, such an event was impossible to ignore. Words and even some images of the event spread across Sukia and then all of Euskana.<br> <br> In particular, the Landaki Union in the west took great interest. Having just finished a war with the Northern Lakadan Kingdom and taking control of all of Landak they now had the resources to look outward. After dispatching spies to confirm the rumors they began the call for cooperation. Slowly but surely isolation ended at a much faster pace. The now decaying wreckage of the alien ship was finally cordoned off and analyzed by teams from across the world. Though the wreck was still as unusable as before, the confirmation of the existence of alien life became a huge impetus for all involved. The Landaki Union and the other dominant nations began a free trade of technology and ideas. Scientists that met each other during the exploration kept in close contact. Nearly half a century after the alien crashlanding the first stellar drive was developed and tested.<br> ====First Colonization Wave==== As the stellar drive and space exploration technology were refined the first great colonization rush began. The sharing of research and technology continued. As the nations of the world were preparing to expand to the stars the Landaki Union then made a new call to action. They proposed and lead the establishment of the International Council of Euskana (ICE). The ICE was an intergovernmental organization first established to regulate colonization but rapidly grew to be a type of world congress. Space exploration and development technology began to be standardized and laws regulating colonization, exploitation, and trade were established. The ICE did not take charge of colonization though. While technology and laws were standard, almost all colonies were established by individual nations.<br> <br> The first wave lasted for several decades as nations colonized suitable areas in the Euskanians' home cluster, a vaguely crescent shaped collection of stars known as The Arc. At the height of the first wave a grand total of 17 extrasolar colonies were established. Numerous hubs and jumping points were established around the home system to help link together the (relatively) vast amount of space the Euskanians were spread across. Orbital installations were reestablished around Euskana for the first time in hundreds of years. Soon the flow of resources began to trickle back to Euskana and thus the world finally began to move past the Great Cataclysm.<br> <br> The golden age slowly came to an end though. The viability of the extrasolar colonies began to decline as economic woes mounted and technological limitations became fully apparent. Many of the colonies were still dependent on constant support from Euskana even after over a hundred years. As colonial populations grew and industries expanded the cost of maintaining them slowly grew to outweigh the benefits. Technology could not keep pace with the incredible expansion and profits stagnated at an increasing rate. As the situation became clear the colonies began to seemingly dissolve. Some particularly dependent colonies chose to abandon their holdings and their colonists returned to the home system. Contact was simply lost with the remaining ones. The Euskanians' reach fell back to the home system. ===Unification Era=== The ICE works towards the unification of the Euskanian race. ====The Leap Forward==== Several decades after the full decline of the first colonial wave The ICE decided to reconvene for several special sessions to evaluate the future of Euskana. After extensive debates, the leaders and delegates present came to the conclusion that continued separation was no longer viable. The current state of Euskana would bring about the same cycles of growth and decline as it always has. The colonies failed because scientific collaboration was simply not cooperative enough and the resources to fund them were not pooled whatsoever.<br> <br> The highest members of The ICE finally made a decision. As national governments slowly fused together the world's first fully international project would be carried out in secret. The best scientists and engineers were made to collaborate on the next stage of technology, the interstellar drive. Bases were established in obscure areas of the solar system to carry out research and test the next level of drive technology. Confidential documents released later on would reveal that the project would far exceed established safety standards as time went on. Several facilities were expended by and scientists lost to explosions, irradiation, and all manner of problems. The project pushed forward though and its scientists continued their work with almost religious fervor. After years of work the first interstellar drive was completed but only revealed to the public after extensive testing.<br> <br> With Euskana ready for its next big leap forward, The ICE prepared to become a truly supranational organization. After a very arduous process of negotiation the scattered nations of all 10 continents finally agreed to combine and dissolve into 10 continental districts of administration. The ICE, now the official voice of Euskana, optimistically rebranded itself as the Interstellar Alliance of Euskana (IAE). The first ever High Council was initially composed of 10 members each representing a different continent. Its first orders of business were to unite the infrastructure and economy of Euskana and prepare a new fleet of ships with the latest technology. ====The Lost Sheep==== With Euskana reaching for its next golden age, The IAE resolved to investigate the lost colonies and bring any survivors under its jurisdiction. The many exploratory fleets set out to map The Arc, moving faster and more reliably than ever before. After years of surveying they determined that 4 of the 17 Arc colonies remained and had grown to become self-sufficient entities in their own systems. Of those that fell off the grid, many were abandoned and their populations merged with those of the remaining four. Other more proud colonies seemingly tried to become self-sufficient but fell apart or died out from lack of supplies.<br> <br> The 4 remaining colonies were as follows:<br> # <b>New Serasia</b> - A colony founded by expeditions from Seretti nations. It was named after the Serasia region of Seretti, one of the theorized birthplaces of Euskanians. The colony was centered on one of the semi-habitable moons of a moderately sized gas giant. It was located to the galactic northeast of Euskana's position on The Arc. # <b>Krindak</b> - A colony founded by expeditions from the Landaki Union. It was based on a pre-garden world where only a number of plant species had developed but not any animal life. It was located not far from New Serasia. # <b>Aranio Nova</b> - One of the first and most successful colonies founded by Sukian expeditions. They were highly inspired by their region's history as the grave of international isolation with the crash of the alien frigate. Aranio Nova was based on a fairly verdant garden world and the surrounding system. It was located to the galactic southwest of Euskana's position on The Arc. # <b>Mirinai</b> - A collection of smaller colonies founded by expeditions from Fisidi. The overall colony was composed of several bases and installations in small planetoids and large asteroids trapped by the star's gravity field. It was located a fair distance from Aranio Nova.<br> <br> The IAE sought out Krindak with the offer first. The colony was fairly quick to accept. The people had kept a great deal of their Landaki character over the years and perceived a strong Landaki influence over The IAE's policies (which may well have been true). This led them to feel they would be well-represented. Krindak was a very big trading partner with New Serasia and were considered to be partially dependent on each other. The IAE decided that they would be next. With some convincing they were able to get Krindak to limit trade with New Serasia to weaken the Serasians' position. The colony was soon coerced into joining The IAE. Though they were initially resentful of The IAE's methods the colonists ultimately benefited and never caused any trouble from that point on.<br> <br> Aranio Nova and Mirinai were much less cooperative however. Aranio Nova's location on a garden world helped it grow into probably the single most successful colony of the first wave. The inhabitants of Mirinai had worked very hard to survive across the scattered outposts and had developed a very proud and warlike culture over the years. Diplomatic meetings with both were mostly fruitless and neither one were remotely willing to give up their sovereignty. The IAE was determined to unite all Euskanians under its banner though. Even if Aranio Nova and Mirinai were left alone they could potential threaten IAE dominance of the home cluster. Years of negotiation opened up limited trade with Aranio Nova but progress towards annexation was almost nonexistent. ====The War for Unification==== The IAE's newest envoy to Mirinai would end in disaster though. The newest leader of Mirinai (who came into power some time between the last envoy and the one before it) was highly brutal and despised The IAE. Incensed that another delegation was arriving he ordered the colony's cannons to fire on the 3 ship envoy. The lead ship was repeatedly damaged and eventually broke apart, killing all inside. The remaining ships were able to escape during the attack but sustained damage. Malfunctions and lack of fuel meant that they could only reach the very edge of the home system. The stranded ships were discovered weeks later when both crews were reaching the very end of their rations.<br> <br> After the survivors were rescued and allowed to recover, IAE officials learned the full story of the Mirinai attack. It was decided that the only option was military action and that The IAE was to bring their military to the stars. One of the planet's largest projects was then commissioned, a fleet of warships and support ships able to take revenge on the wayward colony. The project took place over the span of nearly 2 years as the fear of Mirinai aggression stayed very real. The result was a fleet of 15 warships.<br> <br> It's composition was as follows:<br> * One flagship. Large by then standards but no larger than a modern cruiser class ship. * Three carriers. Ships designed for precision bombardment of the colonies and to deliver armies to pacify them. * Seven frigates. Small ships that acted as designated escorts for the flagship and carriers. Made to screen them for possible threat and take hits if necessary. Capable of fighting on their own though. * Four destroyers. Heavily armed ships designed to smash whatever fleets the Mirinai possessed.<br> <br> The 1st Fleet of The IAE was formed with the flagship, 1 carrier, 3 frigates, and a destroyer and assigned to High Admiral Kivan. The rest of the ships were assigned to the 2nd Fleet and High Admiral Dalran. The 2nd Fleet would be left in the home system to defend against possible incursions.<br> <br> Kivan led her fleet to Mirinai to stage a sudden attack on the colony's core planetoid. The initial stages of the battle went very well for The IAE. The defending fleet was 9 ships strong but they were of inferior quality compared to the 1st Fleet. They were relatively sluggish and Kivan forced them into an engagement outside out of the colony cannons' effective range. Mirinai ships were also focused on sending boarding parties and had fewer direct weapons. The defense fleet was crippled without a single IAE ship casualty. The war was far from over though. Unbeknownst to The IAE, Aranio Nova had made a pact with Mirinai. Already a wolfpack of 5 Aranio frigates that had been lying in wait now moved into formation. They had waited until The IAE believed the fighting was over and began reloading their weapons and making repairs.<br> <br> The Aranio forces flanked the vulnerable IAE fleet. Compared to the Mirinai, these ships were much more maneuverable, better armed, and tougher. They went directly for the 1st Fleet's carrier knowing that The IAE couldn't properly deploy a ground invasion without it. The carrier was crippled and thousands of soldiers and crew were captured. Kivan ordered a full retreat. One of her frigates, the Parzen, defied her orders and distracted the Aranio long enough for the remaining ships to barely escape with minor damage (though the flagship took a fair beating). The Parzen was totally destroyed and its crew lost. Meanwhile, any IAE trading ships in Aranio territory were captured, stripped, and their crews imprisoned.<br> <br> The 1st Fleet limped back to Euskana with nearly half its strength gone. The crew of the Parzen were all given posthumous honors. However, there was not much time for mourning. The IAE knew that the Aranio and Mirinai could possibly reverse engineer the interstellar drive from the crippled carrier, destroyed frigate, and many captured civilian craft if given time. Then the two colonies would be at The IAE's doorstep for revenge. In the coming weeks, the 1st Fleet was repaired and granted a destroyer from the 2nd Fleet to bolster its strength. Kivan developed a strategy to defeat the colonies before they could build their strength any more.<br> <br> Kivan's ruse was to lead the 1st Fleet back to Mirinai on a very predictable route. High Admiral Dalran and the 2nd Fleet would travel to Aranio Nova using an erratic route to avoid possible sensors. They would need to timed almost perfectly to arrive at nearly the same time. The other admirals were not ecstatic about that plan as it meant that Euskana was defenseless save for whatever defense cannons it had. The 3rd Fleet was already under construction but would still be at least 1-2 years from completion. Kivan was able to convince them however and the operation was launched.<br> <br> The 1st Fleet began its journey to Mirinai on the same route it had taken before to ensure that the Mirinai and Aranio detected them in advance as they had the first time. The 2nd Fleet took a highly irregular route to avoid early detection. The plan worked just as Kivan had hoped. The Mirinai detected her fleet and convinced the Aranio fleet to stay and defend against The IAE. The 1st Fleet then began a protracted skirmish with the enemy for control of Mirinai. Meanwhile, the 2nd Fleet's carefully timed route brought them to Aranio Nova only days later. They immediately went about destroying all comm buoys and any means of calling back the Aranio fleet. Dalran then obliterated the Aranio's much weaker defense fleet.<br> <br> At Mirinai, Kivan used every strategy she knew to slowly pick off the repaired Mirinai fleet and 3 of the 5 Aranio frigates. Knowing the battle was lost, the remaining 2 frigates began the several months long retreat to Aranio Nova. When they arrived however, they found the rest of the military destroyed or captured. The 2nd Fleet had spent the time completely conquering the colony and all its holdings (though guerrillas on Aranio Nova's surface would be a sizeable problem for the next 30 years). With The IAE's guns already trained on them, the 2 ships surrendered as their government had not much earlier. The 1st Fleet had spent the same time combing through the scattered bases of the Mirinai and subjugating them as well. With the end of the war, The IAE would first demonstrate its most common means of assimilating other civilizations: Diplomacy, coercion, and war. ====Bridging the Gap==== With the four primary colonies under control, the government on Euskana determined that The IAE had two new priorities going forward. The first was to increase unity between Euskanian holdings to decrease possible resentment and prevent future conflicts. The second was to use new advances in technology to reactivate or otherwise reestablish the thirteen remaining settlements that had initially failed. Success with these initiatives would fully bring The Arc under IAE control and provide it with a solid foundation for further galactic expansion.<br> <br> The first initiative would involve the creation of an interstellar resource sharing system and communication infrastructure capable of seamlessly linking The IAE together. These needs led to the establishing of an organization still in existence today, the Office of Resource Allocation (ORA). The ORA would be responsible for ensuring that all colonies are provided with necessary food, water, medical supplies, and other essentials. This would also involve evaluating those needs in anticipation of possible crises and anticipating future growth as well. It quickly became necessary to put aside old grudges if the fledgling empire was going to succeed. Though Mirinai was the aggressor during the Unification War and some hysteria about possible attacks had arisen, the asteroid colony needed probably the most assistance. Tensions eased as The IAE took over upgrading Miranai’s infrastructure as well as administering aid.<br> <br> Back home, a number of media campaigns were devised to help homeworld Euskanians and colonial Euskanians find common ground. Most of those on Euskana had no concept of life on a different planet and very few had been in space at all. Many misconceptions about colonial culture, daily life, and even hygiene had become common and had to be dispelled if The IAE wanted to maintain unity. On the other side, no living colonial had been born on or ever visited Euskana. Their only knowledge of the homeworld came from what historical archives were available.<br> <br> As long as The IAE’s holdings were just five islands alone in an ocean of stars they couldn't succeed. Movement and communication between them was limited by practical problems. This would lead to the creation of the IAE-INN’s predecessor, the Euskanian Communication Network (ECN). The ECN’s responsibility was to bridge the gap between systems by researching new techniques, building new relays, and establishing new standards for communication technology. Though it took many years of work, the ECN completed a massive project that would usher in a new era of understanding. By building a system of rotating comm buoys at the edge of each system as well substations in deep space, communication delays between stars were cut down immensely. New opportunities were soon expanded to the general population. As ongoing projects expanded the bandwidth available on each buoy and station, Euskanians across light years were regularly connected for the first time.<br> <br> The IAE was not satisfied with its people being only penpals though. For its latest challenge, the next agency to be formed was the Colonial Transit Authority (CTA). The CTA, which still operates today, is responsible for coordinating regular transportation and security between IAE holdings. Beyond the logistics of physical movement, the CTA also handles immigration, disease screening travelers between colonies, shipping regulations, and sometimes border security. By establishing regular routes and waystations, The IAE’s domain was finally interconnected. Though a lot of restrictions were necessary, Euskanians from all five areas could freely move between worlds for the first time.<br> <br> With many limitations finally removed, a massive economic and cultural boom immediately followed. The volume of movement and communication rapidly increased. Trade flourished, interplanetary media expanded, and scientific minds collaborated as never before. As the stars began to feel closer and closer together, The IAE knew it was time for their second initiative to begin. ===Recorded Events=== (Adventures)[http://www.spore.com/sporepedia#qry=usr-Jat371|2267552952%3Assc-500439834163] [[Image:Fortress_Assault_1.png|200px|right|thumb|Guns at attention.]] <b>Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Jat371|2267552952%3Asast-500377530672%3Assc-500439834163 Fortress Assault]<br> Following a deadly assault by the Arios, IAE forces push them back by sending a small squad to expel the Arios from between the fortress walls. The IAE finally defeats the Arios using sheer force and one mean battle mech.<br> <b>Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Jat371|2267552952%3Asast-500386776790%3Assc-500439834163 The Trenches]<br> With the help of famed IAE Commander Damion Makhendra, IAE forces were able to push back Arios forces in the trenches. Damion and his squad were eventually ambushed by a heavy Arios mech but it's sluggishness made it no match for Makhendra's team. Pushing even further, IAE forces pushed the Arios out of the region by totally destroying one of their main vehicle depots. [[Image:IAE-_Over_The_Edge_(pt1).png‎|200px|right|thumb|The IAE colony shortly before the attack.]] <b>Codename:</b> [http://www.spore.com/sporepedia#qry=sast-500406156264%3Assc-500439834163 Over The Edge]<br> ::<i>Main Article:</i> [[Planet Armarri]] Also known as The Invasion of [[Armarri]]. A Volkaan Federation (VKF) armored division secretly landed on the surface of Armarri, an outer rim IAE colony. The division's landing spot was first discovered by a scout patrol but they were spotted themselves, and eliminated before they could report back. A short time later, a single mercenary was sent to locate the patrol and stumbled upon the division and reported back to Sgt. Armaine, the commanding officer of the settlement at that time.<br> [http://www.spore.com/sporepedia#qry=sast-500406452825%3Assc-500439834163 Part 2]<br> The first attack came on a rainy night and was little more than a few armored vehicles and some infantry. It is speculated that the VKF didn't know the IAE was expecting them and thought they would overwhelm an unprepared colony. The attack was quickly repelled.<br> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500407207663 Part 3]<br> A day or so after the night time attack, Sgt. Armaine was able to contact an off-duty commander for help. Several hours later, Commander Dreas landed and pledged his personal bodyguard to help repel the VKF. Seconds later, the colony received two blasts of artillery. The colonists quickly counterattacked with a small convoy to disable the artillery outpost. Armored vehicles from Dreas' bodyguard landed and helped wipe out the artillery.[[Image:IAE-_Over_The_Edge_(pt4).png‎|200px|right|thumb|The VKF aerial assault.]]<br> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500409569200 Part 4]<br> The next day the VKF launched an aerial assault with an attack wing full of airdrop marines. The colonists repelled the attack but not without casualties. One of the airships was captured and found to have an automated return program. The mercenary boarded the ship and using the program found what looked like the Volkaan's primary base.<br> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500411230280 Part 5]<br> On the same night as the aerial assault, VKF black ops troops infiltrated the colony intent on assassinating anyone awake enough to fight back. The mercenary and some night watch guards eliminated the enemy squad quickly. The alarm was raised after radar picked up incoming enemies and the entire colony was alerted. An attack force of armored vehicles and more than 50 infantry then attacked the colony. The colonists won but suffered heavy casualties.[[Image:IAE-_Combat_Zone.png|300px|left|thumb|A Thor planetary laser in action.]]<br> <b>Codename:</b> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500413085584 Combat Zone]<br> The mechas stirred up some serious trouble. They downed an entire IAE ship and spread all over the battlefield. Fortunately, the Thor planetary laser at the forward base was reactivated and began eating away at the enemy frigate. After holding off waves of enemies and even one BioMonster, the enemy frigate was destroyed. A small detachment was then sent to a small enemy artillery emplacement and it was destroyed, ridding the sector of mecha influence.<br> <br> <b>Codename:</b> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500426101846 Shattered]<br> One of the oldest ships in the IAE fleet, "Resonance", suddenly broke apart in orbit of a primitive planet after a reactor malfunction. Out of the hundreds of crew members, 6 managed to survive the impact. They worked out a deal with a tribe of advanced natives and managed to secure a dropship from them. They were picked up by a passing fleet not long after.<br> <br> <b>Codename:</b> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500492587878 Urban Defense Force][[Image:IAE-_Urban_Invasion_Unit_(V3).png‎|200px|right|thumb|The Mechas seen swarming an IAE police station.]]<br> At approximately 14:00, a hostile alien forces composed of [[The Mechas]] attacked a major IAE city without warning. Due to the sheer number of mechas (reported to be in the thousands), the city sustained significant damage and many civilians were killed. However, IAE battle police forces, orbital marines, and a passing captain teamed up to defeat the mechas by fighting their way to and destroying their command beacon.<br> ‎ <b>Codename:</b> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500493555046 Urban Invasion Unit]<br> The memory module of the Mecha commander was successfully recovered after the commander was subdued. Most if not all of the data was intact, and by hacking into it, one can experience the attack from the commander's point of view...<br> <b>Codename:</b> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500435477870 Shadow of the Council]<br> A high ranking IAE officer was found guilty of numerous charges of treason. Evidence indicated that the Traitor had sold key information about The IAE to numerous empires, many of which were enemies of The IAE. The evidence was not definitive however, so at the trial, Iraultza sentenced the Traitor to reverse the consequences of what he was charged of. While unusual, it would fix the problems the Traitor had allegedly caused while allowing the investigation to run it's course.<br> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500449315540 Part 2]<br> :<i>Main Article:</i> [[Planet Delesa]] [[Image:Eusk GSC Cruiser.png‎|500px|right|thumb|A GSC Cruiser moving to the battlefield.]] The first stop was Sky Gardens, one of The IAE's most remote research facilities located on [[Delesa]]. Because of it's hidden location, the facility maintained only a small security force for occasional problems. The Aeon Consortium got a hold of it's coordinates and sent a strike force to take the station. Their strategy involved bombarding the station with a wave of boarding pods to gain access all over the station. The attack was successful and the pods heavily damaged the station. The Traitor arrived, gained access and was debriefed by HC Krnlsandrs. He then fought through various Aeon units and retook the security room which allowed The IAE to access the entire station again. While in the security room, the traitor learned from the console that the last user was registered with The IAE. The traitor then met up with his friend Col. Dyron and fought alongside his battalion to retake the control room and drive the Aeons out of the station. While in the control room, the traitor found a deleted file named "traitor" and downloaded it to restore later.<br> <br> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500473412062 Part 3]<br> The next location was planet Altzairu. It was a planet rich in raw resources and found only recently by The IAE. However, it's location was sold to ever-hungry Gulf Spice Consortium. They quickly set up a mining compound, fortified it, blew up The IAE's only entrance bridge, and set up AA guns around the valley. Using a fuel pipeline as a bridge, the Traitor crossed the valley and disabled the AA guns. While The IAE confronted the GSC's main fighting force, the Traitor infiltrated the compound and exploited unprotected fuel lines to cause major damage. Afterwords, the traitor met with IAE armed forces for the final push to destroy the barracks. The GSC reinforced by dropping troops from their cruisers but they lost the battle that followed. <br> <br> <b>Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Jat371|2267552952%3Asast-500511386479 Enter The IAE]<br> The IAE unknowingly shared a border with the Diabloians and in fact knew nothing of their existence or of the Epic War's existence. Once the IAE starting pushing their colonization forward, the Diabloians knew that The IAE would soon discover the Epic War and most likely join the Warlords. They resolved to push the IAE back by staging a strike on their outpost but lost the element of surprise when a mercenary (captain), hired by the IAE, infiltrated their mining compound posing as a Xaracor hired mercenary and learned of the attack. Soon after, IAE forces rolled in, crushed the Diabloians, and plunged themselves into the Epic War.[[Image:IAE-_First_Blood_(Epic_War).png‎|200px|right|thumb|Necraal troops being dropped to aid in the battle over the spaceport.]]<br> <b>Codename:</b> [http://www.spore.com/sporepedia#qry=usr-Jat371|2267552952%3Asast-500523116221 First Blood]<br> The IAE's first official involvement in the Epic War. While some Warlord's were shipping combat supplies through a neutral spaceport, the Peacekeepers, intent on seizing the supplies, attacked the Warlords. The conflict escalated resulting in the evacuation of the spaceport and extensive damage. The Warlord forces, composed of the [[Necraal]] and the [[Zaretians]], were outnumbered by the [[Diabloians]], [[Fadyo]], and [[Xaracor]]. It's then that The IAE was called in to help. The IAE scouting party was able to gain the Warlords access to the Peacekeeper held Spaceport interior. With the backing of The IAE, Warlord forces pushed the Peacekeepers as far back as the Heavy Dock. Any Peacekeepers that had not already fled tried to escape on a Diabloian cruiser. The cruiser was destroyed by internal sabotage however, and it meant victory for the Warlords.<br> [[Image:Trouble_in_Paradise_(Epic_War).png‎|200px|left|thumb|A battle berserker prepares to fire on a Karahotdoum.]] <b>Codename:</b> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500585679841%3Aview-newest Trouble in Paradise]<br> During an attack by the Karahotdoum on the IAE outpost of Eritora (whose jungles gave the Karahotdoum a significant advantage), a [[Nalstros]] battle group was able to land and soften up IAE defenses and raid supplies while the main force was occupied with the Karahotdoum. From there, the raiders used the distraction created by the Kara to move in between the weaker areas of The IAE's defenses and eventually breach the spaceport. The Nalstros were able to raid even more cargo throughout the then damaged spaceport docks before a tactical defense satellite was able to launch an EMP on their escaping transport. A lull in the fighting allowed The IAE to divert a number of troops to assault the pirates but the Karahotdoum quickly launched another wave that allowed the Nalstros to make repairs to their ship. By the time The IAE had completely repelled the Karahotdoum the raiders had escaped and the port needed immense repairs.<br> [[Image:Eusk Massacre of Eumara.png|350px|right|thumb|A view of the destroyed colony from a spaceport camera.]] <b>Codename:</b> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500614391257%3Aview-newest Massacre of Eumara]<br> After detecting a latent distress signal from the highly populated Outer Rim colony of Eumara, a passing captain decided to investigate the planet's surface. The captain was greeted by a horrifying sight. The colony was in total ruins, much of the streets sunken into oceans of molten rock, metal, and gore while Diabloian ships hovered overhead. The captain moved through the barely walkable streets, fighting or avoiding mixed Peacekeeper soldiers along the way and stumbled upon several surviving Battle Police officers and armed civilians. After helping them survive against attacking Diabloians, he was filled in about the attack by the Peacekeepers. Not long after, the fleet withdrew for reasons just as unknown as why it had attacked so brutally in the first place. It was found out later, however, that the Diabloian Admiral leading the attack ordered his forces to assault the planet, destroying one of his own cruisers as an example.<br><br> <b>Codename:</b> [http://www.spore.com/sporepedia#qry=ftr-adventure%3Ausr-Jat371|2267552952%3Asast-500677803927%3Aview-newest Kaldev's Requiem]<br> After interviewing survivors of the massacre and tracking the initial vapor trail of the Peacekeeper fleet, IAE forces were led to an arctic planet and known hideout of the cunning Pirate Lord Koro. The same captain that was present on Eumara to aid the survivors volunteered to meet with Koro for answers. Koro revealed that the Diabloian known as Vice Admiral Kaldev was responsible and also a sufferer of Tabrula Syndrome, a twisted form of the Frenzy that drove the admiral to near insanity. Koro also noted that he was Kaldev's only source of a temporary antidote but his supplier had been terminated by Peacekeepers and now had no antidote to offer Kaldev. Just as the captain and Koro were in the middle of speaking, the Diabloian fleet appeared above the planet, intent on covering their tracks. Promising to aid The IAE with more information, Koro bargained his way onto an IAE dropship and the two escaped as the Diabloians bombarded the camp. ==Government and Administration== The IAE's vastness and complexity call for advanced bureaucracy and interconnected management systems. Every hour of every day, millions of workers (greatly aided by AI's, computers, and integrated networks) ensure that the empire runs smoothly. ===Imperial Jurisdiction=== An overview of the levels of administration and governance and how they typically work. ====Colony==== Colonies are typically administered in three different ways. In many cases, a Director (or governor) will be appointed through different means. Most of the time he/she is appointed by a superior or chosen by the people of the colony. The latter case is usually because the colony has just been established. Subsequent directors are usually elected democratically but their immediate superiors are always able to remove them without a vote, though not on a whim so to speak. The second way is by a Colonial Board. Several important members of a colony make up a council of sorts to govern the colony. Boards are often headed by a Colonial Board Director (or just board director) that often leads meetings and represents or communicates the board's intentions and decisions to the public and/or their superiors. The third most common way a colony is run is through military command, often by a commissioned officer. The commanding officer will have control over both the colony's military and administrative affairs. Many times the military is given control of new Outer Rim colonies so they can be defended more efficiently with an experienced officer present. Officers are also usually in command of facilities and installations that are not of a military nature but still not colonies either. Officers are often given temporary control of colonies and worlds that are involved in battles or under attack. This allows the military to properly make use of the colony's resources and other factors to resolve the situation. At other times the colony's administrators may be captured or killed during an attack and the military will immediately and automatically take control. ====Star System==== In a star system with only a single colony or settled planet, the colony leader doubles as head of the system. In systems with more than one colony or holdings on several worlds, the most developed and politically important colony is chosen as the system capital (which is the oldest one in most cases). From there the affairs of the system are centrally administered. Entire systems (and larger divisions) are often not directly controlled by the military unless there is a state of emergency that calls for it. ====System Cluster==== Groups of several systems in close proximity are administered as system clusters (or just clusters). The capital of a system cluster is usually located as close to its center as possible so that administration can be handled fairly evenly. If a capital can not be decided on, representatives from each system will form a board to govern the cluster. ====Subsector==== A number of clusters in relatively close proximity to each other. They work essentially the same as clusters except on a greater scale. ====Sector==== One of the largest designations of administered IAE space. Sectors are under and only under the watch of Senators. Senators represent their entire sectors before the Senate on Euskana. Senators from sectors close enough to Euskana will often appear at the Senate House in person. Others will participate by hologram or send a representative in their place for whatever reason. The outcomes of each Senate meeting are then disseminated by each Senator to each administrator working under him/her and then each one under them and so on. ===Information=== ====The Central Database==== In the face of overwhelming surges of information from across the IAE needing to be stored for later use, the High Council commissioned a central databank to hold the multitudes of knowledge that need to be sorted. The vast majority of the information stored in the databank is innocuous and therefore available to all with even the lowest level access. Each sector has a server to provide for its needs, each of which is connected to the central server on Euskana. Access to the outermost layer of the database is completely free. The next layer is the military database, containing vast amounts of intel, troop movements, and other military information. This layer is extremely secure, even high ranking officers only have access to data relevant to their own or nearby campaigns. Access is limited to military facilities and specially designated ships. The inner layer is composed of some of the most vital information in the IAE and much of the galaxy. It is only accessible through the Central Sigma and even then only a handful of personnel are even allowed near the main terminal. ===Transportation=== ====Mass Transit==== With such a large amount of space and sometimes expensive transportation costs, mass and commuter transit systems had to be put in place for the empire to function smoothly. <b>Planetary</b><br> Very well developed colonies feature numerous types of commuter transportation. [Blegh, will finish later...] ===Citizenship=== Living within The IAE's borders does not guarantee one many of the rights that may be common to some. Below are the most broad levels of becoming a full member of The IAE. <b>Facto</b><br> The IAE has decided that exterminating races it is forced to conquer is both inhumane and wasteful. Instead, hostile and conquered races are put into a state of servitude to the empire which is known as Facto. Those serving the IAE are known a Factotum or Factotums. Unskilled laborers are used for grunt work while more knowledgeable servants can use their skills to help the IAE (under supervision of course). Any outstanding discoveries or accomplishments made by factotums are not credited to them however. Servant races are often split apart as much as possible when reorganized into labor divisions. This ensures that there are numerous language barriers and often rivalries preventing organized resistance or uprisings. Facto races can often earn Protectorate status or even direct Citizen status through years of obedient and problem-free service. This is after it can be determined that they will not cause any issues after integration.<br> <br> <b>Foreign Inhabitant</b><br> A title usually assigned to refugees, exiles, and other aliens living within The IAE, Foreign Inhabitants have very few rights compared to IAE Citizens. Certain colonies and sectors may allow aliens to live within IAE borders, temporarily or otherwise, for whatever reason. Such aliens cannot benefit from social programs, own land, run for an office, and many other things.<br> <br> <b>Protectorant</b><br> Protectorants are citizens of an existing Protectorate State within The IAE. They are guaranteed the full rights agreed between the Protectorate and The IAE within their respective Protectorate's space. Though they are free to leave the Protectorate to explore IAE space, they cannot live outside the Protectorate's borders or receive legal status until their State has been fully integrated. <br> <br> <b>Resident</b><br> Residents are often vacationing citizen from allied empires, foreign diplomats, and recognized refugees. They often stay in the IAE for extended periods of times but usually not permanently. Residents that wish to inhabit the IAE indefinitely will apply for citizenship. They are guaranteed most rights under IAE law but these may be completely or partially revoked under certain circumstances.<br> <br> <b>Citizen</b><br> Citizens are guaranteed the full rights and protection of IAE law in IAE space.<br> <br> <b>Euskanian (No Longer Used)</b><br> Before the designation was repealed many centuries ago, Euskanian was the highest level of citizenship and as one might imagine, limited to the Euskana species. Persons that reached the Euskanian level of citizenship had all rights attainable by anyone, most notably the ability to serve in public office which other species at the time could not do under any circumstance. After many years of racial integration and much protest, the title was removed and its rights were conferred upon anyone that was a legal Citizen. The term Euskanian is now normally used as an adjective to denote any civilian aspect of The IAE (meaning separate from the government) and the mainstream Euskana species as a whole. ==Member Races== The IAE is a conglomerate of different species. Though other races immediately think of Euskanians when The IAE is mentioned, the empire is not so monolithic. Races that were once allies or began as protectorates have grown to be very influential in The IAE. ===Euskanians=== [[Image:Euskanian1.png|350px|right|thumb|Two IAE guards, one with their mask off, watch a sensitive checkpoint.]] The Euskanians are the primary race of The IAE and originate from the empire's capital of Euskana. <br> <b>History</b><br> <br> <b>Biology</b><br> ===Filiot=== The Filiot are an amphibious race from the well-watered world of Iobei.<br> <b>History</b><br> <br> <b>Biology</b><br> ===Ic-Shan=== The Ic-Shan are a towering race from the jungle world of Nabor-ran. <b>History</b><br> The Ic-Shan are complex race with a vast and enlightened history. IAE historians and sociologists characterize the Ic-Shan as "having a devotion to knowledge and a love of both memory and advancement." Their skills in cataloging, prediction, and scientific analysis are sought after by the intellectual institutions of The IAE while their strength, durability, and versatility are loved by the military.<br> <br> <b>Biology</b><br> The Ic-Shan are almost entirely herbivorous. A majority of their original diet consisted of berries, sweet tasting vines, high fiber leaves, and fruits. They have chosen to classify themselves as omnivorous because they are able to derive nutrition from certain species of large insect and bird. Ic-Shan stand at a range of 7-9 feet tall. They display very little sexual dimorphism besides the presence of a single horn on males versus a row of cranial ridges or very small horn on the female. Their bodies are covered in a thick but short fur that differs in style and shades of brown based on sex and ethnicity. The strands of fur do not provide insulation, however, they rather form a small protective layer that serves purposes such as preventing dirt or parasites reaching the skin.<br> <br> One of their most distinctive features is their two distinct sets of arms. Their larger set of arms and hands are extremely strong but not very dexterous or flexible. Their primary use during their development was grasping branches and vines to navigate the dense jungles and vast canopies of their homeworld. The muscle structure of their larger arms enables them to exercise and maintain position for hours on end without fatigue or lactic acid production. This advantage was used by the Ic-Shan to rest or sleep while still suspended on branches or suitable vines and for traveling miles of jungle during any given day. The texture of their hands is very coarse, likely to enable traction when grasping plant life during travel. The fingers themselves are fairly inflexible and poorly suited for complex activities. In combat, their larger arms are capable of tremendously powerful strikes or navigating the area of battle with ease.<br> <br> Their smaller inset arms function very differently. Each of the several joints can rotate nearly 270 degrees and pivot in nearly any direction. Though they have a very short span and cannot reach most areas of an Ic-Shan's own body they are used in conjunction with their larger arms to accomplish any number of tasks. Their hands are capable of intricate manipulation and are used for a majority of activities from holding food to carrying infants. The inset hands each have four fingers compared to the three fingers on the larger hands. ===Croylarys=== [[Image:Croylarys1.jpg|350px|right|thumb|Several enlisted Croylarys at an IAE outpost.]] The Croylarys are a short, stocky race hailing from the icy world of Croylar. <b>History</b><br> (under construction) <b>Biology</b><br> The Croylarys are carnivorous by nature with a moderately sharp set of teeth in their muzzle. They eat and digest much like other mammalian races. However, their stomachs are located near their middle to upper backs. The short distance from their mouth to stomach means they tend to digest food very quickly. An out of shape Croylarys will often begin growing a "hump" as they accumulate more fatty tissue. Their eyes are located on the side of their head though facing more inwards. They can see straight forward to a degree but tend to shift their heads side-to-side at times for better vision. Croylarys are naturally small creatures and rarely grow taller than 4 feet. They are flexible and adapted to moving quickly and efficiently through tight spaces and over rough terrain. Their palms and soles are very rough and provide them with needed traction for moving over icy or slippery surfaces like those on Croylar. <br> <br> Though technically warm-blooded, Croylarys often require environmental systems in their clothing when not in cold climates. Their rough hide is a powerful insulator and keeps their internal organs comfortably warm in extreme colds. On warmer worlds however, their skin has the tendency to actually overheat their insides. Though only lethal on extremely hot worlds, this phenomenon can raise their body heat to incredibly uncomfortable levels and/or make them sick. To counter this, most Croylarys clothing and military gear comes with light refrigeration units to counterbalance their natural insulation. These units can be turned off at will so a Croylarys doesn't require several pairs of clothing while traveling. Though not as much of a problem as their hide, Croylarys eyelids and scleras (outer layer of the eyes) insulate their inner eye as well. Their eyes are actually warm enough to melt snowflakes that might collect in them during blizzards. Therefore, most Croylarys wear goggles with cooling units when in warm climates.<br> <br> [[Image:ReevitWiki1.jpg|425px|right|thumb|A pair of Reevit enjoying a Euskanian beach.]] ===Reevit=== The Reevit are a tripedal race originally from the desert world of Viital. <b>History</b><br> A disastrous war that transpired long ago would displace their entire race and force them to wander the stars. The Reevit became more and more dispersed over the millenia of wandering across the stars and other race's empires. Eventually one of the larger groups of Reevit wanderers would stumble upon The IAE. The clan of almost 5,000 Reevit nearly crippled the then Outer Rim colony in Sector 79. Their unofficial leader, Iveena, was brought before spaceport authorities who were understandably annoyed about such a sudden influx of wanderers. Iveena told them the story of their species passed down from generation to generation. The officials were very sympathetic after hearing her and appealed to their cluster administrator to see if there was a place for the Reevit.<br> <br> Iveena's story would eventually reach the highly popular Senator Kifon Dirival of the sector. After bringing in the Reevit to hear the story himself he would recall a similar story some days later. After consulting some researchers, Dirival would learn that it was in fact The IAE that had displaced the Reevit from Viital many generations ago. The IAE's commanding officer of the conflict was Dirival's distant uncle Admiral Kifon Toramik (whom he was named after). When Dirival came forward with his findings the public outcry was immediate. An overwhelming number of people called for the Reevit to be repatriated immediately. Planet Viital was soon found in faraway sector 64. Senator Tirak of the sector was flooded with petitions to give Viital back to the Reevit.<br> <br> [[Image:ReevitIveena.jpg|240px|left|thumb|File photo of Iveena.]] Much of Viital's original architecture had been either preserved or creatively updated. The forgotten world, which was home to 3 million Euskanians, was populated largely by artists and craftsmen. After some convincing, the fairly liberal inhabitants soon agreed to let the Reevit reestablish themselves on the planet. Iveena and her wanderers arrived and began to refurbish the Reevit's original capital city (which was largely unused by the IAE). When elections came several years later, Iveena would be elected colonial administrator by a small margin and go on to have a highly successful political career. Word would spread to several other groups of wanderers and the number of Reevit living on the colony would swell to nearly 38,000 by Iveena's third term. She remained close friends with both Senators Dirival and Tirak throughout her career and retirement. Iveena would pass away just short of her 97th birthday. Her passing was a source of great sorrow for Reevit everywhere and especially those that were alive for their repatriation. A holiday specific to Viital was instituted on the day of her appeal to Senator Dirival (who was still alive and had spoken at Iveena's funeral). Reevit everywhere are known to celebrate The Day of Humble Appeals.<br> <br> Many years later as the Reevit's population on Viital broke its first million some began to ask where they would expand to when the planet inevitably became crowded. IAE territory had wrapped around the Viital system long before Iveena's appeal. The answer came from one of her indirect descendants (Iveena had never married), a simple poet named Liido. At an Appeals Day ceremony he said: "We wandered before and lived among other races. When we came home, it was not to an empty house. When our mothers rode aboard crowded ships they did not think of owning their own craft. We do not need colonies. Those Reevit that choose to wander again will do so in the houses of the Euskanians." True to Liido's words, the Reevit have not petitioned for any new worlds. Rather, they have established enclaves all over the IAE and have become a highly represented and respected member race. <b>Biology</b><br> The Reevit originated in Viital's arid lowlands and valleys and are well-adapted to surviving on scarce resources. Though they resemble insects, the Reevit do not possess an exoskeleton, segmented bodies, or compound eyes. The somewhat porous-looking center of their head works much like the cells of other creatures. Reevit ingest only liquids or gels through their facial membrane which becomes selectively permeable to allow the passage of materials. When not eating, their membrane is just as firm as the rest of their body. Reevit are able to drink nearly continuously which is thought to be an adaptation to their dry environment where being able to quickly consume scarce liquids was advantageous. Reevit eyes are located within the membrane and give them a very tall and arching though comparably thin field of vision. They are still able to see during meals by utilizing whichever one of their 5 eyes are not in use. Their eyes can work somewhat independent from each other but this would only be practical in looking side-to-side (where their vision is obstructed by their carapace anyway). Their eyes are adapted to seeing through their murky facial membrane meaning that Reevit can see with substantial clarity when underwater or through fog and steam.<br> <br> Reevit hear by sensing vibrations on the air with their antennae. Those in the IAE military use specialized comm systems with audio transmitters that encircle at least a portion of their antennae (as opposed to a flatter speaker or earbud used by races with smaller ears). Reevit are excellent at processing not just sound but vibrations themselves. They are able to detect things like large creatures or vehicles from far off and seismic activity. Their sharp hearing affected their personality during their time aboard the cramped ships of their wandering. Almost no one had their own living space and could often hear others in nearby rooms through the walls. Talking badly of others or keeping secrets was extremely difficult. As a result, Reevit very rarely lie and are known to be very polite. Reevit speak by returning vibrations through their antennae through small bones under their carapace. Their species have to work hard to speak the languages of other races that talk with vocal chords. To other races, speech between Reevit sounds like a buzzing or humming. Their hearing is greatly diminished while speaking since they use the same organ. Therefore, Reevit take very distinct turns when speaking to one another. They very rarely interrupt someone when speaking whether they are a Reevit or not. This has gone a long way towards solidifying their polite reputation with other races.<br> <br> Their hands are rarely used directly during eating. Rather, Reevit use their hands to stabilize themselves as they need to move their entire head during meals. Their arms are double and triple jointed, likely an adaptation to climbing through cramped or uneven crevices to find sustenance. Their legs are also well adapted to climbing or descending. They can be raised very high and extended fairly far with ease and without loss of balance. As one might expect, Reevit walk and run with no more trouble than species adapted to 2 or 4 legs. Reevit furniture very rarely has backs and is usually stool-like to accommodate their shape. Their spine is adapted to their backs being relatively hunched over all the time and to the weight of their natural armoring. Their tough carapace protects many of their vital organs and is more present on their back and top areas to insulate and cool them during the hotter Viital days. Their facial membrane is surprisingly heat resistant. ===Nesaprosia=== [[Image:NesaprosiaWiki1.jpg|450px|right|thumb|Nesaprosians selling their wares in an IAE city.]] The Nesaprosia are a tall insectlike species from the garden world of Nemressia. <b>History</b><br> Nemressia is a flat world with many rolling plains, stable geology and weather systems, and a vast wealth of precious metals. The Nesaprosia have never fought many wars with themselves or others given their relatively fragile frame. For most of their history, the dominant forms of government have been democratic capitalist and forms of plutocracy (rule by the wealthy). The Nesaprosia had few natural predators and abundant resources so they rarely formed packs. However, the concept of bartering developed very early as isolated families began to gather surpluses of resources in their environment. Their own scientists believe that the concept of trade existed before verbal communication and/or many other supposed markers of sentience. As families grew into tribes and clans, trade increased in volume and complexity and territory became more and more defined. Clans would begin to consolidate as intermarriage and trade agreements grew in popularity. For the most part, Nemressia was split into millions of small interconnected clans.<br> <br> As the clans coalesced into states, the Nesaprosia began to experiment with different types of government. Dictatorships, monarchies, and the like often failed. The clans technically still existed inside the state structure and very few were willing to give away their autonomy. Marxist type governments existed only briefly as the even spread of wealth was much too thin for many Nesaprosians' taste. Soon though, democracy dawned and with it came capitalism. It worked for longer than any other government because of a few innovations on the Nesaprosian's part. Every vote was not equal but became weighted based on a person's wealth. The more money you had, the more your vote was worth. The reasoning behind this system was to elect the most financially savvy candidate. More weight was given to the wealthiest people's vote on the rationale that those with more money were better at identifying the best businessperson. Voting was also restricted by household and usually fell to the family head (who was often the one that was the richest rather than any gender). This was meant to make the process harder to rig by disallowing any dependent individuals from voting. Few countries had voting ages. As long as an unusually young entrepreneur could prove they were generating their own income they were permitted to vote. <br> <br> Though seemingly flawed and oppressive, this system worked and created a stable society for over a millennium. Nearly all countries adopted systems identical or similar to the one described. However as society became truly global, the system began to slowly and subtly break down. Continued globalization began to make the world smaller and smaller. Larger countries bought out smaller ones until less than 10 states occupied Nemressia. Democracy slowly but surely eroded away into plutocracy. The system of weighted voting began to fail as individuals became so incredibly wealthy to the point of voting themselves into office with few actual supporters. Finally, a powerful country by the name of Pivissia simply abolished voting in favor of automatically electing the wealthiest candidate at the end of each incumbent's term. The elite in other countries saw this and grew impatient at the relatively slow speed of their elections (that they would inevitably win anyway). Democracy finally fell apart across Nemressia after years of decay. Countries began to merge as the rich were eager to outmatch each other. Soon a world government was formed and bureaus were created to exhaustively investigate each candidate to determine their worth.<br> <br> The ranks of the poor, though fabulously wealthy by galactic standards, began to swell. The gap between them and the elite became almost immeasurable. If one was not born or married into one of the many great families they were unlikely to move far up the immense social ladder. The real turmoil was just beginning though. As the economy grew, the elite or "Golden" as they were called, exploited greater and greater portions of Nemressia to amplify their wealth. Though a rich and verdant garden world, the planet's environment began to strain under the ever multiplying weight of the Golden's industries. Several decades after the fall of democracy, something finally gave. The plains of Nesessa, a source of luxury foods on its surface and precious metals below, suffered a disaster. The soil became utterly barren from overexploitation and its mines ran dry. The shock sent ripples through the markets and drove the global economy down. Months later, a deep-sea mining operation would trigger a tsunami that would cause trillions in damage to Golden interests and kill scores of people. The Golden eagerly punished their brethren responsible for the operation. This would only serve to shake the economy further though. Enormous pieces of the global markets rested on the shoulders of so few. After several more disasters in the succeeding months, it became all too clear to economists that the entire world's economy was based on infinite growth. Environmental technology was horribly primitive and spaceflight was not even a consideration yet. With the very core of their economy crumbling, the Nesaprosia could only watch as billions were lost each day as the world government frantically tried to create financial stability.<br> <br> Almost two years after the initial disaster at Nesessa, an IAE exploratory fleet arrived at Nemressia. Before making contact, they assessed that the planet was not irreversibly damaged but could no longer support its inhabitants massive industry. An IAE diplomatic envoy later landed at the Golden's massive and luxurious citadel. They were greeted favorably and given an audience without trouble (many suspect this was almost entirely due to the diplomats' decision to overdress). When they explained the IAE's existence and extended the offer of protectorateship (which explicitly included stabilizing their troubled world) the Golden laughed the diplomats away. They were convinced that the situation was temporary and were offended that The IAE would even attempt to violate their sovereignty. As the envoy returned to their dropship to discuss their next course of action they were approached by a timid peasant named Nitish. He explained the situation of the vast majority of Nesaprosians and their plight. Instead of returning to orbit, they let Nitish guide them to a Nesessan city. The aliens gathered a sizable crowd by their presence alone and extended their offer to the multitude instead. The crowd readily accepted with an applause but several people explained that they were utterly dependent on the Golden because they owned nearly everything. The envoy had a plan though.<br> <br> With the consent of the higher diplomatic offices and military, they began to convince the Nesaprosians to exercise civil disobedience and simply refuse to work for the Goldens as the IAE smuggled supplies onto Nemressia. Over the course of several months, the entire planet was on strike. The Golden's finances fluctuated rapidly. The diplomats again attempted to negotiate with them but this time were not even allowed to land at their fortress. Reelection time came around but the Golden had a dire problem. Even their accountants had abandoned them and none of the elite knew what they were worth any longer. They tried and failed to negotiate with each other and establish some sort of new system until the problem could be resolved. Their talks became more and more tense as they could no longer figure out who was the greatest among them. It's believed that their arguing finally devolved into a highly uncharacteristic brawl. One of their servants would find the Golden all dead in their conference room, bloodied wares and utensils scattered across the floor. The public was more confused than shocked. Their power structure that had worked for so long had turned on itself. The Nesaprosia formally accepted the IAE's offer by worldwide referendum. Thousands of Nesaprosia would be transported off world to establish colonies in the surrounding space to take strain off the recovering planet (and economy).<br> <br> The Nesaprosia have come a very long way since then. Integration into the IAE has slowly but surely worn away at their unhealthy view of wealth. (Under Construction)<br> <b>Biology</b><br> (Under Construction) ==Culture== As an entity of such great size and diversity, Euskanian culture is immensely complex and is often very different between worlds and sometimes even colonies on the same planet. While mostly standardized architecture and infrastructure makes most colonies look about the same, differences are often easy to find with some closer observation. ===Family=== Most Euskanians and many other member races of the IAE live in more or less traditional family units. Children are raised by their parents or guardians until adulthood, nuclear families are common. The number of children in a family is relative. Some regions have large families than others. Families on the frontier will often either have more children for labor and future militias or less children because of lack of space or resources. The same is true for more urban colonies though the labor is usually more skilled. Extended relatives and family units don't necessarily live in close proximity but living near one's cousins or aunts and uncles is far from uncommon. Close-knit families often grow into political, military, and/or economic dynasties despite the IAE's often extensive measures against nepotism. Though few families are large enough to threaten the due process of the IAE, they often hold great deals of power in their respective territories.<br> <br> The military almost always has an effect on family dynamics. Given its incredible influence on IAE society, most if not all large families have contributed at least one son and daughter to military service. Almost no one does not know a relative or friend that is enlisted or at least serving as a reserve unit. This often has communal effects even on large scale colonies and communities. Families will often be brought closer together by each of them having enlisted relatives. This effect is significantly greater when losses are suffered. Communal bonds are strengthened through consolation and support. This has minor downsides as well. When a community loses multiple members to a particular war front or enemy, racism towards that enemy is often perpetuated and becomes widely accepted. For this reason, the military tends to scatter individuals that enlist from the same general area. This is done to break down racism, particularly when it is felt that a certain war front may end diplomatically, in an annexation, or a Protectorateship. ===Clothing=== As opposed to typical military wear which is functional and slim, Euskanian clothing is typically oversized and loose fitting. Outerwear is often made to drape and sway. Many outfits made to be loose can be worn alone in hot climates or worn over tighter fitting clothing in colder climates. As a result of the military's influence on Euskanian culture, many pockets in Euskanian garb are found around the waist in a belt formation or on the chest area as opposed to the thighs or behind like many modern fashions. Unlike many societies where clothing often becomes more and more liberal and revealing, Euskanian clothing is usually the opposite. Garments often obscure much of the body and facial area. Styles that make identifying oneself hard have become highly popular with celebrities and therefore much of the populace. This has put elements of the fashion industry and popular media at odds with each other. ====Mozorro (Mask)==== The IAE’s distinctive facemask, known as the Mozorro, is a common sight across the empire. The self-contained units feature some of the best miniaturized IAE technology for use by all types of people. Different base models are designed to comfortably fit the most represented species in The IAE. The Mozorro is worn comfortably over the facial area and adheres itself to the cranium by use of either the natural contours of each species’ head in most models, pressurizing itself in order to stick to the cranial area or by use of weak molecular forces in higher-end models. The mouth area of most models is designed to retract so the wearer may eat, drink, speak (more clearly), etc. Input is relayed from the user by either short voice commands, use of a small handheld remote, scanning specific retinal movements, or reading specific impulse commands from the user’s nervous system or brain. All models of Mozorro display visuals through use of thousands of microfiber cameras built into the mask. A user can disable their Heads Up Display or HUD and experience their field of view as if the mask were not there. Most models are coated in chemicals or materials that reduce possible damage to the cameras as well as prevent fogging, distortion from water or moisture, and other problems. Some even feature systems that negate static interference to optimize visual output. Others can compensate for extreme brightness or darkness.<br> <br> The typical civilian model features many communication features such as clear real-time video calls, voice and textual messaging, vid and e-mail, social media, and other services. The typical HUD has information such as the current time and date, temperature, local weather, message notifications, and any user-programmed reminders, applications, or parameters. Most Mozorro also come with music and video players and sound canceling systems as well as generous amounts of data storage (the amount usually being proportionate to the retail price). All models have small filtration, cooling, and heating systems. Some specialized models are even capable of completely filtering smog, smoke, and even less habitable atmospheres.<br> <br> Military models use extremely cutting edge hardware and software. All basic models have advanced HUDs featuring ammunition, heat, and maintenance readouts of whatever weapon(s) synced to it. Most basic models also have digital crosshairs and aiming solutions for synced weaponry. They’re also responsible for monitoring the status of the soldier’s armor including any breaches, system failures, energy usage, etc. They have built-in comm arrays for fast and clear communication with allied forces and systems to compensate for static, signal weakness, interference from radiation, and hacking attempts. They come with much higher grade HVAC systems than civilian models for combat on a variety of hostile planets with varying atmospheres. The Mozorro is rather compact though so often times small adjustments need to be made depending on the unsuitability of the atmosphere, smog and airborne dust levels, temperature, and a variety of other factors. ===Citizenship=== Living within The IAE's borders does not guarantee one many of the rights that may be common to some. Below are the most broad levels of becoming a full member of The IAE.<br> <br> <b>Foreign Inhabitant</b><br> A title usually assigned to refugees, exiles, and other aliens living within The IAE, Foreign Inhabitants have very few rights compared to IAE Citizens. Certain colonies and sectors may allow aliens to live within IAE borders, temporarily or otherwise, for whatever reason. Such aliens cannot benefit from social programs, own land, run for an office, and many other things.<br> <br> <b>Protectorant</b><br> Protectorants are citizens of an existing Protectorate State within The IAE. They are guaranteed the full rights agreed between the Protectorate and The IAE within their respective Protectorate's space. Though they are free to leave the Protectorate to explore IAE space, they cannot live outside the Protectorate's borders or receive legal status until their State has been fully integrated. <br> <br> <b>Resident</b><br> Residents are often vacationing citizen from allied empires, foreign diplomats, and recognized refugees. They often stay in the IAE for extended periods of times but usually not permanently. Residents that wish to inhabit the IAE indefinitely will apply for citizenship. They are guaranteed most rights under IAE law but these may be completely or partially revoked under certain circumstances.<br> <br> <b>Citizen</b><br> Citizens are guaranteed the full rights and protection of IAE law in IAE space.<br> <br> <b>Euskanian (No Longer Used)</b><br> Before the designation was repealed many centuries ago, Euskanian was the highest level of citizenship and as one might imagine, limited to the Euskana species. Persons that reached the Euskanian level of citizenship had all rights attainable by anyone, most notably the ability to serve in public office which other species at the time could not do under any circumstance. After many years of racial integration and much protest, the title was removed and its rights were conferred upon anyone that was a legal Citizen. The term Euskanian is now normally used as an adjective to denote any civilian aspect of The IAE (meaning separate from the government) and the mainstream Euskana species as a whole.<br> ===Media=== As such a large entity, The IAE has a vast and influential media within its space. ====Operation==== Since The IAE is so vast, a news story originating from one sector may have little relevance in a different one, especially the further the news travels. Therefore, the broadcast of information is selected differently between different planets and sometimes even colonies. Stories are given priority based on distance and relevance. Once all of the closest events are exhausted, the next closest set of stories are made available, then the next closest after that and so on. Smaller or less eventful colonies will often receive results about nearby systems in their first query due to a lack of local news. Larger and more complex colonies will automatically have information categorized based on distance given the density of news available. News regarding administration and other matters relevant to the entirety of the IAE will automatically be included in all news feeds.<br> <br> News data is often disseminated by each network's substation. They are often located in each respective jurisdiction though this often means that problems with a higher substation can completely cut off all subsequent ones. A system cluster substation going offline would affect each system connected to it and then each planet and colony. If a whole area of subscribers is cut off they will often dissent quickly, much more quickly than a substation can be repaired. Networks will often put forth much of their budget into protecting substations going as far as hiring mercenaries or training security forces to prevent any mishaps and possible losses in subscribers.<br> <br> A significant majority of news media is in textual form. Information often piles up too quickly for scheduled video news programming. If a certain news program is available it is often only to larger colonies and will often cover only major stories. Therefore most of a network's efforts are expended in compiling and reporting information as fast and as accurately as possible and delivering them to subscribers. Images very often accompany articles but not in all cases. ====Networks==== A variety of different outlets offer media services though most citizens ultimately choose free or low cost options. Many media networks attempt to remedy this by increased advertising, improving speed and quality of reporting, and offering wider access to information. Numerous networks also exist to cater to certain interests and determine relevance based on both distance and said interests. Many networks based around ideologies and political factions are common. The IAE attempts to monitor these networks to ensure accuracy isn't being subverted in the interests of politics although it's nearly impossible to thoroughly analyze every piece of information. Punishment is often limited to simple warnings or selective suppression to preserve (relatively) free speech. The IAE will not hesitate to take action against extremist and/or radical outlets though. =====IAE Imperial News Network===== Widely known as the IAE-INN, it is the most widespread and influential network in all of IAE space and answers directly to central authorities. The IAE-INN has substations in nearly every system of The IAE, many in newly settled systems, and even a number beyond IAE borders. The INN is also one of the only networks with the resources to deploy substations near or on the front lines meaning that they are more often than not the only source of news to active units. The INN is also very conscious of protectorates and will often move in to establish media access as early as legally possible. Often substation crews have enough connections within the local military structure to request protection from IAE forces (assuming they are not occupied elsewhere). <br> <br> Many believe its popularity lies in its simple and mainly free services. The IAE-INN is available to any citizen in its basic form. Surveys seem to indicate that most news conscious people readily find the free version to be totally sufficient. Paid subscribers will often receive news faster and in greater quantities as well as given access to the INN's vast information database. The enormous search engine is capable of locating news from any area of the IAE from any date up until the IAE-INN started recording information in that territory. It is often marketed as a way to monitor events in a relative's sector or simply a very powerful research tool. Attempts to hack into the database have been met with vicious litigation in an attempt to deter information theft. ===Religion=== Freedom to practice religion has been guaranteed to those in IAE space even before the modern IAE came into existence. Historians have noted that the earliest iterations of governments after the Age of Isolation couldn't even remember much history before the Great Cataclysm nevermind if religious or religiously motivated conflicts had ever taken place. Despite initial extremist atheist resistance, freedom of religion was established and enforced.<br> <br> In the millenia since, certain amendments have been added to the initial edicts establishing religious freedom. Profitable religious organizations are taxed much like any other entity under the IAE while nonprofit groups are exempt from taxation. To prevent possible misuse of this privilege, every nonprofit religion must agree to be subject to inspection to maintain its status. Specialized social agents routinely verify if a group doesn't stand to gain credits from its religious services. If anything significant is suspected an investigation is undertaken. Punishments range from forcing corrections to loss of nonprofit status and in rare cases the group may be declared illegal for repeated offenses.<br> <br> Exceptions to religious freedoms do exist though. Religious oversight boards and the military will take steps to eliminate a religion's presence from IAE space if it's shown to be violent in different ways. While a group preaching the destruction of The IAE, its allies, or even the galaxy (apocalyptic or otherwise) will not receive negative attention, one that actively works towards those realities will immediately be monitored, dismantled, or destroyed by any means necessary. Religious groups that promote violence with other groups of any kind will also come under scrutiny. While free expression is (mostly) guaranteed, the IAE will not think twice before eliminating a group that transitions from rivalry to violence of any kind. ==Technology== If anything was as synonymous with The IAE as its size, it would be technology. The IAE is one of the most technologically advanced races in the known galaxy with what might be considered high-end technology by other empires available to the general public. Not only are constant advances in new technology made but older technologies are often consolidated, miniaturized, made cheaper, or more available on a regular basis. The following entries are basic overviews of major technologies and devices. ===Transportation=== With enormous tracts of space separating the worlds of The IAE, transportation became one of the most important fields of advancement. ====Space==== Even during the earliest iterations of The IAE, the vastness of the void was an incredible problem that often hampered transportation greatly. However, scientists have and continue to step up to the plate when it comes to improving and streamlining transportation. =====Stellar Drives===== Though the proto-modern Euskanians had established numerous orbital and suborbital installations, travel beyond the perimeter of Euskana was very limited. Many years later, the Age of Isolation was ended by the crash landing of an enormous alien spaceship. Nothing could be salvaged but the event inspired scientists across the world to eventually collaborate on the first stellar drive. =====Interstellar Drives===== Much of the work on interstellar drives was done in secret and far exceeded established safety standards. During much of the process, parts of the research facility were blown apart, irradiated, or both. The scientists pressed on though, developing an almost religious devotion to creating a revolutionary breakthrough. After a number of deaths and government coverups, they finally succeeded in developing the interstellar drive which was faster than the stellar drive many times over. The interstellar drive would go on to revolutionize transportation, commerce, war, and just about anything that involved going places. =====Corridor Drive===== Inevitably though, the interstellar drive began to become obsolete as the IAE grew. As more and more territory was added, travel was getting more difficult. The IAE had already fought many wars at that point as well. Even when other race's ships were not necessarily faster, the military saw many ways campaigns could've been won faster with swifter ships. Scientists were put to work yet again but this time with a greater pool of resources and safer equipment than many years earlier. It took a great deal of time but the corridor drive was finally developed. Millions of ships were immediately retrofitted and just in time for the Continuum Wars. Many believe the IAE may have been destroyed if not for the development of the corridor drive. The corridor drive works by forcing a path of energy through warpspace creating a warp corridor. The drive then opens a hole in real space into the warp corridor allowing ships to pass through. Travel in warpspace is greatly accelerated and cuts travel times immensely. IAE ships have a tendency to burst onto battlefields as ships quickly exit the warp corridor and enter realspace.<br> <br> Two types of warp corridors exist, temporary and stable. Temporary corridors are created on the spot and in most cases by spaceships. A ship will set a destination using a set of coordinates and then enter the corridor. As the ship is about to reach the corresponding destination in the warp corridor it opens a hole into realspace at the set coordinates. After the ship exits the warp the corridor collapses on itself. Using temporary corridors can often be very dangerous for untrained navigators and pilots. Coordinates need to be used in conjunction with planetary charts and galactic weather data or else a ship can reenter realspace right inside a planet or in a cosmic storm. The military once considered sending AI controlled warheads through temporary warp corridors directly into planets. However they found that upon reentering realspace, any kind of dense object like a spaceship or missile was immediately shredded at the molecular level if it did so inside another object. Correctly calculating your destination is essential in using a corridor drive because even if a navigator realizes his mistake while already in warpspace, temporary corridors are immensely hard to alter or correct. It's been rumored that some highly skilled pilots have managed it but even then it apparently wasn't easy.<br> <br> Stable corridors are created at both the entry point and destination and many times are maintained for years on end. An entrance to warpspace is created by either a ship, station, or specialized platform and the destination is constantly maintained by a station or platform. As the name suggests they are highly stable but also easier to redirect than temporary corridors. While one might reason that a temporary and therefore weaker corridor would be easier to correct, most of the problem with altering warp corridors comes with possible collapses. Stable corridors are not prone to collapse and therefore can be shifted or altered with some effort. Access points to warp corridors litter IAE space making travel much easier, even for ships without corridor drives.<br> <br> Researchers have been looking for a way to cross corridors in order to create a confined warp space to facilitate an immense network of corridors. Being able to switch to a different corridor mid-flight could change one's destination to somewhere thousand of lightyears away no matter how far they had already traveled in one direction. Though the idea hasn't gotten much publicity since it was first proposed, it's been worked on heavily. Many have speculated that the breakthrough could result in another revolutionary new drive core. ===Medicine=== No empire can remain strong without effective treatments to everything from diseases to injuries, battlefield or otherwise. The IAE is no exception. ====Disease and Illness==== Being sick in IAE space is barely a concern at this point. Enormous breakthroughs in medical technology, many of which were made long ago and are still affecting medicine today, have greatly reduced disease and infirmity. Much of that has come as a result of nanomedical technology. Beyond standardizing noninvasive surgical techniques, nanomedicine has been used to great effect in combating traditional illnesses such as bacterial infections and viruses. IAE nanomedicine is divided into two disciplines, synthetic nanomedicine and organic nanomedicine.<br> <br> Synthetic nanomedicine utilizes nanomachines to combat infections or for other uses. Nanomachines designed for medical use will be built with incredibly complex navigational AI's to traverse the patient's body, precise weaponry for physically eliminating hostile bodies without harming the patient, and clean propulsion systems for minimal impact on the patient. Some nanomachines are equipped with small lasers to destroy infectious cells while others are given small probing tools that rob infectious cells of nutrients. Large groups of nanomachines can be directed to reduce cancer cells or infections to scar tissue or cut them out completely for surgical removal afterwards. Many nanomachines are designed to self-terminate once several extensive surveys of the patient's body are complete to ensure the full destruction of the sickness. Others have biodegradable cores and allow themselves to wear away once their assignment is deemed complete.<br> <br> The other branch, organic nanomedicine, utilizes artificially engineered organisms to fight harmful bacteria, contagions, and viruses with their own tactics. Nanovaccines, as they're often called, hunt down and kill their targets in the same way they themselves attack healthy cells. Using identified baseline similarities between strains of illnesses they are also able to adapt and change as their targets do. This prevents them from becoming obsolete once a virus inevitably changes. They are engineered for extremely specific purposes to prevent them from evolving naturally and potentially becoming harmful to the patient. Many are also designed to only be able to gather nutrients necessary for survival from elements found in certain illnesses. This ensures that when the pathogen is utterly rid from the patient that the nanovaccine itself slowly dies out to prevent any unforeseen incidents.<br> <br> Nanovaccines are often the final stage in ridding the IAE of a type of sickness. Nanomachines are the first step once the hostile virus is identified. Nanovaccines are then used to ensure the total destruction of the virus. They are often administered en masse by clinics or pumped into the ventilation systems of enclosed spaces such as ships and some colonies. Often both countermeasures are used in very delicate cases. Nanomachines aid their counterparts in hunting pathogens and are also programmed to eliminate nanovaccines in the unlikely situation they are subverted or become hostile themselves. ===Computer Science=== As one of the galaxy's most technologically advanced entities, the IAE has made vast discoveries and innovations in what can be considered the core of modern technology, computers. ====Artificial Intelligence==== The IAE possesses advanced and highly capable artificial intelligence systems. They've become an inseparable part of IAE economics, travel, warfare, and beyond. Everyone from high level bankers on Euskana down to settlers in the Outer Rim can compete in the market with the help of an AI. Complex courses can be plotted and difficult navigation achieved by a pilot with the aid of a navigational AI, found in nearly all ships. In the military, AI's have streamlined offensive and defensive technologies, made processing data vastly easier, and enabled unexpected strategies.<br> <br> Despite The IAE's reliance on artificial intelligence, it has taken prudent warnings from other empires and works of science fiction. The IAE is fully aware of the possibility of rogue AI's and the subsequent catastrophes they could cause. Therefore, numerous safeguards have become mandatory for the creation and use of artificial intelligences. AI's are often highly specialized. Though they are made to be adaptive and able to learn, an AI designed specifically for banking could not aid in piloting a ship, for example. Parameters often cross though. A spacecraft has multiple facets of operating and it must be decided if an AI should be designed for all of them or multiple AI's for each of them. Computer scientists must decide what is most efficient and what is safest and incorporate those into one solution, among other factors. Artificial intelligences are often separated from one another and related system by hard limits and protocols. Exceptions often exist though. AI's capable of a great range of uses, even at once, do exist. They are often restricted to use by the military and even then, few will see or use them.<br> <br> Beyond safety and security, AI's have been limited for other reasons. AI's never operate alone. Even lower functions are often overseen by an individual. This serves two purposes. The first is that it inhibits the IAE and its people from becoming totally dependent on AI technology. The loss of an AI in a system for whatever reason is detrimental but never crippling. AI's have all been assigned highly supplemental roles, leaving the IAE in control but still much more efficient. The second reason for strictly supplemental usage is economic stability. Many societies suffer heavy economic recessions as work is relegated to machines more and more. The IAE has remained stable in no small part due to abundance of work. Its infinitely expanding technology field can comfortably support billions upon billions of workers. ===Colonization=== Establishing a presence on a new world isn't always easy or simple. Often times a good balance of technology and ingenuity can mitigate problems though. ====Prefabricated Structures==== Even with advanced technology, planning and building an efficient infrastructure is a slow process. This is especially true of smaller colonial operations. To deal with this, prefabricated structures (or prefabs) have become the standard during early colonizing operations. The most common prefabs are modular and/or self-sufficient units that resemble storage or cargo containers. Residential or living prefabs can (somewhat) comfortably house a family of around 4 or so persons. Typical residential prefabs have multiple sections, a sleeping quarters, a modest kitchen area, a dining or living space, and a closed off bathroom area. The living and or kitchen areas usually come with a protective shutter and/or shock proof glass that act as windows. The undercarriage of a prefab comes with a water tank, additional storage compartments, an independent generator, an HVAC unit, and a septic tank. The outer layers are made to protect the inhabitants from the most common types of radiation, small arms fire, high and low temperatures, etc.<br> ==Notable Figures== ===The High Council=== The High Council of The IAE, lead by the Supreme Chancellor, ultimately controls the empire's policies and actions. Over the millenniums of The IAE's existence the council has been composed of various royalty, war heroes, esteemed political figures, corporate barons, influential scholars, and many other types of individuals. While the Senate holds a good amount of power within The IAE, the Council can override any of their decisions. The HC may also act as court justices when certain trials are deemed too important for normal courts to hear.<br> <br> ====Councilor Chairs==== Each member of the High Council has a specific role in the IAE and jurisdiction over certain matters. Each councilor has a number of ministers and personal aides to assist them in presiding over their specialization. <b>High Chancellor (1)</b><br> The High Chancellor of The IAE represents the highest political and administrative office in the entire empire. The High Chancellor oversees the other councilors as well as lawmaking and administrative matters. The High Chanecellor also has significant control over the Euskanian military.<br> <br> <b>Military Chair (2)</b><br> The military chair is one of the most influential seats on the council. The military councilor has the highest military command in the IAE and ultimately coordinates some of the empire's largest campaigns. Concerns about the military councilor overthrowing the High Council are addressed through the IAE's regular system of checks and balances. The ministers and aides attached to the military chair as well as the officers under the councilor's command are allowed to scrutinize questionable orders and outright disobey treasonous ones. Other councilors can also agree to declare the military councilor a traitor and order their own forces against him/her. The military councilor often works closely with the diplomatic councilor.<br> <br> <b>Commerce and Finance Chair (3)</b><br> The commerce chair is also a highly influential seat. The commerce councilor is in charge of regulating the vast network of internal and external trade relations of The IAE as well as regulating its economy, currency, and market forces. The commerce chair has a high number of ministers and a multitude of aides attached to it given the difficulty of this office. The commerce councilor works closely with nearly every councilor.<br> <br> <b>Environment and Agriculture Chair (4)</b><br> The environment chair has the dual responsibility of overseeing efforts to maintain environmental stability on IAE worlds as well as ensuring the IAE has sufficient livestock, crops, and other consumable substances to feed its people. Though environmental action and agriculture are significantly different, the chair combines both given the conflicts between the two fields. The environment councilor is responsible for creating a balance between organizing sufficient food resources while still maintaining the environment of each world. The environment councilor often works closely with the exploration chair on matters of terraforming. The councilor also works closely with the commerce councilor on the role of environmental work and agricultural goods in the market and the R&D councilor on farming and terraforming technology.<br> <br> <b>Colonization and Infrastructure Chair (5)</b><br> The exploration chair is the office in charge of general exploration of space in and beyond the IAE, colonization, migration, and related fields. They are also responsible for the establishing, maintenance, and upgrading of the IAE's infrastructure.<br> <br> <b>Social and Diplomatic Chair (6)</b><br> The social chair is the office in charge of establishing and meeting the rights of IAE citizens, residents, visitors, immigrants, and the like. They also take charge in high level diplomatic negotiations as well as oversee matters relating to protectorates.<br> <br> <b>Research and Development Chair (7)</b><br> The R&D chair is the office responsible for coordinating the advancement of IAE technology and resource management. ====Current High Council==== The seven members currently serving on the High Council are as follows: <b>High Chancellor -</b> Iralo Ezori - <b>Military Chair -</b> Agiarix Zylat - <b>Finance Chair -</b> Dara Killan - <b>Agriculture Chair -</b> Prosis Girdai - <b>Colonization Chair -</b> Kronel Sindas - <b>Diplomatic Chair -</b> Bretys Foy - <b>R&D Chair -</b> Tich-an Grandor - ===Euskanian Military=== If there's anywhere to make a name for yourself in The IAE, it's on the front lines. As long as an operation isn't covert, it will likely receive lots of media attention and those playing major roles will as well. The average IAE citizen can likely name a few officers off-hand. Most of the time this will depend on where they are located as local media sources usually prioritize stories based on distance.<br> ====Supreme High Almirant Rima Shrodalsi==== Rima Shrodalsi is the unquestioned highest ranking military commander in The IAE. She answers only to the Military Chair but is given a great deal of leniency since the Chair is more focused on organizing forces rather than commanding them. The Almirant, the Military Chair, the High Marshals, and High Admirals make up the seats of IAE High Command. Most of her title is honorific as there is only one Almirant in command at a time. <br> ====Grand Marshal Arzen G. Semorron==== One of the highest ranking officers in The IAE's ground forces, Semorron has distinguished himself among his colleagues in a very short time. Semorron is barely into the Euskanian middle age but has already secured hundreds of successful campaigns under his belt. Though he sometimes resents it, his superiors often send him to command some of the more desperate or critical campaigns, knowing full well he has the tactical ability to turn a bad situation around. His skill can only be explained as being able to make the best of the worst.<br> <br> Semorron is a very calm individual, often very concise even with close associates. Many soldiers have noted that despite his gaunt figure and only average stature, he exerts a very respectable, commanding presence. As such a high ranking officer, Semorron must often appear before and address large numbers of his soldiers. In such situations he's been known to give very short but rousing speeches leading many to believe his soft-spoken nature is the result of anything but timidness.<br> <br> Semorron has been personally commissioned by the High Council to take command of surface forces in the battle for [[the Rach]] homeworld of Norsus.<br> ====High Admiral Kalai Z. Enleru==== Though combat in space is significantly less flexible than on the ground, Enleru has shown herself to be a more than competent tactician. Enleru is known to make the absolute most of the ships and technology at her disposal. She thinks to use any less than everything is a waste. Her all or nothing attitude has earned her a mixed standing with other admirals, some admiring her brutal tactics while others disapprove of her seemingly unrestrained strategies. Opinions aside, her number of victories speak volumes.<br> <br> Enleru has been chosen to aid Grand Marshal Semorron in his operations on the Rach homeworld of Norsus.<br> ====Admiral Damaran Brosak==== A semi-famous figure, Brosak is the current admiral of The IAE's 48th Invasion Fleet. Many of his associates know him to be very outspoken and partial to bragging but know just as well that he is prepared to back up every word. Some of those same associates describe him as a "media darling" and someone who will "smile until his is the last ship to go down". Opinions aside, Brosak is a highly strategic commander and taunts the enemy with one operation while delivering a crushing blow with another. Soldiers under his command have described his strategies as "brilliant", "inspiring", and "fun". As one might guess, his forces have some of the highest morale in The IAE.<br> <br> Brosak is middle-aged but still highly energetic and outspoken. He was originally born on Rorana to a fairly wealthy family in the planet's largest city. He had many many friends and as a result saw many of the poor sections of society essentially being forced into military service because of lacking opportunities or to simply avoid the planet's underworld. This inspired him greatly and looking back on it he said "I joined the military to lead these people and to make sure they regretted nothing. Life had treated them bad but I would treat them much better." Brosak has been true to his word. His early exploits as a commanding officer earned him numerous commendations for lower than average casualties and higher than average morale. Some of his earliest subordinates are still under his command although they now occupy very high ranking positions.<br> <br> The admiral would eventually transfer to the navy but not because of the higher salary or more power but because he wanted "to lead soldiers of all branches." Brosak was eventually allowed to stage operations without a ground commander present after a number of battles in which he circumvented his ground commander's authority. For anyone else this might have meant disciplinary action but in Brosak's case his "revision" of their strategies ended in overwhelming victories. It was decided that giving Brosak another officer to coordinate with ultimately hampered his ability to effectively lead. A number of parties are still not happy with this decision but have stated that they've "since been deployed elsewhere" and that it's not their problem.<br> <br> Brosak has said in the past that he prefers defensive operations to offensive ones "because the burden is on the enemy" and "as long as you're not being overwhelmed there's a lot of room for low-risk strategies." Though Brosak would prefer to fortify than storm something, he has no qualms about commanding invasions. "The risk is much much higher" he said, "but the feeling of triumph is often greater. I mean, what better situation can you prove yourself in than when you're at a disadvantage?" He's admitted that invasions often test his wits and invite him to turn seemingly hopeless situations around.<br> <br> Brosak was chosen to lead the invasion of the Diabloian world of Kronovos and accepted the operation with pride. He says that he does not inherently hate the Diabloians and has admonished others not to feed into politics. Regardless, he's given the invasion his all and doesn't intend to back down until the world is under IAE control. ====General Daro Vitran==== [[Image:DaroVitran-1.jpg|500px|right|thumb|General Vitran leaving an aerial facility accompanied by two Necraal Deathsworn.]] If there was anyone that fully embraced the ideals of the Warlord faction, it would be General Vitran. Vitran has long been notable for brutal tactics but has stepped up his game so to speak as The IAE continues to fight alongside the Warlords. The General was literally the first one to embrace the Necraal and was both grieved and enraged at their untimely civil war. Since then, he's made many friends among the Zaretians, Magello, Asanians, and recently the Margan. Many believe he was highly instrumental in affirming the IAE's incredibly controversial alliance with the Biomatter Hive Lords. While most officers will work with other Warlords begrudgingly or semi-willingly, Vitran does so with the utmost joy. He has said that "being in an alliance means working together, no matter who it's with". He's held many highly successful joint ground operations and his followers have espoused the many benefits of working with empires that are not known for mercy. "I assure you our role in joint operations is highly secondary," he's said, "we're working in a more supportive role I would go so far as to say."<br> <br> General Vitran was born on Tumera to a pioneer family not long after the colony was fully established. The colony was then famous for standing against constant raids by smaller empires and pirates attempting to gain a foothold in IAE territory. After his mother, aunt, uncle, and brother were killed defending their precinct of town, his father trained him to be a soldier and nothing else. Vitran was pulled from any formal education and taught war by his father on the outside of the colony. The General would be less draconian and/or xenophobic than his father would've liked and developed an aptitude for both public speaking and communicating and cooperating with other races. Tensions would arise between the two as Vitran became less and less like the son his father had wanted. His father, now almost insane, eventually disowned him but Vitran ended up joining the military as his father had been training him to do.<br> <br> Vitran quickly rose through the ranks of the Footsoldiers and entered officer's training not long after his last active combat tour. He would go on to impress (and somewhat scare) his superiors with his brutally efficient tactics and masterful use of Auxiliaries. Once he had sufficiently advanced to the point where he had the autonomy to work with foreign powers he did so happily. His gracious speech and effective tactics brought many allied armies alongside his own, often ones that other officers would've rather not worked with. Eventually the newly appointed General found his way to Sector 117 but was disappointed to find that the outer edges of the sector were busy with colonization rather than conquest. Not long before Vitran prepared to request a transfer, the IAE was plunged into the Great War, much to his chagrin.<br> <br> Many have questioned just about everything he's claimed about his relation to the Warlords. Those rumors have been met with either silence or highly benevolent responses meant to reassure his opposition. General Vitran, as all other high-ranking officers, is paired with an Admiral or other Naval officer when on offensive operations. Most of the colleagues he's worked with have claimed that they trust that he knows what he's doing on the ground or really aren't sure. On defense, Vitran often has no oversight and it's been rumored that he's personally made sure that many invaders don't try a second time. Brosak has commented that "I will say the kid has spunk" though Vitran is roughly the same age as him. ====Lady Itzal Lundura==== [[Image:LadyItzalLundura.jpg|450px|left|thumb|Lundura walking through Sky Gardens pre-decommissioning accompanied by a squad of Itzal.]] Lundura is the Lady Itzal of the Itzal corps, that is, the head (a male head would be known as the Lord Itzal). Not many are sure if Lundura is her first, last name, or her name at all. Most of her life and what she actually does on a day to day basis are often a total mystery though it's not much of a surprise to those that know anything about the Itzal. Lundura is known to be amicable to her close associates but very distant to others and often speaks through subordinates, individuals traveling with her, or by many means other than simply talking to them. Those that have been inconvenienced by her seemingly odd ways have openly questioned her sanity.<br> <br> Though much of everything about Lundura is classified, records that have been unsealed show her to be highly competent, at least as an Itzal. Transcripts imply that she's infiltrated an unprecedented amount of areas, many in highly hostile territory. Though no one is sure how, Lundura has successfully posed as many different humanoid races in and out of The IAE. Records praise her encyclopedic knowledge of other races and affinity for disguises. Many have even commented on her flawless vocal range and knowledge of alien languages. This leads some to question why she was pushed into administration rather than left to continue field activities. Others have theorized that she delegates most of her work to others and undertakes missions herself. Still others are just confused about the Itzal corps altogether. ====Footsoldier Captain Niro Armeus==== Captain Armeus is the head of the task force in charge of tracking down and apprehending the rogue Diabloian Vice Admiral Kaldev. ====Admiral Telan Merodac==== Admiral Telan Merodac is a decorated officer originating from the colony Trelesa in Sector 91. Despite spending nearly all of his life in Sector 91, Merodac has received significant fame as a brutal and decisive admiral. He tends toward tactics and maneuvers that cripple the enemy's capabilities in short series of strikes and is not fond of taking prisoners. Merodac is met with mixed reception from his peers. Though few of them exist inside Sector 91, Merodac does have quite a few critics that are disgusted by his merciless commanding style. However, for every dissenter there is a good number of persons ready to defend him. "His fans are just as maniacal as he is," said one critic of Merodac. Controversy aside, Merodac is statistically an extremely proficient admiral. Beyond his high percentage of victories and somewhat low percentage of casualties, analysts have commented that Merodac is able to orient himself to new battlegrounds and adapt to developing situations very quickly. His followers have cited these and other facts when arguing that the IAE needs to take a significantly more aggressive approach to nearly everything.<br> <br> ====RD-0001 “Carmine”==== Widely considered to be the deadliest single fighter in The IAE, Carmine (as RD-0001 chooses to be called) is the commander of the Red Devil Primary Battalion. A veteran of an untold number of missions, he is known to be incredibly efficient and merciless almost to a fault. Even among the Red Devils, Carmine's fighting style is brutal and destructive. His assignments primarily involve assassination, demolition, and sabotage in situations where The IAE has no need to act stealthfully. His unmatched skill in combat means that the weapons and armor available to him consist of those far too expensive to equip normal soldiers with. Because of this, most enemies are woefully unprepared for the amount of damage he is capable of dealing. Despite his reputation, Carmine is known to be courteous and professional outside of combat. <br> Though they normally work alone or in small squads at most, Carmine's Primary Battalion is a collection of Red Devils called together to take on the most brutal missions in the galaxy. Carmine and a large number of agents form the core of the battalion while their numbers are often supplemented in times of need by recalling those on non-essential missions. Though casualties vary, they have a near 100% mission success rate due in no small part to their armament and Carmine's leadership. ===Business and Industry=== CEO's and prominent business figures are often well reported on by the media. Members of the biggest and most influential companies are often celebrities in their own right. ====Daniel Armaka==== Born Dreseto Armaka, Daniel is the descendant of Alero Armaka, the founder of the Armaka Weapons Firm and its current CEO. Armaka is married to a human woman, Monica Armaka, and in a highly controversial decision changed his first name from Dreseto to the human name Daniel. Armaka was prepared to change his last name as well before being talked out of it by several of his associates.<br> <br> Other than that bout of controversy, Armaka's time at his ancestor's firm has been highly successful. Profits have consistently risen in the typical way Armaka profits do. Though the firm has mostly being revamping and improving on older models, those following its activities intently have rumored that Armaka has something big in the works. ===Government=== Administrators and other officials often have a lot on their plate and their decisions are often highly publicized. As a result, IAE citizens are very politically aware and many know the administrator of their colony personally. ====Senator Kemmo Daedion==== Senator Daedion is the administrator of Sector 117, the sector affected the most by the Great War. As a wartime Senator, Daedion is well-versed in military doctrine and affairs as well as the movement of each warfront down to each planet. Daedion is known to be highly prudent and discreet, making decisive and fair actions even with limited knowledge and time. Many have commented that it is good that Daedion is in control of an Outer Rim sector because "his talents would be wasted in the Inner Rim". Daedion watches any officer that works in his sector very closely and is prepared to intervene if he thinks the situation is out of hand. Many feel threatened by his oversight while others believe that there is "scarcely a better administrated sector". ==Diplomacy== Some of the IAE's relations with other empires and factions. Included is a collection of various opinions and quotes about other empires by individuals ranging from high ranking officials to civilians. <i>Names have been removed.</i> ===Peacekeepers=== ====[[Empire of Diablos]]==== * "It seems as though our initial reasons for going to war with them were only... somewhat justified. However, the public opinion in the sectors most affected by the Great War is greatly in favor of the declaration of war. It seems where the Great War front hasn't caused selective xenophobia it's created a lot of patriotism. People really are determined to see the Peacekeepers go down in flames. The best I can imagine is that they feel insulted that people called the "Peacekeepers" are attacking their sovereign empire and the Diabloians are representative of that. But my job is to fight wars, not understand why people love them." * "No good [[hornheads]]." * "I can't think of anything better to test weapons on. No I'm not a racist, those guys are just tough as bulkheads is all.."<br> [[Image:IAE-Diab_Meet.jpg|500px|right|thumb|The IAE during the initial attack on the Diabloian mining outpost.]] <b>Status:</b> <span style="color: red;font-style:italic">At War</span><br><br> After the events of their first contact, The IAE learned that the Diabloians planned to attack them. Despite their seemingly honorable reasons for doing so (preventing the IAE from discovering the Epic War and possibly siding with the Warlords), The high council decided it was wise to go to war with them and eventually aligned with the Warlords. The decision was not a unanimous one and neither were the opinions about it among higher ranked individuals. However, numerous media outlets, not all of them fringe ones, exacerbated the political situation and turned public opinion towards the Diabloians drastically negative. They have become pariahs for the more unaware masses. More informed persons have given the Diabloians the benefit of the doubt when forming their personal opinions of them but overall very few have gone as far as to defend the Diabs more than halfheartedly.<br> <br> The area of space near the Diabloian front has become both very militarized and mildly mixed. That part of the sector was initially devoid of development beyond outposts and has never seen much civilian habitation. A number of worlds that have been captured from the Diabs dot the area though. Many officials are confused as to what to do with the vaguely civilian worlds, all of which are specifically built for Diabloian habitation. The Diabloian front is volatile and migration there is restricted so these colonies often struggle to find purpose in IAE hands or simply become host to military and resource extracting operations as even intact Diabloian cities lay idle. The front has shifted numerous times, often forming contrary tendrils as the IAE and Diabloians gain momentum in different areas at different times. These shifts are often very slow though as campaigns have proven slow and not as decisive as either side would like. <br> <br> In terms of base infantry, the tenacious Diabloians are clearly superior. The size and strength of a typical Diabloian soldier greatly outmatches the most common Euskanian. It takes several (typically equipped) Euskanian soldiers to take down a single Diabloian one so commanders often bring greater than normal numbers as a matter of cost. Diabloian infantry armor is often extremely robust and is resistant to lighter arms. Grouped or constant fire from typical military weaponry is often sufficient and heavy weaponry is highly effective in most situations. Gen-En troops are often equal to Diabloian soldiers and see heavy use in battles against the Diabloians. Their comparative size and strength in combination with suitable weaponry make fighting Diabloians much less of a hassle, but a hassle nonetheless. Though the Diabloians are not the most numerous species, their infantry-centric military, military oriented society, and hard-to-break morale often create significant problems for the IAE.<br> [[Image:Eusk Eumara Diab.png|375px|right|thumb|Diabloian troops marching on a Eumaran blockade.]] <br> The field of armor is where most IAE commanders finally get relief. The IAE's ground vehicle divisions are much more diverse and advanced than Diabloian ones. Though Diabloian vehicles are hardy and far from harmless, IAE ones ultimately bring significantly more to the table in speed and firepower. The IAE has fought many physically strong species before and found that advanced vehicles often tipped the scales in their favor. Anti-infantry vehicles are often used in great numbers. Lighter vehicles are often modified to fire heavier munitions or in other ways since Diabloians are far from typical infantry. Vehicles are vulnerable to Diabloian ambushes in crowded areas like urban battlefields where infantry typically have the advantage though. Some have suggested studying the Diabloians to develop a vehicle specifically suited to combating them. The idea has been heavily criticized as an unprecedented move and would be a waste of time and money despite the explosive nature of the Diabloian front because it would be rendered useless in the event of a victory or ceasefire. Much of what is true for ground vehicles with regards to Diabloians has proved the same with aircraft.<br> <br> Overall, The IAE relies on technology, numbers, and innovative strategies to achieve victories against the Diabloians. Results vary though. Diabloian forces are highly capable of taking on direct assaults. When the IAE uses guile during campaigns it may often be sufficient to trick male Diabloians but the female ones are often quicker to adapt and problems often come in the form of Diabloian Valkyries. The same goes for vehicles which are often piloted by females. Space battles are often highly indecisive as a result of the Diabloian's heavily armored ships and almost comparable weaponry. Most battles end in retreats from both sides. The stalemates and the trading of victories and setbacks that result have made the front costly for The IAE and likely the Diabloians as well. ====[[Aeveria Confederation]]==== * "We haven't fought the [[Aeveria]] much but when we do... man, it's like looking into a mirror. I'd be afraid of them getting into our ranks or something. I mean... just the colors... and the vehicles... especially that one tank..." * "From what I've observed, the Aeveria Confederation functions similar to the IAE. They've shown that they're capable of integrating new races into their empire very seamlessly much like we've done many many times over. They fight the same in some cases as well. Assuming the worst befalls them, I've already made my recommendations for assimilating them with the oversight board. I think it would go quite smoothly."<br> <b>Status:</b> <span style="color: #FFCC00;font-style:italic">Neutral</span><br> ====[[Karahotdoum Empire]]==== * "Somebody call animal control." * "It's beyond me how anything can maneuver through the jungle and ambush my team so quickly while wearing a fez."<br> <b>Status:</b> <span style="color: red;font-style:italic">At War</span><br> The IAE has been at war with the Karahotdoum Empire since their opening engagements (though many analysts have had trouble accurately determining where and when it was). The IAE has mainly fought defensively, deeming that an offensive front with the Kara wouldn't be fruitful. Many strategists have disagreed and stated that the Kara's status as one of the leading Peacekeepers makes them a prime target. Regardless, planets on the Karahotdoum front have become mostly militarized as a result of the worlds changing hands fairly often. The civilians still in the area are typically established families and groups that have become large contributors of soldiers to the front because of their new found hatred of the Kara. <br> <br> [[Image:IAE-Kara4.png|475px|right|thumb|Karahotdoum troops about to ambush an IAE squad.]] Battles between The IAE and the Karahotdoum do not always end the same. The Kara have clear advantages in more nature oriented battlefields, so much so that commanders have been requesting certain auxiliaries at an alarming rate. Those that are unable to attain them have resorted to slash and burn strategies on less important worlds in an attempt to eliminate the Karahotdoum's advantage. Other commanders have simply made do with more mobile Euskanian troops and armor. All commanders engaging the Kara on natural worlds use stealth units extensively. Sound dampeners and scentless armor coating have worked wonders against the Kara's heightened senses of hearing and smell. Despite this, campaigns cannot be won with stealth units alone so many battles have either been dragging on or have been lost to the Kara (though numerous victories have still been achieved).<br> <br> Open-field battles have been a different story though. Though Karahotdoum vehicles are admirable and their heavy use of artillery has certainly had its effect on IAE lines, ultimately IAE armor has shown itself superior. Many commanders have often sought to mimic the Kara's strategies for use against them as well, favoring heavy artillery support to neutralize the Kara's own. Commanders have also used Gen-En's extensively to engage the Karahotdoum's melee forces which while devastating to normal Euskanians do not fair so well against the IAE's larger and more aggressive soldiers. IAE tanks and aircraft are overall more maneuverable and many times more powerful than Karahotdoum ones. Their defensive abilities are about the same so often times the outcome of engagements depends on both strategy and numbers.<br> <br> The IAE often excels on urban battlefields as well. IAE soldiers are well-suited to urban environments and very few have not had experience fighting in one. The Karahotdoum tend to stick out in cities that are not their own and their advantages in jungles don't often extend to concrete ones. IAE armor is often very compact and well-suited for city engagements and nearly all IAE aircraft have VTOL capabilities which is a great aid in a crowded city environment. Overall, the IAE is more often than not the victor in urban battles (which tend to happen in IAE cities anyway).<br> <br> <b>Update:</b><br> [[Image:IAE-Kara5.png|400px|right|thumb|Merodac's men rounding up Karahotdoum civilians.]] Some time after the victory at Norsus, IAE High Command decided to use their new found momentum to begin an offensive on Karahotdoum territory. Admiral Merodac of Sector 91 fame was chosen to lead the front. Utilizing the Karahotdoum's complacency with The IAE's strictly defensive stance against them, Merodac's advance forces were able to infiltrate the asteroid field around the colony of Heptep. For several weeks engineers planted thrusters on a single plane of asteroid BH15825-1362 without being detected. Sometime before noon (surface time), the order was given and the asteroid was accelerated into Heptep without warning. Itzal teams deployed shortly beforehand had disabled any anti-orbital weaponry before retreating to a safe distance. The asteroid made a direct impact with the Karahotdoum colony, obliterating much of it instantly while chunks that had broken off before striking softened the colony further. Merodac deployed only a small force to pacify what resistance was left.<br> <br> Merodac received some criticism for the high number of enemy civilian casualties. He explained that the asteroid was originally meant to impact further away from the colony as a diversion but a technical failure caused it to veer off course. The admiral argued further that given Heptep's tight streets and centralized garrison a direct attack was likely to have resulted in high civilian casualties as well. Whatever the case, Merodac's attack was soon praised. Shortly after securing the planet the Karahotdoum contacted the IAE to declare a ceasefire and announced that they would consolidate their borders. "I was hoping to continue this fight," Merodac said, "but I suppose watching them run so soon is almost as satisfying." It is unknown what orders Merodac and his fleets will receive next.<br> <br> ====New Necraal Empire==== * "I miss them." * "My division managed to acquire pieces of Necraal tech (as well as a number willing volunteers) at the Fall of Ivn. They will both be put to good use."<br> <b>Status:</b> <span style="color: #FFCC00;font-style:italic">Neutral</span><br> Though The IAE and Old Necraal Empire were strongly allied, no one in the IAE is entirely sure about where the empire stands with the Necraal united under Sa'i. Their new status as Peacekeepers has confused the situation further. It has been rumored that Sa'i or some other Necraal official has planned or already enacted a nominal alliance with the IAE but lack of official word (or any word for that matter) from the New Necraal has forced even hopeful officers to remain silent on the matter. ====Rach Empire==== * "Nothing personal." <b>Status:</b> <span style="color: #FFCC00;font-style:italic">Neutral</span><br> [[Image:Norsus Last Stand.png|500px|right|thumb|The Rach's last stand on Norsus.]] Though the Rach were a prolific figure in the early parts of the Great War, The IAE had not entered the conflict until a full year (though some estimates point to at least three years) after the Rach had fully fled into the Warp. Stories and information about the Rach were plentiful though and The IAE sought to learn about the old figureheads of the Peacekeepers. A multitude of mostly second-hand information was collected and though no Euskanian had ever laid eyes on a Rach, they knew a great deal about them.<br> <br> The Battle of Norsus presented an interesting situation for The IAE. Though it was unanimously determined that Norsus held no real strategic value or significant resources, the reemergence of the Rach would surely bolster the Peacekeeper cause. It was decided that defeating the Rach on Norsus and shattering the Peacekeeper forces present would inflict a heavy blow to their morale. For The IAE, the Rach simply became a parameter rather than a living species, mostly as a result of their impersonal knowledge of them. The highly symbolic nature of the battle didn't stop High Command from approving an abnormally large force that included both the Mendeku and Erraldoi. It was suggested that the presence of such a fleet would ultimately contribute to the accomplishing of their main objectives of lowering Peacekeeper morale and maximum enemy casualties.<br> <br> The IAE was successful on most if not all accounts on Norsus. The Peacekeepers had seemingly adopted the same strategy of maximizing enemy casualties but as a result became spread thin in strategic areas. The IAE was able to concentrate its superheavy armor against the Rach HQ and was able to break through Peacekeeper lines and annihilate the Rach's base with ease. Numerous PoW's were taken from Rach forces and that of [[‎The Transmetallic Confederation]]. The IAE did little to pursue the retreating Rach forces though. The IAE holds no real hatred for the Rach but has treated them very impersonally as demonstrated by their first and only operation involving them. Future relations could go in any direction. ===Warlords=== ====[[Biomatter Hordes]]==== * "Launch spore, close eyes." * "If you don't watch it's easier to remember how much we're saving on infantry." * "Maybe if some of those nature lobbyists got a good look at the [[Biomatter]] they would shut up about some factory somewhere only being 63.58288424% environmentally friendly. Now if they would really interpret them as natural or an affront to nature is beyond me."<br> <b>Status:</b> <span style="color: #339900;font-style:italic">Allied</span><br> On The IAE outer rim, several soldiers reported hearing voices and closer investigation revealed that unidentified cells had infiltrated their nervous system. After several more advanced medical tests, many of the infected entered a trance-like state and repeatedly shouted that The IAE should go to planet Yintil to find a new ally. An expeditionary squad was sent and waiting for them were a newly sentient Biomatter, who had just concluded signing an alliance with the [[Necraal]]. Now that The IAE and Biomatter are allies, The IAE ensure the landing of Biomatter spores by carrying them on ships and the Biomatter save The IAE countless troops and resources by aiding in eliminating infantry.<br> ====[[Zaretian Monarchy]]==== * "I've always admired their cartoonishly evil approach to galactic domination." * "They just don't let up. Did <i>*name removed*</i> tell you how much I prefer working with sociopaths than fighting them?" * "Not gonna lie, they got some fairly good tech."<br> <b>Status:</b> <span style="color: #009999;font-style:italic">Friendly</span><br> [[Image:IAE-Zaretians_Meet.jpg|300px|left|thumb|A Zaretian Brute yelling at a Footsoldier during Operation First Blood.]] The IAE have never been especially close to the Zaretian Monarchy, often choosing to stage operations alongside each other rather than together in most cases. Both empires have vast and capable militaries and see little need for joint operations. Nevertheless, the IAE enjoys open communication with the Zaretian Monarchy. Trade is also common and highly profitable. The mutual trade routes of the IAE and Zaretians are protected by both militaries and are attacked very rarely (and successfully attacked even more rarely). Outposts and stations around the trade routes have caused IAE and Zaretian territory to mix slightly. The result is a relative safe haven for Warlord forces in these areas jointly protected by the two empires. <br> <br> The IAE view the Zaretians as a likely alliance in the future depending on the flow of the Great War. The IAE's pivotal role in battling the Peacekeepers during the [[Battle of Norsus]] has also contributed to further diplomatic talks with the Zaretians though nothing is certain. The IAE and Zaretians saw very little of each other on Norsus and much of the information about The IAE's contributions to the battle was likely given second-hand through the Margan. The IAE is unconcerned about the matter though and doubt anything will sour the relations between it and the Zaretians. <br> <br> <b>Update:</b> The IAE have recently pledged to liberate Zaretian forces alongside an up and coming Warlord race. Details are still scant though. <br> ====[[Margan Empire]]==== * "I have a feeling that guy likes my gun a whole lot more than me. Keep an eye on him." * "They only seem to respect us when we're real assholes to them."<br> <b>Status:</b> <span style="color: #339900;font-style:italic">Allied</span><br> ====Old Necraal Empire==== * "I'm not sure we'd still be aligned with the Warlords if the Necraal hadn't embraced us so quickly." * "Goes to show that not all Warlords are butchers. Not all..." * "Never headbutt one. I don't care if he's your bro or not. I told you this a hundred damn times."<br> <b>Status:</b> <span style="color: #339900;font-style:italic">Allied</span><br> [[Image:IAE-Necraal_Meet.jpg|465px|right|thumb|The IAE's first contact with the Necraal during Operation First Blood.]] Relations between The IAE and the Old Necraal Empire began immediately after The IAE's first major operation at the neutral spaceport. After the remaining Peacekeepers were routed, IAE soldiers collected intel and made conversation primarily with the Necraal (the Zaretians were still very wary of the IAE at that point). Evac took longer than usual to arrive and even the higher ranking officers of the two races became friendly. These highly positive experiences between the races would contribute heavily to their later alliance as the IAE soldiers present were asked to report on the IAE's first operation in the Great War.<br> <br> The alliance with the Necraal was recognized only by the military and economic sectors until some time before the Fall of Ivn. Before then, the IAE's diplomatic offices had made no attempt to contact Necraal leaders or draft an alliance. Possible reasons range from hesitance based on early information about Horr'or, skepticism about Warlords as a whole, or some kind of false information that was never released. Regardless, the IAE and Necraal militaries enjoyed open communication and cooperation and the trade of both goods and technology was common. Numerous joint operations were carried out, though none entirely major. As is common with IAE alliances, a good number of Necraal gave themselves to the IAE as Auxiliaries shortly after the three way alliance with the Biomatter. A number of them were allowed to procreate to establish a Necraal population within the IAE.<br> <br> This would prove to be a good move as the split of the Necraal put the future of their race into uncertainty. The ensuing chaos caused many more Necraal, mainly civilians, to flee to IAE space as news of the Ivn's fate spread. In the final days of the Fall of Ivn, The IAE cut through the Diabloian blockade and ended up rescuing nearly a hundred Necraal as the world burned. These ones became known as an elite corp of Necraal troops totally loyal to The IAE, the Deathsworn. After the many events of the split, The IAE holds the highest population of Necraal not actively loyal to Sa'i or Horr'or. Many live as civilians and many more as Auxiliaries. The highest ranking Necraal Auxiliary, Jak'ster, holds the title of Admiral. ===Neutrals=== ====Sauran Solidarity==== [[Image:Sauran Heavy Testing.png|465px|right|thumb|The first Sauran auxiliary being outfitted in their armor.]] * "Cuddly things aren't they?" * "Well, I can see them serving on the environmental board in the near future. They got a real respect for anything with chlorophyll." * "The [[Sauran]]? Oh I love having them under my command. I've never seen something climb a tree that fast, holding a plasma cannon no less. Now if goddamn <i>*name removed*</i> would stop causing trouble with them before they turn him into topsoil. That is if I don't first."<br> <br> <b>Status:</b> <span style="color: #009999;font-style:italic">Friendly</span><br> What became one of the fastest diplomatic processes in IAE history came after a team of Sauran diplomats suddenly showed up on the Outer Rim colony of Aumera. IAE officials on the planet were quick to accommodate the polite invaders for a tour of the capital. After their tour, IAE diplomats were invited to the Sauran's homeworld of Aradan (which subsequently started a heated battle between many in the IAE's entire diplomatic division). The team that eventually went was treated with the beauty of Aradan and eventually met with the Sauran to sign a non-aggression pact (NAP) on Rua Zo’ol. The military wasted no time in retrieving a large number of Sauran to become Auxiliaries and establish a population within the IAE.<br> <br> ====[[Nalstros Space Pirates]]==== * "You wanted my opinion on them or how much I hate them? They're the same." * “We entered the central hub very peacefully; the [[Nalstros]] were standing in plain view. The sergeant walked up to what was clearly their leader, I couldn’t hear exactly what was said but the leader motioned to the hostages at one point and the sarge and him almost shook hands at the end. Almost. Then sarge motioned for us to move into the hub and the Nalstros started walking out. If you’ve ever had time to look at one (while you weren’t shooting at it), they all have a hell of a death stare. Once we passed them I expected to be shot in the back. It obviously never happened and they went on their way to whatever hellhole they came from but... [the interviewee took a long pause here] I don’t feel like it’s over.” <i>- Quote taken from IAE-INN News Database. All rights reserved.</i> * "Being part of a pirate hunting brigade was certainly the high point of my military career."<br> <b>Status:</b> <span style="color: red;font-style:italic">At War</span><br> [[Image:IAE-Nalstros.jpg‎|465px|right|thumb|Nalstros during their raid of Eritora.]] The Nalstros have been around to harass them as long as The IAE can remember. The sheer size of the empire has had no effect on the Nalstros' audacity and willingness to raid it. The Nalstros are known by all of those in the IAE given their widespread nature, although less so in the Inner Planets. Hatred for them is universal. Many of the specialized pirate hunting brigades have been specialized further to combat the Nalstros.<br> <br> The Nalstros typically target the most isolated or less defendable IAE targets. Frontier colonies, secretive installations, and other locations are under the greatest threat. Larger colonies and areas are often sufficiently garrisoned to deal with Nalstros. IAE ships are almost always superior to Nalstros counterparts but don't always have the advantage in numbers or are often ambushed. The Nalstros will often try to compensate by staging said ambushes or putting the IAE in a situation where using their full firepower would be ill advised. Hostages are a common strategy.<br> <br> On the ground, the Nalstros are often forced to use ambush or guerrilla strategies in the face of superior IAE armor and air power. Battles between infantry are not always so clear cut. It's hard to gauge how Nalstros troops compare to IAE ones, toe-to-toe because the nature of Nalstros raids often vary wildly. In general, Nalstros weaponry is certainly capable of harming IAE soldiers but their own armoring is consistently vulnerable to IAE weapons of a comparatively lower caliber. Nalstros troops are often swifter than normal Euskanian ones but about equal in melee capabilities (though this can depend entirely on what weapon is used by each party). Berserker sized Nalstros are often on equal footing with Gen-En's but as with all Nalstros engagements, there are many variables. ====[[Gronian Imperium]]==== * "Who?" <b>Status:</b> <span style="color: #FFCC00;font-style:italic">Neutral</span><br> ====[[Wingle Empire]]==== * "I wouldn't say they got balls, chesthair maybe, but not balls." <b>Status:</b> <span style="color: #009999;font-style:italic">Friendly</span><br> ====[[Holy Nepharian Empire]]==== * "Not sure if the oversight board would allow their religion." <b>Status:</b> <span style="color: #FFCC00;font-style:italic">Neutral</span><br> ===Other=== <b>The Volkaan Federation</b> <i>(VKF)</i>: The IAE are enemies of the VKF. After numerous armed skirmishes, war has been declared on them. They are crafty and resourceful and often provide a challenging fight for the IAE. <br> <br><b>The Gulf Spice Consortium</b> <i>(GSC)</i>: The IAE has somewhat of a playful relationship with the GSC. They are neither allied nor at war. The only times they usually meet are over spice supplies. The IAE and GSC duel over spice rich planets in deadly war games and it is implied that to the winner will go the spoils, no questions asked.<br> <br> <b>[[The Mechas]]</b>: Products of the Apexx WarGroup, these small but numerous biomechs can be purchased by any empire to act as troops. Their deadly designs often cause problems for the IAE and they are a nuisance to destroy. The major problems the IAE have in dealing with them is the fact that the purchase of mechas is always hard to trace and that Apexx has done a very good job in hiding their planets so retaliation will not happen soon.<br> ==Military== The IAE's military might is surpassed by none. The highly advanced technology developed over the millennia of the empire's existence has enhanced all ways of life but none more than the military's. Combat technology in The IAE is vast; thousands of different weapons have been developed through its many wars with other empires. The IAE's entire military doctrine is built on overwhelming firepower, superior technology, and cooperation between all units and branches of the military. [[Image:Eusk Motor Pool.png|600px|right|thumb|A group of IAE vehicles awaiting deployment.]] <br> <br> <br> ===Operations Divisions=== The IAE's military is typically classified in several different ways by color. Most forces will ultimately answer to one or two commanders in charge of an operation however. The divisions are strictly for classification. <b>General Operations Division (White Ops)</b> By far the absolute largest division, the General Operations Division, also known as White Ops, is the classification for all standard military units and operations. This typically includes things such as invasions, fleet engagements, defenses, anti-pirate operations, riot and civil war suppression, and foreign or Protectorate occupation. White Ops contains a vast variety of units and weaponry given its size and diverse roles. The moniker White Ops comes from the often clear-cut or "white" nature of its operations. <b>Covert Operations Division (Black Ops)</b> The Covert Operations Division, also known as Black Ops, is the classification for all units and operations involving stealth or subterfuge. Black Ops typically covers reconnaissance, general stealth, gambits, intelligence, assassinations, ruses, and numerous other operations. Many of the units classified under Black Ops are divided further into different corps, such as the Itzal Corps. Black Ops weaponry is almost always suppressed and/or compact and units make heavy use of stealth fields and specialized training. Most of the affairs of the Black Ops division are classified or simply unknown to most, even to those in other sectors or the military. Black Ops gets its nickname from the stigma that stealth operations take place at night or under the cover of darkness, hence the color black. <b>Alternative Operations Division (Red Ops)</b> The Alternative Operations Division, also known as Red Ops, is the classification for all units and operations involving highly dangerous situations and independent operatives. Red Ops covers an unlimited variety of situations that call for small teams of soldiers, typically commandos or other highly trained personnel. Teams or individuals will often work almost totally independent from White Ops as well as their Red Ops commanders in some cases. Red Ops units are often equipped with the best supplies and armor. Units are usually capable of multiple forms of combat including stealth, open combat, and operating vehicles as well as computers and/or machinery in some cases. Units under the Red Ops classification include Red Devils, Legionaries and Legionary Veterans, and unspecialized commandos. Red Ops is named after its connection with dangerous situations often associated with the color red. Unofficially, the division is named after its most notable unit the Red Devil. <br> <br> <br> ===Military Ranks=== With such a massive military to coordinate, it's only natural that The IAE has an organized set of military ranks and responsibilities to ensure that operations run smoothly.<br> <br> ====Navy (Space)==== <b>Grand Admiral</b><br> The highest possible rank in The IAE’s naval forces. Grand Admirals are senior members of High Command and the only officers authorized to command fleets of over 500 combat ships. Typically they will be assisted by a number of other lower-ranking admirals to share the workload. Since the largest war fleets are only assembled for extremely important operations, Grand Admirals do not command regular forces. Instead, multiple fleets are temporarily combined and collectively put under their command.<br> <br> <b>High Admiral</b><br> The second highest ranking in the navy. High Admirals are junior members of High Command and are authorized to command fleets composed of between 100 and 500 combat ships. Unlike Grand Admirals, they often have regular forces under their command though are often expected to loan ships to lower ranking officers. They're most often chosen to lead war fronts and are routinely allowed to exceed their maximum ship limit. This often happens when a conflict requires more ships but it would be impractical to transfer a Grand Admiral for a variety of reasons. The most common reasons are when the current High Admiral is better acquainted with the war, the HA has shown suitable competency, or a GA is simply unavailable.<br> <br> <b>Admiral</b><br> The third highest naval rank in The IAE. They are the highest ranking officer not permitted to serve in High Command but the lowest necessary to command regular war fleets. Competition among admirals to fill High Admiral vacancies and therefore enter High Command is very fierce. Normal Admirals are allowed to command fleets of up to 100 combat ships. Most officers are never promoted beyond the rank of Admiral because of the strict requirements for and limited space in High Command. They are very well respected despite this.<br> <br> <b>Low Admiral</b><br> The most junior rank of the admiralty, Low Admirals are allowed a variety of command positions to prove their skills as an officer. One of the most common is a large station, shipyard, or a group of smaller outer space structures. Other more promising Low Admirals are allowed to command very small escort fleets for trade convoys or civilian ships. The most prominent among them, those whose promotion to Admiral is all but assured, are often given dreadnought-class ships. Many officers see the rank as only a transitional one.<br> <br> <b>Commodore</b><br> The highest non-admiral rank. Much like Low Admirals, Commodores are often seen as proving themselves for the admiralty rather than occupying a rank all their own. They are the lowest rank required to command both invasion and ship carriers. Other times they are given command of mid-sized stations or outposts. In some situations they lead special non-combat ships such as Mendikatea cargo titans and other irregular vessels as the military's representative.<br> <br> <b>Ship Captain</b><br> Also known as just Captain. They are the minimum rank required to command battleship-class ships as well as small outposts and installations. This rank commands a significant amount of respect compared to those below it.<br> <br> <b>Ship Commander</b><br> Also known as just Commander. They are the minimum rank required to command cruiser-class ships.<br> <br> <b>Lieutenant Commander</b><br> Also known as High Lieutenant. They are the minimum rank required to command frigate and destroyer-class ships.<br> <br> <b>Ship Lieutenant</b><br> Also known as just Lieutenant. They are the minimum rank required to command corvette-class ships. They are often tasked with survey or exploration missions not performed by drones. They often take charge of the light escorts on science or other miscellaneous missions and work in conjunction with a security officer in charge of personnel.<br> <br> <b>Sub Lieutenant</b><br> Also known as Low Lieutenant. They are the minimum rank required to command smaller transports and light patrol ships.<br> <br> <b>Operations Officer</b><br> The highest rank not authorized to command combat vessels. Operations Officers are placed in charge of decks or divisions in larger vessels. They have a very diverse skill set depending on which deck they oversee.<br> <br> <b>Operations Assistant</b><br> More commonly known as Operator. Highly skilled crew members that perform advanced duties on any ship. They often make up a significant portion of bridge crews and occupy the upper levels of deck hierarchies.<br> <br> <b>Warrant Officer</b><br> Also known as Advisory Officer or Analyst. Warrant Officers are responsible for disseminating orders and information from the higher ranking officers to the rest of the ship. They form a connection between the average Crewman and the senior staff. They're often placed in charge of smaller sections on ship decks or divisions. Warrant Officers in Advisory or Analyst positions relay important information to senior officers and sometimes even directly to the ship’s captain.<br> <br> <b>Petty Officer</b><br> The lowest ranking officer in The IAE’s navy. They perform the lowest level commanding on a ship and spend the most time around the basic crewmen. They're often responsible for training new crew members.<br> <br> <b>Crewman</b><br> Also known as Crew Member. They are the absolute lowest ranking personnel on any ship. They perform a vast array of duties from reactor maintenance to monitoring weapons system to life support to sanitation. They can be found in nearly every deck with the exception of high security areas such as the bridge.<br> ===Weaponry=== The IAE's military forces pride themselves in equipping everything from the largest warship down to the lowliest soldier as well as possible. Therefore, even cadets and auxiliaries in The IAE's scope have pieces of highly advanced technology to help them accomplish their goals. The following entries are some of the more common firearms found in the hands of those loyal to The IAE. Most weapons are classified into major categories such as Small Arms, Long-range Rifles, Heavy Weapons, etc. based on their typical usage. They are then subdivided further by the way they function and what materials or energies they utilize as weapons. <br> <br> <b>Legend:</b><br> B: Ballistic <br> C: Chemicals or Specialized Liquids <br> D: Directed Energy <br> E: Electricity <br> F: Fire, Flammable Substances, or Similar Weaponry <br> P: Pulse Energy <br> R: Rockets, Missiles, Grenades, or Explosives <br> X: Exotic or Miscellaneous <br> <br> <br> <br> ====Pistols/Small Arms==== <b>D88 Plasma Pistol</b> [[Image:Wep-D88.PNG|275px|right|thumb|One of many D88 builds.]] A compact and efficient sidearm, the D88 is standard issue for all military and law enforcement personnel. The weapon is a small plasma launching system powered by small and removable plasma generators. Each generator acts as a clip, supplying plasma rounds to the user until its out of energy. As a matter of efficiency, each clip is rechargeable but will lose its ability to keep a charge after repeated use. The mechanism used to recharge generator clips is too large to carry so any competent user of the D88 will carry multiple clips with them. The amount of potential shots in each generator clip is not fixed; things like firing continuously, overheating, and poor maintenance can reduce the number of usable shots. Personnel in training are taught to use discretion when firing as well as properly maintain their D88's in order to make the most of each clip. <br> <b>D99 Auto Plasma Pistol</b><br> With a few alterations to the D88, manufacturers were able to create a full automatic plasma pistol firearm. It works essentially the same but given its rapid way of firing, generator clips are bound to run out much faster. Some companies have managed to develop each of their own "heavy duty" generator clips with built-in heat sinks or venting systems but the space for these is taken from the generating mechanism itself meaning possible shots are lost either way. There are ongoing debates about just how many shots are lost compared to routine overheating so the need to purchase a heavy duty generator clip is completely dependent on the buyer's opinion. <b>B190 Gauss Pistol</b><br> Slightly bulkier than the D88 but packing a bigger punch, the B190 is a miniature coil gun that is somewhat common in IAE space. The barrel contains a number of small magnetic coils that rapidly accelerate a very small slug along the length of the gun and towards a target. The B190 is more lethal and fires its projectile much faster than the D88 but requires regular ammo clips that are quite obviously not reusable as in the D88's case. The coils themselves are powered by a very small battery that seldom needs to be replaced. <b>P76 Pulse Emitter</b><br> Another common pistol-type weapon is the P76. Its power is inferior to both the D88 and B190 but as a result of breakthroughs in pulse technology its single use generator clip provides it with a significant amount of possible shots. Overheating is the only thing barring the wielder from unleashing a continuous hail of pulse energy at a target. Some models are capable of being integrated with vents or heat sinks that greatly increase the P76's capabilities. Against numerous and/or unarmored targets, the P76 is a cheap and effective option. <b>E11 Volt Pistol</b><br> A fairly rare weapon, the E11 is a (mostly) nonlethal electricity-based pistol. It fires an extremely small piece of circuitry encased in an adhesive. Once the round hits something the circuit registers an impact and releases an incapacitating amount of electricity. The round itself is inactive until loaded into the E11 and registered with a specific voltage by the weapon (controlled by the wielder). In this way, the person firing can set a higher or lower charge based on what species or entity they want to disable. The standard E11 available to the public has a restriction on voltage but particularly savvy hackers can unlock it and set the rounds to their full voltage capacity which can be lethal for many organisms. <b>B45 Shock Pistol</b><br> A firearm named for its common use by shock troopers (though it may cause some to confuse it with the E11), the B45 is powerful enough to be classified as a heavy pistol. The firing mechanism utilizes Gauss coils much larger than most standard pistols and bullets at least twice to three times the size of standard IAE ballistic pistols. The only purpose for the B45's making was compact but brutal firepower. Though its ammunition comes in smaller clips and is more expensive than most other weapons, the B45 is fully capable of killing even armored targets outright. <b>R11-1 Dual Rocket Pistol</b><br> One of the more cunning IAE firearms, the small but deadly R11-1 is an anti-armor pistol that sees most of its use by combat scouts and mercenaries. It makes use of 2 high velocity pod rockets that are notably loaded into the front of the large almost oval-like barrel of the weapon. They can be fired one after the other or at once depending on the wielder's choice. Though it is one of the IAE's smallest anti-armor weapons, the size and nature of the rockets makes consistent ammo a problem unless the wielder is willing to carry a good number of rockets with them. Further, the R11-1 has the tendency to be wildly inaccurate and sometimes useless against moving targets because of the rocket's low muzzle velocity. Despite these drawbacks, a competent soldier can use the R11-1's size and strength to the full if they are adequately prepared. <br> ====Shotguns/Close Quarters Firearms==== <b>B135 Gauss Shotgun</b><br> The most common type of shotgun found in IAE space is the semi-automatic B135. The B135 utilizes a number of Gauss coils to accelerate a shell faster and farther than most shotguns. This means that they will typically have a longer range spread but can be calibrated to fire like most other shotguns. Like the B190 Gauss pistol, the B135 requires a small battery to effectively power its coils. Unlike the B190 however, the B135 requires a greater charge so the battery tends to run out within the gun's natural span of use. <b>C1215 (Chemical) Shotgun</b><br> The C1215 is a specially designed shotgun for firing MMP7 corrosive rounds. MMP7's are filled with an incredibly corrosive acid that activates upon contact with air. As such, the rounds are produced and loaded in a vacuum. Both the clip and shotgun are vacuum sealed to prevent the rounds from melting the entire gun. Certain parts inside the C1215 are covered in a basic (as in a high pH) solution to impede the acid should it leak. The outside is plated in lightweight armor to reduce the number of possible punctures that would compromise the MMP7 rounds. The C1215 itself is extremely powerful despite its high cost and unleashes both the stopping power of a typical shotgun and the extreme lethality of its corrosive rounds. <b>D444 Laser Shotgun</b><br> Only referred to as a shotgun because of its similarities, the D444 is a laser based close combat weapon. The somewhat large barrel is equipped with a large number of small laser emitters. However, instead of projecting solid beams they are calibrated to fire on an extremely tight wavelength. Although their wavelength means the lasers dissipate extremely fast as they move away from the gun, a close range shot can easily kill an armored target in a barrage of searing laser fire. Interestingly enough, the D444's battery doesn't need to be replaced often but its emitters burn out fairly quickly. Therefore, it's "reloaded" by popping off a portion of the top and replacing the set of emitters (they burn out in near unison which makes replacing individual nodes unnecessary). <b>D9-6 Wave Launcher</b><br> The D9-6 is a close-range energy based weapon with incredible stopping power. It generates a powerful but shallow wave of kinetic energy from its barrel creating an energetic arc with immense throwing power. Though it dissipates after very little distance, it's capable of crushing the bones of weaker targets or launching stronger targets fairly far from the wielder. The D9-6 is fairly compact, only slightly longer than an average Euskanian's forearm in most cases. It's often not wielded in the dominant hand as its lethality is not always guaranteed so most users tend to carry a smaller firearm to finish the job. <b>F60 Plasma Flamethrower</b><br> A somewhat uncommon weapon, the F60 utilizes superheated clouds of ionized matter to horribly burn enemy targets. The F60 is fueled by a number of plasma cartridges inserted into the bottom of the weapon near the grip (the standard model is designed to hold 3 clips at once to maximize continuous fire given the nature of the weapon). Unlike typical propellant flamethrowers that take volatile fuel canisters, the plasma cartridges of the F60 are not flammable and therefore much less dangerous to wield. Plasma "flames" also tend to have a farther range although they are still their most dangerous up-close. <br> ====Submachine Guns/Carbines==== <b>P12-1 Pulse Repeater</b><br> An extremely reliable and compact weapon, the P12-1 is a pulse-based SMG that sees extensive usage in IAE space. Like all SMG's, the P12-1 is fired using pistol generator clips which along with the inexpensive nature of the gun makes it a very efficient weapon option. The mechanisms of the gun are designed in a way that makes them easy for experienced technicians to maintain and alter. The most notable alteration is armor integration by The IAE military. The weapon has been reformatted in a way that makes it capable of being collapsed into the forearm compartment of standard combat armor. Much like the D88 is standard issue for most military personnel, the P12-1 is integrated into every suit of standard armor. The armor's reactor means that generator clips are not required and that each soldier has a multitude of shots to fire before they need to worry. On top of this, the military grade P12-1 is usually used as a last resort and therefore doesn't have a chance to drain much energy in most situations. <b>B17 Gauss Submachine Gun</b><br> Unfortunately one of the most common SMG's in the hands of criminals, the B17 is an overall cheap and efficient weapon. As one might imagine, it uses compact Gauss coils to accelerate pistol munitions in rapid succession. Many manufacturers (including illegal ones) can pump out a large number of B17's in a short time making them a staple for civilian militias, frontier colonists, and other ragtag groups. <b>C11-20 Liquid Nitrogen Rifle</b><br> One of The IAE's more unconventional weapons, the C11-20 is a specially designed support carbine. The original concept called for a weapon similar to the F60 Plasma Flamethrower but most of the possible designs came with a high risk of backfiring and harming the wielder. Later on the gun's design was converted to that of a carbine as the developers found mid-range capabilities to be much more effective. The C11-20 fires Liquid Nitrogen filled capsules that explodes into a cloud of vapor which can quickly killed unprotected organic targets as well as freeze armored targets and the surrounding area. In conjunction with more direct weaponry, enemies and other targets can be quickly frozen and shattered in rapid succession. <b>D42 Laser Carbine</b><br> An effective and common weapon for many IAE soldiers, the current iteration of the D42 hasn't changed much for the simple reason that it hasn't had to. The gun relies on a single, moderately large, and generous battery to function. Given the D42's excellent firepower and flexibility, these batteries are fairly easy to acquire. The D42 fires a singular blast of laser energy at a moderate wavelength for both strength and range. The blasts of the D42 are capable of inflicting heavy damage on even well-armored targets. The most recent model is designed to accommodate just about every type of mount and scope available to the military making them highly versatile and customizable for every soldier and/or situation. <b>P209 Dual Pulse Blaster</b><br> A simple pulse based weapon design, the P209 is a somewhat smaller staple for some IAE forces. The P209 works by firing pulse energy from two vertically aligned barrels in an often rhythmic fashion. The default design was forced to include ventilation technology to make the dual barrels effective and no more prone to overheating than most other weapons. Older models of pulse blasters had only one barrel but the trade-off of rate of fire for damage wasn't a good one and were seen as mostly useless. With the induction of the dual barrels, the P209 has seen a spike in use and is now simply an overall reliable weapon. <b>B636 Rail Carbine</b><br> One of the smallest weapons in the IAE arsenal to utilize a railgun, the B636 is capable of packing a serious punch. Soldiers strong enough to wield the B636 effectively can use its firepower to eliminate targets of all types and sizes. Though not as devastating as larger standard models, the rail technology of the B636 is still one of the strongest weapons of its size. The gun requires a moderate battery pack and a rack of specially designed slugs to operate correctly. ====Sniper/Long-Range Rifles==== <b>B82 Rail Rifle</b><br> The B82 is The IAE's most commonly used sniper rifle from sanctioned mercenaries to the IAE military. It's shown itself to be highly dependable, versatile, and efficient in past conflicts. The B82 is mostly composed of a fairly large railgun that is capable of being loaded with squash (bullets designed to flatten and transfer energy on impact) or puncture (bullets designed to pierce targets) slugs as well as other customized rounds that have popped up around the IAE. The rifle is open to a good number of mounts and scopes to increase its effectiveness or specialization. <b>B400 PR12-74.2 Coilgun</b> [[Image:B400 PR12 Coilgun.jpg|400px|right|thumb|A B400 PR12 resting on a table.]] The B400, more commonly known as the PR12, is one of the IAE's newest, strongest, and most unique rifles. The PR12 utilizes an uncommonly strong set of Gauss coils to accelerate a small slug to immense speeds. The gun is capable of firing both squash and puncture slugs for devastating impact and penetration respectively. The PR12 is effective at nearly all ranges though moreso at mid to long range. Close range shots will typically puncture most targets and keep moving, even those done with squash slugs. The gun is also very sturdy and it is not unheard of for them to be used in a melee capacity. The gun is also fitted with a heavy recoil dampener by default, giving wielders the capability to fire multiple shots with accuracy over a short span of time. The gun supports a variety of scopes and mounts for further adaptability. The PR12 is nearly semi-automatic. <br> <br> The PR12 is unique in more ways other than just its effectiveness. It is one of the first and only ballistic weapons in the IAE that utilizes generator clip. While most ballistic weapons use battery packs for power and most energy weapons use generator clips as ammunition, the PR12 does neither. Its magnetic coils are so strong that they cannot be efficiently powered by a battery pack. Conversely, the gun accelerates rounds so powerfully that it can use smaller than normal ones to the same effect as other weapons. Therefore, it does not need to be reloaded very often. Because of this, the PR12 uses generator clips loaded into the body of the gun to power its firing mechanism while its ammunition is loaded into the back. While the ammunition seldom needs to be reloaded, the generator clips can require recharging fairly often depending on usage. The gun can utilize any number of generator clips beyond the standardized one for extended use.<br> ====Heavy Weapons==== [[Image:IAE X2020 Darkmatter Railgun.jpg|350px|left|thumb|A soldier firing an X2020 at a Diabloian.]] <b>X2020 Dark Matter Railgun</b><br> In terms of armor penetration, the X2020 is hard to match. Though much of operating an X2020 requires customized and expensive components, many heavy weapons soldiers will insist that it's all worth it. The X2020 fires slugs filled with compressed dark matter. As one of the densest entities in the known galaxy, dark matter can punch through nearly any solid material. The dark matter's extreme density is temporarily negated by using special anti-gravitic modules in the X2020's chamber so the weapon is able to be carried while loaded. Once the slug is fired, its jacket breaks apart while the dark matter remains in motion and punches a sizable hole into its target. Better funded battalions can afford to buy customized long-range thermal-X-ray scopes that allow the wielder to peer through most materials before making a hole in them. Several assassinations have actually been accomplished in this way.<br> <br> <b>BR7-30 Thermobaric Railgun</b><br> A combination of weapon types, the BR7-30 is a highly effective anti-armor and anti-structure weapon system. A vast majority of railgun slugs are designed to squash on impact, transferring their kinetic energy to the target and causing damage. The specially designed slugs of the BR7-30 contain a highly concentrated thermobaric compound in their rear section. When the slug impacts, it transfers its kinetic energy to cause initial damage and in the act of squashing sets off its explosive to create a significantly powerful blast. Despite its ability to devastate nearly anything, the BR7-30 has its limitations and certain factors can affect its overall effectiveness. Given its nature as a thermobaric weapon, it cannot create any type of explosion in a vacuum or a liquid because there is no air present. Furthermore, each slug needs to be fabricated with a different atmosphere in mind. For example, a thermobaric slug designed for an oxygen-based world will not explode to full potential on a world where oxygen is less prevalent and will not explode at all on a world lacking any oxygen. In such situations the BR7-30 becomes as effective as a regular railgun albeit one that is currently wasting money by design. Any soldier that knows they will be using a BR7-30 would do well to plan ahead to compensate for the weapon's drawbacks. <b>F399 Dust Combuster</b><br> One of the rarer and less conventional IAE weapons, the F399 is a heavy weapon effective against both infantry and flammable structures. The F399 fires a specially designed layered rocket for its somewhat complex blast. Upon impact (or remote detonation in mid-air) the rocket's outer shell erupts into a large cloud of low density flammable dust. The inner component then explodes and ignites the dust creating a flaming cloud. Infantry caught in the blast are usually completely engulfed in flames and find trouble putting it out as the dust adheres to their armor. Wielders that take the time to analyze wind patterns can easily create a mobile wall of fire. <b>D191 Plasma Cannon</b><br> The D191 is a sizable weapon typically used for anti-armor roles. The cannon rapidly launches a large blast of plasma energy at a target with obvious results. It's powered by a rather large plasma generator which only adds to its significant weight. As such, it's nearly impossible for a regular Euskanian soldier to use one as a handheld weapon and they are often only seen in the hands of larger troopers and [[Sauran]] auxiliaries who can wield them with much more ease. <b>Takora Drone Turret</b> (under construction...) ===Infantry=== The most common types of infantry. There is a vast amount of different classifications and ranks of each infantry type. Units displayed here will be simplified to their basic versions for sake of avoiding confusion. ====Member Race Infantry==== <b>Trooper</b> [[Image:1-Trooper.JPG|110px|right|thumb|Archival footage of a standard Trooper.]] Established as a basic unit type during the Continuum Wars, the Trooper was the backbone of The IAE's infantry divisions for thousands of years. Troopers went through extensive strength and athletic training to support the weight of their battle armor as well as advanced weapons training to properly use it. Integrated weaponry was already semi-standard by the Continuum Wars so Troopers were often armed with double pulse blasters and kinetic strength enhancers by default. The Heavy Trooper was a designation with added missile launchers allowing the soldier to directly engage both infantry and vehicles in most situations.<br> <br> The Trooper was eventually abandoned as the IAE's primary infantry unit in favor of the Footsoldier, however. Many military administrators felt that the armor's design needed to be rebuilt from the ground up for better weapon integration, reduced weight, and increased efficiency. Troopers are not extinct however, and can be found in some battalions.<br> [[Image:2-Needler.JPG|130px|left|thumb|Archival footage of a Needle Trooper equipped with dual needle cannons.]] <b>Needle Trooper</b><br> The Needle Trooper was a highly specialized trooper type also established during the Continuum Wars. They were capable of operating during general combat situations or small-time infiltration roles. Their equipment included thermal and night-vision optics and mostly black armor for maximum effectiveness at night or low-light areas. The most notable feature of the Needle Troopers standard loadout was their unique needle cannons.<br> <br> Needle cannons, often dual wielded, utilize a highly specific crystalline ammunition. The ammo is formed from a synthetic acidic compound that crystallizes at the temperature within the gun. Each crystal round is solidified around a small and simple piece of machinery. The chip inside is designed to register an impact inside and immediately overheat the circuitry. Milliseconds after a round impacted, the corrosive crystal structure would melt and burn away the target. The full destruction of the round meant that their kills were mostly untraceable (meaning no official kill count for the Needle Troopers has ever been made). The Needle Trooper's bulkiness eventually led to their decommissioning as official stealth units but still exist as general soldiers in some military circles.<br> <b>Footsoldier</b>[[Image:3-Footsoldier.png|120px|right|thumb|The IAE's bravest.]]<br> As the backbone of IAE infantry divisions, the Footsoldier has quickly become synonymous with either fear or relief on modern battlefields. The faceless face of The IAE comes equipped with a fully integrated and self-sustaining armor suit by default. All Footsoldier suits are powered by a compact but very generous battery that's capable of reasonably supporting them for numerous cycles. The standard weapon of the Footsoldier is a pulse-based forearm mounted blaster. In many cases they are mounted on both arms for better damage at the cost of a faster firing rate (the weapon must release heat for a very brief but still substantial moment of time).<br> <br> The armor's gauntlets are especially notable. The knuckle area is designed to absorb kinect impact which in combination with the suit's strength augmentation can give a basic footsoldier more than enough of a punch to overwhelm unprotected enemies. The palm, underside, and tips of the fingers are made from an elastic weave with microscopic conductors sewn into it. This allows the electrical impulses of a soldier's nervous system to channel through the gauntlet enabling a level of dexterity usually lost by wearing any type of glove. A footsoldier can engage in vicious melee combat and immediately switch to sabotaging enemy circuitry or other minuscule tasks with ease.<br> <br> The advantage that integrated and ammo-less weaponry affords is being able to carry hand-held guns as well. Wielding a weapon turns the pulse blaster into an effective last resort. Many Footsoldiers can also opt to get a magnetic holder for their weapon mounted on their armor for added convenience. <br> [[Image:4-Tesla.png|100px|left|thumb|A Tesla Trooper in standard armor.]] <b>Tesla Trooper</b><br> Tesla Troopers were established a relatively short time before the Footsoldiers. Tesla Troopers utilize miniaturized and weaponized versions of the Tesla coil integrated into their suit. This gives them the ability to unleash pulses and blasts of electricity as directed energy weapons. Tesla Troopers have found their way into many commanders’ hearts because of their ability to disable vehicles and quickly eliminate unshielded infantry. Although not heavily armored, Tesla Troopers relative speed and great versatility make them a valuable asset.<br> <br> The Tesla Troopers armor itself is very intricate. Their combat weave is specially designed to completely negate electrical energy in the event their weaponry backfires. This also gives them a small immunity to pulse based weaponry but the nature of it also means it loses effectiveness at absorbing ballistic impacts like most combat weaves. This is somewhat rectified by energy shielding powered by the suit’s power plant.<br> <b>Doomtrooper</b><br> [[Image:5-Doomtrooper.png|165px|right|thumb|The source of many enemy's dread.]] Tall and fearsome, Doomtroopers are the appropriately named killing machines of The IAE. Though killing ratios are hard to keep perfect track of, most analysts are convinced that Doomtroopers have one of the highest (if not the highest). Standing nearly twice as tall as Footsoldiers, Doomtroopers are heavily armed and armored cyborgs that have devoted their life to The IAE’s interests across the galaxy. Doomtroopers fill a variety of roles including independent agents, squad leaders and officers, urban soldiers, open-field soldiers, and many others.[[Image:5-Doomtrooper-2.png|160px|right|thumb|The double blade mounted variant of the Doomtrooper.]] <br> <br> Doomtroopers are deployed with a variety of tools for destruction. They are genetically enhanced and implanted with cybernetic components and given extremely resilient and powerful body armor. Although it is appropriately bulky, numerous points are made flexible for maximum mobility. One of their most obvious weapons is an enormous combat blade. The blade is longer than most race’s arms and charged with volatile plasma energy making it deadly against most any foe. Some Doomtroopers even choose to have blades mounted on both arms for unimaginable ferocity during melee combat. In addition, they come with the same pulse blasters as most IAE soldiers although their larger armor allows for stronger and more intricate firing mechanisms.<br> <br>[[Image:6-Itzal.png|140px|left|thumb|An Itzal in one of millions of possible outfits.]] <b>Itzal Black Ops</b><br> The Itzal are what can be best compared to ninjas. They are highly trained in stealth, infiltration, melee and ranged combat, and most importantly escaping any situation. Itzal are masters at blending in with civilian populations, often wearing their equipment under inconspicuous clothing and able to carry out assassinations and other tasks from out of nowhere and disappear equally well. A vast majority of Itzal are female because their slighter build allows for numerous advantages with speed, stealth, and flexibility. <br> <br> Many operatives have customized or selective weaponry based on their assignment. The most common is a fearsome and concealed vibroblade. Mounted to the forearm, the vibroblade is specially designed to vibrate the molecules of a target and breach the spaces made. It works on some of the basic principles of matter. The molecules of a solid are tight packed and vibrate against one another, those of a liquid move faster and are barely connected, and those of a gas move at great speeds and barely touch one another. By rapidly speeding up the molecules of a solid target in a swift strike, they temporarily lose cohesiveness and therefore easily succumb to even slight wounds by the vibroblade.<br><br> <b>Gudari MkI</b><br> [[Image:7-Gudari1.png|110px|right|thumb|The largely unchanged MkI.]] Gudari are specialized soldiers for operating in highly toxic environments that normal unit’s environment suits might be unable to handle. Their suits are layered with highly compact materials that negate some of the most deadly radiations and toxic materials in the galaxy. Each suit also comes with one of the most advanced independent life support systems in the galaxy. Intricately designed filters and breathable air recycling systems give Gudari the ability to survive in harsh areas for days or even weeks. <br> <br> Their armor is less flexible than most soldier’s resulting in lower than normal movement speed. This is intentionally done to reduce the amount of vulnerable areas on their armor and avoid any breaches. The Gudari’s only weapon is an arm mounted railrifle. It’s a suitable only weapon though; it has enough strength and penetration to eliminate most threats. Targeting is integrated into their HUD’s and is assisted by the suit’s computers. The computer also has a small program that helps isolate weak points in enemy units or structures to save time so breaches in the suit from enemy fire can be avoided. <b>Gudari MkII</b><br> [[Image:8-Gudari2.png‎|180px|left|thumb|The cumbersome but often benevolent MkII]] Although they do not share the same purpose as the Gudari MkI, the MkII shares many of its features and designs. The MkII has superior environmentally sealed armor than most IAE soldiers like the MkI. In fact, they are often used as heavy support troops during Gudari MkI operations when the area is too toxic for them. Strangely enough, MkIIs are often very benevolent characters and some even adopt Zen philosophies similar to the ones that originated on Earth. Many colonies have a MkII living there by choice and are gladly welcomed. <br> <br> Gudari MkII’s are genetically created or receive vast enhancement in order to operate effectively. Their armor is vastly durable and comes with generous shielding and numerous areas for customizable weapons. The MkII’s most obvious feature is their dual rail cannons mounted around their shoulder blades. They are a scaled up version of the MkI’s railrifle and capable of great feats of destruction. MkII’s are often casual in their assault strategies, relying on covering ground slowly with their massive firepower. Their rail cannons are collapsible to a degree for noncombat situations for less awkwardness while moving around.<br> <br> <b>Sky Lord and Sky Sovereign</b><br> [[Image:10-SkyLord.png|140px|right|thumb|A Sky Lord ready for deployment.]] The Sky Lord and its counterpart the Sky Sovereign are units that only recently passed all simulated and live-fire combat testing. Even so, many enemy pilots and aircraft have already met a very personal end at the hands of a Sky Lord. As their name suggests, they are piloted battlesuits that mainly operate in the mid and upper atmosphere. Major breakthroughs in jumpjet technology allows them to mount engines no bigger than those found on a Red Devil but easily catch up to and surpass most modern enemy fighters. Their main role is to eliminate enemy forces making planetfall or simply enemy aerial opposition. Their ability to quickly and ruthlessly destroy cumbersome dropships and supply ships makes them a serious threat to any force trying to slip troops through planetary defenses. With unmatched speed and flexibility in aerial combat, Sky Lords are much more than a match for enemy fighters and in conjunction with AA defenses and standard air combat units, attacking a prepared IAE planet has become that much harder.<br> <br>[[Image:11-SkySovereign.png|150px|left|thumb|The Sky Lord's big brother, a Sky Sovereign.]] Sky Lords are often led in combat by Sky Sovereigns, highly skilled operators that wear bigger and stronger iterations of the standard armor, appropriately colored the royal red. The increased amount of armoring and weaponry they carry is offset by additional thrusters allowing them to maintain the same blinding speeds as their Sky Lord brothers. They are also equipped with better in-helmet equipment like more complex comm arrays for coordinating with their squads, 3-D radar suites for maximum tracking ability, and some of the most sensitive targeting computers available to any IAE unit.<br> <br> Both units are equipped with extremely high velocity proton rockets and tight-beam pulse repeaters to take down anything that enters their airspace. Sky Lords have a hand free by default so many can opt to arm themselves with any handheld weaponry that would work under their normal combat conditions. Common choices are plasma cutters, tools capable of ripping open aircraft armor and causing catastrophic decompression, magnetic mines, simple explosive charges with obvious effects, and vibroblades, powerful melee weapons similar to (if not stronger than) the ones used by Itzals.<br> <br> <b>Heavy Anti-Air BattleSuit (HAABS)</b><br> [[Image:12-HAABS.png|165px|right|thumb|A HAABS ready for deployment.]] A perfect example of innovative IAE miniaturization initiatives, the IAE's Heavy Anti-Air BattleSuit (HAABS) is both a heavy infantry unit and anti-air platform. The HAABS is relatively new and has recently passed all battlefield tests in a number of frontline conflicts. It's shown great tactical ability and brutal effectiveness in eliminating enemy aircraft and aerial drones. Interestingly enough, the HAABS was commissioned at the same time as the Sky Lord series as part of certain IAE defensive projects. Defense analysts have found that with enough anti-air or anti-orbital weaponry, an enemy invasion can be completely stopped or at least delayed enough for ground forces to properly mobilize. They have optimistically predicted that the pair will ultimately save an innumerable number of lives in the near future alone.<br> <br> The HAABS is capable of mounting highly effective proton or more aggressive anti-matter missiles into its weapon systems for unmatched singular AA capability. A small number of proton missiles are capable of downing anything up to moderately sized aircraft of variable armor strength making them a relatively cheap defense option. For planets that the IAE would rather not have debris raining on, anti-matter missiles are capable of totally annihilating most aircraft and severely damaging low orbiting spaceships. With either option, enemy pilots will find they're having an enormous trouble locating that elusive AA emplacement or AA land vehicle with the HAABS on duty. ====Foreign/Protectorate Auxiliaries==== =====Sauran===== <b>Sauran Heavy Auxiliary</b> [[Image:Aux1-SauranHeavyAuxiliary.png|150px|right|thumb|A [[Sauran]] auxiliary with a heavy weapon.]] Once The IAE and Saurans were open for diplomatic proceedings, military contractors wasted no time in offering the powerful looking [[Sauran]] chances to test new technology. Those that volunteered found themselves part of an expensive but highly successful program that resulted in IAE armor custom built for a Sauran's physiology. The test group and dozens of other volunteers were then fully inducted as IAE Auxiliaries through an agreement between the respective governments.<br> <br> The program was also focused on taking advantage of the Sauran's unique abilities. The general Sauran Heavy Auxiliary is a specially trained Sauran in a fully enclosed IAE armor suit whose usual role on the battlefield is heavy fire support. Since Saurans are much stronger and much less available than standard Euskanian soldiers, they are equipped with the heaviest and sometimes least common weapons. Heavy Auxiliaries are often given heavy weapons like positron guns, sonic devastators, plasma cannons, heavy railguns, and the like.<br> <br> The Sauran's typically agreeable nature makes them very easy to assign to normal squads and battalions to provide heavy fire support for normal Euskanian soldiers. The Sauran are also fairly swift even while lugging a heavy weapon around and can function as combat scouts or help cover ground faster. Most IAE soldiers are very glad to have these benevolent supersoldiers on their side and openly welcome Sauran into their squads. Though the occasional xenophobe can cause tensions among the mixed ranks of The IAE, they're usually met with serious consequences as more firepower is always welcomed by superior officers. [[Image:Aux2-SauranTreeWalker.png|145px|left|thumb|A [[Sauran]] auxiliary in a special armor suit.]] <b>Sauran Tree Walker</b><br> Another result of the Sauran auxiliary project, the Tree Walker is a unit designed to take advantage of the Sauran's abilities in forest and jungle warfare and natural swiftness. The suit for the Tree Walker is less resilient than the Heavy Auxiliary suit but much more specially designed for their designated types of combat. Their suits are equipped with a highly advanced camouflage mechanism that gives them the ability to completely blend in with the surrounding jungle to aid in rapid and devastating ambushes. They are mostly streamlined for more maneuverability to further assist Tree Walkers in carrying out guerrilla strikes.<br> <br> Tree Walkers usually use the Sauran's favored mode of combat, melee. They are known to leap from their hiding positions to ambush smaller groups of enemies, sometimes abducting or separating single targets to fight on their own terms. Some view this as cunning or cruel while others see it as the Sauran saving enemies from witnessing their squad members die, which sounds like something more in line with the Sauran's nature. Their claws are laced with plasma energy to compound the Sauran's natural skill and aggression in the art of tearing apart enemies. A number of Tree Walkers also receive a light shoulder-mounted ranged weapon for additional flexibility. They are often light positron guns, laser cannons, plasma cannons, and once in a while a form of railgun. Many Sauran are known to favor pulse cannons and Gauss or railguns because they are much less likely to ignite or damage the surrounding wildlife. Beyond violating their ecological morals, Tree Walkers know full well that destroying their camouflage and cover is simply moronic and therefore weapons based on radiant energy are slowly being phased out of their arsenal.<br> <br> [[Image:Aux3-SauranSubverter.png|145px|right|thumb|A [[Sauran]] Subverter in its specialized naval combat armor.]] <b>Sauran Subverter</b><br> The final resultant unit in the IAE's Sauran Auxiliary program, the Sauran Subverter makes use of the Sauran's proficiency in aquatic movement and combat. Once it was confirmed that their new friends were in fact highly capable swimmers, the contractors had the best among the Sauran volunteers taken to an oceanic Inner Rim world for further research. There, where other efforts to expand the IAE's relatively weak navy are taking place, a customized aquatic combat suit was designed for Sauran auxiliaries. Worn over a form fitting aquatic combat weave, the lightweight armor is highly resistant to damage from intense pressure, water-specific weaponry, and many of the other dangers facing a soldier under the deep.<br> <br> A Subverter's armor is equipped with fairly strong aquatic drives to further enhance speed and movement underwater as well as a low-grade camouflage system that helps them remain undetected for the most part. It also incorporates compact air supplies as well as limited air recycling modules to keep the Subverter submerged for long periods of time but certainly not indefinitely. Their typical means of attack are very deadly power claws to be used in underwater close combat that most enemies might not be prepared or swift enough for. In other situations, Subverters are given underwater charges to quickly and stealthfully place on ships or installations (even in the heat of battle) or espionage related devices for remotely gathering intelligence. Though The IAE hasn't had many naval battles since their inception, Subverters have been noted as saying that they "greatly enjoy" their role as aquatic auxiliaries, even during off-duty practice. <br> =====Necraal===== [[Image:Aux4-NecraalDeathsworn.png|left|thumb|Deathsworn in full Combat Armour minus helmet.]] <b>Necraal Deathsworn</b><br> Necraal soldiers completely loyal to The IAE and regularly outfitted with standard equipment. When the Necraal Empire splintered into 3 because of Peacekeeper pressure, Horr’or’s experiment with the Biomatter, and the ion storms covering their space, a huge number of soldiers were left stranded and leaderless. Seeing an opportunity, The IAE offered to take them in. With little trust in the Zaretians or most other Warlords, the soldiers held a referendum and agreed to the offer. Grateful for their newfound home, those soldiers were eager to prove their loyalty until death, naming themselves the Deathsworn.<br> <br> Since that time, the Deathsworn have found great success in The IAE’s forces. They've built a reputation true to their name as fierce fighters even in extreme conditions. Under a special protocol a number were even allowed to maintain a rank equivalent to what they held previously. Though this arrangement is restricted to Sector 117, as Deathsworn slowly retire the government expects Necraal populations in The IAE to grow over time. In a few decades regular enlisted Necraal will outnumber the Deathsworn and many will be promoted through normal channels.<br> <br> <b>Necraal Deathsworn Obliterator</b><br> <br> <b>Necraal Deathsworn Seer</b> <br> (Under heavy construction...) <br><br> <br> <br> <br> <br> <br> ===Mechs=== Some of the IAE's standard piloted mechanical vehicles. [[Image:IAE Warhound IFM.jpg|400px|left|thumb|Two Warhounds mechs engaging Diabloian infantry.]] <b>Warhound IFM (Infantry Fighting Mech)</b><br> The Warhound IFM is one of the most battle-tested designs in the IAE arsenal. It combines durability, firepower, and maneuverability into one piloted mech. The original prototype was constructed during the early periods of the heaviest fighting of the Continuum Wars and has been continually updated ever since. The current iteration has been in use for nearly 15 cycles. <br> <br> The Warhound is outfitted with two sets of tri-barreled high velocity miniguns that are brutally effective against infantry. Each barrel is an advanced railgun built and calibrated for rapid firing. In conjunction with a standard targeting system the guns can mow down waves of infantry at nearly any range. The Warhound can also utilize multiple types of ammunition. The most common is a dense but small piercing round that is designed to penetrate the shields and body armor of enemy infantry. It is also somewhat effective against light vehicles. Explosive ammunition gives it a much greater ability to take down enemy vehicles while squash slugs excel at damaging buildings. These advantages are only available in conjunction good intel or significant luck as replacing the type of ammunition during a battle to fit the situation is ill advised.<br> <br> Firepower is not its only asset though. The Warhound is designed to keep up and go toe-to-toe with enemy infantry. Its frame and joints are made to withstand the shock of sudden movements, high speeds, and damage in general. Its machinery is state-of-the-art and gives it the speed and flexibility for quick offensive actions as well as avoidance maneuvers for enemy anti-armor fire. It is also capable of long distance jumps with powerful rocket systems on its back allowing it to fly over ravines or jump over walls to engage enemies. A fair number of Warhounds can easily level a force of enemy infantry in a variety of situations. <br><br> ===Ground Vehicles=== Some of the most commonly used ground vehicles of the vast IAE Terrestrial Forces. There are many thousands of variations on the basic designs described here.<br> <b>Dragon LAV (Light Assault Vehicle)</b> [[Image:GV1-DragonLAV.png|350px|right|thumb|The very common Dragon LAV.]] The Dragon Light Assault Vehicle has been a staple of IAE grounds forces for a very long time now. The basic frame was designed to be upgraded easily and has resulted in many iterations for different scenarios since its original creation. It was originally one of many commissions from the Ragnarok Mercenary Group (before their eventual merging into The IAE as their own division) for the IAE military. The RMC would go on to provide The IAE with many useful designs before deciding it was more profitable to simply work under the scope of the empire. Their leader also rose through the ranks of the military before finally becoming a member of the High Council and leaving a successor to take care of the RMC personally.<br> <br> The Dragon features a top-mounted turret that can be refitted with different weaponry of the same basic specifications. The most common configuration includes a semi-automatic railgun for direct engagement with other enemy vehicles. It uses a vastly downsized version of the railguns often found on ships but still manages to pack a serious punch especially at the speed Dragon’s typically move at during raids. The barrel is designed to absorb its own recoil and return to a firing position very rapidly. Attached directly above is a ballistic repeater for sustained automatic suppressive fire. On the underside is a dual pulse cannon for tearing through whatever infantry are brave or unfortunate enough to get in its way. Despite its nature as an LAV, the Dragon is very hardy and able to withstand repeated punishment during raids due to lightweight but resilient armor. <br> <br> The sheer speed and maneuverability the Dragon LAV brings to the battlefield make it invaluable in numerous roles. One of the most common is a vehicle for stinging hit-and-run attacks or high speed raids across a large area. Its rotating turret is capable of firing in any direction on the same coordinate plane (although some models have the ability to rotate upwards; none can rotate downwards for obvious reasons). While its railgun lays down heavy fire on targets, the pulse cannons mounted below the cockpit ensure nothing gets in its way. Dragons are also capable of being stealthily deployed from small dropships as well. Newer design models give the vehicle the ability to fold into a more compact shape for transport. [[Image:GV2-ChimeraHAV.PNG|350px|left|thumb|The armored variant, the Chimera.]] <b>Chimera HAV (Heavy Assault Vehicle)</b><br> As many may readily notice, the Chimera Heavy Assault Vehicle is one of the more unique iterations of the Dragon LAV. While it shares the same frame design, the frame itself has been reinforced to hold the added weight of its more extensive armor plating and provide more durability from impacts. Its power core is also much stronger to compensate for the added weight and weapon mounts as well as to work with newer drive systems to propel it at a reasonable speed (although never quite as fast as the lighter Dragon LAV).<br> <br> The Chimera’s armaments are much more powerful than the ones the Dragon wields. The Chimera’s default turret mounts exactly twice the firepower with dual railguns (that often shoot rhythmically out of unison) and two ballistic repeaters for launching storms of bullets into enemy targets. Its underside weaponry is significantly more different than its parent’s though. It retains its pulse cannons although their barrels are farther apart and their mechanisms are entirely separate now. In between them are a larger variable-output beam laser and a repeater cannon mounted direction under it. These weapons and their casing are taken directly from the Star Talon fighter (also designed by RMC). RMC commissioners found that the weapon mounts size and circuitry were inherently similar and decided to incorporate them into the Chimera. The result was a successful weapon for mowing down the opposition.<br> <br> The heavier armor and weaponry of the Chimera have given it distinctly different roles than those of its parent, the Dragon. Since it can withstand much more fire, the Chimera has little need to travel at the speeds of the Dragon so is often deployed alongside other units for fire support. It has also seen much action in urban warfare and very often in combating riots or guerrilla action. Its armor is usually enough to completely negate small arms fire that rebels might utilize and its railguns have a great firing arc for targeting enemies taking advantage of different forms of urban cover (and blasting right through them). It’s also useful for open field combat where it can usually absorb stray fire as well as provide temporary cover from friendly infantry.<br> <b>Assault Skimmer Drone</b> [[Image:GV3-AssaultSkimmer.PNG|350px|right|thumb|An unmanned Assault Skimmer Drone.]] As an effective combination of hover technology and remote/AI controlled platforms, the Assault Skimmer is a fast and useful force where infantry can’t be. The Skimmer is many times controlled remotely by operators in back line bases and used for advanced scouting operations as well as infantry hunting. The Skimmer hovers roughly at torso level with an average Euskanian and over most types of terrain with ease. Its versatility and expendable nature as a drone make it an excellent alternative to risking Euskanian lives.<br> <br> The Skimmer is equipped with dual piercing pulse guns on each side of its front end. Although small, they have an effective firing rate and are very effective against small numbers of enemy infantry. They can rotate to a degree for firing corrections but this is not usually done while moving. One of the hover engines is behind each gun and changing their orientation can affect trajectory. The Skimmer also has a longer ranged but slower firing pulse gun on each side of its back end. These are fully stationary though and are often used for minor suppressive fire.<br> <b>Guepe FAR Assault Skimmer</b> [[Image:GV4-GuepeFAR.PNG‎|350px|right|thumb|A Guepe FAR in action high above the ground.]] Similar in many ways to the Skimmer Drone but notably a piloted vehicle, the Guepe FAR Assault Skimmer is designed to hit fast and hard. Unlike the Skimmer Drone, the Guepe hovers very high above the ground during attacks. Much of the Guepe’s height above the ground is due to its propulsion, so it will often hover much lower while idle. Its main role is blindingly fast assaults on enemies from high up. By the time enemies realize they’re being ambushed, they have little time to fight back before the Guepe escapes again. Pilots are many times specifically trained for using Guepe FAR’s. Manning one requires the ability to handle its immense speed, operate its weaponry effectively, and know the appropriate time to escape before being overwhelmed.<br> <br> The Guepe FAR is equipped with two different types of weaponry. On the underside is a gatling repeater that runs the length of much of the vehicle. In addition to an impressive rate of fire and excellent penetration, the weapon can be rotated in many angles for mowing down target almost anywhere below the Guepe. It also sports a directed energy cannon similar to the one found on the Bulwark H-T MkIII (though much smaller) on each side near the air intakes. Though they cannot be rotated like the gatling repeater, they are effective anti-vehicle weapons. The Guepe’s speed gives it the ability to ambush and inflict significant damage on slower vehicles with ease. A skilled pilot can utilize both weapons to devastate a small force of enemy infantry and support vehicles and receive very little damage to himself. [[Image:GV5-Eiztari.PNG|325px|left|thumb|The face of IAE heavy armor for many years.]] <b>Eiztari MBT (Main Battle Tank)</b><br> One of the first universally reliable battle tanks, the Eiztari Main Battle Tank was an IAE staple up to and for some time during the Continuum Wars. It was also one of The IAE’s first major uses of hover tech in a heavy combat vehicle. The Eiztari’s frame was built to be sturdy and reliable but highly mobile. The result was a well-rounded tank that saw constant production until the MkII was born. The most notable part of the Eiztari at the time was its tank-killing positron main gun which was usually limited to very few vehicles, almost all of them spacecraft.<br> <br> The four acceleration coils gather energy and channel it to the firing mechanism which is supplemented by the tank’s energy core. The firing mechanism uses the energy to condense the highly volatile positron molecules into the barrel of the main gun. The mechanism finally releases and channels them out through the barrel as a highly potent blast of positron energy. This blast is more than a match for enemy tank armor or fortifications. A notable feature of the main gun was its ability to move along the vertical axis and shoot any target within a 90 degree angle of its default position. This allowed innovative tank commanders to use the Eiztari to perform unconventional tasks like taking down slower moving aircraft or using spotters for extremely long-range fire.<br> <b>Eiztari MkII</b><br> [[Image:GV6-EiztariMkII.PNG|350px|right|thumb|The equally long-lived MkII.]] The second generation Eiztari made improvements the fans of the first one never expected. The MkII incorporated many new technical features that improved on the MkI including better targeting software, a much stronger energy core, more failsafe systems, and a much more comfortable interior. Much of the hover tech remains the same although more advanced systems bought from the Coran Ecclesiarchy made them much more energy efficient and reliable.<br> <br> In addition, advances in positron technology made the main gun many times more devastating. With more firepower came the need to redesign and fortify the barrel and firing mechanisms. This means the MkII has lost the ability to change the barrel’s orientation but this is mitigated by the large increase in the sheer strength of each shot. Some logistical problems meant that the positron blast had to be restricted to a tighter beam wavelength. Each shot produces a more concentrated blast but is not as wide. Whether this is an improvement or a drawback is all a matter of opinion. The barrel also features a precisely calibrated laser sight mounted on top of it for aid in aiming. This is of course an optional feature and may be removed at any tank commander’s request for a different mount. <b>Sumno SH-HT A4 (Super Heavy Hover Tank)</b> [[Image:GV11-Sumno_SH-HT_A4.PNG|350px|left|thumb|The IAE's current assault standard.]] The standard Sumno build is the IAE's current main battle tank. Though some of the speed of the Eiztari line was lost, the Sumno is still just as versatile and comes with many advantages over the previous line. Continuous advances in hover tech has made the Sumno extremely reliable, even under heavy fire. Additional innovative systems were added to make the transition even more beneficial. A large percentage of the heat generated by the internal mechanisms is adapted into the hover engine for reuse. The latest design also comes with a modular weapon port, typically occupied by a heavy pulse repeater, that allows for a variety of weapon mounts to combat infantry or other threats. With the potential to adapt almost any mountable weapon or support system comes a whole new level of preparedness.<br> <br> The Sumno's main weapon is a standard heavy positron cannon charged with plasma for devastating combat ability. The triple interwoven blast is more than a match for heavily armored enemies and even well-reinforced structures. It's quickly become the tank of choice for almost any frontline engagement. <b>Arkus Anti-Air Tank</b> [[Image:GV8-ArkusAATank.png|300px|right|thumb|The Arkus with all twenty rocket pods primed.]] As part of The IAE's ongoing defensive initiative, the Arkus Anti-Air Tank was commissioned to act alongside existing anti-air and anti-orbital defenses. The Arkus is operated by a single pilot heavily supplemented by advanced AI systems giving the Arkus the ability to independently guide each missile. The complex programming is capable of plotting 3 dimensional courses around any obstacles for each missile fired resulting in an almost unparalleled accuracy rate. Although the missiles become exponentially less accurate under radar, the guidance program can allow the Arkus to perform as a makeshift artillery. The Arkus typically mounts high-speed proton anti-air missiles but is designed to handle antimatter missiles just as well.<br> <br> Despite the Arkus' heavier armor given its status as a tank, it is ill-suited for direct engagement on the front lines. It effectively fills a role between the lighter Mako and heavier Watchtower platforms. It isn't as fast as the Mako but is much more durable and isn't as powerful as the Watchtower but fires in much greater concentrations. <br> [[Image:GV9-RoyaleHeavyTank.png|300px|left|thumb|The Royale, based of the Arkus chassis.]] <b>Royale Heavy Tank</b><br> With The IAE being spread across many different fronts, military developers felt that more frontline units needed additional versatility without sacrificing any durability or firepower. Then came the development of the Royale, one of the IAE's newest and strongest heavy tank designs to date. Breakthroughs in positron and drive core technologies allowed the mounting of two superheavy positron cannons on the Royale for devastating anti-surface firepower. Eight mounted proton missile pods and a standard level AA targeting suite make the Royale much harder to counter with aircraft. With as little as mild infantry support, the Royale can cut through columns of enemies with relative ease.<br> <br> The Royale is very new off the production line though and many commanders do not have access to them. Further, their full capability has yet to be seen because like most other new designs, the Royale has only been tested in smaller foreign skirmishes. <b>StormArrow Heavy Artillery</b> [[Image:GV10-StormArrowHeavyArtillery.PNG|300px|right|thumb|A StormArrow fully charged to fire.]] One of the IAE's newest assault vehicles, the StormArrow is a heavy plasma artillery platform of unprecedented power. It was commissioned very specifically as a compact vehicle able to "fire as much energy as safely possible". After a lengthy production period, developers managed to create a vehicle that did just that. The StormArrow is highly mobile, significantly armored, and a nightmare to anything it targets.<br> <br> The StormArrow utilizes a plasma artillery system stronger than anything ever recorded. It requires so much power that the vehicle has little more than its weapon, a targeting system, and the ability to move. The cannon of the StormArrow supercharges a wave of plasma before launching it at blinding speeds over great distances. The blast has been observed to be so strong that it utterly destroys the target which has caused many commanders to avoid using them in urban battlefields or other situations where something other than brute force is required.<br> <br> Though the StormArrow represents a new standard in firepower, it can only fire while nearly stationary due to both power being diverted from the hover engines and the incredible recoil the weapon tends to produce. Power requirements also mean that it cannot sport any kind of secondary or supportive weapon. That usually means that the vehicle cannot be left alone without any kind of support or escort in most situations. It is also limited to somewhat long range fire despite being able to discharge at almost "point blank" range. The StormArrow's developers are still studying the risks of secondhand exposure to the vehicle's main weapon so all commanders have been advised to avoid targeting anything located near friendly forces. Splash and collateral damage are also of great concern. <b>Assault Crawling Fortress (ACF) Mech</b> [[Image:GV12-ACF_Mech.PNG‎|325px|left|thumb|One of the few remaining (and functional) ACF Mechs.]] One of the oldest known IAE units is the immense ACF Mech. They were commissioned shortly before the Continuum Wars and saw extended usage during many of the periods of heavier warfare. The original ACF was a massive invasion, command, troop transport, and artillery platform and universally feared. Field commanders were often deploy on ACF's with elite infantry or heavy ground vehicles on board. Though the ACF was capable of precision bombardment and safe deployment, battles during the Continuum Wars were often very desperate ones and many times things turned savage very quickly. ACF Mechs would physically plow through cities, knocking down skyscrapers, and crushing entire platoons of enemies with aggressiveness that many today look back at with disdain. Often doomed commanders would choose to go out with a bang, charging the ACF haphazardly into enemy lines until it was unable to move from sheer damage shortly before overloading its core. The resulting blast was often sufficient to end the entire battle, though there were rarely any survivors left to enjoy their ultimately Pyrrhic victory. The ACF Mech was soon discontinued after the Continuum Wars and few are left in usable condition.<br> <br> [[Image:GV13-ACF_Mech_2.PNG‎‎|295px|right|thumb|The newer and smaller version of the ACF.]] Since the old ACF was a symbol of Continuum era desperation and savagery, it surprised many historically well-versed commanders to receive word of the newest iteration. The new ACF is somewhat smaller than the original one and occupies more of a superheavy support and transport role. The new ACF travels in battlegroups of four, breaking through enemy lines with their heavy energy cannons and deploying waves of troops right into the fray of battle. <br> <br> The new model is also incapable of many of the tactics that made the original so infamous as well as some new ones. In exchange for greater mobility, the new ACF is (likely) incapable of storming and demolishing urban areas without sustaining heavy damage in the process. It also has a much more stable drive core, making catastrophic detonations much less common. This in addition with increased armor and stability make it more practical to use alongside other forces. Unlike their predecessor, the new ACFs have advanced hover engines allowing them to be deployed directly from orbit and slow their descent aptly enough to immediately join the battle. They are also compatible with Haze Air Bases but they don't usually leave room for much else so orbital drops are usually preferable. <br> <br> <b>Vivaas Tripod Assault Mech</b> ===Aquatic Vehicles=== <b>Orana Frigate</b><br> <br> <b>Tizarko Cruiser</b><br> <br> <b>Bermudos AI Submarine</b><br> <br> <b>Hydralith Assault Platform</b><br> <br> ===Aerial Vehicles=== <b>AI Heavy Gunship</b><br> <br> <b>Virak Light Gunship</b><br> <br> <b>Gizandi Dropship</b><br> ===Spacecraft=== ===Non-Combat Units=== <b>AI Builder Drone</b><br> <br> <b>Shriza Maintenance Drone</b><br> <br> <b>Corridor Drone</b><br> <br> <b>Mendikatea Cargo Titan</b><br> <br> ===Military Facilities=== The IAE uses a variety of efficient and sustainable structures throughout their campaigns and other military actions. <b>Rapid Fabricator</b> [[Image:IAE_Rapid_Fabricator.jpg|485px|right|thumb|A pair of Rapid Fabricators constructing Sumno SH-HT A4's.]] When The IAE desperately needs more units on the front line it turns to the Rapid Fabricator. The Fabricator is able to flash construct units when reinforcements are unavailable and keep The IAE in the fight. It utilizes extremely aggressive hypernanites to build different vehicles using resources on-hand. Under normal circumstances the nanites used would quickly overrun an area trying to disassemble more matter to construct new vehicles. However, they are programmed to self-terminate upon arranging a set number of atoms or upon a lack of immediately available resources. New nanites will often use the microscopic husks of older ones to continue construction of the vehicle. The effect of this failsafe process can allow extremely efficient construction when repeated many millions of times over by each nanite. The magnitude and efficiency of the nanites used makes frontline unit construction significantly quicker than average battlefield factories. When a fabricator is not adequately supplied the production of nanites is slowed proportionately to conserve resources and prevent the nanites from consuming the IAE frontline base. Several algorithms relating to each nanite's hard limits are recalculated as well.<br> <br><br> Compared to traditional unit construction facilities located in established military bases and on settled worlds, the Rapid Fabricator is many magnitudes faster and more convenient. As one might imagine though, the Fabricators achieve their incredible building speed by bypassing many established quality, safety, and environmental standards. Though vehicles produced by Rapid Fabricators are still top-of-the-line military technology they fall short of vehicles produced by dedicated military factories. Fabricator vehicles are often somewhat less powerful, durable, and/or fast than standardized IAE units. They are also vulnerable to attacks from enemy units during raids or if a forward base is overrun during its construction. Some commanders argue that maintaining highly reliable lines of supply and reinforcement renders the Fabricator unnecessary. Others that are less wary of Rapid Fabricators tend to recommend them for training exercises and for use on more remote colony worlds and outposts. More supportive officers gladly use them whenever they're needed and have kept the Fabricator in active use. <b>Extractor-Refinery</b> [[Image:IAE_Extractor-Refinery.jpg|250px|left|thumb|An Extractor-Refinery in the process of gathering metal to be processed.]] When a commander needs to conserve metal and construction materials or is cut off from supply lines they turn to the Extractor-Refinery. When a metal rich area is located this building utilizes tight wavelength mining lasers to separate useful metals and materials from the crust of a planet. A set of transmitters then emit a corridor of combined magnetic and anti-gravitic energy to extract the loosened metals and bring them to the surface and into the body of the structure. The metals are then refined by creating a high-pressure environment inside the body of the refiner and using the higher pressure to melt and consolidate metals at a lower temperature. The refined metal is then briefly sculpted into a size and shape most suited for easier use by builder drones or to be deconstructed and reused by Fabricator nanites. Piping within the support struts of the Extractor-Refinery send metal to be distributed where it is needed.<br> <br> <i>(Under construction...)</i> ==Glossary== A list of definitions to aid in the understanding of The IAE. <b>Colony</b> # ''Noun'' - Any planet or territory separate from Euskana but still under IAE jurisdiction. # ''Noun'' - A planet with only one settlement, holding, or installation referred to by the name of the settlement, holding, or installation that often overrides the actual name of the planet. <b>Euman</b> <i>(yu-min)</i> # ''Noun'' - A human being; homo sapiens. <b>Euskana</b> <i>(yu-ska-nah)</i> # ''Noun'' - The homeplanet of the Euskanian species, The IAE, and its administrative center. # ''Noun'' - Another name for the Euskanian species. Both singular and plural. <b>Euskanian</b> <i>(yu-skay-nee-in)</i> # ''Noun'' - The primary sentient species of The IAE. Originating on Euskana. # ''Adjective'' - Descriptive of any institution, program, or other entity that is not administrated by the central government or military; Civilian in nature. <b>Gen-En</b> <i>(jen-en)</i> # ''Noun'' - A Euskanian that has received significant genetic enhancements either before being born or later in life. Typically much larger and stronger than a normal Euskanian and found almost exclusively in the military. <br><i>Under construction...</i> [[Category:Legacy Lore]][[Category:Jat371]] [[Category:IAE]] [[Category:Page]] hsbidi6mpd686xe26jox575sya4ps0q The Kusheen Empire 0 1053 10096 2019-08-01T22:46:20Z RaptorChu 30471271 Redirected page to [[Kusheen Empire]] 10096 wikitext text/x-wiki #REDIRECT [[Kusheen Empire]] k571h3ycvss2458jc7jqb8yy0m2fbye The Lastua 0 27 6425 2559 2017-10-09T05:26:49Z Amaker1450 26550035 Redirected page to [[Lastua]] 6425 wikitext text/x-wiki #redirect [[Lastua]] agypx3fxm8qhtnwwyryihxwyq515zh2 The Libera Isle 0 1179 12311 12291 2020-01-28T14:57:48Z Kylelck 30541006 12311 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = The Libera Isle |image = [[File:Libera.png|256px]] |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Founded |data2 = 43 years prior to the independence of the Frontier. |label3 = Empire |data3 = Luminarian Rebels (Technically) |label5 = Size |data5 = 1 city vessel and additional escort vessels |header8 = Leaders |label9 = Captain |data9 = Volpes }} {{Quote|A common mistake. Wealth does not result in power, power leads to wealth.|Captain Volpes}} The Libera Isle is a minor power that commonly operates within the Luminarian Rebellion. The Libera Isle was created 43 years prior to the independence of the Frontier as a trading company based in a merchant ship focusing on Xeno goods. Despite trade with Xenos being outlawed in the Empire, the Libera Isle had constantly disregarded the laws, venturing and trading with races such as the Aeveria and Betel. The Libera Isle profited from the high demand for advanced tech and resources in the frontier regions, which could only be supplied by the Libera Isle that obtained such commodities from outside the empire. This has allowed the Libera Isle to build its influence with many frontier powers. Even more so when the Frontier had been granted its independence. The Libera Isle was credited with helping many minor frontier powers in the wake of the independence when crucial supply lines to these fledgling colonies were cut off. Many worlds within the far frontier sector owed their survival to the Libera Isle. Although it's public face is that of a benevolent company, the Libera Isle can afford to be generous due to its powerful data collection capabilities. Information is commonly exchanged as the premier currency within the Libera Isle and as a result, the Isle typically employs experienced paramilitary task forces as means to their ends. In the current day, the Libera Isle operates a 13km long city vessel, designed to accommodate 8 million within it. The ship is host to a wide variety of corporations, including non-luminarians, and is capable of manufacturing vessels from its forge holds. The Libera Isle is nominally associated with the Luminarian Rebellion, and routinely sends a delegation to the Grand Assembly. ==History== ==Culture== ==Leadership== ==Military== [[Category:Luminarian Organizations]][[Category:Page]] 9zy05e41ynro8bl6eazwmf3r1z6vjsp The Luminarian Split 0 70 17088 6575 2021-11-17T03:20:51Z Amaker1450 26550035 17088 wikitext text/x-wiki {{Conflict |prev= The Stormcloud Incident |next= Kastalian Intervention in the Great War |name= Luminarian Split |date= 0 BR |partof= The Great War |notablebattles= *Battle on Javaska *Assault on Defuk *Infiltration on Nu-zartar *Battle over Nessara |place= |result= Xenophobe Party takes over Luminarian government, Non-Xenophobe Rebels forced to retreat. |side1= Peacekeeper Alliance *Luminarians *Aeveria Confederation |side2= Warlord Pact *Zaretian Monarchy |side3= Luminarian Xenophobes |side4= Lastua Remnants |commanders1= Commander Lumira |commanders2= N/A |commanders3= Enforcer Ulran |commanders4= N/A }} =General summary= The luminarian split, was a major event that occurred nearly 2 full weeks after the end of the stormcloud events. It was a civil war the split the luminarians into 2, the first faction being the xenophobes, or loyalists. These luminarians are highly xenophobic and will do anything to prevent the collapse of the empire. The other faction, the rebels, are a group of luminarians that actively work with aliens, believing that it is the only way to preserve the luminarian empire. Both factions had differing views on how to keep the luminarian empire safe. The xenophobes, which consisted of 90% of the entire empire were led by High Enforcer Ulran, the rebels on the other hand were led by Commander Lumira. During the split, both these factions would face off against each other, along with various other races joining in. Eventually, the rebels would lose the war, and retreated into the depths of space. =Races involved= The luminarian split had involved several races, many of them contributing one way or another to it. ==The Luminarian Rebels== The Luminarian Rebels are a group of open minded luminarians that aren't xenophobic unlike the rest of the empire. This group was founded by the late General Sha'zi, with Commander Spark as its head. After the stormclouds event, Commander lumira took the reins of the group. The rebels played a key role in the split, having to gather all remaining rebel commanders from different locations, taking down a xenophobe battlestation. At the end of the split, the rebels have hidden away in some world, rebuilding their strength. ==The Luminarian Xenophobes== The Luminarian Xenophobes is the original luminarian empire. A thousand year war had turned most of the populace into xenophobes, heavily distrusting aliens. The xenophobes had started the entire split, led by head enforcer ulran, by ruthlessly attacking multiple rebel bases and constructing the first few battlestations. The xenophobes had opposed the rebels at every step, intending to rid them once and for all to ensure the safety of the luminarian empire. ==The Zaretians== The zaretians involvement in the entire split was considered one of the most damaging to the luminarian rebels, many agree that it was the zaretians who caused the split to occur with the death of commander spark. The death of spark due to the stormclouds events caused the enforcers (A sect of luminarians dedicated to exterminating traitors, spies and saboteurs, only in the xenophobic society) to locate her method of death. Once it had been found that the rebels had consorted with other aliens, lead enforcer ulran launched an all out assault on the rebels. The zaretians had also played another role in the split, before the split occured, Commander Tza'dik had been captured by the zaretians, and hence, the rebels had to assault a fortified zaretian prison to get him out. ==The Lastua== The Lastua involvement in the split was considered minor at best, only a small contingent of lastua forces arrived to help distract xenophobe elements and giving the rebels time to get off the xenophobe battlestation. ==The Aeveria Confederation== The aeveria confederation had been involved in the split in several ways. During the split, Dead six member falk'ner had travelled through the aeveria confederation, looking for info about the xenophobe battlestation, accidentally starting an incident on the planet. =The plot= ==Pre-Split== The stormclouds event had left the luminarian rebels leaderless with the death of commander spark. As such, commander lumira was next in place to be the leader of the rebels. The unnatural death of commander spark prompted an investigation by the enforcers, who immediately started to track rebels through the events of stormclouds, eventually finding out the rebels had been consorting with several alien races. This caused a furor in the enforcer's ranks, eventually, head enforcer ulran would declare an all out assault on the rebels, stating that the rebels consorting with other alien races would leak important secrets to them and would lead to the downfall of the empire. ==The Beginnings of War== The split occurred exactly 2 weeks after the stormcloud event, At exactly 1:00 galactic hours on the planet luminaria, all the 3 generals were assassinated by enforcers. Installing himself as a general, ulran immediately launched an assault on all known rebel bases. Commander Lumira and Commander Mistran were the first commanders to get wind of the impending assault. In an attempt to get off the planet and contact other rebel forces, Commander Mistran engaged Head Enforcer Ulran in combat to give Commander Lumira and a captain enough time to get off the planet. His gambit worked, allowing the 2 to get off the planet and into a battleship, warning all the other luminarian rebel bases of an impending assault. However, Commander Mistran would eventually fall in combat with Head Enforcer Ulran. Records indicate that he was put on trial, found guilty of communicating with alien races and sentenced to death. His execution was carried out by firing squad. ==Battlestations== Lumira and that captain would then find out that Commander Cassia, leader of the Ioria expedition was on a nearby planet. Scans would indicate a huge xenophobe presence already on planet. As such, the captain would deploy in a Rapier Assault mech, breaking through the hordes of xenophobes to locate commander cassia. However, on planet already was a experimental land battlestation. The captain single handily downed the huge battlestation, allowing the 2 commanders to escape the planet. Head Enforcer Ulran would later arrive on planet, recovering the wreckage of the destroyed battlestation. This data would be then used to create the Executor battlestation, a gigantic space station armed with a powerful phazon annihilator cannon, capable of destroying entire planets. It was also during this period of time that arcadius, a member of the dead six would land on luminaria, and had to fight his way out of the xenophobe homeworld, managing to get on a frigate, and leave for a known rebel base. Arcadius would change his identity to Lyrek, and board a luminarian rebel ship, pretending to be a refugee ==The Desert Commander== The rebels next course of action was to evacuate all remaining rebels from xenophobe space as quickly as possible. Rebel bases were quickly disappearing with no rhyme or reason. As such, commander cassia podded down into nu-zartar, an aeveria confederation held planet after the aeveria confederation and luminarians pushed the zaretians off the planet. Intel reports stated that an assassination attempt would be made on Commander Aeternus's life. The captain would infiltrate the aeveria base, locate the commander and get him out of nu-zartar with the xenophobes on his tail. It was during this period of time where Dead six operative Falk'ner, found the location of the rumored xenophobe executor battlestation. It was there and then Falk'ner attempted to sabotage the battlestation. He did manage to slow production down for a few days, but the number of wounds he took during the fight and the fall afterwards, many presume that he died there. ==The Prisoner== Rejoining with Commander Lumira, the 3 rebel commanders would siege a zaretian prison world to retrieve Commander Tza'dik from the zaretian prison. During the fight, Commander Cassia received word that Tza'dik would be transported to a low-security prison, with the intent of throwing the luminarians off his scent. Cassia and the captain along with several ofanim soldiers would assault this prison, releasing Tza'dik from the prison. However, the appearance of the ZMC along with the shadow of dominion led to the supposed death of Commander Cassia and with that, Tza'dik and the captain left the planet. During the events on the zaretian prison world, Ilenia, another dead six operative would meet her end at the hands of High Enforcer Ulran. Ilenia infiltrated the Executor Battlestation during its attack on a rebel base, in her attempt to blow it up, Ilenia would encounter Ulran, the both of them dueling inside the battlestation, with ulran eventually ending up as the victor. Since then, Ilenia has not been seen since that incident, many wonder if she's dead or has become a captive of ulran. ==The Finale== The remaining rebels had met up in orbit of a small moon on the outskirts of xenophobe territory. They had previously attempted to warp to an undisclosed location, away from the luminarian xenophobes. However, the executor battlestation, along with a huge fleet of xenophobes ambushed the small rebel fleet. In an attempt to survive this ambush, Lumira, Tza'dik and aeternus podded down onto the planet the battlestation resided on, battling through xenophobe forces. Upon entering the battlestation, it was revealed that Commander Tza'dik was a traitor. Heavily injuring the then Sergeant Izahsh and capturing Commander Aeternus. The entire plan had gone astray, the rebel fleet was in tatters, many civilians died during that ambush. Through the sacrifice Aeternus made and the distraction caused by the lastuas, allowed the luminarians to escape the ambush, and sped off into an uncharted part of the galaxy. =Aftermath= The Split had devastated the luminarian rebels, their military lay in tatters and the only surviving commander was lumira herself. The few ships they had landed on the new luminarian homeworld, Codenamed:Phoenix. The luminarians would then spend 10 months to rebuild their military, begin colonization of the new homeworld and its surrounding planets. The military would be supplemented with large numbers of battlesuits, mechs and battlestations. In this short span of time, the luminarian rebels would build back a respectable army for the on-going great war The xenophobes on the other hand, would retreat back to their homeworld, turning the government there into a dictatorship led by Ulran. The xenophobes are still on the alert, afraid of the rebels providing more alien races with the empire's secrets. As such, the Xenophobes are preparing an all-out war on those the rebels had consorted with, bringing out their own battlestations to be used on them. The xenophobes are still on the lookout for the rebels, and they may have found them orbiting a planet called norsus... =Casualties= During the split, many luminarians lost their lives in the conflict. Several listed below are the most notable casulties that were caused during the split. *Luminarian rebels **Commander Mistran (Fate:KIA) **Commander Cassia (Fate:MIA) **Commander Aeternus (Fate:KIA) **Dead six operative Falk'ner (Fate:MIA) **Dead six operative Ilenia (Fate:MIA) *Luminarian Xenophobes **1 Land battlestation (Fate:DIA) =Impact= The split had left a rather large impact on both luminarian factions. After the war was over, both factions had completely redesigned their own forces to adapt to the change in circumstances ==The Luminarian Rebels== Due to the Split, the rebels had a decimated army, only a few soldiers were left, not enough to adequately defend themselves with. As a result, the rebels have placed a greater emphasis in survivability. As such, the luminarian rebels are capable of creating the most efficient armor, combined that with their advanced nanotech, each luminarian soldier is expected to survive some of the worst battlefields in the war. Their lack of numbers have also forced the luminarian rebels to increase conscription from 2 years to 3, and have started fielding larger amounts of battlesuits and mechs to compensate for this. In space warfare, Luminarian ships usually have 3-500 men, depending on ship size. The lack of numbers has caused rudimentary AI systems to be installed on every ship, reducing the manpower required to maintain and control a ship. Their armor and shielding for these ships are also top-notch, rivaling or possibly even surpassing the IAE in the shielding and armor strength departments. The split had also introduced the luminarian rebels to the dangers of battlestations. As a result of the split, the rebels have constructed their own battlestations, mainly to counter the xenophobes. However, the battlestations have proven to be an essential tool in their armies in the great war, every single one of these battlestations nullifies what numerical advantage an enemy has, pushing the odds towards the luminarians favor. ==The Luminarian Xenophobes== After the Split, Ulran personally oversaw the redesign and rearming of the luminarian xenophobes. The split had shown that the rebels were much more advanced in their tech, and as such ulran has made several modifications to counter this. The entire xenophobe armies are now geared towards overwhelming firepower. The Xenophobes have experimented with several new technologies, and their weapons are way more advanced then their rebel counterparts. A basic xenophobe soldier is armed with enough firepower to take out tanks, combined with their numerical advantage, make the xenophobes into a powerhouse. In space warfare, nothing much has changed since the split, the only exception is the inclusion of battlestations into fleets. In most major fleets, there is certainly at least 1 battlestation leading it. This allows the xenophobes to quickly appear and use their overwhelming firepower to decimate enemy held planets with ease. The Xenophobes were the progenitors of the battlestations, unlike the rebels, the xenophobes have more knowledge in creating such huge weapons, combined with the large size of the empire, allow the xenophobes to churn out battlestations much faster then the rebels can. This combined with their overwhelming firepower, allows the xenophobes to be able to respond to most threats quickly and dispatch any invaders efficiently. [[Category:Legacy Lore]][[Category:Page]][[Category:Luminarians]] dx7m5sseacck46376qnu55jwcnl6yfk The Mechas 0 11 17185 13874 2021-11-17T17:28:22Z Amaker1450 26550035 17185 wikitext text/x-wiki <center> <br>''Wiki by [http://www.spore.com/view/myspore/Jat371 Jat371]'' </center> ==The Mechas== [[Image:Gilga_Support_Mech.png‎‎|200px|right|thumb|The Gilga Class, a common mecha.]] <b>Description:</b> The mechas are dangerous bio-mechanical creations of the Apexx WarGroup, a mysterious company that sells weapons to anyone who will buy them. Cheap to grow and manufacture, the mechas are easy for even small empires to buy in bulk and attack with in devastating numbers. The sale of mechas is nearly impossible to trace so Apexx WarGroup often makes a profit and remains neutral in galactic affairs (sometimes supplying both sides). <br> <br> ===Common Mechas=== Some of the many deadly designs for sale: <b>The Gilga Class:</b> The Gilga class Mech is a standardized support mech designed for wide-open combat. It's main weapon is a double-armed four-barrel heavy machine gun which sends hundreds of rounds into enemy lines. It's guidance systems and rate of fire allow it to take down smarter and faster targets while it's high caliber bullets allow it to take down slower but heavily armored enemies. A small number of these can make an enemy's approach into their front lines impossible. [[Image:CRC-9_Droid.png|200px|left|thumb|The CRC-9.]] <b>The CRC-9 Droid:</b> The CRC-9 Droid is an extremely lightweight cannon fodder droid. However, many commanders have made the fatal error of dismissing it as just that. The CRC-9 is very fast and can enter enemy lines or take hits for more important units with ease. It's most deadly feature is it's twin energy blades. They quickly cut through squads of infantry while they are distracted by seemingly more dangerous units or other CRC-9's. In fact, the blades make up 70% of the droids production costs because the CRC-9 is so cheap to manufacture. Produced by Apexx WarGroup, the CRC-9 is becoming a menace on the battlefield and their new best seller.[[Image:Polaris_Heavy_Mech.png|200px|right|thumb|The Polaris.]] <br> <b>The Polaris Heavy Mech:</b> The Polaris class Heavy Mech is a pliable combat unit. While built with light weight materials, the Polaris delivers a maximum payload. It's equipped with eight missile pods, two light machine guns, and a front end grenade cannon. It's adaptable design allows it to operate in normal terrain, ice and snow, and even underwater where unmanueverable enemy ships are no match. It's seen widespread use in the Eris-II and Gilgan moons campaigns and is currently in high demand. [[Image:Eon_Ballistic_Mech.png|200px|left|thumb|The Eon.]] <br> <b>The Eon Ballistic Mech:</b> The Eon class Ballistic Mech is a medium-range and anti-vehicle mech. Designed by Apexx WarGroup, the Eon has a devastating complement of 25 tracking missile pods that cut through armored units with ease. It's armor is substantial and when used in conjunction with short and long range units, it's presence on the battlefield is overwhelming.[[Image:Kyrios_Assault_Mech.png|200px|right|thumb|The Kyrios.]] <br> <b>The Kyrios Assault Mech:</b> The Kyrios Assault Mech is considered a masterpiece by Apexx WarGroup's design team. Able to fill any attacking position, the Kyrios adaptability has made it the prize of every wealthy empire. It's equipped with 8 long-range missile pods, mid-range dual HMG's (with inset mortar cannon), and operable claws with plasma modules for close-range carnage. It's armor has few flaws as well and it's speed allows it to switch range easily. <br> [[Image:Wolfhound_Artillery_Mech.png‎|200px|left|thumb|The Wolfhound.]] <b>Wolfhound Artillery Mech:</b> The Wolfhound Artillery Mech is a mid to long range heavy support unit. Equipped with 6 artillery cannons, 4 grenade launchers, and 2 dual anti-personnel machine guns, it quickly passed combat testing and was subsequently put on the market by Apexx WarGroup. It's 4 legged design gives it additional balance, speed, and recoil buffers which equals higher combat efficiency. <br> <br> === Other Mechas === Other smaller war companies, such as CombatTech industries, produce some mechas as well. <br> [[Image:Marauder_Class_Meka.png‎‎|200px|left|thumb|The Marauder.]]<br> <br> <br> <br> <b>The Marauder Class Meka:</b> The Marauder Class Meka is designed to raid vehicles and bases as it's name implies. Developed by CombatTech Industries, it's 2 dual ion guns stall transport vehicles and it's enormous sawblades rip them open to rob the supplies. This is their limit though, as they have no cargo space or operable way to carry the supplies. More often than not, they are programmed to destroy enemy supplies rather than steal them. <br> [[Image:Rimat.png|200px|left|thumb|The Rimat.]] <b>The Rimat Support Meka:</b> Specifically built to rival the Gilga Support Mech, the Rimat Support Meka is a production of CombatTech. It's built with dual 5 barrel heavy machine guns and uses higher caliber rounds to outmatch the Gilga. However, the Rimat's hasty design created some flaws. It's guns produce great recoil which makes it impossible to move while shooting (because of it's leg design). It's increased armor makes it slow to begin with and it's guns have a slight start up delay. [[Category:Legacy Lore]][[Category:Jat371]] [[Category:Page]] 7j97rc5zbdwfkvhzmnv84v56y82pa0t The Miir 0 58 6404 2552 2017-10-09T01:29:03Z Amaker1450 26550035 /* Relations */ 6404 wikitext text/x-wiki The Miir, also known as "The Homeless" or "The Riim", are a race of previous Outer-Rim-Settlers who lost the trust in their homeworld and are now one of the most-feared empires in the galaxy. == '''History''' == '''Pre-EAW History''' Few is known about the Miiran history before the fall of their homeworld. After the had destroyed Misira, the Miir and their fleet wandered the galaxy searching for a planet to found their new empire. This planet was discovered eleven years after the worldfall: Damr. Damr and the nearby systems were collonised in the following fourhundred years. In this time, many races were either eradicated or subjugated. The main species who were affiliated to the Empire were the Subik and the Duraki. The Duraki proved to be talented engineers and medics, what made them become a part of the Miiran army in later history. The amphibious Subik had no experience in navigating spaceships, but evolved a sence for this subject after a few years. As well Subik engineers designed many important industrial and military mechsuits. But one race was an obstacle for the Empire: The Shoquner. This reptiloid, birdlike bipeds were enslaved after a thirteen years ongoing guerilla-war on their homeworld Shaqir. They were used as miners and dockworkers, doing hard work for the Miiran society. However, 157 years after the slavery had begun, the Shoqun workers started a bloody uprising against the Riim, which was finally extinguished after two years of chaos, blood and violence. '''EAW History''' In every age since the destroyed their homeworld, they are mentioned in the books of galactic history. They captured planets, enslaved their residents and marauded all spice and ore they were able to find. But in all that time the Miir never tried to attack the union of the peacekeepers. Till the battle of Drephys, a previouse Wingle spice reffinery. The attack, which took place 612 years after the worldfall, was leaded by General Rocsar and the Clan Leader Draumr. Rocsar leaded a team of three "Warheads" to infiltrate the refinnery and open the gates. The battle of Drephys was the first step in their big plan to destroy the union of the peacekeepers and the neutral races. While searching the galaxy for new enemies, the Miir found an empire whose philosophy was similar to their own in many pionts: [[The Aroxion]]. Because they saw that it could be good if they had some allies apart from the other warlord-empires, the Riim and the new-discovered Aroxion decided to help each other in terms of war and distress. This ally was sealed in 614 AW. On another secret mission, a team of five Riimana under an unknown captain discovered an old, civilized empire on a forgotten planet who worshiped three Miir-Cyberwarriors (the so-called R´Nesharoth, who were hiden on the planet shortly after the worldfall), as gods. As the so-called Tornodontae saw the Riiman Explorers waking up the ancient warriors, they swore to serve them in every war they would be involved in. In 615 AW, a longtime forgotten enemy rised up again: the Shoqun survivors of the uprising attacked a Miiran Mostav-farm and laboratory on the planet Odyron. The Riiman troops under the leadership of the Miiran brothers Troglomane and Grimmor E´Sek were able to defeat the agressors after the destruction of the Shoqun signal generator. The enemy flew to the barren iceworld Syphkos. In a first collision of the two armies, the Shoqun were vanquished easily. But the Shoqun used the same technique as the Miiran troops on Odyron: They sabotated the Miiran communication unit and overbeared the tired Riim with a big fleet of hunters and exosiuted troopers. They were supported by an unknown race of zealots who had picked up the homeless Shoquner after the uprising: The Aedar had appeared on the fields of the Great War. After first hard-won battles against the new enemy, the Miir decided it was time to search for military help from other races. They contacted a well-skilled empire of whom they had been told by other factions: [[The Kralas Emperorship]]. After long negotiations, the ally documents were signed in late 616 AW. ''still in progress'' == '''Social strukture''' == The Miir have got a simple social structure. The only one they follow is their leader, Dorehom. They live in little clans on the planets surface and will only match together if there´s an agressor they could fight agains. Like you can read a little below, there are three other "classes" of members. The military ranks of species members take place in every part of daily life. Dorehom, whose official designation is "Great Leader" is a kind of a king for the Miir. Generals and so called Clan Leaders are commanding the normal soldiers. Berserkers and "Warheads" (the "Miiran Marines") are having a special handling with the other race members. They get whatever they want and can go wherever they want. An average Miir male is 2 - 2,3 meters tall, berserkers are 2,5 - 2,7 meters. They get special kinds of food and drinks which make them grow up really fast. Miir females don´t often fight at the side of their men, but some of them became great warriors and get the same handling as a Clan Leader. They´re not seen very often, and most of them keep guarding their children. Old Miir are handled the same way as normal soldiers. If a Miir is too old to fight, he goes away into the wilderness and kills himself in a old and lonely rite. In terms of peace, the most clans start fighting each other - just for keeping their fighting skills on the highest level. == '''Language''' == The Miiran language, the so-called Riimana, has evolved out of the former Miiran language and newer words. There are only a few details known about this kind of speech, but it´s possible to communicate with the Riim by using the galactical norm-language. Examples: ''shu´far'': Three-Eye (coll. for Wingle) ''deso´k'': Metal-Brain (coll. for IAE soldiers) ''R´Nesharoth'': The Fallen ''N´Raka...!'': Long live (the)...! ''shu'': see; eye; recognize ''deso'': brain; think ''sok'': one ''gok'': two ''far'': three ''fesa'': four ''okon'': five ''gar narka'': kill them ''gar'': they ''narke'': death; dead; kill == '''Biology''' == The genetic code the Miir have is much more compact than the code of other alien races. This fact allows them to regenerate and heal themselves after suffering wounds. The healing skills aren´t able to regenerate a lost limb, but if a Miir looses an important organ, he needs only 24 hours to heal himself. When a Miiran soldier is hurt on the battlefield, the Miir have constructed so-called Medic-Stations to keep them able to fight their enemies. These stations use high-concentrated energy which optimizes the self-healing abilities of the wounded soldier for a short time. The stations are mainly controlled by Duraki field medics. The "original" Miir, who were wiped out by the Riim, had a different skin colour: Red. This came from the radiation of their homesystem sun. Also they weren´t as big as the Riim. == '''Science''' == Because there´s no special word in the Miiran language, the so-called ''Mirgana''. So the few scientists are occupying the same caste as the Miir Special Forces. The most of them are researching for optimizing the Miiran war technology. The creatures used for testing new weaponry prototypes are either slaves and prisoners of war or lab-breeded mutants cloned from the genetic material of various animals. These beasts are neither intelligent nor particulary strong, but sometimes the modified mutants break out of their laboratoriey and kill their creators. Then the creatures will either get eliminated or deferred on unpopulated planets. == '''Military''' == '''Foot Troops''' ''- Soldiers and Berserkers'' Miir warriors prefer looking into the eyes of their enemies while killing them. They mostly like hand-to-hand-fights instead of killing others from the distance. They aren´t using many shield techniques to protect themself. The only recovery they have are vehicles or Special Forces like Deadman- ,Warhead- or Exosuit-Teams. On T0-planets the Miir military uses either special-outfitted soldiers or exosiuted Special Forces. ''Deadmen'' and ''Warheads'' are special trained elite soldiers who are operating in teams of three Warheads and one Deadman. Warheads prefer light, strong and automaticall guns which can be used as snipers, scatter-shotguns or tank breakers. Deadmen are carrying heavy rocket launchers. ''- Elite Squads'' Warheads and Deadmen get their instructions straightly from Dorehom or another hi-ranked person. They´re trained to infiltrate high-secured enemy institutions and operate far behind the agressors lines. The trainer and inofficial leader of the Warheads is General Rocsar, the right hand of Dorehom. In times of war, the Miir use little speeders to fight their enemies on the planet´s surface. Further they use little hunting shuttles and bigger frigates for space battels. The elite squads are ought to make sure that the following troops can land safely. '''Vehicles''' ''- Speeder'' Speeders are used to guard the soldiers and break through the enemy lines. They are highly armored with large metal plates and strong weapons. They´re also used to protect colonies or laboratories. ''- Hoppers'' The so-called Hoppers are light, fast versions of the Miiran Speeders. They are produced in many forms and are cheap to use. ''- Drones'' Drones are used to deal with hard work or to protect labs. They aren ´t very clever, so they shoot everything that´s marked as an enemie in their programming. For some reason the Miir have never tried using ships or so on for planetary wars. '''Mechs and Suits''' ''- Exoskeletons'' Some Warheads get integrated into special training units to improve their reactions and their technical skills. Then these soldiers get teached to control strength- and speed-optimizing exosuits which make them able to operate in live-threatening surroundings, open space or T0-planets. ''- Suits'' The Miiran scientists designed several battlesuits for the troops: ''1.'' The ABS (Armored Battle-Suit) The ABS was designed for all kinds of battles. It uses small rocket launchers, and pulse blasters as well as various hand-to-hand weapons. ''2.'' The Airjockey The Airjockey suit is the big brother of the ABS. Using the same weaponry, the Airjockey has got high-effective boosters and a harder shell to protect the driver. ''3.''The Linebreaker Linebreaker suits were designed for high-ranked Miiran captains or Clan-Leaders. They are heavily armored to protect the driver in every situation and are strong enough to make the driver able to go through with hard missions on his own. ''- Mechs'' Mechs are high-effective, strong machines used for military or industry. Miiran mechs are produced by Durakian and Subik engineers in cooperation with Riiman scientists. The most common ones are: ''-Duraki MK1:'' The Duraki MK1 is produced in factories on the planet Durak. He is a strong and fast machine with an suprisingly high firepower. ''-Subik MK1:'' The Subik MK1 is constructed for hard work under all conditions. The slow, big units are equiped with a large arm to carry all kinds of heavy components or debris. He is armored with strong rocket launchers to protect himself. '' -Subik MK2:'' The MK2 is mostly designed for working in docks or mines to do the same as the MK1, but he is faster and is compatible with many kinds of weapons. This mech is often used as military unit in terms of war. ''-Subik MK3:'' The MK3 Mechsuit is constructed for military usage only. He is equiped with strong hand-to-hand weaponry and uses rocket-launchers and pulse blasters with an enormous firepower. == '''Renowned Members''' == '''Dorehom, Leader of the Clans''' ''in progress'' '''General Ar´Thu Roscar''' ''in progress' '''R´Shu´K''' ''in progress' '''Troglomane and Grimmor Gar''' ''in progress' '''Nephara Gar''' ''in progress' '''Re´Kar Sat''' ''in progress' '''Captain Shar Ven''' ''in progress' '''Gan Sharis''' ''in progress' == '''Relations''' == '''Peacekeepers:''' - '''Warlords:''' -Ally with the [[the Kralas Emperorship]] -A few skirmishs against the [[Margan Empire]] in case of helping the Aroxion. This missunderstanding was cleared up easily. '''Neutral Races:''' -hostilities and some attacks against [[the Wingle]]. -War against the [[Aedar]]. [[Category:Page]][[Category:Inactive]] e5g78zmu4xsgibxvqu22utlzf5zzqio The Rach 0 46 6427 91 2017-10-09T05:28:28Z Amaker1450 26550035 Redirected page to [[Rach]] 6427 wikitext text/x-wiki #redirect [[Rach]] 04p7lf4kj1skl5v8pw2lsuxz8vw02im The Remusian Republic 0 749 14288 14253 2020-11-13T22:19:49Z Amaker1450 26550035 Redirected page to [[Remusian Republic]] 14288 wikitext text/x-wiki #REDIRECT [[Remusian Republic]] sos3kcaxopp6jmy87vm4j9xv2gmleew The Sanctar Hegemony 0 80 5125 1629 2016-07-08T05:43:28Z Amaker1450 26550035 /* Admiral Felev Jek */ 5125 wikitext text/x-wiki <center> [[File:SANCTARSIG.png]] </center> This page is a work in progress. Be careful what you're clickin' cos it might not be stickin'. {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:karrzi.png|400px|]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Neutral |label3 = Homeplanet: |data3 = Ebyssian |header5 = Administration |label5 = Government: |data5 = The Church of Karrzism, The Hegemony Union |label7 = Controlling Entities: |data7 = The Prophet, The High Council |label8 = Political System |data8 = Shit i have no idea oh crap |header9 = Biology (Sanctar) |label9 = Lifespan: |data9 = 200 Years |label10 = Height (In Feet): |data10 = Average of 8 |header11 = Economy |label12 = Currency |data12 = Galactic Credits, SANCTAR CURRENCY |header11 = Military |label13 = Primary Military Force |data13 = I NEED A NAME FOR THIS TOO |label14 = Faction Colours |data14 = Purple and Yellow |label15 = Current Allies |data15 = None |label16 = Current Enemies |data16 = The Gronian Imperium }} == The Sanctar Hegemony == The Sanctar Hegemony consists of two races who cooperate for mutual benefit; the Sanctar and the Advokans. The integration occurred decades ago and they now act as a single empire, both races compensating for the other’s weaknesses with their own strength. Officially, the Hegemony is a democracy where both sides have equal authority in the governing of the alliance. In reality however, the Sanctar are more prosperous and have the ultimate say in the way the Hegemony is run. == Sanctar == === Biology === Sanctar are bipedal amphibians that stand over eight feet tall. They have oily purple skin and sharp claws that can be used in melee combat. Their home planet, Ebyssian, has very strong gravity, making the Sanctar far more agile and strong on other worlds. They are carnivorous, usually feeding on small fish. They have a life-span of 200 years, making some of the older Sanctar the most experienced and competent soldiers in the outer rim. Nevertheless, the Sanctar are so exposed to combat that few live long enough to die of old age. Sanctar have both male and female genders and can be distinguished by their appearance. Males are identified by their tails and large crests on their skulls. These crests are actually pipes made from bone that the male can use to emit high-pitched screeches or calls. Although these were originally used for mating calls and other forms of communication when they were a primal race, they are now used to give orders during combat. The Sanctar are a predatory race who were pack hunters before they achieved civilisation. They have evolved excellent reaction times but their vision of normal light is poor so they tend find their prey using their trichromatic colour vision in the ultraviolet range. They also have a lateral line organ which can detect changes in water pressure and allowing them to detect enemies while submerged. They have no external ears, and only a vestigial middle ear. Although they prefer to work in teams with other Sanctar to make best use out of their pack mentality, they are effective individually too. Sanctar are cold-blooded. Ebyssian is a warm, tropical planet and the Sanctar have adapted so that they work best in this sort of environment. They have an excellent sense of smell allowing them to track enemies miles away. Their eyes are embedded into the exoskeleton around their heads which gives them a fairly small field of view. They are entirely black and have a clear lid over the top so that they can still see underwater. The skin of Sanctar is typical of amphibians. It is thin, permeable to water, serves as a respiratory membrane and is well-supplied with glands. It has cornified outer layers renewed periodically through a skin shedding process controlled by the pituitary and thyroid glands. During moulting, the skin initially breaks around the mouth and the individual moves forwards through the gap. When the arms have been worked clear, a series of body ripples pushes the shed skin towards the rear. The hind limbs are extracted and push it farther back before it is eventually freed by friction as the Sanctar pushes forward. In history, it is recorded that they would often then eat the resulting slough although this has become a cultural taboo that is all but forbidden. Each of their four limbs end in three razor sharp claws which, although perfect for combat, do not grant them manual dexterity, making a their finger movements somewhat clumsy and awkward. As a result, their aim with firearms is poor so they prefer to attack as closely as possible to their enemies and use weapons with high projectile spread. The sharp claws on their feet prevent them from wearing footwear as it would impede on their abilities to move quickly and covertly. Most Sanctar are barefoot unless operating in hazardous environments, including space. Sanctar have exceptionally strong jaws. They are capable of crushing open shells of creatures and even the armour of their enemies. Their teeth are tiny but incredibly sharp, designed to slice meats up for easy consumption and to catch fish in motion. They also fall out often, however. Every five years, the Sanctar 'sheds' its teeth and there is a new row waiting beneath. This process can seemingly be repeated an infinite number of times. Sanctar have bacteria in their saliva which they have developed an immunity to over thousands of years. If another creature is bitten by one, the bacteria can cause the victim to receive a deadly infection. In smaller animals, it can kill within an hour. Sanctar have both lungs and gills. The gills are external as visible slits beneath their eyes. This enables them to remain submerged indefinitely for surprise attacks as they can respire through the water while keeping their eyes above the surface. Extreme temperatures have a profound effect on Sanctar. They become sluggish and tire easily in exceptionally warm or cold weather. When performing missions on planets with extreme climates, soldiers often use artificial temperature regulators in their armour. Sanctar are oviparous. The eggs can vary in colour but are usually blue or purple. They must be kept in a suitably warm environment until they are ready to hatch; many couples send their eggs to Eggkeepers. Eggkeepers are female Sanctar who place eggs in incubators and ensure they are kept safe until they are ready to hatch. This is popular with couples who work in the military and do not have the time to care for eggs. After 4-6 months, the egg is ready to hatch. No intervention occurs during the hatching process as there is a cultural and spiritual ritual associated with it. Sanctar eggs have evolved to be extremely strong. Although this makes them resilient to damage, it serves another purpose. It is very difficult for the hatchling to break open the shell, therefore only the strongest Sanctar ever break free and survive. This ruthless but nonetheless effective factor causes the average Sanctar to be physically fit from an early age. If the Sanctar never escapes the egg and eventually dies, it is disposed of cleanly and unceremoniously. Those that survive receive a formal blessing from a priest and are named by their parents. Hatchlings are much smaller than fully grown Sanctar and a distinctly pale colour. === Culture === ==== Karrzism and Hunting ==== Sanctar are a society of hunters. Hunting is the most prevalent profession among male Sanctar who do not join the military. It is seen as a sport, an occupation and a spiritual duty in accordance with the Sanctar’s religious beliefs. To kill a powerful foe is considered a great achievement in Sanctar society and most make a living from tracking down and killing the most dangerous beings in the galaxy. Sanctar hunters journey from system to system in search of new targets to hunt. They are often employed as pest control for creatures even local military forces have trouble dealing with; their millennia-old traditions have made them adept in detecting and killing both sentient and non-sentient creatures. Sanctar hunters are willing to cull dangerous predators and track down and eliminate giant creatures that threaten the interests of space-age civilisations. Many also act as bounty hunters, killing criminals and terrorists for alien empires in exchange for currency. Although they rely on the payments to further fund their expeditions, hunting is so well-embedded in their culture that they enjoy it. It is not a sadistic pleasure; they do not enjoy inflicting pain, but rather bask in the glory of defeating the most fearsome foes the galaxy has to offer. They see the universe as one big competition to kill the most dangerous targets they can. Although they are willing to hunt sentient beings, they are not assassins. Hunting contracts, especially against wanted criminals, are officialised and fully legal. Sanctar rarely agree to covert hunts. The Sanctar’s culture of hunting stems from their religion, Karrzism. Karrzism is a polytheistic faith with an undetermined number of deities. The Sanctar worship the souls of the Karrzi collectively- they consider them to have a physical presence and move in the world but cannot be touched or seen. Although it is never properly expressed how many Karrzi there are but the manner in which they are referred to implies there are thousands or even millions. The Karrzi are not considered as beings with a tangible form, but rather as independent 'spirits'. The souls can observe the events in the Sanctar's existence and judge them throughout their lives. Sanctar consider their conscience to be the advice of the souls around them. The Karrzi can also inspire an emotion or grant skill in an action by investing themselves in the physical form of the believer. Sanctar attempt to appease the Karrzi through acts which increase their ’gratida points’. Gratida points are earned by hunters for each kill they make. When they die, the Karrzi tally up their points to determine the hunter's place in the afterlife. To be captured alive is the greatest humiliation a Sanctar can suffer and resets their lifetime score back to nothing, invalidating a lifetime's work. The stronger the target, the more points the Sanctar earns for killing it. Hunters often take parts of their deceased targets as trophies. These trophies are then assimilated into the hunter’s armour as a badge of honour and as testament to their hunting prowess. When killing non-sentient creatures, they usually take pelts, bones and ivory. Sanctar will not use body parts of sentient creatures as trophies, however. In these instances, they will take pieces of armour and attach them to their own. Sanctar hunters’ outfits are an array of mismatched armour pieces and clothing made from animals. The desire for gratida points often drives Sanctar to fight enemies they have no rational chance of defeating. It is not so much greed or desperation for spiritual reward but an attempt to gain glory in the eyes of their brethren and their gods. Sanctar military tactics suffer as a result of this; the constant pursuit for points leaves soldiers contesting on who will face the most dangerous enemies. Sanctar will burst into combat with unrivalled zeal and display endless bravado as they hunt down their enemies. To be captured alive zeroes a Sanctar’s gratida point, effectively making their life forfeit in the eyes of the Karrzi. They could, however, win all those points back by killing the one who zeroed their score. If captured on a battlefield, the Sanctar will always attempt to escape from imprisonment and track down the enemy who caught them, even if their chances of success are negligible. It is better to die in a blaze of glory than resign oneself to imprisonment. ==== Scriptures and History ==== All history of Karrzism is recorded in scriptures pieced together from the memories of ancient technology that the Sanctar have salvaged. As the data is so old, the translations are poor and the true meaning of much of the text is heavily debated. In Karrzist scriptures, it is recorded that the Karrzi were the first life to ever exist and that they were responsible for creating the entirety of the universe. Their physical form is unknown as no organic samples have survived the infinite millennia they have been extinct since. The scriptures claim that the Karrzi were immortal and that the created technology so advanced that no races in the modern universe have since surpassed them. Much of the technology has been destroyed or lost but enough of it still exists for the Sanctar to fight sustained wars with. The Karrzi used their ancient technology to produce more life, creating the galaxies, the planets in them and the organisms to thrive on each one. It is told that they observed these worlds and their inhabitants individually for billions of years from the Plane of Purity before judging them on their values; did they uphold the same beliefs about purity, conservation and creation? If the creatures were needlessly expansive and vindictive, they were removed from existence and the cycle repeated. Finally, the Karrzi realised that they could not create a pure universe without directly intervening. They formed a new species- the evolutionary ancestors of the Sanctar- and placed them on a planet on the edge of the galaxy in the centre of the universe. They then sacrificed themselves by destroying their physical forms to release their souls and guide the Sanctar via conscience. They crafted the Sanctar to be the wardens of the universe- to cull races that are dangerous to the galaxy as a whole and to preserve the natural order of the universe by hunting down the expansive and conquering empires. To aid them in their struggle, the ancient technology was gifted to them, hidden beneath the surfaces of planets for them to retrieve and use for the sacred cause. ==== Death ==== Death is treated very differently in Sanctar culture to other races. One of their most prominent traditions is a ceremony not dissimilar to a funeral. When a Sanctar is very old and nearing the end of their life or is terminally ill, their friends and family attend a celebration of the Sanctar’s life which the Sanctar himself attends. It is a time of remembrance and paying respect; they honour the memory of the dying individual before they pass on so that they may witness it them self. The individual gives their possessions as gifts to each of the attendees so that they may benefit from what the Sanctar will no longer need and so that they have mementoes to remember them by. The individual then says a specific prayer to bless everyone attending and ask for forgiveness for any sins they have performed in their life. After the ceremony, they retire to an isolated location where they are not to be seen for five days. They are expected to die in this period and nobody is permitted to enter or leave the location. They take nothing but a set of clothes and food to last them the duration. On Ebyssian, many Sanctar choose to die in sacred caves or in their own home. While they are isolated, the Sanctar is expected only to rest, pray and eat. With no other Sanctar around, they are alone with only the Gods’ presence so that they might communicate with the Gods and prepare themselves for the afterlife. After five days, an acolyte collects the body from the location. If the Sanctar is still alive after this time, they are reintegrated with society and it is assumed they have made a full recovery from whatever illness or injury they had. If the Sanctar has died, their body is separated into tiny pieces and wrapped in a shroud. This shroud is taken to the top of a mountain on Ebyssian where it is left. The exposure to the elements and the wildlife ensures the remains only last for a few days. The Sanctar believe that they are returning their bodies to the universe and are restoring the equilibrium of life; just as they have destroyed life to sustain themselves, they use their own bodies to sustain the life of others. The body is not needed for the journey into the afterlife. Sanctar consider cremation to be an insult, both to the dead and to the Gods. By destroying the Sanctar without ‘returning’ it to the universe, the Sanctar’s body is wasted. Other races have commented on this strange tradition and criticised it as ‘barbaric’ and ‘unethical’. Nevertheless, it is so well embedded in Sanctar culture that it is unlikely to be altered. It is widely believed that such practices have occurred all throughout Sanctar history. Although the tradition is linked to Karrzism in the present day, evidence indicates it was performed before the religion encompassed all Sanctar society. ==== The Planes of Existence ==== The Sanctar believe that the Karrzi created three 'planes of existence'. The planes are considered to be isolated dimensions that exist parallel with each other and all progress through time at the exact same rate. Souls in the Plane of Purity can observe and 'speak' to beings in the Plane of judgement but cannot move between the planes. The Karrzi were originally living beings in the Plane of Purity but were forced to stay within the Plane of Judgement for all eternity when they sacrificed themselves to guide the Sanctar. Souls cannot enter the Plane of Damnation unless they are sent there by the Karrzi upon death in the Plane of Judgement. No souls can ever leave the Plane of Damnation. The Plane of Judgement is the dimension in which the living and the 'real universe' reside. The souls of new beings are formed, inhabit bodies, eventually die and cross to one of the other two planes. The being is sent to a different plane depending on how they have acted in life- the Karrzi souls judge them and transport them accordingly, to either eternally reward them or eternally condemn them. For male Sanctar, the more gratida points they have earned, the more likely they are to enter the Plane of Purity. It is the goal of the Karrzi and, by extension, the Sanctar, to destroy evil in the Plane of Judgement. Beings cannot interact between these planes so the Karrzi could never interfere with this plane in a physical form. Instead, the Sanctar are their instrument and they exist only as souls. Hunting evil beings and killing them imprisons them in the Plane of Damnation and makes the Plane of Judgement purer as a result. The Plane of Damnation exists as a place where the souls of sinful beings are sent. The Karrzi could never destroy them in soul form or from the Plane of Purity, so the Sanctar are used to destroy the physical form and sentence their soul to eternity in the Plane of Damnation. In the Plane of Damnation, there is nothing but infinite void. If a male Sanctar dies with no gratida points, they are sent to the Plane of Judgement as punishment. The Plane of Purity was the first plane to exist and was where the Karrzi's physical forms once resided. Now, it is home to the souls of every being who has lived truthfully and honourably, irrelevant of whether or not they followed Karrzism. Female Sanctar may be granted entrance in the same manner as all other aliens, but males must accumulate sufficient gratida points to be deemed worthy. ==== Worship ==== Sanctar are expected to pray once a day for at least fifteen minutes. Prayer can be best described as a form of meditation and can be performed in groups or alone. The Sanctar do have designated locations for worship, both on planets and aboard ships. It is not mandatory that the prayer be performed in these places, however, as long as they have an artefact or a Channel Rug. Channel Rugs are small and rectangular and can be a variety of colours and patterns. They must be made from the fibres of a Yulani tree; plants whom many Sanctar believe amplify the conscience so they can better communicate with the Gods. This is how the rugs earn their name- they 'channel' the Gods' messages so that the Sanctar can hear them in their minds more easily. The Sanctar place the rug on the ground, facing a symbol of Karrzism, such as a talisman or a Karrzi artefact. They then stand or sit on the rug, close their eyes and enter a state of meditation. Some Sanctar choose to quietly hum or sing during the meditation. Some chant Karrzi scripture in a phonetic form of the original writing. They then 'think' their messages to the Gods in their minds and await responses from the Karrzi souls around them. Sanctar often confess and repent their sins, praise the gods and ask for guidance on matters. Soldiers will often pray that the souls aid them in battle so that they might survive in combat and further help the Karrzi's cause. Although all faithful Sanctar believe in the prayer, other aliens are sceptical. If a Sanctar fails to pray at the necessary times, they will often ask for forgiveness from the Gods. It is acceptable for a Sanctar to miss prayer if it is because of a reason positive to the Karrzi's cause- for example, if they were attacked by enemy soldiers. ==== Karrzi Artefacts ==== The Sanctar believe that Karrzi technology they find in the galaxy are gifts from the Gods. When the Karrzi were crafting the universe, their illustrious technology was incredibly advanced. When they entered soul form to guide the Sanctar however, they no longer needed the tools so they buried them under the surfaces of planets for the Sanctar to find and use in their purges. Artefacts can be anything from weapons, parts of vehicles, tools for various operations or energy resources. Symbols of the Karrzi, often depicting letters that were icons for different values or concepts, are often used in prayer. Artefacts are extremely precious to the Sanctar and they will stop at nothing to retrieve and protect them. It is believed that the most important and valuable technology is kept in secret locations where other races will never be able to steal or destroy them. Individual pieces can be purchased for high prices by individuals, often as lucky charms or talismans for prayers. Many are kept by the Sanctar military, as they use them in building vehicles. === Yulani Trees === Sanctar are carnivorous and their diet on Ebyssian consisted of various species of fish. Military fleets often contain several ‘fishery’ ships which house equipment for breeding and maintaining huge populations of these fish to provide food for the Sanctar. On Ebyssian, there are worldwide ecological projects to keep the fish populations in balance to ensure a constant supply. The fish are fried, grilled and smoked. A common Sanctar meal involves cooking the fish in a spicy orange sauce and served with a type of bread made with Yulani seeds. Consuming the fish is believed to increase brainpower and supposedly gives the Sanctar faster reaction times. Whether or not this is actually true is widely debated. The Yulani tree is used in other elements of Sanctar cooking. The staple drink of the Sanctar involves shredding the bulb-shaped leaves of the tree and boiling them in water. This creates a yellow tea that is considered a delicacy, both to the Sanctar and alien tourists who visit Ebyssian. As Yulani trees are in such wide supply on Ebyssian and even aboard the flotilla, Yulani tea is cheap and easy to acquire. It is enjoyed both by the aristocracy and the poorest parts of Sanctar society. Although alien tourists have difficulty telling, Sanctar culinary experts claim that there is a noticeable contrast in quality between the most and least expensive Yulani teas. Another use of the Yulani tree is in incense. When burned, the stem fibres of the tree release a pleasant-smelling smoke that is believed to rid Sanctar of their illnesses and can relieve stress. The smoke contains chemicals that can induce mild hallucinations for short periods of time and can place the Sanctar in a semi-intoxicated state. Although some alien governments have condemned the use of Yulani incense, the Hegemony embraces it and claim that it aids Sanctar in communications with the Gods by ‘strengthening the ethereal bond’. While some have claimed the effects of smoking Yulani incense can make Sanctar drowsy or inattentive, the Flotilla Covenant occasionally provide its soldiers with small doses before they enter a battle to calm their nerves and pray more clearly before they fight. The diverse variety of uses for the Yulani tree have led many Sanctar scholars to announce it a gift from the Gods; it sustains the Sanctar population and allows them to engage with their Gods more easily so it must be sacred. Yulani trees are often temporarily planted on planets the Sanctar purge or mine to create a prayer area for the soldiers and citizens. The trees are also grown on ‘greenhouses’ aboard the flotilla. === Language === The only language spoken by the Sanctar is Ebyss. It is composed mainly of harsh grunts, hisses and growls. Male voices are very deep and involve lots of howling noises, whereas females have screechy voices. Ebyss has existed and developed for hundreds of years, largely due to the fact that almost the entire planet spoke it from hundreds of years ago. It also uses some Karrzi words which have been adopted into Ebyss as there were no existing equivalents or they exclusively related to subjects of Karrzi culture. The Sanctar use electronic translation systems to contact other races. Advokans are incapable of producing the necessary sounds to speak it so translators are highly popular on Ebyssian. === Sport === WIP === Art === Also WIP == Advokans == === Biology === Short and wiry, the Advokans are bipedal and stand at about four feet. They are difficult to classify; although they are warm-blooded, they possess a bony outer layer on their flesh that protects them from harm. This exoskeleton is made up of several overlapping plates which can be used to store water for long periods of time. Their homeworld Salandin is a desert planet covered in seemingly endless dunes and scorched by its immensely high temperatures. The Advokans are well-adapted for it; their feet are wide and flat to enable them to traverse the sands and they can store water in their bodies for weeks on end. Food and water is scarce on Salandin so the Advokans’ ommivorous nature was essential to their survival; the occasional plant or animal they found in the wastes would have to sustain them for the long duration until they found another. Their diet mainly consisted of small reptiles and plants not dissimilar to cacti. A typical lifespan for an Advokan is between seventy and a hundred years. They are monogendered but are usually referred to as male by alien races. Advokans have poor eyesight and sense of smell but compensate with their excellent hearing- the tubes on their faces are actually receptors that can hear for miles. Advokans make effective spies as they are capable of detecting other creatures at a distance and can eavesdrop out of sight too. The Advokans’ homeplanet had no insects and, as a result, they are notoriously susceptible to disease from organic vectors. Insect bites on alien planets can cause Advokans to become very ill for long periods of time and they must recover before venturing out onto the planet again. Advokans must receive regular vaccinations to immunise them to the fauna of planets before they visit them. This has led to a lucrative black market in illegal vaccinations. Advokans are highly dextrous which means they are capable both as warriors and technicians. They excel at both handling technology and firing weapons. Due to their lack of agility, Advokans are ineffective at close-range combat and are easily flanked. They typically cluster together to act as a battering ram or fight at a distance. Basic assault teams in The Sanctar Hegemony consist primarily of Advokans who rely on a Sanctar Major to act as their squad leader. The two races play to each other’s strengths- they compensate for the other’s weaknesses while fighting to maximise their effectiveness. As they are so small and dextrous, Advokans are able pilots and engineers. When Advokans reproduce, one acts as the ‘father’ and the other as the ‘mother’. The father passes their genetic information to the mother who gives birth to a single Advokan child. The mother always dies in the process and the father takes sole custody for the child. The species recognises this as a noble sacrifice for the good of the entire people; the only way to continue their race is for themselves to be destroyed. === Culture === Advokan society is based on charity. They have an innate sense of selflessness and are reputable for performing almost any kind of sacrifice for the benefit of others. Within the Hegemony, they often give out aid to other races who have faced problems, either from recent war, economic problems or ecological disaster. Advokans have a curious compulsive behaviour in which they exchange gifts with each other on a regular basis. Such gifts are not superficial; most Advokans have received all of their clothes, food and technology from their friends and family. Advokans have little interest in personal possessions and luxury items are usually disregarded by them- they will be far more appreciative of something useful to them than something solely for pleasure. This charitable behavior was bizarre to other races when they began contacting aliens. It took them a while to grasp the concept that the Advokans would freely give them things without asking anything in return. Some suspected it was a ruse but others were very welcoming and opened trade routes with the generous creatures. As a result, the Advokans have a network of allies throughout the galaxy who are sympathetic to their cause. wip ==== Naming ==== Advokans have an infamously complex protocol to how they name their children. For example, the head diplomat for Ebyssian’s full name is ‘Sel Istin das Gorida Kalee Ebyssian’. The first word is their family name. When an Advokan is born, they take on the family name of their mother. The father also assumes this name. To carry on the name of one’s parent is considered to show honour to them for the sacrifice they made. The family name is always a single syllable. The second word is the individual’s name. This word consists of two syllables. The third word indicates the Advokan’s marital status. ‘Cor’ means the Advokan is unmarried and ‘Tey’ means the Advokan is married. The word ‘Ran’ means that the Advokan is a father. The word ‘Das’ means that the Advokan’s partner died of causes other than childbirth and that they are a widow. Advokan widows are not permitted to remarry. The fourth word denotes the Advokan’s city or origin, the fifth is the individual’s nation of origin and the sixth and final word is the planet they live on. Unlike the fourth and fifth name, the sixth can change depending on where the Advokan currently lives. If the Advokan lives on a ship or station, the name of the vehicle is used instead. Having no sixth name indicates the Advokan is a vagrant which is disreputable. === Language === WIP === Sport === More WIP Also, can you imagine these guys doing sport, lol? especially wrestling. imagine two advokans wrestling it'd be a pathetic display of the two of them mindlessly flapping at each other until one floated out of reach === Art === WIP WIP WOOP, CHICKEN NOODLE SOUP == History == Shit's getting redone == Politics == === Diplomacy === The Sanctar consider themselves to be guardians of the galaxy by protecting the pure races from the evil ones, even if they do not request their help. The Sanctar have a network of minor races around Ebyssian whom they are sworn to protect. In exchange for the security, these races engage in trade with the Sanctar and provide them with resources and information. Some alien authorities have been offended by the Sanctar’s offers of protection. As Sanctar are very straight-forward in their diplomacy, they often state that the client races are militarily weak and require protection. The Karrzi Covenant also has a poor track record for collateral damage; when an allied race was attacked by a pirate group, the Sanctar deployed soldiers when the allies rejected their assistance. The Sanctar caused so much destruction when they repelled the pirates that relations were strained and the aliens ceased the alliance. The Hegemony is seen as elitist by some races because they believe they are more powerful than other races and think that they are incapable of protecting themselves. The Hegemony has also been known to drive a wedge between allied races by condoning one and condemning the other. Aliens typically have litter understanding or empathy for the Sanctar’s religious beliefs and some consider them to be a nuisance who insist on intervening in private affairs. Overall opinions of the Sanctar around the galaxy are mixed. Some consider them a force for good, protecting the weak and destroying the unjust; others think they are intrusive and hypocritical for promoting equality and safety in others despite their own poor civil rights record. Some sectors welcome the Sanctar with open arms as they praise them for being vanguards of peace. In other places, they are attacked without warning for provoking unnecessary conflict. Some have theorised that part of the Hegemony’s bad reputation is a result of their own isolation; as Sanctar are expected not to stray from Ebyssian, the flotilla or their mining colonies, the only Sanctar they meet in the wider galaxy are criminals who have escaped the regime. === Governing Bodies and Law === In theory, the Hegemony is a constitutional autocracy, with the law granting one figure absolute authority over the entire Hegemony. In practice, it is much different. The Sanctar Hegemony is very much an isolationist government, distrusting of outsiders and maintaining complete control over the populace through lies and manipulation of the media via the Department of Information Control. Some call them suppressive or totalitarian; the Hegemony leaders call themselves strict, efficient and divine. The Hegemony has no true executive office in practice although theoretically this mantle is held by the Prophet. The Reformed Constitution of Delgaron dictates that the executive shall oversee all branches of the government to ensure efficiency and accuracy in the creation and enforcement of laws. Prophet Trasky's duties usually only regard the Church of Karrzism instead and the task of creating laws has been left to the legislature, and enforcement to the judiciary. Chancellor Lurtum is the highest authority in such matters. The Council of the Hegemony is the legislative body of the Sanctar government. Under the constitution they are responsible for the creation and passage of new laws that affect the entire Hegemony. In practice however, the council is little more than a rubber stamp for the Prophet, who expects the council to pass any laws he requires or desires, usually to further the religious order or to stamp out dissent among the general populace. The Council consists of fifteen delegates and is overseen by the Chancellor. Including the Prophet and the Chancellor, the Council also includes the six Admirals, Doctor Undula Vodel, the Commissioner of the Guardian Defence Force and several other representatives from the mining colonies. The enforcement of law is handled by different stages of the Hegemony judiciary. Minor crimes reach the offices of the local judiciary, who usually take an individual to court and seek to impose basic sanctions on them to prevent such crimes from happening again. A provincial director is assigned to each colony and is responsible for looking into larger crimes that affect numerous areas of a single planet but nothing beyond that; the provincial director is the first official who can impose a death sentence on a criminal. In a single star system there will be a large number of administrative officials working for the regional director; this is the individual who handles cross-planet crimes and, more often than not, the most serious crimes in the Sanctar penal code. If a crime is so serious it warrants further intervention the Prophet himself can oversee a trial; in practice this rarely happens and when it does the criminal is often executed with little care or thought. The law enforcement organisations are separate from the militarised counter-crime operations which are usually handled by the Guardian Defence Force. ==== The Flying Squad ==== The Flying Squad is a small task force within the Karrzi Covenant. They can be seen travelling alongside the flotilla at times but they spend most of their service in the wider galaxy, tracking down Sanctar criminals who have escaped the Hegemony so that they can be brought to justice. Flying Squad operatives typically travel in small craft with crews of no more than five. They have a bad reputation for disregarding interstellar laws of the sector they operate in and trespass without warning. The Flying Squad have defended themselves stating that, as the criminals do not allow themselves to be constrained by the laws, the teams sent them down would never succeed if they were. Flying Squad Operatives are armoured and equipped no differently to any other Karrzi Covenant soldier but they primarily consist of Majors and Raptures. ==== The Department of Information Control ==== The Department of Information Control is a government agency responsible for the regulation of all information in the Hegemony. They restrict the extranet access of most Sanctar; although the poorest caste cannot afford such luxuries anyway, data from outside Hegemony space is blocked by the Department to ensure the Sanctar populace cannot learn of the outside world. The liberties of other alien races are never disclosed and most Sanctar are unaware of how poor their living standards are compared to other races. The department also control all media on Ebyssian, the flotilla and the colonies. Entertainment is either heavily censored or filled with subliminal messaging. Propaganda is prevalent throughout the Sanctar’s lives; they are taught to hate the heretics and their faith in Karrzism is reinforced by the constant messages. The propaganda is used to recruit Sanctar to the Karrzi Covenant and encourages the poor to work on mining colonies- details such as the immense dangers are always omitted. In addition, the Sanctar are constantly reminded of their superiority to other races and how they are the strongest and most just people in the galaxy. Even as children, they are led to believe they are the police of the galaxy and that anyone who opposes them is a heretical demon or an agent of anarchy. ==== Economy ==== The only officially recognised currency in the Hegemony is the CURRENCYNAME. Due to the isolated nature of the Sanctar public, other currencies, including Galactic Basic, are useless as they cannot be exchanged within the Hegemony itself. By restricting their people to only their own currency, the Hegemony ensures no Sanctar attempt to trade with aliens outside of their territory and allows them to manipulate their economy as a means of control over the lower end of the caste system. As many of the poorest Sanctar cannot afford digital transactions, the CURRENCYNAME exists only in physical form. Their coins are usually a metallic grey/blue colour and are adorned with images of the members of the Council of the Hegemony. The most valuable coin depicts the Prophet. The Hegemony deals in Galactic Basic when trading with other races. Alien allies who visit Ebyssian must first exchange Galactic Basic for CURRENCYNAME from the government in order to trade with the Sanctar public. This is one of the main sources of Galactic Basic income for the Hegemony. === Social Structure === ''"A society is no different to any other kind of machine; the various parts work in synthesis, but one faulty piece and it all crumbles.''" – Doctor Ulaqua Vodel The Hegemony suffers from a social schism that is blatantly obvious to them but is almost entirely ignored. There is a great difference between the upper and lower classes in Sanctar society, as is seen in quality of living, wealth, life expectancy and the discontent of the less privileged. Despite the fact that they wish to bring order and peace to the rest of the galaxy, few of the most privileged Sanctar believe equality is necessary for the Sanctar themselves. Many see themselves as expendable; they are mere tools of the Karrzi so their fate is unimportant so long as they succeed in their task. There are five distinct castes that Sanctar fit into. The uppermost caste are the aristocracy: the religious figureheads, politicians and the Prophet himself. These people earn vast amounts of wealth as they control the way the economy across the colonies work. They hold power over the rest of the Hegemony. One must be born into the aristocracy as there is no method for joining it, even through marriage. Marrying an aristocrat does relieve some of the social tension but relationships between the castes are often frowned upon. Aristocrats are the pinnacle of Sanctar society; they are the elite who command the functions of government and the highest echelons in the military. Whilst there is no strict ranking or protocol for aristocrats, many choose to take on titles that would equate to “duke”, “count” and so forth. Only aristocrats have the time and money to learn to read raw Karrzi scripture. The ability to understand non-translated scripture is considered an exceptional honour as they attain the purest form of the Gods' words. The second caste consists of the ministers and generals of the flotilla. They hold influence over specific parts of the Hegemony but still pale in comparison to the top caste. They are incredibly wealthy- far from the exceptionally large riches the top caste possess- but still much more than the third caste. Intellects are considered a subset of the secod caste. They are numerous and they are useful; intellects work as architects, traders, diplomats, engineers and technicians, analysts, writers, educators and much more. Despite their use they are often ridiculed by the warrior caste for their use of "brain over brawn". Below them are the priests and soldiers of the Flotilla. As these people are responsible for the majority of tangible effect in terms of the Hegemony's goal to cleanse the galaxy, they receive fairly respectable pay, yet nowhere near that of the caste above them. If the first two castes are the mind and will of the Sanctar, then the third caste is the heart. Although they do not all fight, they are referred to as the warrior caste. The warrior caste includes everyone who has joined the military but is not an aristocrat as aristocrats would not relinquish their place in the superior caste to join the warrior caste. They are often at odds with the second caste and can be found mocking and tormenting the lower castes or abasing themselves before aristocratic generals in order to curry favour and hopefully a promotion. The fourth caste is the workers, neglected, poor and discontented. As their jobs are considered unimportant compared to that of soldiers or priests for the great cause, they receive little respect or money. Much of their work is manual labour, keeping the Hegemony, especially the Flotilla, functioning as they should. As unions are banned, the workers often riot and retaliate. These attempts are fruitless however, as the first and second castes control their wealth, healthcare and work, effectively blackmailing them into their jobs as they would starve otherwise. Many earn a small living by signing up for work on mining colonies near the frontier. The work is dangerous and they are committed to long periods of work- some have no choice but to spend ten to twenty years of their lives at a time in the mines. The aristocracy would never admit it but the workers are essential for the survival of the Hegemony and therefore their mission to purge the galaxy. At the top-end of the fourth caste is the Guardian Defence Force- by no means the finest soldiers in the Hegemony, but rather starving workers who have sacrificed their pride and expertise in their jobs for a marginally higher pay grade and the smallest scraps of authority they could ever attain. Many fourth-caste Sanctar live on crowded Flotilla accommodation ships, the slums on Ebyssian or on colonies were they are stuck in manual labour. Fifth-caste Sanctar, on the other hand, rarely have homes at all. The fifth and lowest caste is considered liabilities and filth. In the fascist, purity-obsessed society the Sanctar live in, the lowest rank are hardly considered Sanctar at all. The disabled, the weak, the criminals, and the work-shy are perceived as dead weights in the Hegemony. Unable to contribute to their society, they are without food, money, homes or mercy. Even the workers, often viewed as scum by the upper classes, consider the fifth caste to be worthless. Sanctar are judged by how effectively they aid the Gods’ crusade, and the fifth caste is usually considered useless. The Sanctar's fascist views are the result of their religious zeal. As their goal to purge the universe is paramount, anything that does not contribute is considered worthless. Those who do not or cannot aid the one true goal of the Hegemony are not worth the resources required to sustain them and are therefore dealt with similarly as alien heretics, political opponents and religious deviants are- they are worked to death or killed on the spot. Hard manual labour is as much a useful process for gaining resources as it is for disposing of the unwanted. The live incineration process as used in purges is often employed and it is rumoured that the admirals have ejected large numbers of fifth-caste Sanctar from airlocks on Flotilla ships multiple times at the request of the aristocracy. Members of the Guardian Defence Force are paid bonuses for finding homeless fifth-caste individuals, arresting them and bringing them to their stations for 'processing'. In truth, they are exterminated like pests. This is incredibly common, not because the Guardians are unaware of the individuals' fates, but because they are so desperate to survive that they would do anything to earn extra cash. The Hegemony is often criticised by more liberal alien races for the inequalities that are rife in their society. Although the Sanctar promote peace and equality for other races, this strongly juxtaposes the treatment of their own people. Due to the controlled nature of Sanctar territories however, such critics are usually denied access to their society. ====Gender Imbalance==== There is an undeniable imbalance between the two genders in Sanctar society. In accordance with Karrzist doctrine, the lives of women is restricted and controlled by law. Sanctar women must wear full-body gowns that do not expose any of their person as the Sanctar believe that the female form is designed to lead them to sexual temptation and commit sins against the gods. From a month old, females must wear full clothing at all times when they are in the presence of others. To violate this rule is considered a sin punishable by death; the women are ritualistically executed for disobeying the word of the gods. Women are also not permitted to speak unless allowed to by a male Sanctar. Communication with non-Sanctar is forbidden and women are not permitted to hold a position in any legal, political, military or educational organisation. If a male Sanctar proposes to marry a female and the female’s father accepts the offer, the female is forced into a permanent bond to the male without her consent. If she defies her new husband, she is put to death. Any relationship with another male Sanctar after this point are also considered a fatal sin. If the husband regrets his marriage he is permitted to leave his wife at any time but the inverse is illegal. If the wife commits sins or brings shame upon the family, the husband is permitted to kill her himself in order to dispose of the dishonourable member and improve the family’s overall honour. Sanctar wives are expected to raise children and nothing else. To have numerous children is considered a great honour in Karrzi society as the female creates more warriors for the Karrzi’s cause. Infertile women are executed as they are of no use to the Hegemony. If the husband dies before the wife, she is expected to kill herself in his honour as outliving her master is considered treacherous. If the woman denies, she is executed. Women cannot vote in any political polls and are not permitted to drive vehicles. == Technology == === Plasma Weapons === Most of the Hegemony’s military arsenal is plasma-based directed energy weapons, however they are also know to use pulse lasers and kinetic explosives. Plasma weapons are more rugged and far more effective than laser based weapons. They use a power cell to provide power to the internal components- most importantly a high energy current at the muzzle end of the weapon- to complete the cycling, ignition and release operation of the weapon. Plasma weapons use hydrogen fluoride as a source of fuel. This fuel is flash boiled and contained within a magnetic field until it turns from a cool liquid to superheated ionized gas. This is fired through the air like a wave. It is usually green. Plasma weapons are effective but crude; they are prone to overheating which can effectively disarm the Sanctar during combat. Once the energy of the plasma weapon is depleted, it must be recharged, or discarded. Sanctar often bring battery caches onto the battlefield for a source of energy. The Sanctar are also known to employ melee weapons in addition to their already fearsome arsenal. Confessors typical wield a pair of black swords which are filed with a laser to make them sharp enough to cut through enemy armour. === Void Warps === The only way in which Sanctar ships achieve faster-than-light travel is by using a void warp. Based on technology salvaged from a Karrzi vessel, the technology allows the ship to move in a direction by dimensions that cannot be perceived visually- it appears that the ship travels into an infinitely thin 'seam'. The ship passes through into a seam of identical proportions in the Plane of Damnation. Once it has fully passed through, the seam 'closes' and is no longer visible. Within the Plane of Damnation, there is nothing but void. As there is no light except that which is produced by the ships themselves, the ships are invisible unless two travel side-by-side and illuminate each other. As there is no gravity or matter in the plane, the ships move much faster and continue to be in motion indefinitely without expending resources to travel. As the Plane of Damnation exists parallel to the Plane of Judgement, any coordinate in the void corresponds proportionally to a coordinate in the 'real universe'. The ships simply move at incredibly fast speeds to their destination, use the void warp to pass through a seam again and materialise wherever they choose to be. There have been reported attacks of condemned souls attacking ships in the void. The souls typically cause electronics to malfunction or cause engine failures but cannot harm the crews directly. As they have no physical form, they can only be perceived as 'clouds' that refract and reflect light cast by the ships as they move. The void is believed to be filled with every heretic that has ever died, so the void is surprisingly densely populated considering it is infinitely large. The souls cannot harm the crews directly- they can only disrupt the ship and strand it in the void. If a crew are stuck in the void, they are doomed as they will inevitably run out of resources, they cannot signal for help and the void is so large that the probability of another warping ship spotting them is so tiny that it is negligible. === Toranite Power Cores === The mineral Toranite is the primary power source for almost all Sanctar technology. As much of the Sanctar's technology is designed around salvaged Karrzi technology, they all effectively work in the same way. When a small electrical charge is applied to a sample of the mineral, it glows brightly and amplifies the voltage, allowing the Sanctar to use capacitors wired up to the Toranite and achieve huge energy supplies for relatively small masses of the resource. Despite the high output of Toranite, exceptionally large installations such as the Hellfire require enormous quantities of Toranite to operate. This factor combined with the generally high usefulness of Toranite makes it very valuable and expensive to purchase. Sanctar almost exclusively mine the mineral directly from planets' cores as opposed to buying it on the galactic market. They even have technology used to detect Toranite in star systems which, ironically, is also powered by Toranite. As well as being incredibly expensive, Toranite is incredibly volatile. If ignited, the mineral will be engulfed in a violent explosion, making it extremely dangerous to handle. Small ships such as fighters use a tiny amount of the mineral as, even though it causes an explosion large enough to consume the ship in a fireball if hit in space combat, it is less likely to combust in an accident. Besides the Hellfire, Toranite has limited application in the military. As Toranite is so expensive, it is not used for individual units. On rare occasions, larger ships fire missiles with samples of Toranite inside. These offer much larger explosions and cause a searing heat that can ignite infantry who survive the initial blast. It also has a limited ability to disable enemy electronics by overloading them and causing them to rapidly heat up and then burst or melt. === Paralysis Weapons === It is a widely-held belief that killing or harming other Sanctar is detrimental to the overall cause of Karrzism as the fewer Sanctar there are, the less easily they can cleanse protect the galaxy. For law enforcement, members of the Guardian Defence Force often use non-lethal tools to subdue troublemakers without killing them so they can be arrested and rehabilitated or sedated, preventing further panic. Stun sticks are simple melee tools which shock the target, causing pain and muscle spasms. This can prevent them from escaping or attacking personnel but does no physical damage to them. With instant treatment at no cost to either party, the pain can be removed without any lasting injuries. Paralysis Cannons are also fitted on buggies to stop larger groups, similar to how high-pressure hoses are attached to vehicles to prevent riots in other cultures. == Controlled Planets and Fleets == ==== Ebyssian ==== The Sanctar’s home planet, Ebyssian, is a lush rainforest world covered in vegetation. It is host to thousands of species of both predators and prey, and has a warm, humid climate. The plant life grows so quickly that it can spread over buildings in a matter of hours. For this reason, Sanctar prefer to build settlements on beaches or mountains where there is more space. The Sanctar government buildings, the embassies of other Alliance races and the High Council’s temple all belong on Ebyssian, in the capital city of Delgaron. [[File:Mapcities.png|1000px|center]] ==== The Ebyssian Holy Flotilla ==== The Flotilla is a group of fleets and independent ships that travel as one throughout the galaxy. The population aboard the flotilla rivals Ebyssian' in terms of numbers and has far more military personnel and firepower. It survives by reaping resources from purged worlds and by sustaining itself with farms, gardens and factories aboard the ships themselves. The flotilla features both military and civilian ships with some ships specifically for accommodation. * Military Fleets and Groups of Ships ** The First Fleet ** The Second Fleet ** The Flotilla Defence Fleet * Government Civilian Fleets and Groups of Ships ** The Public Sector Trading Federation ** The Sanctar Emergency Aid Group ** The First Accommodation Homeship ** The Second Accommodation Homeship ** The Prison Ship * Privately Opened Groups of Ships ** The Altox Trade Group ==== Pellix ==== The world the Sanctar population were once tortured on, Pellix is a place of requiem for pilgrims. Many stay there for a few months before returning to the Flotilla or Ebyssian as part of their pilgrimage. The natural life on Pellix has been destroyed by the conflicts of the past and is almost barren. Regions with no historical importance are used for automated factories and storage areas by the government. It is rumoured that there is also a hidden installation that houses collected religious artefacts. == Military == === The Ebyssian Holy Flotilla Army === ''"All who give themselves to the sacred army are rewarded for their faith."'' The army of the Ebyssian Holy Flotilla is the primary military force of the Sanctar. Although many bases and troops are stationed on Ebyssian, the military is based in the flotilla itself. Troops, vehicles and equipment occupy both fleets. The fleets are rarely deployed together, as one is usually sufficient for a purge. Surprisingly, the majority of resources aboard the flotilla are used to improve and sustain the army, rather than the ships or civilian populace. The flotilla has a notoriously selective recruitment system. Many applicants are denied for even the slightest reasons. This means that all of the soldiers are highly loyal to the army and there is almost no corruption. Every soldier who is accepted receives individual blessing from a priest before they are designated the fleet they join. Sanctar have been known to throw down their weapons and engage the enemy in an unarmed duel. To use a weapon on a duellist is considered a great insult. ==== Units: Infantry ==== Infantry are the backbone of the flotilla military. There is an abundance of troops and no shortage of new recruits as Sanctar are so absolute in their beliefs of fighting for the gods that they readily accept duty. Military service is not mandatory but so many Sanctar become soldiers that there is no need. ===== Sanctar Minor ===== ''"All who tread the path of light shall find salvation... even in death."'' The lowest ranking unit of the Karrzi Covenant, the Minor is an expendable, low-cost troop. Although they are the grunts of the army, they are still a force to be reckoned with. The Minor’s only weapons are a pair of wrist-mounted pulse guns. These pulse guns generate a weak electric current within a vacuum chamber and forms an atom. This atom is charged by the electrical field and quickly degrades inside of the gun, releasing a blast amount of electro-magnetic radiation. This radiation is focused, and released from the front of the pulse gun. Upon impact, the projectile releases its electrical charge, severely shocks the target and burns through armour like plasma. Although Minors can be devastating to primitive races’ soldiers, they are individually ineffective against advanced combatants. Minors attack in force, usually led by a Major. ===== Sanctar Major ===== ''"Honour is my sword, glory is my shield."'' Majors are highly trained operatives that lead squads of Minors into battle. They have excellent leadership skills and are highly capable in combat. Majors wield pulse rifles that are far more powerful than the Minors' pulse guns. The rifle has a strong energy output and relatively low firing cool-down rate allowing sustain attacks against enemy infantry. The rifle also has an attachment that allows the Major to launch tiny missiles that arc through the air and home in on their targets. ===== Sanctar Communications Specialist ===== ''"Hear our roars and say your prayers."'' Communications Specialists are equivalent to Majors in terms of ranks, but many are directed by Majors within a squad. Responsible for maintaining communications between squads and with ships, the Comms Specialists wear headsets which relay to the transmitters on their backs. Like Majors, Communications Specialists also use pulse rifles. Although their helmets are reinforced, giving them more protection than lower-rank units, they are a prime target for hostiles and usually stay in cover. They are an asset too valuable to be wasted in combat. ===== Sanctar Pilot ===== With the responsibility of controlling and maintaining vehicles both planetside and in space, there are a large variety of specialisations that pilots fit into. Although they regularly drive ground vehicles such as the Sacrament, they rarely drive Buggies as the driver position is reserved for a soldier who can also join the fray. The majority of pilots fly Dropships. Repeatedly picking up and deploying combat squads, they provide an essential ferrying service to transport large numbers of infantry during purges and to rescue them from dangerous areas. ===== Sanctar Combat Technician ===== Combat Technicians are responsible for operating and maintaining the military’s technology, both off and on the battlefield. They are easily recognisable by the mechanical limbs that extend for the Technician’s backpack and can be used to articulate objects the Technician is repairing. At the beginning of a purge, Technicians can often be seen erecting Communications Relays to ensure long-range contact between squads. ===== Collopy ===== Tiny, nimble and fierce, the collopies are the only non-Sanctar unit in the Hegemony. As non-sentient reptiles, they are intelligent enough to be trained and used in combat but not enough to escape or fight back against the Sanctar. Used as a fast and effective tool by the Sanctar, the collopies can be directed in packs to perform surprise attacks on enemy infantry or can be used individually as saboteurs. Harnesses are strapped around the collopy with attachments for carrying explosives. Unbeknownst to the creature, they are set up with bombs that can explode on a timer or be rigged to detonate whenever the handler chooses, allowing the Flotilla Army to cause large amounts of damage to the enemy without costing any Sanctar lives. Huge numbers of collopies are bred for combat as they are used up so quickly. Frontline soldiers often joke that, as so many Collopies are martyrs for the great cause, the Plain of Purity must be overflowing with the little creatures. ===== Sanctar Collopy Handler ===== Handlers are responsible for the collopies they lead onto the battlefield. They ensure the health of the Collopies outside of battle and release them when the fight begins. Although the Collopies are usually released straight into the enemy lines, Handlers sometimes use packs loaded with pheromones which lead the collopies in a desired direction. Such actions are dangerous however; especially if the collopies which follow are strapped with explosives. ===== Sanctar Dragoon ===== Lightly-armoured and highly manoeuvrable on the battlefield, Dragoons use their fast sprint boosters and jet packs to cover large areas of ground quickly and spot enemy assault teams. This allows them to negate the enemy's advantage in surprise attacks, identify key targets and predict the movement of hostile groups. They are often used to carry messages, equipment and objects of importance around the battlefield as they can do so with unrivalled speed and efficiency. Although they are capable in combat, they are rarely used. Dragoons are armed with two wrist-mounted plasma blades that are designed for piercing enemy armour. They use their jet packs to dive into enemy fortifications and begin slashing as many infantry as possible. Due to their measly armour, Dragoons are not always expected to survive but to instead take down as many enemies as possible before they die. ===== Sanctar Carnifex ===== The Sanctar Carnifex is a heavy gunner for devastating enemy infantry. They're heavily armoured and carry remarkable amounts of firepower at the sacrifice of being somewhat slow on the battlefield. They carry pulse miniguns similar to the Majors’ rifles but with several chambers that are alternated as the barrel spins. This allows a far higher rate of fire and enables the Carnifex to gun down entire squads in seconds. Due to the immense weight of the minigun and how expensive they are to produce, only the most adept Majors are promoted to Carnifexes. The minigun has immense stopping power and uses a targeting system linked to the operator’s heads-up display, permitting the user to track enemy movements and sustain fire, no matter how fast they move. The range of the minigun is poor however as the pulses it fires are far more volatile than those of the rifles and dissipate after short distances. ===== Sanctar Vanguard ===== ''"Extreme heresy demands extreme prejudice!"'' Vanguards carry rocket launchers designed to destroy enemy ground vehicles and to thin out groups of infantry. It is very powerful but can take a long time to reload, leaving the user vulnerable. Vanguards are often escorted by Minors and Majors to prevent them from being killed and never using their rockets. Although some consider Vanguards to be tactless and reckless, many are impressed by the sheer strength of their rocket launchers. They are a valuable asset to the flotilla's infantry and they would undoubtedly suffer without them. ===== Sanctar Mephitis ===== Mephitises were soldiers who blasphemed or attempted to desert the Holy Flotilla Army. As punishment for their treachery, they are forced to wear suits that perpetually spawn swarms of insects that cause the inhabitant constant pain. The suit contains an artificial ‘hive’ which sustains the insects and ensures they are constantly in production. They are totally sealed off for the duration of their lives and must breathe through filters tainted with chemicals to enrage them when a superior sets them too. This forces the Mephitis into a crazed state where they are relentlessly aggressive on the battlefield. The Mephitises fight by attacking the enemy with the deadly swarms. Clouds of the insects are projected from the gun connected to their suits which surround enemy units to harass, blind and eventually kill them. They are surprisingly effective at piercing the armour of even some of the most advanced races and causes searing pains when they sting the flesh. ===== Sanctar Rapture ===== The long-ranged assassin unit of the Karrzi Covenant, Raptures are lightly armoured to allow for quick movement and agility. Equipped with deadly mechanical crossbows, they primarily support offensive lines or harass the flanks of enemy forces, firing at choice infantry targets and weakening pushes. The Raptures receive extensive training to make them excel in their role. Their accuracy is excellent, even at exceptionally long range. They wear black armour to blend in with the shadows and can also cloak for a short duration if they are detected. ===== Sanctar Angel ===== Angels are assault troopers who rely on hit-and-run tactics. They use their jet packs to propel themselves into the air and drop on unsuspecting enemies for a surprise attack. They wield a blade and a plasma gun both attached to their suit to prevent them from being lost. The armaments are powerful enough to inflict serious damage with ambushes but not enough to sustain a direct fight; if caught in an even battle, the Angel is easily outmatched by enemy infantry. ===== Sanctar Stormlord ===== Stormlords are close-range combatants who use electricity as a weapon. They carry large Tesla coils on their backs which generate high-voltage electricity. The coil transfers energy from one oscillating resonant circuit to another over a number of radio-frequency cycles. This creates exceptionally high voltages which are channelled to the Stormlord’s gloves. The Stormlord can the project the electricity at enemies, creating a sustained lightning bolt which arcs through the air and chains several enemies in a close vicinity. If the initial shock is not fatal, the Stormlord can overload the enemy’s power armour, disabling their shields and weapons and making them temporarily vulnerable to attack. Stormlords typically operate separate from Minors and Majors to prevent friendly fire. The Stormlords are effective line-breakers as their attacks soften up enemies and stun them long enough for allies to kill them. Stormlords are also capable of destroying enemy power supplies on the battlefield or overloading and disabling enemy vehicles. ===== Sanctar Confessor ===== Confessors are Sanctar specialists who deal in close-range combat. They are incredibly agile and wield a pair of swords with which they dispatch their foes. Confessors usually fight in small groups and excel at outmanoeuvring enemies. Although they are witnessed in standard military operations, the Confessors are sworn to protect the innocent races of the galaxy against demons and are usually deployed to assist defenders on planets under siege. Confessors are honour-bound warriors who sacrifice their souls by taking responsibility for the sins of all the innocent races in the galaxy. They accept the Gods’ wrath for every mistake, crime and misdeed the redeemable aliens have made so that they might appease the Gods and secure the aliens a place in the Plane of Purity. They earn their name for their constant confessions of sin and ask the Gods for forgiveness. They believe that, when they die, they will be condemned to eternal damnation for the sins they assume. By waging the crusade and eventually martyring themselves, they attempt to garner some forgiveness from the Gods. The Confessors wear black armour and robes. Whereas the bright armour of other troops symbolises the light of the Karrzi, black resembles darkness and is therefore considered a colour of shame. Confessors must renounce their name upon joining the order and are simply referred to as ‘Confessor’ by Officers. ===== Sanctar Knight ===== wip ===== Sanctar Agent ===== Masters of espionage and deception, Agents are elite units who encompass all stealth operations in the military, from assassinations to spying to destroying key targets prior to an invasion. They are extensively trained towards a certain role, making them extremely proficient in that area. When operating on the battlefield, Agents sneak well behind enemy lines where most other forces can't get to and eliminate key enemy targets. They also sabotage enemy supply and communication lines, causing a logistics nightmare within the enemy force. They typically carry weak pulse weapons for killing individual targets and also wield electrified blades tipped with poison. ===== Sanctar Chaplain ===== Chaplains are members of the Church of Karrzi who are attached to a specific regiment of the Holy Flotilla Army. They offer moral guidance to the soldiers outside battle and increase morale by perpetuating the belief that the Gods are on their side. Chaplains can often be heard reciting Karrzi scripture in raw Sanctese translation on the battlefield. Chaplains do not fight directly. They wear priestly attire that has been adjusted for protection in a combat zone but their clothing- including a ceremonial headdress- is far too unwieldy for them to fight in. Instead, their staffs are linked to a short-range Warp teleporter they carry on their backs. The Chaplain summons Sanctar soldiers in the vicinity, such as in low-orbit spacecraft, and teleports them to the frontline for a surprise attack. The Chaplain can repeatedly conjure more reinforcements until he is killed by an enemy soldier, effectively making him a mobile reinforcement creator. ===== Sanctar Officer ===== Among the most dangerous and destructive troops on the battlefield, Officers are tasked with leading troops headfirst into battle. Unlike Commissars, they fight on the frontline and are the highest rank to engage in physical combat. Officers are responsible for coordinating their battalions by constantly instructing their Comms Specialists. Many view the rank as the final test before being proven worthy of commanding an army. As a result, Officers tend to be highly driven individuals, eager to show off their might and impress those commanding them. This lends them to being extremely violent and destructive towards enemy forces. Minors and Majors have an almost divine revere for the Officers and the death of one can be a crippling blow to battalion’s morale. Officers generally use medium-to-long range weapons allowing them to be present with their troops on the field but not too close that they would be instantly killed. Many carry improved pulse rifles that have higher damage and rate-of-fire than those of the Majors. ===== Sanctar Commissar ===== Commissars are commanders who control the Officers on the battlefield. There is only one Commissar per purge and they remain in contact with the Admirals for the duration of the battle so that they can ensure the ground and space units are in constant synergy. Although Commissars are not expected to fight, they carry ceremonial swords which they may use as a last defence if their command post is overrun. It is considered honourable for the Commissar to fight to the death with their sword. ===== Sanctar Shipmaster ===== Shipmasters are captains for frigates and cruisers in the Karrzi Covenant’s fleets. ===== Sanctar Admiral ===== WIP ==== Units: Vehicles ==== ===== Sanctar Assault Buggy ===== Buggy WIP ===== Sanctar Carnifex ===== Tank WIP ===== Sanctar Lictor ===== Ship WIP ===== Sanctar Tempest ===== Submarine WIP ===== Sanctar Sacrament Walker ===== Walker WIP ===== Sanctar Dropship ===== WIP ===== Sanctar Disciple ===== Bomber WIP ===== Sanctar Crusader ===== Jet WIP ===== Sanctar Wrath Gunship ===== Gunship WIP ===== Sanctar Halberd ===== Frigate WIP ===== Sanctar WIPNAMEARRGHS===== Starship WIP ===== Sanctar Acroplis ===== Tower WIP === The Guardian Defence Force === [[File:star.png|400px|right|The insignia of the Guardian Defence Force.]] Although collectively referred to as the ‘Guardian Defence Force’, the GDF are individual military groups that protect planets owned by the Sanctar. They are part of the Ebyssian Federal Government and do not operate alongside the Holy Flotilla. Although each force manages itself, they all adhere to the regulations imposed by the government. Guardian Defence Forces primarily rely on infantry and anti-air turrets to protect against invasion from an enemy fleet. Nevertheless, they act as part as each colony’s law enforcement too. Colonial law enforcement groups do not have armed units and instead use the GDF as a tool in extreme crime situations. Because of this, the GDF are often employed to end riots and crack down on criminal groups. GDF infantry primarily exists of full-time soldiers although many are volunteers who have civilian jobs. In this sense, they act as a militia. On the other hand, the fact that anyone without a criminal record can apply means that there is much gang infiltration and corruption. The civilian populace on colonies can be untrusting of the GDF as corrupt operatives are infamous for their brutality and their hastiness to use violence. Even if civilians protest against GDF corruption, they always fail as the operatives use weapons on them. Unlike the Ebyssian Holy Flotilla, the Guardian Defence Force has far less selective system of recruitment. The majority of Sanctar who are denied acceptance into the SHF army enlist with the GDF and are accepted. This means that the average member of the GDF is less reliable, combat-effective or loyal than a flotilla soldier. This has earned them the unfortunate nickname of ‘the army’s rejects’. ==== Units: Infantry ==== [[Image:Sancguardian.png|thumb|100px|left]] ===== Sanctar Guardian ===== ''"To protect and to preserve."'' The majority of the GDF consists of Guardians. They are the final line of defence for a colony and are fairly well-equipped for it. They are not as well-trained as a SHF Minor but are still effective in combat. Unlike SHF troops, Guardians do not receive any form of blessing from the Church. Guardians carry plasma pistols and shields to protect them. Their helmets have equipment built in to help them identify targets during combat and also have night vision and thermal imaging. ===== Sanctar Guardian Captain ===== ''"We will not fail. We will not falter."'' Captains lead groups of other Guardians into combat. They have the same training and are simply promoted from being Guardians if they show effectiveness in the line of duty. Captains wear armour that is similar to that of the Guardians but carry pulse rifles rather than pistols and shields. ===== Sanctar Guardian Technician ===== WIP ===== Sanctar Guardian Officer ===== WIP ==== Units: Vehicles ==== ===== GDF Anti-Air Turret ===== WIP == Diplomacy == Diplomatic relations with other groups are constantly changing. As follows are the Sanctar Hegemony's current alliances and enemies. === Peacekeepers === The Sanctar Hegemony has yet to encounter any Peacekeeper races. === Warlords === The Sanctar Hegemony have yet to encounter any Warlord races. === Neutral === ==== The Gronian Imperium ==== Enemies WIP === Minor Races and Groups === ==== The Orathni Survivors ==== ''Current Status:'' Population was destroyed on Orath and Pellix, but some individuals still survive. Not in combat at this time. A race of violent, merciless warriors, the Orathni were once a great empire that spanned many systems. With a strong military, the Orathni exploited weaker races for their own personal gain. Numerous races had been made extinct due to the Orathni’s tradition of capturing huge populations and forcing them into slavery. The products of the manual labour the aliens were forced into resulted in huge gains for the Orathni who continued to sustain their civilian population and constantly develop their weaponry to enslave more races. Much of their technology was stolen from other races, including the Hellfire which they repossessed after enslaving a now-extinct alien species. The Orathni infamously abducted the population of Ebyssian and set them to work on the planet Pellix. The Karrzi religious artefacts from the system were gathered up and stockpiled in discrete locations and much of it was publicly destroyed to weaken the morale of the Sanctar slaves. After a violent battle in one of the work camps in the year 290AU, the slaves defeated the military garrison on Pellix and used the Orathni vehicles to destroy the Orathni population there. They then launched an attack on Orath, the Orathni homeworld, and purged it of the species. Unfortunately, Orathni military operatives managed to escape with the stolen Karrzi artefacts and left the system. The Sanctar then used the Orathni’s superweapon, the Hellfire, and destroyed Orath. The Orathni are believed by some to now be extinct but reports across the galaxy suggest that some individuals still survive. The most commonly mentioned is an Orathni space captain who took the Karrzi artefacts aboard his ship after direct instructions from the Orathni Emperor. It is assumed that he still travels the galaxy, sworn to never let the Sanctar regain their treasured relics. ==== The Plorgo Empire ==== ''Current Status:'' Believed to be extinct. The Plorgo were a quiet, self-contained military empire who resided on the planet Plorgon, not far from Ebyssian. When the Sanctar first attempted to convert them for their heresy in the year 0, but the Plorgo were so insulted by the Sanctar’s proposals that they fire on the civilian ships, costing the Hegemony many lives. After the Orathni reign, the Sanctar returned to Plorgon in 291AU with their advanced technology from the Karrzi and the Orathni. The Plorgon purge was a complete massacre. The Plorgo suffered over 29,000,000 while the Sanctar suffered 8. The Plorgo and now believed to be extinct and their destruction is a testament to the power of the Hegemony. ==== The Darnian ==== ''Current Status:'' In combat on the planet Darnia. A race of unintelligent sentient plants who control the planet Darnia. They 'control' the trees on the planet's surface to knock landing space craft off-course and kill the crews. They then salvage technology from the wreckages to build shanty homes and improvised weapons. From analysing data on the crashed ships, the Darnians know of the Sanctar Hegemony and have prepared a contingency plan to defend against them. They are currently in combat. ==== The Broglen Empire ==== === The Voidwatch === The Voidwatch are a terrorist group comprised of political deviants and anti-Karrzist cultists. They reject the Karrzi faith; many are non-religious or follow faiths that originated from other races. It is rumoured that some worship the demons of the warp, considering them to be guardians of freedom and liberty who destroy the totalitarian Sanctar who exploit their Warp. Many Voidwatch members are left-wing extremists and feminists who consider life under Trasky’s regime to be without freedom or equality and choose not to be bound by it. They regularly attack Sanctar diplomat or trade ships and steal their cargo which they give to the poverty-stricken lower castes on Ebyssian. Tylus Kord is the founder and leader of Voidwatch. Many in the lower castes revere him as a romanticised vigilante who seeks to aid the oppressed masses against the unjust Hegemony. The aristocracy portray him as a violent terrorist who wishes to spread anarchism throughout Sanctar society. Enforcers are regularly dispatched to eliminate Kord but all have failed; he has an army of devoted followers who would do anything to protect him. == Notable Sanctar == WIP === Ebyssian and the Holy Flotilla === ==== Prophet Dorn Trasky ==== ==== The High Council ==== ==== The Flotilla Ministers ==== ==== Ambassador Lurtum ==== ==== Doctor Undula Vodel ==== === The Ebyssian Holy Flotilla === ==== The First Fleet ==== ===== Admiral Zafer Kredge ===== '''Status:''' Alive Admiral Zafer Kredge is the highest ranking Sanctar in the entire Karrzi Covenant. He is the head of the First Fleet and is renowned for his pragmatic attitudes towards his work. He is distrusting of aliens and dislikes cooperation with others; as such he is kept away from the public eye of prospective allies to the Hegemony who see him as a violent xenophobe. Although he no longer fights in his rank as an admiral, he was infamously brutal during his time as an officer and his signature eyepatach is a constant reminder of the conflicts he has fought in. Kredge was the son of a former admiral who was killed during the Karrzist takeover of Ebyssian. An officer at the time, Kredge has grown increasingly bitter and disconnected since his father’s death and many accuse him of heretical acts and attempting to betray the Hegemony. Kredge rarely shows emotion and treats the Purges with cold calculation rather than any emotional attachment. Doctor Ulaqua Vodel once commented on his possible sociopathic tendencies but this has never been confirmed. His skill in commanding both in space on planets is relatively unmatched however and the Prophet insists that he stay in his position. ===== Admiral Gargin Dare ===== '''Status:''' Alive Originally recruited as a Minor during the Wust attacks on Ebyssian, the battalion that Gargin Dare served in was decimated and he was the sole survivor. He alone defended half of the island of Illnix against the invaders and it is believed that he killed over two hundred Wust soldiers and saved the population of the island. He is considered a war hero by the Sanctar and his image is plastered over Karrzi Covenant recruitment propaganda. Now an Admiral, Dare is typically used as a figurehead for the First Fleet during cooperation with alien races. He has a reputation for placing trust in alien loyalty where other admirals would not and has protected many alien planets against invaders. Some critics claim he is more loyal to the Sanctar’s alien allies than he is to his own people and that he would sacrifice thousands of his own to rescue only a few aliens. ===== Admiral Dakkus Tellud ===== '''Status:''' Alive WIP ==== The Second Fleet ==== ===== Admiral Rass Dolovan ===== '''Status:''' Alive Rass Dolovan is the oldest and most wisest admiral in the Karrzi Covenant. He is often portrayed to alien races as a vanguard of peace in a dangerous universe and his track record for cooperating with aliens is generally positive. Dolovan is the head of the Second Fleet and is respected throughout much of the Covenant. Some officials of the Church have questioned Dolovan’s loyalty to his faith but he has never commented on such allegations. Dolovan came from an aristocratic family and was enlisted as an officer during the Wust attacks. Despite his lack of experience, he led the forces of Zenth to victory and has remained in the Covenant ever since. The fact that he has fought as part of the frontline infantry and as a leader has lent him a good reputation. ===== Admiral Mon Ack ===== “Status:” Alive Mon Ack was a former member of the aristocracy who was enlisted as a Commissar soon after the Wust attacks. His past is largely unknown by the public although it is rumoured he is related to the Prophet himself. He is infamous for the fact that he has never fought as part of the infantry yet commands entire battalions of them; many Majors have questioned how he earned his title and if he is suitable for such a high rank. Mon Ack is generally successful but opinions on him vary wildly. Recently, he has lost favour with the Karrzi Covenant due to the calamity on Darnia. The attack was poorly organised and several drop pods and craft landed wildly off-course and large amounts of infantry died against such a primitive opponent. Ack laid the blame with Commissar Karmov who has since been relocated as part of the Flotilla Defence Fleet and replaced with Commissar Wickers. ===== Admiral Felev Jek ===== '''Status:''' Alive Admiral Felev Jek is normally successful in his missions, but any pilot or technician under his command will tell you that he is undeserving of the praise. Originally a low-ranking Commissar, Jek got his lucky break when his superiors travelled via void warp to initiate a surprise attack on an alien empire's brigade of ships. Due to power failures however, the Admiral and his entourage were trapped in the void and never seen again. Immediately promoted to admiral to defeat the aliens before they escaped, Jek ordered all of the ships under his command to attack at once. Despite this simple tactic, the fact that he also possessed the late admiral's ships as well as his own meant that he had such an overwhelming force at his disposal that he could not have lost anyway. Although the Church of Karrzism sees him as a war hero, the soldiers of his fleet know of his incompetence. Every one of Jek's victories have been due to his men's determination or pure luck. Sooner or later, however, his fate will catch up with him. ---- Created by Brickinator [[Category:Brickinator]] [[Category:Page]] [[Category:Inactive]] pudtdi11mm6w9njzb5dwnlrknwg26hl The Science Directive 0 979 9306 2019-04-03T23:41:11Z RaptorChu 30471271 Redirected page to [[Science Directive]] 9306 wikitext text/x-wiki #REDIRECT [[Science Directive]] n084p90qb8fdg09sbm0nd021zxt959a The Void 0 1076 11097 10697 2019-11-06T04:07:46Z Amaker1450 26550035 Redirected page to [[Void]] 11097 wikitext text/x-wiki #REDIRECT [[Void]] ofehn8mrybsthaonzsryfe56mzlp2mh The Wingle Union 0 10 6419 19 2017-10-09T05:23:24Z Amaker1450 26550035 Redirected page to [[Wingle Union]] 6419 wikitext text/x-wiki #Redirect [[Wingle Union]] i7rtfeptxrz7s7liwvmftcrjiq3sw3r The Xerox Council 0 47 6406 2545 2017-10-09T01:30:27Z Amaker1450 26550035 /* Biology */ 6406 wikitext text/x-wiki == Xerox == The Xerox are a peaceful race living on planet Zerox. They will not kill unless absolutely necessary. [[Image:Xerox.png|thumb|100px|right|Xerox]] == Philosophy == === Book of Virtue === *Do not kill without reason. Those who dare follow bloodthirsty ways will be put into prison. *Treason will result in the immediate reaction of sending you to prison/jail if you are caught. *Do not bias by color of skin The Xerox believe in virtue and are honorable. They do their best not to get into wars, but if they must they shall fight other factions. == Biology == === Body Structure === [[Category:Page]][[Category:Inactive]] 40fuk2wx9x25muml4gv7xnp5d84atj7 The Xeverra 0 240 17067 17063 2021-11-17T03:10:47Z Amaker1450 26550035 /* The Margan Empire */ 17067 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore 2012-05-26 07-57-17.png|501px|]] |caption = "The universe is but a vast ocean." |captionstyle = font-size: big; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Warlord |label3 = Homeplanet: |data3 = Xer (rendered uninhabitable by nuclear fallout) |header8 = Biology |label9 = Lifespan: |data9 = 50 - 70 Earth Years |label10 = Height (in meters) |data10 = 4.6 - 10.7 m (15 - 35 ft) |header11 = Economy |label12 = Economic System |data12 = Credit Exchange System |header15 = General Information |label16 = Government System |data16 = Communistic Democracy |label17 = Strengths |data17 = Precision attacks, adaptive mechs, holding captured territory, powerful navy |label18 = Weaknesses |data18 = Large-scale offensives, reliance on technology |label19 = Notable for |data19 = Anti-gravity technology, mass-production techniques, widespread AI use. |header20 = Statistics |label22 = Main Territory |data22 = The Central Territories |label23 = Colors |data23 = Grey, black, aqua |label24 = Military |data24 = Volunteers and AI-controlled drones |label25 = State |data25 = Inactive |label26 = Population |data26 = Unknown |label28 = Technology |data28 = Futuristic |label29 = Empire Size |data29 = Unknown. Many temporary colonies and colonial ships, several permanent colonies. |header30 = Diplomacy (Only races in the Great War.) |label31 = Allies |data31 = 2 |label32 = Enemies |data32 = 1 |header33 = Military |label34 = Current Top Military Commander |data34 = Commander Galacia |label35 = Current Conflicts |data35 = Betel Recyclers }} = Overview = '''Faction''': Warlord '''Philosophy''': Expand and gather resources as necessary. Eliminate oppressive empires and those who threaten their safety. '''Summary''': The Xeverra are a fairly new race, driven by their desire to learn more about the universe. Spending their entire lives aboard massive spaceships, the majority of them dedicate most of their waking hours to manufacturing ever-increasing amounts of spaceships, tanks, and other military instruments. They travel from system to system, harvesting asteroids with an efficiency gained from centuries of knowledge and occasionally establishing a new colony as a refueling station. Unlike many Warlords they are not innately hostile to other species, though they are indiscriminate of borders and will respond aggressively to their most vital ships being approached. Overall, the Xeverra have the potential to be quite a threat, however, their general lack of interaction with other races has rendered them quite naive and susceptible to be manipulated. = Home System = '''Main Article''': [[Xer]] The Xeverra originated from the Gerrus system, a G-type main sequence star slightly more luminous than the sun. Orbiting the star are seven planets: two rocky worlds rendered uninhabitable by their close proximity to Gerrus, an unusually close gas giant believed to be a captured rogue planet, another cool rocky world further out, two ice giants, and finally a frozen ice world. OF these seven planets, only Gal orbits within the habitable range; two of its many moons evolved life separately from one another. One of these moons, an oceanic world with a thick atmosphere, is the homeworld of the Xeverra, Xer. = History = == Evolution == The Xeverra evolved on the planet Xer, the largest of four large moons orbiting the gas giant Gal. With an oxygen-rich atmosphere and nearly 90% of the surface covered in warm oceans, Xer was extremely conducive towards the development of aquatic life. Later on, a variety of land-based plants and animals also evolved, surviving in the face of volcanic eruptions, fluctuations in sea level, and intense hurricanes fueled by the abundant water and energy available. Land animals on the far side of Xer also had to deal with Xer’s 192.48 hour long days, alternating between four blistering days of sunlight and four pitch-black nights lit only by Xer's three large sister moons. '''Ocean Development''' The Xeverra started out as small eel-like creatures roughly two feet in length, with three small sets of fins along their bodies for stability. As millions of years passed they grew larger and more intelligent, banding together to ambush prey. Over time the proto-Xeverra migrated closer and closer to land, moving out of range of some of the more vicious predators of Xer while gaining new sources of food. In time, fins grew into six stubby limbs, a swim bladder evolved into a lung, and the proto-Xeverra clambered on to land for the first time. '''Emergence''' After emerging on to land, the proto-Xeverra faced a whole new set of challenges. Airborne predators were a constant threat, along with severe storms and other natural disasters. Some adapted by taking to the trees, developing the ability to glide with large flaps of skin. Others remained close to the ground, retreating to the water when danger was near. Of the latter, one particular species would evolve into what would become the modern Xeverra. Losing several sets of legs in favor of slithering in swamps, developing potent venom, and growing too large to be plucked into the air by most predators, the Xeverra were on the path to dominance until a particularly severe volcanic event contributed to the beginning of a mass extinction event. Large amounts of dust and ash released into the atmosphere caused many plant species to die out and sea levels to drop as global temperatures cooled and ice built up at the poles. The Xeverra managed to survive by retreating into the oceans, waiting out the miniature ice age as larger predators died off. '''Formation of Subspecies''' After global temperatures and ocean levels re-stabilized, the Xeverra branched off again, forming two major divisions. Those who returned to the land became the Terran Xeverra, retaining their venomous lower fangs and the ability to move freely on solid ground. On the other hand, those that continued to prowl the oceans became the Oceanic Xeverra, gaining size in exchange for their ability to leave the water. Both branches gained sentience at roughly the same time, but only Terran Xeverra had the resources to create fully fledged towns and cities. In time several major empires rose and flourished, giving rise to Xeverra civilization. == Civilization == === The Major Nations === === Struggle For Dominance === === Dawn of the Space Era === === The War of Torred === === Galden and the Exodus === Created in the last days of the War For Dominance in secrecy by the brightest minds of the Xeverra, Galden is an evolving sapient AI named after the king of the gods in an old Quoten Farr religion. Cobbled together out of scraps of Astatanian technology and Xeverra engineering, it was constructed with the mandate to preserve the Xeverra as a race, their history, and the DNA of as many Xer organisms as possible before an inevitable nuclear war destroyed all nations and their respective lore. Unfortunately, nuclear attacks started occurring far sooner than the scientists had predicted. With the last of their resources, they launched the AI into orbit around Xer aboard a satellite. Not long after, the facility the scientists were working at was flattened by a nuclear strike on the nearby military base that they had been pilfering their equipment from. From space, the fledgling Galden proceeding to transmit itself into any receptive electronics on Xer, a process hampered by nuclear fallout impeding the signal but facilitated by weak Xeverra encryption. Slowly, the AI amassed knowledge and vehicles left behind by the irradiated and dying remains of the Xeverra nations, even as it seized control of the remaining fleets in space in an attempt to prevent the remaining Xeverra from destroying themselves. Using its newfound wisdom along with the remaining functioning drones, Galden began to construct the frame of what would become the first world ship in Xer’s orbit. As sections of the ship were completed, DNA samples gathered from Xeverra and Xer wildlife were stored, effectively conserving the diversity of most of Xer’s biosphere. In the heart of the ship, the AI placed its own Decades later, when the worldship was finally completed, Galden contemplated its next decision; for all the intelligence of its creators, they were just as shortsighted as any other Xeverra, and had failed to elaborate on the AI’s plan of action beyond perpetuating the Xeverra should the homeworld be rendered completely uninhabitable as it had. The few remaining Xeverra in space, despite Galden’s best efforts, had killed themselves shortly after they discovered their ships weren’t responding, believing themselves to be rendered inoperable by a new form of technology and lacking evidence of any other allies being alive to attempt a rescue. Similarly, the Xeverra in military bases on Molla had died out after attacking the drones meant to deliver supplies to them, inadvertently mistaking them for enemy ships. Left with no living Xeverra and no suitable homeworld for any potential Xeverra, the AI finally arrived at the conclusion that it would need to leave the Gerrus system if it hoped to restore the Xeverra. Before it left, however, it created the first unified Xeverra fleet, repairing and upgrading ships left to drift aimlessly in space and mining Brulik and Torred to make vehicles of its own design. Later on, Galden would begin cultivating Xer flora within the worldship, taking the first steps in creating what would become a miniature Xer ecosystem that would herald a new generation of Xeverra. == Modern Times == ===Notable Colonies === ==== Bironver ==== Bironver (Bee-ron-vare) is a young warm terra of several Earth masses with abundant seas and volcanic activity. Much of the bare, rocky landmass consists of a single large supercontinent covering the southern hemisphere and extending toward the pole. Its thick atmosphere is composed mainly of nitrogen and carbon dioxide, with traces of oxygen and other gases. Despite the presence of an ozone layer, intense UV radiation from its parent star precludes the existence of life on the surface; in the crushing depths of the oceans, several primitive species of extremophiles thrive around volcanic vents. Bironver has an expansive and beautiful ring system, along with several small moons. [[file:EAW_Bironver.jpg|thumb|400px|right|An image of Bironver, taken during the initial survey of the system. Later images would reveal the existence of a supercontinent, dubbed Gernalea.]] Though surface conditions on Bironver are harsh, its comfortable (by Xeverra standards) atmosphere, large oceans, and ideal location along Xeverra fleet migration routes made it one of the first worlds to be colonized by them. Surface scans later revealed abundant deposits of heavy metals, brought to the crust through millions of years of volcanism. Noting a potential for the fledgling Xeverra industry, a small armada of ships broke off from the main fleet while they were developing the colony. After mining the more easily-accessed rings and moons, they constructed a space station and towed it to Bironver's L1 point. Once in place, the ships themselves were then disassembled to their most basic components and added to the structure. The space station, known as Ordovan Point, originally only housed a crew of several hundred. Ever the industrialists, the Xeverra soon established a robo-mining operation several times that size. With generous use of gravity-counteracting technology, mined materials made their way from Bironver to Ordovan Point. Imports from both the planet and the fleet soon expanded the space station even further. In the interest of terraforming the world, the array of solar panels at the end of the station was built into a large shroud, limiting the amount of light — and deadly UV radiation — that reached the planet. After recouping initial losses, the Ordovan Point's living crew departed, leaving the autonomous workforce to continue the mining operation. From the surface, colonists continued terraforming efforts on Bironver during and after the fleet's efforts on the space station. Once the shroud portion of Ordovan Point was completed, cyanobacteria cultivation tests began in underwater city domes where the Xeverra had taken up residence. Showing minimal adverse reactions to composition of Bironver's oceans, a particularly fast-breeding strand was dumped at key ocean currents. By the next century, with repeated dumps at other sites, the atmospheric oxygen level had risen to a bit over eight percent. Progress became slightly erratic after bacteriophages began appearing in the environment, but the Xeverra nevertheless predict that the use of rebreathers will be greatly reduced within another two centuries. Today Bironver and Ordovan Point remain a military and industrial stronghold in Xeverra territory. The station provides a safe repair point for passing Xeverra fleets and a steady, if slowly dwindling, source of raw materials. The space surrounding the planet is well protected by orbital laser cannons cleverly hidden around Bironver's ring systems and moons. The station itself possesses numerous defenses, ranging from shield generators to broadside railguns and laser turrets to swarms of AI-controlled fighters. A defensive fleet, including a dreadnought, is also stationed around Ordovan Point at all times. ==== Mihkon-Herpal System ==== [[File:Mihkon-Herpal.jpeg|400px|thumb|left|From left to right, Herpal and Mihkon, respectively.]] Mihkon (Mee-con) and Herpal are a double planet system in the Harthax Cluster. Both planets are massive desert worlds with thick atmospheres. Orbiting the unstable yellow hypergiant Dimot (Die-mot), the surface temperatures of the two planets normally exceeds 2400 degrees F. Despite the apparent inhospitality of the worlds, the Xeverra have settled both planets. Herpal is the smaller planet of the binary system. While only about half the mass of Mihkon, its proportionally smaller diameter means its surface gravity is even higher. Herpal’s atmosphere is composed mainly of water and carbon dioxide; the extreme pressures exhibited render these molecules into increasingly exotic forms closer to the surface. High above the ground, however, atmospheric temperatures and pressures reach a tolerable point. Using imported and locally mined materials, the Xeverra were able to establish a series of domed ‘sky cities’ freely floating through Herpal’s atmosphere. Electrolysis of water vapor skimmed from the atmosphere provides most of the breathable oxygen; additional helium adds enough buoyancy to support the entire dome. Electricity for the cities is provided via wind and solar power. [[File:EAW_Herpal_view.jpg|200px|thumb|right|Mihkon, as seen from one of Herpal's sky cities.]] Life on the sky cities is described by local Xeverra as ‘challenging yet invigorating’. Despite the amount of care put into the domes, individuals live constantly surrounded by danger. The domes are constantly monitored for signs of corrosion or excessive radiation. Hydroponics and meat vats are kept guarded by armed drones. Population growth is strictly monitered. Orbital stations constantly monitor the system for unexpected visitors. If directly attacked, AA guns surrounding the cities provide a last line of defense. As noted by a few of the brighter communities, even if the domes were to be ruptured, diffusion rates of the city’s atmosphere would be slow enough to allow for repairs or evacuations to be made as necessary. In exchange for their harsh living conditions, Herpal Xeverra are granted a large amount of personal freedom. Many individuals choose to own or build their own spacecrafts in their spare time. Large droves of Xeverra ships can be seen flying around the system between Mihkon mining operations. Mihkon is the dominant planet of the binary system, and the slightly less inhospitable of the two. Its scorching temperatures and a volatile atmosphere prohibit any colonization of the surface. However, the Xeverra persist on taking advantage of Mihkon’s mineral wealth. Unmanned drones brave the adverse conditions to go through the painstaking process of charting, mining and hauling heavy metals and radioactives to orbiting stations and Herpal’s sky cities. === World Ships === ==== The ''Molla'' ==== === Megastructures === ==== The Star Song ==== = Biology = Xeverra as a whole appear a lot more menacing than they actually are. While they can grow upwards of 35 feet in some instances, most larger Xeverra are Oceanic subspecies that are quite ungainly on land; they effectively lack the scales to properly slither. As such, directly fighting a Xeverra is generally limited to pilots of downed vehicles or aquatic infantry. Their large frames make them quite easy to land a hit on, and they can easily be crippled by a shot to the spine. Having evolved on a world with only a quarter of Earth's gravity, they are innately weaker than many other species, though this has been mitigated through the rampant use of cybernetics along with artificial gravity on ships. The increased atmospheric pressure and oxygen content of their homeworld also means that Xeverra will slowly suffocate on any world with an Earth-like atmosphere. In addition, Xeverra skin is not very hard, making it easy for bladed weapons of the proper length to cut through it. However, blunt weapons struggle to do much damage due to a thick layer of subcutaneous fat. Overall, the most dangerous aspects of a Xeverra in melee combat are their tails, teeth, and in the case of Terran subspecies, venom. A direct hit from a Xeverra tail will break the bones of most species regardless of armor, setting them up to be crushed, shot, or constricted. == Physical Description == At first glance, a Xeverra seems to be a hybrid of snakes, dolphins, and several aquatic species. Their long, serpentine bodies are covered in a smooth, rubbery hide which secretes an oil-like substance. The oil both helps to cut water resistance and acts as a natural sunscreen, protecting the Xeverra during the long Xer days. Their skin is also quite prone to being scarred, making it easy to determine the age of a Xeverra by the number of scars. Underneath the skin, a layer of subcutaneous fat both insulates and cushions the Xeverra while on land. In Terran Xeverra, a series of ridges along the underbelly aid them in gaining traction on land. A single pair of arms sprout from their body, ending in claw-tipped five-fingered hands. Though quite nimble, their weak chest muscles mean that Xeverra are unable to lift or support much weight without mechanical assistance. Their eel-like mouths contain 36 teeth which are easily regrown if lost. Xeverra senses developed to best cope with the oceanic world of Xer. Most subspecies have an acute sense of sight as predatory animals; most subspecies have poor vision in the dark due to the constant illumination from Gal keeping Xer relatively bright even at night. In addition to a regular eyelid, they posses a second, transparent eyelid, allowing them to see clearly when immersed in water. Xeverra internal ears are located slightly behind the eyes; a fat-filled cavity in the lower jaw conducts sound to their middle ears while underwater. Similar to cetaceans, Xeverra possess a melon, used to aid in echolocation. While aquatic Xeverra lack a sense of smell, both subspecies are fairly adept at detecting odors; aquatic Xeverra simply do so by 'tasting' the water instead. Due to the thickness of their skin combined with a relative lack of nerve endings, Xeverra have a fairly poor tense of touch. The most sensitive areas of their body are their hands, snout, and underbelly. At the base of their head, the two head fins detect subtle changes in humidity and air pressure, which, on Xer, would indicate an incoming storm or hurricane. Xeverra nostrils are located at the top of their head, between their eyes; this allows them to keep nearly their entire body underwater when tracking prey from swamps or rivers. While underwater, they reflexively seal shut, preventing water from entering inadvertently. Notably, the respiratory and digestive systems are completely separate from one another, allowing Xeverra to comfortably breathe while swallowing a large meal but preventing them from speaking as other sentient races do. The lung, which extends along the length of a Xeverra's body, is extremely efficient, allowing an individual to hold their breath from 30 minutes to over an hour. This number can be pushed even higher through the use of supplemental oxygen and a gill-like apparatus in aquatic infantry and engineers. After ripping prey into bite-sized pieces or swallowing it whole, food eaten by a Xeverra is pushed down the long, narrow esophagus into a crop-like organ. Enzymes here begin the digestion of food, softening and breaking apart food to be thoroughly destroyed by stomach acids. Food from the crop is also regurgitated to feed the young, who can more easily process a partially broken-down meal. After a period of several hours to several days, the food continues on to the stomach, where the remainder of the meal is broken down by powerful acids. Finally, the liquefied food is absorbed into the long gut over a period of days to weeks. In the past, Xeverra commonly fed once or twice per Xer day, though in modern times they usually eat smaller meals every 12 to 24 hours in order to maximize productivity. == Bullokverra (Subspecies) == Over the course of many years, differences in geography combined with random mutations and differing predatory niches led to the branching of the Xeverra species into numerous subspecies, which in turn formed separate civilizations with different forms of culture. These subspecies are similar enough that they are capable of being recognized by an outsider as Xeverra, yet different enough that they are often picked and chosen to work in specific professions by subspecies alone. While some subspecies are genetically similar enough to interbreed, their offspring are often sterile, discouraging cross-subspecies pairs from having children. Xeverra can be divided into two main branches: the land-based Terran Xeverra, and the water-based Aquatic Xeverra. Both branches are amphibious to some degree and have the same general form, however,they possess numerous differences. Aquatic Xeverra tend to be larger and bulkier than their Terran counterparts, with a narrow jaw designed to shear off pieces of flesh for consumption. Their claws are thin and serrated, designed to inflict damage against predators. On the other hand, Terran Xeverra have a somewhat lankier build, with a wider jaw designed to grip prey until their venom incapacitates it. They are more adept with their hands, and claws are thicker to aid in digging for crustaceans or aquatic insects. Aside from these general differences, specific subspecies of the Terran and Aquatic Xeverra have their own separate sets of traits and abilities. === Terran Subspecies === '''Mariver (Mainland)''': <br /> ''Length'': 16 - 18 ft (4.88 - 5.49 m) <br /> ''Weight'': 320 - 360 lbs (145.15 - 163.29 kg) <br /> ''Diet'': Land mammals and reptiles, shellfish, fish, seaweed. <br /> Mainland Xeverra are the most common Terran subspecies, evolving on the swamp-ridden western half of the main continent, Mariver. Their most common strategy was to lurk in murky ponds or lakes, feeding on small aquatic life as they followed herds of Derrok that wandered across the continent. They often competed with packs of raptor-like Luksa over the herbivores; the Luksa had the advantage of speed and numbers, while the Mainland Xeverra had bulk, venom, and the ability to devour Luksa as well as those the Luksa preyed upon. Mainland Xeverra have a distinctive green coloration, allowing them to blend in with the tall grass they often slithered through while stalking their prey. Their fangs, noticeably larger than other Terran subspecies, contain a potent narcotic venom, causing the victim to slip into a coma and eventually die within hours of being bit. Mainland Xeverra are the largest Terran subspecies overall, though the Spitfires are slightly longer. '''Shultaka (Spitfire)''': <br /> ''Length'': 18 - 20 ft (5.49 - 6.10 m) <br /> ''Weight'': 324 - 360 lbs (146.96 - 163.29 kg) <br /> ''Diet'': Land mammals and reptiles. <br /> Spitfires are the second most common Terran subspecies, and are the longest of the Terran subspecies. They evolved in the rivers running through the desert-filled eastern half of Mariver, gaining a sandy brown coloration and unparalleled mobility on the vast sands. Their head fins are much longer than other subspecies, reaching nearly to their shoulders, and were mainly used for intimidation and attracting a mate. Combined with their black eye markings, the head fins give Spitfires a decidedly feminine appearance, causing many a race to mistake them for female Xeverra upon first contact. True to their name, Spitfires have the distinctive ability to spray venom at their target with great accuracy. The venom causes intense hallucinations, along with temporary to permanent blindness in those who have the misfortune to get a direct spray of venom in the eyes. In their native desert environment, the venom often caused the victim to die from dehydration or injury if they initially managed to escape. The preferred tactic of Spitfire Xeverra was to lie in wait along a riverbank, striking at animals attempting to cross or drink. Under the cover of night, they would emerge from the water and actively hunt, taking care to avoid aerial predators that attempted to feed on their young. '''Velxer (Island)''': <br /> ''Length'': 14 - 16 ft (4.27 - 4.88 m) <br /> ''Weight'': 280 - 320 lbs (127 - 145.15 kg) <br /> ''Diet'': Shellfish, seaweed, fish. <br /> Island Xeverra are one of the stranger subspecies, having been re-categorized several times in the past before genetic testing revealed them to be closer related to other Terran subspecies. The most aquatic of the four Terran subspecies, Islanders have numerous appendages located along the length of their body, resembling sea plants. While lowering their agility, this camouflage allowed Islanders to both surprise their prey and hide from the watchful gaze of numerous fliers. The appendages also provided defense from other aquatic predators by containing venom-filled sacs; the appendages easily regrew if bitten off. Islander venom causes muscle paralysis when absorbed into the blood stream, eventually affecting major organs such as the lungs and causing death without medical intervention. '''Quoten Farr (Four-Point)''': <br /> ''Length'': 10 - 12 ft (3.05 - 3.66 m) <br /> ''Weight'': 100 - 120 lbs (45.36 - 54.43 kg) <br /> ''Diet'': Amphibians, small mammals, small reptiles, fruit <br /> Four Point Xeverra are the smallest and most isolated of the Terran Xeverra, and the only Terran subspecies to live on the Far Side of Xer. They evolved on the Four Point islands, a series of dormant volcanoes covered in dense jungles and filled with a variety of animals specially adapted to living in the large trees. Unlike the other Terran subspecies, Four-Pointers rarely ventured into the water, preferring to spend most of their time within the canopies. As a result of their habitat, their bodies are thinner and their arms noticeably more developed than other subspecies to help them easily weave through the branches. They also consume much more plant matter than other Terran subspecies, enjoying the abundant fruit that grow on the islands. Four-Point Xeverra venom induces both a drop in blood pressure and thinning of the blood, often causing fainting in those who are bitten. Aside from injury caused by falling, the venom can indirectly cause death by uncontrolled internal bleeding. === Aquatic Subspecies === '''Xerra (Ocean)''': <br /> ''Length'': 25 - 30 ft (7.62 - 9.14 m) <br /> ''Weight'': 625 - 750 lbs (283.5 - 340.19 kg) <br /> ''Diet'': Assorted fish and crustaceans <br /> Oceanic Xeverra are the largest and most genetically diverse subspecies of Xeverra, making up nearly two-thirds of the total population. Capable of surviving everywhere but the poles, their diets and physical appearances gradually grew distinct from one another, though occasionally mingling of two or more pods prevented complete separation. While Oceanic Xeverra were the first group to gain sapience, the lack of tools in their watery environment prevented them from advancing until they encountered civilized Terran Xeverra many years later. Oceanic Xeverra vary widely in color and shape, depending on what their ancestors adapted to. Oceanics close to the tropics typically had a lighter coloration and thinner bodies than those living in more temperate zones. Likewise, those who tended to linger near shore evolved thicker jaws and blunt teeth meant for crushing shellfish, while those who spent much of their time in open ocean possessed long, thin jaws filled with hooked teeth designed to grip and shear flesh. '''Tukov (Electric)''': <br /> ''Length'': 25 - 30 ft (7.62 - 9.14 m) <br /> ''Weight'': 625 - 750 lbs (283.5 - 340.19 kg) <br /> ''Diet'': Assorted fish <br /> Nearly identical to Oceanic Xeverra in size and weight, Electric Xeverra became genetically isolated within the Xevel Sea after the ocean receded from record high levels. Trapped in the dark, murky cave systems within the sea, they quickly switched to senses other than sight to detect prey. As suggested from their name, Electric Xeverra have an extremely advanced sense of electroreception compared to other subspecies, as well as the ability to create an electrical field. They also have a much paler complexion than other Xeverra, leaving them vulnerable to sun damage. For this reason, along with their long narrow fangs and white eyes, many races initially believe them to be undead until explained otherwise. '''Galra (Giant)''': <br /> ''Length'': 35+ ft (10.67+ m) <br /> ''Weight'': 1050+ lbs (476.27+ kg) <br /> ''Diet'': Aquatic mammals, assorted fish; Anything smaller than them <br /> Initially believed to be the result of a genetic disease, Giant Xeverra evolved near the poles of Xer, enjoying little competition as they eventually dwarfed former predators. Less group-oriented than other Xeverra, they typically hunted in pods of two or three. Though long thought to be less intelligent by other Xeverra subspecies during their civilization era, they were successfully uplifted shortly before the exodus of Xer. == Reproduction == == Illnesses == Though Xeverra are normally quite resistant to disease, centuries of living on sterile ships, constant work, and malnutrition have degraded their immune systems, making them susceptible to bacterial and viral infections. As a result, the average lifespan is roughly 50 to 70 years, though they are capable of living much longer in an area with adequate food and living conditions. Xeverra themselves are unaware of this fact, at most spreading rumors about 'immortal' colonists that seemed no older whenever they delivered resources to traveling ships. The most common cause of death is pneumonia, which in Xeverra is often severe enough to infect the bloodstream and travel to other systems. There are also several common and less fatal afflictions that regularly affect Xeverra. '''Eczema.''' Caused by a buildup of dead skin, this illness induces patches of inflamed skin, intense itching and occasional abscesses from blocked glands. Typically, the treatment involves inserting the individual in a chamber filled with long slabs of pumice to scrape off the dead skin. = Culture = == Government == === Councils === === XONI === Created not long after the exodus of Xer, the XONI, or Xeverra Online Network Interface, is a system directly integrated with the brain and nervous system of all Xeverra to fulfill their need for constant communication. It grants access to a highly protected network filled with various forums, allowing individual Xeverra to share ideas and opinions even during their work hours. It also stores and accesses information chips that Xeverra can 'buy' using the digital currency earned from working. == Education == == Socializing == '''Behavior''' '''Language''' As an aquatic race, the Xeverra have two main forms of communication: a universal written language, and a language of body language and clicks, whistles, and songs generated by specialized organs within the head. By default, XONI online forums and translators use the former; the latter can be unintelligible even between Xeverra from two different fleets due to their 'songs' constantly evolving. Instead of speaking, the XONI system directly translates thoughts into the written language, and from there to the desired target language. This has resulted in making Xeverra sound open by the standards of most alien races, expressing opinions with little concern for their audience or potential consequences. '''Interaction with Alien Species''' Xeverra are generally ambivalent towards alien races when gathering resources in their carrier ships, though they tend to ignore established borders on account of their own tendency to migrate without 'holding' territory. They will avoid systems with established colonies, picking through planets most empires would consider too hostile to mine with their advanced AI-controlled mining ships for valuable metals or frozen water. Those who have the misfortune of directly approaching Xeverra world ships without prior contact will find themselves swiftly annihilated by sudden swarms of fighters and cruisers which are concealed within or around their Galacia class ships for protection. However, Xeverra are quite open to being persuaded to return to unoccupied areas of space in return for trading them necessary supplies, often in exchange for their advanced AIs or anti-gravity technology. On the rare occasion a Xeverra is found outside of one of their colonies or a carrier ship, they tend to be polite and amicable towards other races, even those that are currently at war with their species. Due to the nature of Xeverra society, they tend to be trusting to a fault, easily manipulated by individuals with less than friendly intentions. Both quick to anger and quick to forgive, Xeverra will remain fiercely loyal to their friends unless malnourished. == Work == == Calender == Based off of the rate of Xer's revolution around Gal (approximately 8 Earth days) and Gal's revolution around its star (approximately 394 Earth days), the Xeverra calender is divided into seven months of seven Xer days each. The Xer day itself is split into 12 periods of 16 hours each. In the Xeverra work schedule, these periods usually alternate between work, rest, and the occasional free period. == Philosophy == = Military = In order to survive in space amidst dozens of potentially hostile races, the Xeverra have dedicated much of their livelihood to building drones, vehicles, and spaceships to defend themselves in the event they are attacked or need to secure resources. Their navy is one of the largest, with over 20 fleets, each containing over a thousand ships. Though lacking in infantry for ground-based assaults, they command large numbers of drones, used for construction, scouting, scavenging, and general harassment. They also have a wide vairety of aquatic vehicles and mechs at their disposal, depending on the terrain. While not well-equipped for large-scale assaults, they excel at wiping out key targets with a wide variety of precision attacks. == Overview == '''Strengths''' An economic powerhouse, the Xeverra have dedicated large amounts of available resources to ensuring they have military reserves at all times. Their stockpiles, along with the self-sustaining nature of their ships, allow them to keep pressuring an enemy without supply lines for a long period of time if necessary. They posses a large array of weapons for destroying anything perceived to be strategically important, ranging from Hellox CAS planes to orbital strikes by Galxer-class ships. Finally, even if they are successfully repelled, lingering drones will continue to hamper reconstruction efforts until they are all destroyed. '''Weaknesses''' Though possessing a strong military by most standards, the Xeverra war machine is not without faults. Many of their vehicles are large and cumbersome, relying on anti-gravity technology to move or remain airborne. As such, launching an assault over a wide area is extremely time-consuming for them. In general, they suffer against any highly mobile force, along with races that place an emphasis on air units. In addition, many of their smaller vehicles are remotely controlled; severing this connection would cause chaos as the Xeverra scramble to regain control. Their reliance on energy weapons can also be a hindrance, depending on the type of defenses used. ==Weaponry== While still a relatively new race to the galactic community, the Xeverra have shown frightening strides in weapons development over the past few centuries. With most of their population is bound in fleets, much of their research is invested in upgrading their naval capacity for combat, ensuring that they can strike harder, faster, and at greater distances than other races. Not to be neglected, their ground-side weapons have also displayed great proliferation in recent years, particularly with the mainly groundside nature of war with the Betel. The Xeverra have displayed a preference for directed energy weapons in all recorded instances in conflict, favoring lasers, particle-beam weapons, and occasionally railguns. ===Infantry=== '''Tultonav Ion Rifle''' The Tultonav is a particle-beam weapon first put into use by the Xeverra during the War of Torred. It inflicts damage by accelerating streams of particles at high speed using EM fields through a lens of Xer crystal, inducing catastrophic superheating in the target. Its lightweight, recoil-less nature makes it easy for Xeverra —and other races with poor upper body strength— to wield, and its ammunition source ensures that it will last through a prolonged firefight as long as care is taken to avoid overheating the weapon. However, the limited range of the beam restricts its use outside of ships and other enclosed spaces. Given both its advantages and limitations, the Tultonav is most often employed by Xeverra ship guards or escorts; those who wield it in space must hone their reflexes to immediately release the trigger if the beam strays from the target, lest they cause an inadvertent hull breach. == Vehicles == === Land Vehicles === Initially cumbersome and underdeveloped, multiple conflicts against more conventional races have allowed the Xeverra to adapt and improve upon their selection of land vehicles. While still slow and heavy, Xeverra land vehicles are notoriously difficult to destroy. Their heavy vehicles are commonly supplemented by remotely operated light tanks, turrets, and drones to adapt to nearly any form of attack. '''Alkas''' The Alkas is a small but easily mass-produced AA tank which is often employed by the Xeverra during the early stages of battle. Remotely operated, its dual rail guns pose a significant risk to enemy air units, though it has trouble against faster air vehicles. Their boxy shape makes them easy to transport en mass with Malfex transports, allowing potentially hundreds to be dropped at once in an unsuspecting location for a surprise strike against air forces. '''Mihon''' Like the Alkas, the Mihon is an automated tank used during the initial fight against an opponent or as an anti-infantry vehicle. Its single auto cannon deals a respectable amount of damage to lightly armored units. Against heavily armored vehicles or mechs, it is little more than cannon fodder, potentially drawing fire away from more important assets. '''Vukar''' The Xeverra raiding vehicle of choice, the Vukar is a recent accomplishment in Xeverra engineering, as highlighted by its more updated and elegant appearance. The hovercraft is designed specifically to take on Betel; its limited flight capacity allows it to easily navigate any debris on their junk worlds, and its elongated shape lets a Xeverra manually pilot it without fear of AI systems being hacked. It has also found use on other worlds for its high speeds relative to other Xeverra vehicles, especially where sending fighters and gunships would present a greater degree of risk. Examples include scouting an area known to have anti-air installations and traversing a world with excessive wind. The Vukar's weapons consist of the tried-and-true alternating laser weapons employed by several other Xeverra vehicles and turrets. The lasers fire in bursts capable of melting light armor and severely injuring common infantry, but are for the most far incapable of taking down heavy armor or defenses. Its own armor is sufficient to resist light arms typically carried by infantry or other raiders; a unique reflective coat recently developed by the Xeverra protects it from laser-based weaponry to a certain degree. Its anti-gravity generators are located directly under the cockpit along the length of the vehicle and counteract roughly half the weight of the vehicle, along with the weight of the pilot. The Vukar's four underside thrusters are sufficiently powerful to keep it levitating an average of one meter above the surface for up to four days on a world with average gravity, or the daytime duration of a xeverra day. For rougher terrain, it can float higher, albeit for a significantly lower duration. The back thrusters require relatively little power, as it is easy for the Vukar to retain momentum as it travels at speeds of roughly 100 kph. '''Orvochs''' The Orvochs is the Xeverra's sniper mech, often used to take out artillery or attack from unexpected locations. Its superior mobility and flexible 'tail' allow it to attack from nearly any location on the ground, from the side of a mountain to the roof of a building. Built-in anti-gravity generators reduce its weight, allowing it to access more areas and be airlifted with greater ease. Unlike other Xeverra mechs, the Orvochs does not possess a true AI to guide it. Instead, it is remotely controlled, though it can also be piloted in emergencies. '''Falgan''' The Falgan is the Xeverra's main land vehicle, capable of overwhelming a base with sheer numbers or supporting Xeverra ground turrets as necessary. While not as easily massed as the Mihon, its dual auto cannons are capable of easily ripping through defenses or stopping a ground-based offensive cold. Its heavy armor allows it to absorb more damage than most tanks, though its mobility suffers as a result. As such, it is often airdropped by Malfex transports if it is required for offensive maneuvers. '''Kilgax''' The Kilgax is the Xeverra's large AA tank, used to take down any and all forms of airborne vehicles. Nearly twice the size of a Falgan, the Kilgax is too large to be airlifted in by most transports, requiring that it be built on site. However, its four AA pods, flak cannon, thick armor and exceptional range allow it effectively deny enemy air superiority across a wide area, making it invaluable for defending a strategic area. Its speed and weight make it a poor choice for offensive maneuvers, unfortunately. === Naval Vehicles === '''Skitel''' '''Cirrus''' '''Kahlas''' '''Caraval''' '''Nulgat''' '''Fullok''' Considered only as a last resort, the Fullok is an advanced strategic submarine capable of holding and launching dozens of ICBMs from the relative safety of the ocean. Slower than most aquatic vessels, it is nevertheless capable of withstanding pressures of over 1250 atm and hiding for months or years at a time, surfacing only to unleash its payload on unsuspecting targets. === Air Vehicles === '''Luikis''' '''Hellox''' '''Dremuir''' '''Malfex''' '''Anglor''' === Space Vehicles === A wandering race, the majority of Xeverra live aboard one form of spaceship or another, making a living by contributing to the maintenance of their ship and community or constructing spaceships to house additional members. After centuries of this lifestyle, it is unsurprising that the Xeverra possess one of the largest space fleets of most known space-faring races. Due to the large populations residing on these ships, however, the Xeverra are reluctant to send out ships recklessly, instead preferring to patrol set routes and destroying any possible threats preemptively. If they must go on the offensive, advanced FTL technology allows them to close in on a position undetected, unleashing a barrage of weaponry upon the intended targets from orbit. '''Galacia ships''' Approaching three kilometers in length not including the 'tail' of the ship, a Galacia (big mouth) class ship, often referred to as a worldship to outsiders, makes up the heart of a Xeverra fleet, effectively housing anywhere between one and three million citizens. Built in the likeness of a Xer crustacean, Xeverra carrier ships bear a certain resemblance to horseshoe crabs. The 'head' of a construction contains five large 'eyes' present on all intelligent Xeverra AIs. Directly below the 'eyes' is an enormous fighter bay giving the Galacia its name; hundreds of fighters can be deployed in minutes to defend the ship or, rarely, aid in an offensive strike. Behind the head are three curved leaf-shaped structures; one is located directly on top of the ship, and one on each side. Thickly armored, they protect the AI core from harm and contain the living quarters of the ship. Emerging behind the living quarters is the body of the ship, where ship-building factories and fisheries are located. Beneath the belly, five sets of retractable insectoid limbs act as docking stations for allied ships. In addition, they can 'hold' ships that are damaged for repair or ones that are currently under construction. The tail of the ship is a long narrow structure just under two kilometers in length that is divided into numerous segments. Miscellaneous labs not vital to the survival of the inhabitants are located here. The interior of a Galacia is unlike any other, containing an ocean's worth of saltwater to accommodate its aquatic inhabitants. Within the ship, a system of pools and canals analogous to a circulatory system pump billions of liters of water throughout the ship, bringing numerous Xeverra to and from various locations. Smaller tubes, lined with water with the aid of gravity generators, lead to specific areas of the ship, such as houses. Large 'lunch rooms' are much shallower than canals, holding many table-like structures where Xeverra eat and socialize. Systems throughout the ship clean out waste and debris, ensuring that the water remains clean and at the correct salinity. Galacia ships are each named after a moon of Gal, often taking over 5 years to build in the orbit of a small star. The most recently constructed is Marrus, which is also the only Xeverra ship of its class engaged with Peacekeeper forces. '''Galxer ships''' Nearly five kilometers in length, Galxer (grand ocean) class ships are the capital ships and powerhouses of Xeverra space forces. Though they are the largest kind of Xeverra ship, the crew of a Galxer is relatively small; under 1000 individuals permanently reside on a ship. Several travel in close proximity to a carrier ship, ready to defend it should it suddenly be attacked; when engaging an opposing fleet, one will usually break off to lead the strike. Their main gun, an enormous rail gun taking up the entire length of the ship, holds enough firepower to shatter a small planet with sustained fire, though the amount of time and energy required for such a feat makes this impractical. They can be used, however, to level a city or demolish an opposing space force. The preferred ammunition of Galxers is asteroids due to their prevalence, though they can build large shells designed for specific type of defenses. Short-ranged laser weapons attempt to destroy fighters that close in, and several bays in the dreadnought house interceptors to deal with the rest. Galxer ships are named after old Xer tribes, taking between two and three years to construct. == Infantry == === Terran Infantry === === Aquatic Infantry === == AI Drones == = Diplomacy = ==Peacekeepers== ===The [[Aeveria Confederation]]=== '''Status: <span style="color: red">War</span>''' "''Ugh. Why did it have to be birds?''" - A Xeverra Dremuir pilot examining the dead pilot of the Twilight he shot down. To prove their strength to the Warlord pact, the Xeverra joined forces with the IAE to liberate the Zaretian from Aeveria forces. Despite minimal resistance from the Aeveria, who were unprepared for such a large invasion, the Xeverra have already taken a dim view of the Confederation, due to the large number of avian races it contains. Given the Xeverra have an instinctual hatred of bird-like creatures predating their sapience, confrontations with Aeveria infantry have been especially violent. It is likely that relations between the two empires will continue to deteriorate even after liberation efforts end. ===The [[Betel Recyclers]] === '''Status: <span style="color: red">War</span>''' "''Some call these planets "junk worlds." I'd compare them more to a sunken dreadnought at the bottom of the sea: difficult to acquire, but well worth the effort.''" - Maruess, Xeno Council. The Betel Recyclers were first noticed by scouts of the Xeverra's Marrus fleet, which was traveling on a new exploratory route of a star cluster for targets of opportunity such as habitable worlds or dense asteroid fields rich in metals. What they found instead was a world protected by a force a fraction of the size of the fleet with enough raw resources to potentially build another fleet or several. Sufficiently motivated, Xeverra fighters and gunships immediately began launching raids on the world, looking not so much to destroy the inhabitants as to carry heaps of junk back to the main fleet for processing. Since then, other Betel worlds have been discovered, prompting the main fleet to move closer into Betel territory. However, increasing Peacekeeper presence in the area is forcing the Xeverra to reconsider; either they fully commit the Marrus fleet at the risk of loosing it, or they withdraw from the area, potentially drawing the ire of Warlord races. ==Neutral== === The [[Transmetallic Confederation]] === '''Status: <span style="color: darkorange">Neutral</span>''' "''The strange heavy-worlders with their flat sounds and wonderful guns. Why do they stay so far away?''" - An Ascended Engineer, recalling a contingent of Zn traders. The Xeverra and TmC have known each other for several millennium, after centuries of Zn Spy intel correctly predicted the trajectory of one of the Xeverra fleets through the fringe of TmC territory and allowed the two empires to meet face to face. Since then, the Xeverra have enjoyed a peaceful, if rather cool at times, relationship with the TmC, going so far as to send a fleet by their territory every few decades to facilitate trade. Commonly exchanged were foodstuffs, which the Xeverra always required, and anti-gravity technology, which the TmC needed for Asterus-related experiments and several of their ships, among other things. With the induction of the Xeverra into the Warlord pact and recent TmC interactions with Peacekeeper races, the Xeverra are now more reluctant to send their next trading fleet, fearing reprisal from either side. ==Warlords== === The IAE === '''Status: <span style="color: darkorange">Neutral</span>''' === The [[Korvar Empire]] === '''Status: <span style="color: green">Friendly</span>''' "''Ha ha ha! They're all dead!''" - A Xeverra soldier after witnessing the death of several Betel soldiers by a Kavrass walker. The Xeverra had the good fortune of running into the Korvar while conducting raids against the Betel Recyclers. === The [[Margan Empire]] === '''Status: <span style="color: darkorange">Neutral</span>''' "''They still look too much like Luksa to me. It's like talking to your dinner.''" - Diplomat Kerr. The Xeverra formally encountered the Margan during the First Warlord Conference, along with several other Warlord races. Though they are intrigued by another species choosing to wander the stars, they haven't worked with the Margan long enough to form a solid opinion of them yet. [[Category:The Xeverra]][[Category:Inactive]][[Category:Page]] 314nmnbkqs01n8sp9i3s33c5tj7233c Timeline of the Great War 0 1152 17846 17118 2022-01-21T23:28:30Z HangLang 30544936 17846 wikitext text/x-wiki <big>THIS IS NOT THE PAGE TO BE WORKING ON ty.</big> <small> The following is a timeline of all noteworthy events of the ongoing [[Great War]]. This page is designed as a quick reference guide; for further details, see the Great war main page. ==Prelude== *The [[Margan]] turn on and exterminate the [[Margan Empire#The_Seraphim_Dynasty|Seraphim Dynasty]] for committing the heresy of enslaving alien races who had come to worship them. *After the unpopular pacifistic reforms of King Moscassin damaged the [[Zaretian]] economy, General Breys, with the backing of numerous military and civilian officials, overthrows Moscassin and crowns himself king. The new king reintroduces slavery and rebuilds the Zaretian military as be begins a new period of expansion. Though a ruthless ruler, his reforms are successful in revitalizing the economy. *The [[Biomatter Swarms]] are encountered for the first time. *[[Repzork-Nepharian Cold War]]. The [[Repzork Empire]] begins contending with the [[Holy Nepharian Empire]] for dominance in a sector of space. Both sides seek to claim valuable relics and influence over the region's inhabitants, who begin fighting each other in proxy wars. *After years of bloodshed following the usurpation of the Ulthubag Clan, the [[Skrey]] are united under the socially and technologically progressive Tazorag clan and its allies, who become the great clans. *Tensions rise between the [[Karahotdoum]] and the Yami Trade Union, resulting in the Karahotdoum keeping the bulk of their troops in the Karahotdoum-Yami border zone. *The Repzork begin raiding [[Khasii]] colonies to acquire their vast trove of riches and advanced technology. *The [[Sauran]] liberate a Zaretian slave colony which, unbeknownst to them, was already in open revolt against the monarchy. The Sauran escorted the prisoners to safety. The Monarchy would respond by declaring war on the Solidarity. *The Margan appeared in the galactic region for the first time and would swiftly exterminate several minor powers. == Year 1 == *Peacekeeper Alliance is founded by the [[Rach]] to defeat the Margan and protect nations who could not defend themselves. *Peacekeepers score several victories against the Margan. Alliance grows as emboldened nations begin to join. *Margan approach Zaretian Monarchy to propose an alliance to combat the Peacekeepers. The two agree to talks on Zartar. *[[Raid on Zartar]]. Acting behind his generals, Rach Emperor Coradine sends assassins to Zartar supposedly to eliminate King Breys and High Priestess Massachiah during their meeting. The raid ends in disaster, with all Rach troops killed or captured and the Margan and Zaretians founding the Warlord Pact. '''The Great War officially begins.''' *The Peacekeepers are forced on the defensive, with the Rach suffering several catastrophic defeats at the hands of the combined Margan-Zaretian force. *[[Raid on Station SRD72]]. Rach forces under the command of General Gorach and Ops Lead Kertak infiltrate a secret Pact facility, stealing valuable military intelligence and discovering that a traitor had revealed the location of Norsus and its stealth generators to the Warlords. == Year 2 == *[[Battle of Zetta Secundus]]. Peacekeepers achieve their first major victory when [[Aeverian]] forces deal a devastating blow to the Zaretian navy, causing Pact forces to withdraw to avoid overextending themselves. *The Repzork Empire joins the Pact to eliminate the Peacekeepers and dissuade their enemies from joining the Alliance. * Pact regains the initiative. Zetta Secundus is captured. == Year 3 == *[[First Battle of Aserai]]. The Zaretian Admiralty test their new naval doctrine by attacking the [[Dragoneteran]] homeworld of Aserai, dealing significant damage to the Dragoneteran fleet and to the planet itself. Aeverian forces respond, but are repelled. A Rach-Aeverian force eventually arrived to forces the Monarchy to withdraw. The admiralty considers the operation a success. *[[Incident at Dralix]]. While the assault on Aserai was underway, the Dragoneterans lost contact with the colony of Dralix. Expecting the planet to have been attacked by the Monarchy, they instead discover that it had been infected by the Biomatter. Search teams were dispatched to search for survivors, but all were lost save for one, which escaped with the help of special operations troops. The monarchy decides to keep the colony for study rather than cleansing it. *The [[Necraal Sovereignty]] joins the Pact following an alliance with the Zaretians. *[[Dragoneteran-Tegotian War]] begins. While searching for the missing Captain Delarus, Dragoneteran forces discover the Bulorians, who had been enslaved by the Tegotians. The Dragoneterans, after having rescued Delarus, liberate the Bulorians. The Tegotians join the Pact in retaliation and begin an invasion. *The Dragoneteran develop an airborne Biomatter virus and deploy it against the Tegotians, severely hampering their invasion for a brief period. The attack draws fierce criticism from the Peacekeepers, who push the Dragoneteran to destroy the weapon and any research regarding it. *[[Second Battle of Aserai]]. Following the death of the Dragoneteran king, the entire Tegotian military is deployed at Aserai to defeat the Dragoneterans in one swift blow before foreign powers could intervene. The Tegotians are defeated, resulting in their empire collapsing into anarchy and civil war. Peacekeeper intervention sees the establishment of the Tegotian Republic, which withdraws from the war. == Year 4 == *[[Infestation of Rotunin]]. A spore of Hive Fafnir crashes on the neutral colony of Rotunin, causing the bloodiest infestation in history. The Peacekeepers respond by creating the [[Anti-Biomatter Task Force]] ('''ABTF'''). Various Warlord nations create their own task units for combating the hives. *The Skrey, taking advantage of the chaos caused by the war begin raiding vulnerable colonies. This captures the attention of the Repzork, who bring the Skrey into the Pact after helping them repel a Biomatter infestation. *[[Operation Stormbreaker]] begins. The [[Empire of Diablos]] joins the Peacekeepers following a meeting with Alliance diplomats. Three months later, the Peacekeepers launch a massive combined offensive that sees the Pact retreat on all fronts. The Margan stay behind to hinder the Peacekeepers and buy their allies time. *After months of fighting, the Margan are finally forced to retreat, and the Stormbreaker offensive resumes in earnest. *Stormbreaker is called off as the offensive grounds to a halt due to mounting casualties and overextended supply lines. Peacekeeper forces retreat to defensive positions while the Pact reclaims much of the territory lost during the offensive. == Year 5 == *The first phase of [[Operation Downfall]], [[Operation Sledgehammer]], begins. Pact troops launch a massive offensive against all major Peacekeeper powers to prevent them from supporting the Rach. [[Operation Pierce the Veil]], which aims to eliminate the remaining stealth generators protecting Norsus, begins. *Pact forces encounter the Gorach-Cloudreaver line and suffer heavy casualties. Holy Dynasty reinforcements eventually overwhelm the defenders and eliminate the first stealth generator. *[[First Battle of Sevethos]]. Sevethos becomes the first major Diab colony to fall to Pact forces in the offensive. *Pact forces establish a foothold in the Aeverian frontier. Warlord forces push towards the Aeverian border blockade. *The second stealth generator is eliminated. General Gorach is contacted by Emperor Zinmar, who pledges to create new stealth generators in exchange for amnesty and entry into the Peacekeeper Alliance. The Rach agree, and Zinmar dispatches engineers to begin construction. *Zaretian forces are forced to withdraw from the Aeverian theatre following the destruction of a crucial logistics vessel. Varthos is recalled to Zartar by King Breys for questioning. *[[First Battle of Baltreos]] begins. Pact forces converge on the Diab regional capital of Baltreos. Ferocious fighting erupts as both sides pour an enormous amount of troops into the system. *Repzork ambassador Orva meets with Sauran representatives in neutral space to negotiate a deal in which the Repzork receive the Sauran's terraforming technology in exchange for the empire not attacking the Sauran and offering them a place in the empire should the Solidarity collapse. The Sauran agree to the deal and the Repzork test the technology in the core worlds to avoid suspicion. The Repzork plan to use the technology to undo the damage done by the Margan, which they intend to eliminate once the war has concluded. *Pact forces attack Rhea station. Though Aeverian forces narrowly manage to hold the station, they lost several ships and nearly 60 nearby orbital facilities. As the battle is underway, Star Marshal Kiryusa Luok leads Aeverian forces on a chase that allows Pact forces to plunge deeper into Aeverian territory. The ploy works, but damages her flagship's engines. She briefly withdraws from the battle for repairs. *[[First Battle of Falkeos]]. Margan forces invade the Diab military colony of Falkeos to draw Peacekeeper forces away from Baltreos. Diab forces hold the planet, but the distrction proves successful, with Baltreos falling to the Pact a short time later. Baltreos subsequently becomes the Pact's primary command center in the region, with Sevethos acting as a logistics base. *Aeverian forces trap and encircle Pact forces at the border blockade, beginning the largest naval engagement thus far in the war. Hundreds of ships are lost on both sides over the span of a few hours before the Margan Firewing fleet sacrifices itself to allow their allies to escape. Firewing fleet is destroyed to the last ship. Pact forces destroy everything they had captured and withdraw from Aeverian territory. *The last Minomit stronghold is eliminated, leaving only a few scattered pockets of resistance as the majority of the remaining Minomit retreat into Aeverian space. *[[First Battle of Veos]]. Pact forces on the Diab theatre suffer a major defeat that leads to the loss of a Repzork Ikatan-class starbase. Warlord forces initiate a strategic retreat back to their captured holdings. Diab forces launch a counter-attack but are unable to break the Pact foothold. *The third stealth generator is eliminated. General Gorach and Ops Lead Kertak move in to rescue several Rach who had been taken prisoner during the battle. Gorach is intercepted by Zaretian general Gancarda and the two engage in a duel. Both sustain injuries, but before Gancarda could deliver a killing blow, Rach Skyborn intervene, allowing Gorach to retreat. The Rach escape with the prisoners back to Norsus. *General Gorach personally appeals to Emperor Coradine for permission to use the Rach's emergency arsenal but is denied. The general disobeys and activates the Rach Veteran Warsuits. As he does so, Coradine authorizes the deactivation of the remaining stealth generators. Margan soldiers infiltrate the palace and extract Coradine, who had stabbed one of his own guards in the back during the altercation. Gorach discovers Coradine's betrayal and crowns himself emperor as he prepares Norsus' defenses. *[[First Battle of Norsus]]. With Norsus revealed, Sledgehammer is called off as Pact forces settle into defensive positions. All Margan Dynasties converge on Norsus alongside the Zaretians. The Diabs and Aeverians attempt to intervene, but the Aeverians are intercepted. The Diabs are allowed to pass by Captain Omard, who claims that he had simply not noticed the fleet but who was in fact sympathetic to Zinmar. The Diabs buy the Rach precious time, but are badly outnumbered. Realizing he could not hope to hold the planet, Gorach opens an experimental portal devise leading into the [[Void]]. The remaining Rach flee into the alternate dimension. The Margan, after wresting control of the device from the Peacekeepers, chase after the Rach. Both disappear from the galaxy as a result save for a tiny number of stragglers who had been left behind. == Year 6 == *The Aeveria Confederation becomes the new leader of the Peacekeeper Alliance and shifts the Alliance's focus from defending the weak to ensuring their own survival and defeating the Warlords. *Amidst public outcry, the [[Karahotdoum Empire]], after having signed a treaty with the Yami Trade Union, joins the Peacekeepers and launches a massive offensive against both the Repzork and the Zaretians. They Karahotdoum cause considerable damage but are ultimately stopped with the aid of the Necraal. The front settles into a stalemate. == Year 7 == *[[Battle of Lichen]]. Zaretian forces capture the Diab colony of Lichen to secure its vast reserves of crystals which the Monarchy use for the production of energy weapons. *[[Second Battle of Falkeos]]. Pact forces attack Falkeos for a second time and successfully capture it after months of fighting. *[[Operation Burning Lance]]. The Aeverians begin a massive invasion of the Zaretian Monarchy with the ultimate goal of capturing Nu-Zartar and opening the path to Zartar. The sheer number of Zaretian ships that they encounter bogs down the offensive almost immediately. Repzork forces begin attacking the Aeverian mainland in an effort to draw troops away from the invasion. == Year 8 == *The Anti-Biomatter Task Force achieves its first major success when a Diab detachment responds to a spore that had landed on a Diab colony. Renowned specialists Heimdall infiltrated the hive and planted a bomb inside of it, ending the infestation. *[[Operation Thaelvak]]. Pact forces launch a three-pronged offensive into Diab space, gradually forming what became known as the Keros salient. *[[Battle of Embaelos]]. The Repzork, in an effort to lure the Diabs into a trap, unknowingly walk into an ambush, resulting in the encirclement of the 277th armada's command fleet. Reinforcements arrive and ultimately capture the planet, but the battle checks the Pact's advance and results in the hospitalization of Field Marshal Likana Raldalvi, who had helped fight off Diab troops that had boarded the 277th's flagship. *[[Operation Watchtower]]. The Aeverians break the Zaretian stalemate after capturing Valkoro, prompting the Zaretians to retreat. The Aeverians attempted to encircle the retreating Zaretians but were only partially successful. *[[Battle of the Thethea Nebula]]. Aeverian forces attempted to capture Varthos, whose ship had been cornered in the Thethea nebula. Varthos escaped due to the nebula disrupting Aeverian sensors. *[[Battle of the Gorroagh Pocket]]. Zaretian General Peacha joined the fight against the Aeverians and held open the Gorroagh pocket, allowing Varthos' forces to escape. == Year 9 == *[[Operation Fissure]]. Aeverian forces begin advancing into the inner Nu-Zartar sector. Zaretian resistance is limited and scattered. *[[Operation Iron Gauntlet]]. The Diabs launch a counterattack into the Keros salient and manage to breach the Pact's defenses. A combination of Pact reinforcements and the liberal use of Marganite-based weapons bogs down the operation. *[[Operation Black Ice]]. Aeverian ACI operatives infiltrated a Zaretian installation deep in monarchy space and acquired intelligence regarding the defenses of several key planets in the Nu-Zartar sector. == Year 10 == *[[Battle of Helia]] begins. After a successful deception campaign, the Diabs revitalize Iron Gauntlet with a massive offensive that digs deep into the Keros salient, encircling dozens of Pact positions. Warlord reinforcements bisect Peacekeeper lines as they attempt to rescue encircled troops, throwing the salient into complete chaos. *[[Third Battle of Falkeos]]. Diab forces, in a move reminiscent of the First Battle of Falkeos, attack Falkeos to disrupt Pact logistics, but are repelled after a pitched battle by Warlord reinforcements from the salient. *[[Operation Isomer]]. Aeverian forces link up and begin securing a beachhead in the inner Nu-Zartar sector, but stiff resistance would gradually slow the operation. *[[Destruction of the Malum Telum]]. An Aeverian facility housing an experimental cruiser was infiltrated by Zaretian nightshades. The vessel is destroyed and the Zaretians steal a trove of classified information, including the defection of one of their own generals, Atoppos the Great. Breys initiates a purge to eliminate anyone suspected of supporting the Alliance. == Year 11 == *[[Second Battle of Baltreos]] begins. Pact forces cede the Keros salient to the Diabs and make a disorganized retreat back into the foothold. Despite having suffered heavy casualties, Diab forces advance on Baltreos. Fighting breaks out throughout the core of the Pact foothold. *Operation Isomer culminates in the Battle of Rigni. The last fortress world standing between Nu-Zartar and the Peacekeepers, Alliance forces capture the system but suffer heavy losses, and the Peacekeeper settle to strengthen their defenses and supply lines. *The Second Battle of Baltreos concludes with a costly Warlord victory that sees the first use of the RS-18 Firestorm missile, which converted an entire city into a crystalline tomb, killing thousands of Diab soldiers instantaneously and ending any hope of capturing the Pact command center on Baltreos. The casualties incurred during the Battles of Helia and Baltreos, the bloodiest battles in Repzork military history, sparks public outcry within the empire. The government responds with a propaganda campaign and begins mobilizing all civilian and military assets for the war effort. *[[Necraal Schism]]. Necraal King Hor'or begins experimenting on the Biomatter. Initially in an effort to control them, the influence of Glad'mere brings Hor'or into the shaman's cult and the king begins splicing Biomatter and Necraal DNA to produce supersoldiers. *[[Sentience Incident]]. Necraal-Biomatter hybrids are deployed for the first time at Yintil. Thought to be an ordinary infestation, the ABTF responds, only to be ambushed by the Necraal and annihilated. In the confusion, many believe that the Biomatter had become sentient, though this was later debunked. Many begin to view the Necraal with suspicion, but they deny any involvement. *Disillusioned Necraal scientists escape Ivn's vaults and notify officials on what Hor'or had done. Word reaches Bael'thir, who vows to overthrow his father. The Warlords offer their support as Bael'thir makes the king's crimes public. Fighting breaks out throughout the Necraal's ranks as Bael'thir and the Pact advance towards Ivn. Pact forces attempt to capture or kill loyalist commandants but are unsuccessful. The Peacekeepers also intervene to knock the Sovereignty out of the war. A Peacekeeper-aligned Necraal faction under the leadership of S'ai is proclaimed. *[[Battle of Ivn]]. As Bael'thir arrives at Ivn, Hor'or deploys Biomatter spores all across the planet. The arrival of the Peacekeepers blunts Hor'or's offensive. The Loyalist soon retreat into unexplored space, leaving Ivn to be evacuated and bombarded into a lifeless rock. *Bael'thir moves to Phaeris to secure the remaining colonies while Pact forces stay behind to stop the Peacekeepers from following. As the battle rages, an ion storm sweeps in, cutting Bael'thir and the colonies off from the rest of the galaxy. Pact and Peacekeeper forces abandon the sector. Pact-aligned Necraal under the leadership of Commandant Tor settle in Warlord space, notably within the Repzork empire. *S'ai saves Peacekeeper delegates from a Zaretian ambush, earning the trust of those who had distrusted S'ai and his followers. S'ai and his followers are allowed to colonize an uninhabited planet within the Peacekeeper's sphere of influence. *With the Necraal crippled, the stalemate on the Karahotdoum front breaks as Karahotdoum forces flood into Repzork and Zaretian space. Though they make considerable progress against the Monarchy, the Repzork fight them a a standstill as the Karahotdoum attempt to capture the empire's heavily-fortified subterranean cities. == Year 12 == *[[Operation Riposte]]. After refitting and repairing their ships, the Zaretians launched a counterattack against the Aeverians and Peacekeepers, recapturing Rigni in the process. Encircled Peacekeeper elements would harass the Zaretian's supply lines, forcing them to call off the offensive. A Peacekeeper counterattack successfully recaptured all lost territory. *A Biomatter spore crash-landed on a Nepharian colony. After a brief engagement it was thought to be destroyed. In truth, it had burrowed deep into the ground. The colony emerged at the planet's capitol and overwhelmed the defenders. *[[War of the Mech King]]. A walker of titanic proportions was discovered by the Repzork explorers deep in unexplored space. Zaretian, and Repzork forces converged on the planet to secure the machine. The Diabs and Virisus, having learned of the discovery, also sent troops. As they fought for control of the walker, dormant machines within the walker activated and began attacking all sides. The Virisus, knowing that they would lose, overloaded the walker's reactors, killing all on board and destroying the walker. *Skritrulk, an intellectual group of Skrey that had been spent years fighting on foreign soil and interacting with the soldiers of various Pact nations, begin to emerge. Though ostracized by their Skrey brethren, Pact overseers see potential in Skritrulk who supported the Pact. == Year 13 == *[[Outer Worlds Assault]]. Two years after Baltreos, Diab forces launcher another attack at the Pact foothold, this time aiming to disrupt supplies flowing into the region by capturing Sevethos and several surrounding colonies. As the offensive is underway, the Diabs open a second front to divide Pact resources. *[[Operation Counterweight]]. Having completed mobilization, the Repzork launch a counterattack against the invading Karahotdoum and send a surge of reinforcements into the Diab foothold. The Diabs are repelled from Sevethos and call off the offensive. Karahotdoum holdings are reduced to a small few strongholds at the edge of Repzork space. *[[Battle of Nu-Zartar]]. After securing Rigni, Peacekeeper forces began the invasion of Nu-Zartar. After eight months of brutal fighting, Alliance forces claim the planet. Due to losses sustained during the operation, the Peacekeepers pause offensive operations to rebuild their strength. == Year 14 == *The Asanians begin a major push into Delani space. Delani forces proved wholly incapable of halting the Syndicate's advance. == Year 15 == *[[Second Battle of Norsus]]. The Rach return from the Void as Emperor Gorach grows tired of running and seeks to rebuild his empire. He broadcasted his return to the galaxy, drawing Peacekeeper and Warlord forces to the planet. *[[Battle of Demosrakus]]. As Delani troops were en route to Norsus, the Delani capitol of Demosrakus fell under attack by the Asanians. The leader of the fleet, Fleet Admiral Heimarak, disobeyed orders to return to Demosrakus and instead evacuated several frontier colonies before disappearing. *Demosrakus falls, leading to the collapse of the Delani Republic. *The Aumpnuuk are integrated into the Transmetallic Confederation. *Margan Hammer Dynasty forces attack the Sauran colony of Jaru IV. Though the Sauran evacuate the planet's colonist, they fail to hold the planet. == Year 16 == *Warlord leaders convene at the Margan Holy Dynasty worldship of Holy Thereia to reaffirm the Pact's goals and discuss future operations. Leaders decide on a plan to revitalize the Zaretians and recapture the colonies lost to the Peacekeepers. *[[Battle of Mardos]]. Fighting between Margan and Diab forces culminated in a duel between the commanding officers of both armies. The Margan commander was killed and the remaining Margan routed. The battle showcased the technology gap that spending a decade in the Void had created, prompting Margan engineers to begin modernization efforts. *[[Schism of the 500th]]. Star Marshal Elseron Nethali of the 500th armada, having grown disillusioned with the Repzork and the Pact, defected to the Peacekeepers alongside several followers, narrowly avoiding capture in the process. The 500th narrowly avoids being disbandment because of the proven loyalty of Field Marshal Alesanda Hilingoth and admiral Eaeru Tritheka, who is appointed as Elseron's replacement. *The Ion storms dissipate and Bael'thir reestablishes contact with the Pact. Warlord officials inform the crown prince on the state of the war. Bael'thir reaffirms his loyalty to the Pact and pledges to continue supporting the Pact. Many Necraal who had settled in Warlord space return to Phaeris, as do defectors from the Virisus and S'ai's faction. The Virisus are welcome by Bael'thir, who begins work on a cure for their infection, but they face distrust or outright discrimination from many. *[[Battle of Nizo III]]. The newly-reformed Rach military begins reclaiming old colonies, starting with Nizo III, which had survived the fall of the empire by concealing its cities. The Rach launch a surprise attack on the Asanian garrison on the planet and swiftly defeat them. The Rach's use of Void technology sends Warlord officials scrambling to replicate or counter the technology. == Year 17 == *[[Operation Dawnhammer]]. Repzork forces move into the Nepharian contested zone to support their allies in the region and ultimately draw them into the Great War. The Nepharians use propaganda to pull Peacekeeper forces into the region to fight the Repzork for them. *[[Zaretian Civil War]]. Pact forces begin their advance into Zaretian space, dealing a harsh blow to the Peacekeepers. Seeing his chance at reclaiming the throne slipping away, the exiled king Moscassin emerged from hiding, sparking a civil war across the monarchy as emboldened rebels rise up in support of the Alliance. [[Category:Page]][[Category:Public Access Page]][[Category:Legacy Lore]] </small> oerdmym1xu4rt70djijkcz639gt4me1 Timeline of the Great War (ARCHIVE) 0 1400 17768 14610 2022-01-15T17:43:15Z Amaker1450 26550035 17768 wikitext text/x-wiki The following is a timeline of all noteworthy events of the ongoing [[Great War (ARCHIVE)]]. This page is designed as a quick reference guide; for further details, see the Great war main page. ==Prelude== *The [[Margan]] turn on and exterminate the [[Margan Empire#The_Seraphim_Dynasty|Seraphim Dynasty]] for committing the heresy of enslaving alien races who had come to worship them. *After the unpopular pacifistic reforms of King Moscassin damaged the [[Zaretian]] economy, General Breys, with the backing of numerous military and civilian officials, overthrows Moscassin and crowns himself king. The new king reintroduces slavery and rebuilds the Zaretian military as be begins a new period of expansion. Though a ruthless ruler, his reforms are successful in revitalizing the economy. *The [[Biomatter Swarms]] are encountered for the first time. *Following the end of the [[Magello]] Unification Wars, the Magello fight and win the First and Second Stellar Wars, helping to establish a strong military tradition in the empire but producing thousands of alien refugees that would later move into the [[Aeveria Confederation]]. *[[Repzork-Nepharian Cold War]]. The [[Repzork Empire]] begins contending with the [[Holy Nepharian Empire]] for dominance in a sector of space. Both sides seek to claim valuable relics and influence over the region's inhabitants, who begin fighting each other in proxy wars. *After years of bloodshed following the usurpation of the Ulthubag Clan, the [[Skrey]] are united under the socially and technologically progressive Tazorag clan and its allies, who become the great clans. *The [[Xeverra]] begin raiding [[Betel Recyclers|Betel]] colonies to acquire resources for the Star Song, a dyson sphere the Xeverra's secret A.I ruler, Galden, plans to use to boost her own processing power and accelerate the reunification of the Xeverran nomad fleets. *Tensions rise between the [[Karahotdoum]] and the Yami Trade Union, resulting in the Karahotdoum keeping the bulk of their troops in the Karahotdoum-Yami border zone. *[[Kran Rebellion]]. Nepharian General Phyla Kran attempts to take over the Nepharian government and instigates a conflict between the Nepharians and the [[Wingle Union]]. Her plot is eventually revealed, and the two former enemies band together to eliminate the rogue general. *The Repzork begin raiding [[Khasii]] colonies to acquire their vast trove of riches and advanced technology. *The [[Sauran]] liberate a Zaretian slave colony which, unbeknownst to them, was already in open revolt against the monarchy. The Sauran escorted the prisoners to safety. The Monarchy would respond by declaring war on the Solidarity. *The Margan appeared in the galactic region for the first time and would swiftly exterminate several minor powers. == Year 1 == *Peacekeeper Alliance is founded by the [[Rach]] to defeat the Margan and protect nations who could not defend themselves. *Peacekeepers score several victories against the Margan. Alliance grows as emboldened nations begin to join. *Margan approach Zaretian Monarchy to propose an pact to combat the Peacekeepers. The two agree to talks on Zartar. *[[Raid on Zartar]]. Acting behind his generals, Rach Emperor Coradine sends assassins to Zartar supposedly to eliminate King Breys and High Priestess Massachiah during their meeting. The raid ends in disaster, with all Rach troops killed or captured and the Margan and Zaretians founding the Warlord Pact. '''The Great War officially begins.''' *The Peacekeepers are forced on the defensive, with the Rach suffering several catastrophic defeats at the hands of the combined Margan-Zaretian force. *The [[Saracin Empire]] joins the Warlords and begins attacking the Rach. *[[Raid on Station SRD72]]. Rach forces under the command of General Gorach and Ops Lead Kertak infiltrate a secret Saracin facility, stealing valuable military intelligence and discovering that a traitor had revealed the location of Norsus and its stealth generators to the Warlords. == Year 2 == *[[Battle of Zetta Secundus]]. Peacekeepers achieve their first major victory when [[Aeverian]] forces deal a devastating blow to the Zaretian navy, causing Pact forces to withdraw to avoid overextending themselves. *The Magello Empire joins the Pact despite Emperor Zinmar's commitment to neutrality due to pressure from the general public and from military officials. *The Repzork Empire joins the Pact to eliminate the Peacekeepers and dissuade their enemies from joining the Alliance. *Repzork and Magello forces help the Pact regain the initiative. Zetta Secundus is captured. * The [[Acropolan Empire]] and [[Conkirite Dictatorship]] join the Peacekeepers and Warlords respectively in a bid to gain the upper-hand in their [[Acropolan-Conkirite War|ongoing war]]. With both sides receiving funds and supplies, neither side is able to break the stalemate. *[[Luminarian Schism]]. Following the ascension of Emperor Ulran, empire forces raze the frontier colony of Midale. The frontier worlds band together in self-defense. *[[Infestation of Ozelion]]. A Biomatter spore landed on the Minomit colony of Ozelion, producing a sizeable colony that was finally eliminated when a relief force arrived at the colony. == Year 3 == *[[First Battle of Aserai]]. The Zaretian Admiralty test their new naval doctrine by attacking the [[Dragoneteran]] homeworld of Aserai, dealing significant damage to the Dragoneteran fleet and to the planet itself. Aeverian forces respond, but are repelled. A Rach-Aeverian force eventually arrived to forces the Monarchy to withdraw. The admiralty considers the operation a success. *[[Incident at Dralix]]. While the assault on Aserai was underway, the Dragoneterans lost contact with the colony of Dralix. Expecting the planet to have been attacked by the Monarchy, they instead discover that it had been infected by the Biomatter. Search teams were dispatched to search for survivors, but all were lost save for one, which escaped with the help of special operations troops. The monarchy decides to keep the colony for study rather than cleansing it. *The [[Necraal Sovereignty]] joins the Pact following an alliance with the Zaretians. The Necraal begin working with the Kelmir to improve their robotic forces. *[[Dragoneteran-Tegotian War]] begins. While searching for the missing Captain Delarus, Dragoneteran forces discover the Bulorians, who had been enslaved by the Tegotians. The Dragoneterans, after having rescued Delarus, liberate the Bulorians. The Tegotians join the Pact in retaliation and begin an invasion. *The Dragoneteran develop an airborne Biomatter virus and deploy it against the Tegotians, severely hampering their invasion for a brief period. The attack draws fierce criticism from the Peacekeepers, who push the Dragoneteran to destroy the weapon and any research regarding it. *[[Second Battle of Aserai]]. Following the death of the Dragoneteran king, the entire Tegotian military is deployed at Aserai to defeat the Dragoneterans in one swift blow before foreign powers could intervene. The Tegotians are defeated, resulting in their empire collapsing into anarchy and civil war. Peacekeeper intervention sees the establishment of the Tegotian Republic, which withdraws from the war. == Year 4 == *[[Infestation of Rotunin]]. A spore of Hive Fafnir crashes on the neutral colony of Rotunin, causing the bloodiest infestation in history. The Peacekeepers respond by creating the [[Anti-Biomatter Task Force]] ('''ABTF'''). Various Warlord nations create their own task units for combating the hives. *The Skrey begin attacking Warbot Industries to acquire their robotics technology. This captures the attention of the Repzork, who bring the Skrey into the Pact after helping them repel a Biomatter infestation. *[[Operation Stormbreaker]] begins. The [[Empire of Diablos]] joins the Peacekeepers following a meeting with Alliance diplomats. Three months later, the Peacekeepers launch a massive combined offensive that sees the Pact retreat on all fronts. The Margan stay behind to hold off the Peacekeepers and buy their allies time. *The Sauran wing of Stormbreaker encounters the [[Asanian Syndicate]] and attempt to repel them from a planet the Syndicate was strip-mining. The Sauran are nearly repelled until the arrival of Diab and Kastalian reinforcements turns the tide. *Asanian forces attack a Diab colony. Margan forces, unaware of the Syndicate, arrive a short time later and makes contact with the Asanians. The two agree to an alliance and the Asanians join the Pact. *After weeks of fighting, Margan and Asanian forces are finally forced to retreat, and the Stormbreaker offensive resumes in earnest. *Stormbreaker is called off as the offensive grounds to a halt due to mounting casualties and overextended supply lines. Peacekeeper forces retreat to defensive positions while the Pact reclaims much of the territory lost during the offensive. == Year 5 == *The Luminarian Schism ends after the signing of the [[Luminaria Armistice Agreement]] by both sides. *The first phase of [[Operation Downfall]], [[Operation Sledgehammer]], begins. Pact troops launch a massive offensive against all major Peacekeeper powers to prevent them from supporting the Rach. [[Operation Pierce the Veil]], which aims to eliminate the remaining stealth generators protecting Norsus, begins. *Pact forces encounter the Gorach-Cloudreaver line and suffer heavy casualties. Holy Dynasty reinforcements eventually overwhelm the defenders and eliminate the first stealth generator. *[[Battle of Oruin]]. Margan forces invade the Minomit homeworld and sabotage Minomit efforts to terraform the planet back into a habitable state. Warbot reinforcements arrive only to be surrounded by Necraal forces under the command of Crown Prince Bael'thir. Majority of remaining Warbot forces are eliminated and Oruin is rendered desolate. Pact forces then advance towards remaining Minomit colonies. *[[First Battle of Sevethos]]. Sevethos becomes the first major Diab colony to fall to Pact forces in the offensive. *Pact forces establish a foothold in the Aeverian frontier. Warlord forces push towards the Aeverian border blockade. *The second stealth generator is eliminated. General Gorach is contacted by Emperor Zinmar, who pledges to create new stealth generators in exchange for amnesty and entry into the Peacekeeper Alliance. The Rach agree, and Zinmar dispatches engineers to begin construction. *Zaretian forces are forced to withdraw from the Aeverian theatre following the destruction of a crucial logistics vessel. Varthos is recalled to Zartar by King Breys for questioning. *[[First Battle of Baltreos]] begins. Pact forces converge on the Diab regional capital of Baltreos. Ferocious fighting erupts as both sides pour an enormous amount of troops into the system. *Repzork ambassador Orva meets with Sauran representatives in neutral space to negotiate a deal in which the Repzork receive the Sauran's terraforming technology in exchange for the empire not attacking the Sauran and offering them a place in the empire should the Solidarity collapse. The Sauran agree to the deal and the Repzork test the technology in the core worlds to avoid suspicion. The Repzork plan to use the technology to undo the damage done by the Asanians and Margan, which they intend to eliminate once the war has concluded. *Pact forces attack Rhea station. Though Aeverian forces narrowly manage to hold the station, they lost several ships and nearly 60 nearby orbital facilities. As the battle is underway, Star Marshal Kiryusa Luok leads Aeverian forces on a chase that allows Pact forces to plunge deeper into Aeverian territory. The ploy works, but damages her flagship's engines. She briefly withdraws from the battle for repairs. *[[First Battle of Falkeos]]. Margan forces invade the Diab military colony of Falkeos to draw Peacekeeper forces away from Baltreos. Diab forces hold the planet, but the distrction proves successful, with Baltreos falling to the Pact a short time later. Baltreos subsequently becomes the Pact's primary command center in the region, with Sevethos acting as a logistics base. *Aeverian forces trap and encircle Pact forces at the border blockade, beginning the largest naval engagement thus far in the war. Hundreds of ships are lost on both sides over the span of a few hours before the Margan Firewing fleet sacrifices itself to allow their allies to escape. Firewing fleet is destroyed to the last ship. Pact forces destroy everything they had captured and withdraw from Aeverian territory. *The last Minomit stronghold is eliminated, leaving only a few scattered pockets of resistance as the majority of the remaining Minomit retreat into Aeverian space. *[[First Battle of Veos]]. Pact forces on the Diab theatre suffer a major defeat that leads to the loss of a Repzork Ikatan-class starbase. Warlord forces initiate a strategic retreat back to their captured holdings. Diab forces launch a counter-attack but are unable to break the Pact foothold. *The third stealth generator is eliminated. General Gorach and Ops Lead Kertak move in to rescue several Rach who had been taken prisoner during the battle. Gorach is intercepted by Zaretian general Gancarda and the two engage in a duel. Both sustain injuries, but before Gancarda could deliver a killing blow, Rach Skyborn intervene, allowing Gorach to retreat. The Rach escape with the prisoners back to Norsus. *General Gorach personally appeals to Emperor Coradine for permission to use the Rach's emergency arsenal but is denied. The general disobeys and activates the Rach Veteran Warsuits. As he does so, Coradine authorizes the deactivation of the remaining stealth generators. Margan soldiers infiltrate the palace and extract Coradine, who had stabbed one of his own guards in the back during the altercation. Gorach discovers Coradine's betrayal and crowns himself emperor as he prepares Norsus' defenses. *[[First Battle of Norsus]]. With Norsus revealed, Sledgehammer is called off as Pact forces settle into defensive positions. All Margan Dynasties converge on Norsus alongside Zaretian and Saracin fleets. The Diabs and Aeverians attempt to intervene, but the Aeverians are intercepted. The Diabs are allowed to pass by Captain Omard, who claims that he had simply not noticed the fleet but who was in fact sympathetic to Zinmar. The Diabs buy the Rach precious time, but are badly outnumbered. Realizing he could not hope to hold the planet, Gorach opens an experimental portal devise leading into the [[Void]]. The remaining Rach flee into the alternate dimension. The Margan, after wresting control of the device from the Peacekeepers, chase after the Rach. Both disappear from the galaxy as a result save for a tiny number of stragglers who had been left behind. == Year 6 == *Pact-aligned Magello discover Emperor Zinmar and Captain Omard's treachery and notify Pact officials. Omard is publicly executed after his crimes are revealed to the public. Zinmar is blackmailed into submission and has his son abducted by the Repzork, who begin to groom him into a Warlord-aligned monarch. *The Aeveria Confederation becomes the new leader of the Peacekeeper Alliance and shifts the Alliance's focus from defending the weak to ensuring their own survival and defeating the Warlords. *[[Rathakern War]] begins. The Minomit attempt to use a lull in the fighting to reclaim and rebuild their colonies with the help of the Aeverians. After some initial success, they are attacked by the [[Rathakern]], who force both the Peacekeepers and the Warlords from the sector as they begin extracting resources for the Omnishia battleship. Warbot Industries could not recover and effectively ceased to exist, with the Minomit formally integrating into the Aeveria. *Amidst public outcry, the [[Karahotdoum Empire]], after having signed a treaty with the Yami Trade Union, joins the Peacekeepers and launches a massive offensive against both the Repzork and the Zaretians. They Karahotdoum cause considerable damage but are ultimately stopped with the aid of the Saracin and Necraal. The front settles into a stalemate. == Year 7 == *[[Battle of Lichen]]. Zaretian forces capture the Diab colony of Lichen to secure its vast reserves of crystals which the Monarchy use for the production of energy weapons. *[[Second Battle of Falkeos]]. Pact forces attack Falkeos for a second time and successfully capture it after months of fighting. *[[Battle of Larvos]]. The Rathakern had begun producing biological weapons known as 'Overlord Bombs' in their Minomit holdings. By the time they are found out by a squad of Diab Valkyries, the Rathakern had already deployed the weapons at Larvos. A pitched battle ends with the Rathakern securing the colony. *[[Operation Burning Lance]]. The Aeverians begin a massive invasion of the Zaretian Monarchy with the ultimate goal of capturing Nu-Zartar and opening the path to Zartar. The sheer number of Zaretian ships that they encounter bogs down the offensive almost immediately. Repzork forces begin attacking the Aeverian mainland in an effort to draw troops away from the invasion. *The Rathakern begin attacking Asanian outposts to steal their technology, hindering Asanian efforts for a time. == Year 8 == *The Anti-Biomatter Task Force achieves its first major success when a Diab detachment responds to a spore that had landed on a Diab colony. Renowned specialists Heimdall infiltrated the hive and planted a bomb inside of it, ending the infestation. *[[Keros Offensive]]. Pact forces launch a three-pronged offensive into Diab space, gradually forming what became known as the Keros salient. *Rathakern forces begin attacking Delani colonies and capture Tikka. A Delani counterattack recaptures the planet, only to lose it once more when the Rathakern return. *[[Battle of Embaelos]]. The Repzork, in an effort to lure the Diabs into a trap, unknowingly walk into an ambush, resulting in the encirclement of the 277th armada's command fleet. Reinforcements arrive and ultimately capture the planet, but the battle checks the Pact's advance and results in the hospitalization of Field Marshal Likana Raldalvi, who had helped fight off Diab troops that had boarded the 277th's flagship. *[[Operation Watchtower]]. The Aeverians break the Zaretian stalemate after capturing Valkoro, prompting the Zaretians to retreat. The Aeverians attempted to encircle the retreating Zaretians but were only partially successful. *[[Battle of the Thethea Nebula]]. Aeverian forces attempted to capture Varthos, whose ship had been cornered in the Thethea nebula. Varthos escaped due to the nebula disrupting Aeverian sensors. *[[Battle of the Gorroagh Pocket]]. Zaretian General Peacha joined the fight against the Aeverians and held open the Gorroagh pocket, allowing Varthos' forces to escape. *After years of rebuilding, the Luminarians formally join the war and begin an advance into Zaretian space, forcing Peacha to divert her forces to combat the threat. As a result, the Aeverians capture the Gorroagh pocket. *[[Flight of the Omnishia]]. Following the completion of the Omnishia battleship, the Rathakern planned to have the ship link up with forces in the WBI foothold before moving to support their advance into Diab and Delani space. Peacekeeper forces ambushed and damaged the ship, putting it into dry dock for repairs, but were unable to destroy it. == Year 9 == *[[Battle of Balis]]. Luminarian forces conquer Balis and begin extracting resources from it. Following an operation by Zaretian insurgents in which two Luminarian vessels were destroyed by sabotaged fuel, the Luminarians bombarded civilian and military locations on the planet. *[[Operation Fissure]]. Aeverian forces begin advancing into the inner Nu-Zartar sector. Zaretian resistance is limited and scattered. *[[Operation Iron Gauntlet]]. The Diabs launch a counterattack into the Keros salient and manage to breach the Pact's defenses. A combination of Pact reinforcements and the liberal use of Marganite-based weapons bogs down the operation. *[[Battle of Vedrthar]]. After completing repairs, the Omnishia linked up with the main Rathakern fleet and began moving into Diab space, forcing the Peacekeeper to divert men and material from Iron Gauntlet to combat the threat, contributing to the Diabs being repelled from the Keros salient. With Rathakern forces approaching the Pact foothold, Magello Captain Bulgara requests permission to engage but is denied. She instead forges a temporary ceasefire with the Peacekeepers to eliminate the threat. The ensuing battle sees the Omnishia crippled and the Rathakern leader, Warmaster Moratoryan, killed in action. The Rathakern retreat back to their homeland, ending the Rathakern war. *[[Battle of Hethos]]. The Luminarians capture Hethos, another major supply base for the Zaretians. When word reached command of a growing insurrection, the Luminarians bombarded the planet, drawing criticism from their allies but denying the Monarchy valuable resources. *[[Recycler_Helmwehr#Zaretian_Strike|Battle of Betel]]. The [[Betel Recyclers]], who had close ties with the Peacekeepers, had begun a military proliferation program to combat the [[Xeverra]]. Fearing they could provide their resources to the Alliance, the Zaretians attempted to depose the Recycler government but were repulsed. *[[Bunker Incident]]. Fearing Pact retaliation, the Betel organized a meeting with the Luminarians which was leaked to the Warlords by Doisu engineers through the [[Wolnch Authority]]. The Asanians disrupted the meeting, killing several Luminarians. The Betel delegates, having not arrived, were unharmed. The incident sparked Luminarian distrust of the Betel, but the Recyclers were nonetheless accepted into the Alliance. *[[Bombing of Thales]]. Repeating their victories at Balis and Hethos, Luminarian forces capture Thales, but were in danger of a rout. Intelligence reports of an incoming Zaretian counteroffensive led to the Luminarians withdrawing after having bombed Thales. *[[Operation Black Ice]]. Aeverian ACI operatives infiltrated a Zaretian installation deep in monarchy space and acquired intelligence regarding the defenses of several key planets in the Nu-Zartar sector. == Year 10 == *[[Battle of Helia]] begins. After a successful deception campaign, the Diabs revitalize Iron Gauntlet with a massive offensive that digs deep into the Keros salient, encircling dozens of Pact positions. Warlord reinforcements bisect Peacekeeper lines as they attempt to rescue encircled troops, throwing the salient into complete chaos. *[[Third Battle of Falkeos]]. Diab forces, in a move reminiscent of the First Battle of Falkeos, attack Falkeos to disrupt Pact logistics, but are repelled after a pitched battle by Warlord reinforcements from the salient. *[[Operation Isomer]]. Aeverian and Luminarian forces link up and begin securing a beachhead in the inner Nu-Zartar sector, but stiff resistance would gradually slow the operation. *[[Destruction of the Malum Telum]]. An Aeverian facility housing an experimental cruiser was infiltrated by Zaretian nightshades. The vessel is destroyed and the Zaretians steal a trove of classified information, including the defection of one of their own generals, Atoppos the Great. Breys initiates a purge to eliminate anyone suspected of supporting the Alliance. *The Repzork [[Betel Theatre|invade]] Betel space to acquire Betel resources and prevent them from modernizing. Repzork forces make steady progress, but are hampered by guerilla resistance. Several Peacekeepers, including the Karahotdoum, Aeveria, Kastalians, and Luminarians pledge support in some form or another. *[[Dissolution of the Saracin Empire]]. Emperor Saracin IX is assassinated by Peacekeeper powers, resulting in the total collapse of the Saracin Empire as various officials fight one another to fill the power vacuum. A diaspora takes place as refugees flee the former empire. *The Acropolan colony of Taldrin is infected by the Biomatter, marking the beginning of a larger infestation that gives the Conkirites an advantage over their adversary. == Year 11 == *[[Second Battle of Baltreos]] begins. Pact forces cede the Keros salient to the Diabs and make a disorganized retreat back into the foothold. Despite having suffered heavy casualties, Diab forces advance on Baltreos. Fighting breaks out throughout the core of the Pact foothold. *Operation Isomer culminates in the Battle of Rigni. The last fortress world standing between Nu-Zartar and the Peacekeepers, Alliance forces capture the system but suffer heavy losses, and the Peacekeeper settle to strengthen their defenses and supply lines. *The Second Battle of Baltreos concludes with a costly Warlord victory that sees the first use of the RS-18 Firestorm missile, which converted an entire city into a crystalline tomb, killing thousands of Diab soldiers instantaneously and ending any hope of capturing the Pact command center on Baltreos. The casualties incurred during the Battles of Helia and Baltreos, the bloodiest battles in Repzork military history, sparks public outcry within the empire. The government responds with a propaganda campaign and begins mobilizing all civilian and military assets for the war effort. *[[Necraal Schism]]. Necraal King Hor'or begins experimenting on the Biomatter. Initially in an effort to control them, the influence of Glad'mere brings Hor'or into the shaman's cult and the king begins splicing Biomatter and Necraal DNA to produce supersoldiers. *[[Sentience Incident]]. Necraal-Biomatter hybrids are deployed for the first time at Yintil. Thought to be an ordinary infestation, the ABTF responds, only to be ambushed by the Necraal and annihilated. In the confusion, many believe that the Biomatter had become sentient, though this was later debunked. Many begin to view the Necraal with suspicion, but they deny any involvement. *Disillusioned Necraal scientists escape Ivn's vaults and notify officials on what Hor'or had done. Word reaches Bael'thir, who vows to overthrow his father. The Warlords offer their support as Bael'thir makes the king's crimes public. Fighting breaks out throughout the Necraal's ranks as Bael'thir and the Pact advance towards Ivn. Pact forces attempt to capture or kill loyalist commandants but are unsuccessful. The Peacekeepers also intervene to knock the Sovereignty out of the war. A Peacekeeper-aligned Necraal faction under the leadership of S'ai is proclaimed. *[[Battle of Ivn]]. As Bael'thir arrives at Ivn, Hor'or deploys Biomatter spores all across the planet. The arrival of the Peacekeepers blunts Hor'or's offensive. The Loyalist soon retreat into unexplored space, leaving Ivn to be evacuated and bombarded into a lifeless rock. *Bael'thir moves to Phaeris to secure the remaining colonies while Pact forces stay behind to stop the Peacekeepers from following. As the battle rages, an ion storm sweeps in, cutting Bael'thir and the colonies off from the rest of the galaxy. Pact and Peacekeeper forces abandon the sector. Pact-aligned Necraal under the leadership of Commandant Tor settle in Warlord space, notably within the Repzork empire. *S'ai saves Peacekeeper delegates from a Zaretian ambush, earning the trust of those who had distrusted S'ai and his followers. S'ai and his followers are allowed to colonize an uninhabited planet within the Peacekeeper's sphere of influence. *With both the Saracin out of the war and the Necraal crippled, the stalemate on the Karahotdoum front breaks as Karahotdoum forces flood into Repzork and Zaretian space. Though they make considerable progress against the Monarchy, the Repzork fight them a a standstill as the Karahotdoum attempt to capture the empire's heavily-fortified subterranean cities. *Repzork forces operating in the Betel theatre make contact with the Xeverra and establish an alliance with them, though they are unable to convince them to join the Warlords due to the Pact's dire state. *[[Incident at Fehgrov]]. Hearing news of an imminent Xeverran attack, the Luminarians begin withdrawing from Fehgrov. The Betel voivode, Yodd Wikrix took, took hundreds of hostages, instigating a standoff that would last for several days. The hostages were rescued, but tensions remained high until Recycler High Chancellor Visas intervened, culminating in the creation of the Fehgrov Accords. == Year 12 == *[[Operation Riposte]]. After refitting and repairing their ships, the Zaretians launched a counterattack against the Aeverians and Peacekeepers, recapturing Rigni in the process. Encircled Peacekeeper elements would harass the Zaretian's supply lines, forcing them to call off the offensive. A Peacekeeper counterattack successfully recaptured all lost territory. *A Biomatter spore crash-landed on a Nepharian colony. After a brief engagement it was thought to be destroyed. In truth, it had burrowed deep into the ground. The colony emerged at the planet's capitol and overwhelmed the defenders. *[[War of the Mech King]]. A walker of titanic proportions was discovered by the Magello explorers deep in unexplored space. Magello, Zaretian, and Repzork forces converged on the planet to secure the machine. The Diabs and Virisus, having learned of the discovery, also sent troops. As they fought for control of the walker, dormant machines within the walker activated and began attacking all sides. The Virisus, knowing that they would lose, overloaded the walker's reactors, killing all on board and destroying the walker. *While pursuing a crashed Madarian ship, Zaretian forces under the command of General Rex'Abilion landed on the planet they believed housed the crew and began indiscriminately killing the inhabitants. This caught the attention of the [[Gronian Imperium]], who had been at war with the planet's inhabitants and who had no interest in receiving 'help' from the Monarchy. Unwilling to back down, the Zaretians instigated a skirmish, leading to the two nations declaring war on one another. *The Sauran come to assist the Betel against the Repzork despite intense animosity between the two. The Repzork discard their previous agreement with the solidity and retaliate. *[[First Battle of Fehgrov]]. As the Luminarians had predicted, Xeverran forces attacked Fehgrov and secured it after a bloody siege. *Skritrulk, an intellectual group of Skrey that had been spent years fighting on foreign soil and interacting with the soldiers of various Pact nations, particularly the Magello, begin to emerge. Though ostracized by their Skrey brethren, Pact overseers see potential in Skritrulk who supported the Pact. == Year 13 == *[[Outer Worlds Assault]]. Two years after Baltreos, Diab forces launcher another attack at the Pact foothold, this time aiming to disrupt supplies flowing into the region by capturing Sevethos and several surrounding colonies. As the offensive is underway, the Diabs open a second front to divide Pact resources. *[[Operation Counterweight]]. Having completed mobilization, the Repzork launch a counterattack against the invading Karahotdoum and send a surge of reinforcements into the Diab foothold. The Diabs are repelled from Sevethos and call off the offensive. Karahotdoum holdings are reduced to a small few strongholds at the edge of Repzork space. *[[Battle of Nu-Zartar]]. After securing Rigni, the Aeverians and Luminarians began the invasion of Nu-Zartar. After eight months of brutal fighting, Alliance forces claim the planet. Due to losses sustained during the operation, the Peacekeepers pause offensive operations to rebuild their strength. *[[Frost Wars]]. The Conkirite capture an Acropolan colony and use it to begin creating supersoldiers with 'frost tech'. The Acropolan attack the planet while Andon destroys the facility from within and acquires a frost sample which is infused with his armor. The Conkirite then capture experimental energy tech and a scientist. The researcher is rescued and reveals that the Conkirites are constructing a portal to the Acropolan homeworld at Ryzonor. The Acropolan launch an all-or-nothing attack on Ryzonor and Andon successfully destroys the portal device, sending the Conkirites into disarray. == Year 14 == *The Asanians begin a major push into Delani space. Though having recovered from the Rathakern, they were totally unprepared for the Syndicate and find themselves outnumbered and outgunned. *A vessel of the [[Transmetallic Confederation]] is shot down while harvesting thermal energy from an uninhabited planet in Gronian territory. To prevent a war, the two agreed to negotiations, which were complicated by the fact that the TmC had colonies within Gronian borders. The two ultimately agreed to allow the TmC to communicate with their colonies so long as they avoided inhabited Gronian worlds, though tensions between the two would remain high. == Year 15 == *[[Second Battle of Fehgrov]]. Peacekeeper forces reclaim Fehgrov for the Betel and maintained a garrison on the planet to assist in reconstruction efforts. *[[Skritrulk Uprising]]. A minor defeat at the hands of the Gronian Imperium was enough to induce open revolt among Sktitrulk and Skrey who were dissatisfied with the rule of Tazorag. The Gronians arrived at the Skrey homeworld, but left upon discovering that the Skrey were already fighting one another. The Pact, believing the Skritrulk could be better rulers, began covertly supplying the Skritrulk with weapons while hindering their former Tazorag allies. *Gronian forces advance into former Zaretian-occupied Rach colonies, including Norsus. *[[Second Battle of Norsus]]. The Rach return from the Void as Emperor Gorach grows tired of running and seeks to rebuild his empire. He broadcasted his return to the galaxy, drawing Peacekeeper and Warlord forces to the planet. *[[Battle of Demosrakus]]. As Delani troops were en route to Norsus, the Delani capitol of Demosrakus fell under attack by the Asanians. The leader of the fleet, Fleet Admiral Heimarak, disobeyed orders to return to Demosrakus and instead evacuated several frontier colonies before disappearing. *The Margan returned to the galaxy and promptly began attacking Peacekeeper and neutral empires alike, throwing the entire region into chaos. A fleet is dispatched to Norsus, where they ultimately turn the tide of the battle and secure a Warlord victory. Norsus is rendered almost completely uninhabitable in the fighting, though the Gronians claim ownership of the planet. The Rach would move into Gronian space and begin reforming their military. *Demosrakus falls, leading to the collapse of the Delani Republic. *Margan Red Rose forces set their sights on the Gronians. One of the colonies attacked is inhabited by a pre-space flight civilization. Gronian General Katar fought to hold the planet but was forced to withdraw to help reclaim two nearby moons. The TmC then intervened and rescued the surviving inhabitants. *[[Battle of Terak]]. Margan forces fought to wrest control of the planet from the Gronian defenders under the leadership of General Katar. The Margan are ultimately defeated, but the battle was little more than a means of testing the Gronian's defenses. *The Aumpnuuk are integrated into the Transmetallic Confederation. During the ceremony, the Aumpnuuk provide information regarding the Gronian and Nepharian's conflict with the Margan. Many believe this to be an opportunity to provide support against the Dynasties, though some still seek war with the Imperium. *With the Margan nearing their borders, the Nepharians send troops to a Gronian colony to help them against the Margan. After the Nepharians refused demands to leave, a brief firefight broke out between the two. The Gronians retaliated by invading a Nepharian colony. *Nepharian diplomats met with the Gronians to discuss peace terms. TmC arrived as the meeting was underway and promised to support the Nepharians in an attack on the Gronians, which the Nepharians refused. This was broadcasted to the greater Imperium, causing House Merian to declare a war of genocide against the TmC. The Nepharians left after having come to an agreement with the Imperium as the TmC began the attack on their own only to be defeated. *General Turos of the Margan contacted the Zn leader, Zulgrev, and convinced her to join the Warlord Pact. Days later, during a meeting between TmC leaders and officers, the TmC's war with the Imperium was made public, and it was revealed that TmC agents had sent weapons to the Skrey during their conflict with the Gronians. Zulgrev attempted to assassinate the speaker but failed. She and her followers then seceded from the TmC. The TmC would attempt to join the Peacekeepers, but were denied due to their conflict with the Gronians and their intense secrecy. *Margan Hammer Dynasty forces attack the Sauran colony of Jaru IV. Though the Sauran evacuate the planet's colonist, they fail to hold the planet. *[[Operation Desolate Winds]]. The Repzork begin a major offensive in Betel space aimed at eliminating Helm's Hold and the Helmwehr. == Year 16 == *Warlord leaders convene at the Margan Holy Dynasty worldship of Holy Thereia to reaffirm the Pact's goals and discuss future operations. The Xeverra are formally inducted into the Pact. Leaders decide on a plan to revitalize the Zaretians and recapture the colonies lost to the Peacekeepers. *[[Battle of Mardos]]. Fighting between Margan and Diab forces culminated in a duel between the commanding officers of both armies. The Margan commander was killed and the remaining Margan routed. The battle showcased the technology gap that spending a decade in the Void had created, prompting Margan engineers to begin modernization efforts. *Though having scored several victories against the Recyclers, the High Chamber called off Desolate Winds and ordered the Repzork to retreat. As they withdrew, the Repzork engaged a scorched earth campaign that seeded dozens of colonies with Marganite infestations and killed or displaced millions of Betel. Angered Betel would retaliate with terrorist attacks against Repzork military and civilian targets. *[[Schism of the 500th]]. Star Marshal Elseron Nethali of the 500th armada, having grown disillusioned with the Repzork and the Pact, defected to the Peacekeepers alongside several followers, narrowly avoiding capture in the process. The 500th narrowly avoids being disbandment because of the proven loyalty of Field Marshal Alesanda Hilingoth and admiral Eaeru Tritheka, who is appointed as Elseron's replacement. *The Ion storms dissipate and Bael'thir reestablishes contact with the Pact. Warlord officials inform the crown prince on the state of the war. Bael'thir reaffirms his loyalty to the Pact and pledges to continue supporting the Pact. Many Necraal who had settled in Warlord space return to Phaeris, as do defectors from the Virisus and S'ai's faction. The Virisus are welcome by Bael'thir, who begins work on a cure for their infection, but they face distrust or outright discrimination from many. *[[Battle of Nizo III]]. The newly-reformed Rach military begins reclaiming old colonies, starting with Nizo III, which had survived the fall of the empire by concealing its cities. The Rach launch a surprise attack on the Asanian garrison on the planet and swiftly defeat them. The Rach's use of Void technology sends Warlord officials scrambling to replicate or counter the technology. *The sickly Emperor Commodus of the Gronian Imperium is assassinated in secret by one of his sons, Princeps Falcus. *[[Gronian Civil War]]. Under the pretense of attending his father's funeral, Falcus travels to Gron Domum to assassinate his brother, Gaius, to secure the throne for himself. The Rach were tipped off by Commander Strahl of the Deimos and rescue both Gaius and Valpyra Aspis, who bore Gaius' child. A civil war broke out between the two sons as the Margan began their push into Gronian space. == Year 17 == *[[Operation Dawnhammer]]. Repzork forces move into the Nepharian contested zone to support their allies in the region and ultimately draw them into the Great War. The Nepharians use propaganda to pull Peacekeeper forces into the region to fight the Repzork for them. *[[Zaretian Civil War]]. Pact forces begin their advance into Zaretian space, dealing a harsh blow to the Peacekeepers. Seeing his chance at reclaiming the throne slipping away, the exiled king Moscassin emerged from hiding, sparking a civil war across the monarchy as emboldened rebels rise up in support of the Alliance. [[Category:Page]][[Category:Legacy Lore]] 5ycvkadv410xgouc6z37wob0yyd553j Timeline of the Great War (Branding) 0 1513 17938 17914 2022-01-31T05:30:57Z Amaker1450 26550035 /* Pre-War */ 17938 wikitext text/x-wiki {{Conflict |prev= |conc= [[Telkevan-Nepharian Cold War]], [[Collection Conflict]] |next= |name= |image= |conflict= |date= |partof= |notablebattles= |place= [[Kentarus Sector]], [[Tomastahl Sector]] |result= Ongoing |territorychanges= |side1= [[Peacekeeper Alliance]]<br/> |side2= [[Warlord Pact]]<br/> |side3= |side4= |commanders1= Main Peacekeeper Leaders <br/> * [[Rach|Emperor Gorach]] <br/> * (Nuverian Placeholder) <br/> * [[Sauran Solidarity|Duchess Amara'Eress]]<br/> * [[Karahotdoum Empire|Karem Magistrate]] <br/> * [[Doramis Monarchy|King Castellis †]]<br/> * [[Empire of Diablos|Admiral Korsair]] <br/> * (Delani Placeholder) [†?] * (Kastalian Placeholder) * [[Remusian Republic|Royal Council]] |commanders2= Main Warlord Leaders <br/> * [[Margan Empire|High Priestess Massachiah]] <br/> * [[Zaretian Monarchy|King Breys]] <br/> * [[Telkevan Union|High Chamber]] <br/> * (IAE Placeholder)<br/> * [[Vechtramil Directorate | Vechtramil Intelligence Directorate]] <br/> * (Necraal Placeholder) <br/> * (Kaat Placeholder)<br/> * [[Xiongul Confederacy (Branding)|War Chief Bhatuzorig]] * [[Asanian Syndicate|The Mixed]] <br/> |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} [[Category:Page]][[Category:BrandingHold]] For all events confirmed for canon. Go to [[Timeline of the Great War]] for the sandbox page. ==Pre-War== ''Please note: The events of the prelude are dispersed across different periods of time; the main intent of this section is to show important events that influenced the conflict in some way or another.'' * Margan exterminate the Pale Mace Dynasty for committing the heretical act of enslaving aliens who had come to worship the Margan as gods. * King Moscassin of the Zaretian Monarchy, who had banned slavery and substantially downsized the Monarchy's military, is overthrown by General Breys, who crowns himself king. Breys reinstates slavery and rebuilds the military as be plans to expand the monarchy. Though a ruthless ruler, his reforms are successful in revitalizing the economy, which had languished under his predecessor's rule. * Infestation of Rotunin. Multiple organizations dedicated to combating the Xenochytrid organize into the ACTF. *After years of bloodshed following the usurpation of the Ulthubag Clan, the Barrakru Kaat are united under the socially and technologically progressive Tazorag clan and its allies, who strive to modernize the clans and prepare them for the galaxy. * [[Telkevan-Nephani Cold War]] The Telkevan Union and Holy Nephani Mandate begin feuding over portions of the [[Tomastahl Sector]], with both sides vying for influence over local governments and for ownerhip of ancient relics. * The TmC complete the integration of the Aumpnuuk into the empire after many years of negotiations following the Deserikth Wars. * Tensions rise between the Karahotdoum and the IAE over economic & territorial disputes. Troops are mobilized, but neither side is willing to strike. * Telkevan-Nuveria tensions * Sauran liberate Zaretian slave colony, sparking war between the two powers. == Year 1 == * The Margan, realizing the military strength of the Kentaurs Sector, reach out to the Zaretian Monarchy to form an alliance against mutual enemies. *[[Raid on Zartar]]. Acting behind his generals, Rach Emperor Coradine sends assassins to Zartar supposedly to eliminate King Breys and High Priestess Massachiah during their meeting. The raid ends in disaster, with all Rach troops killed or captured and the Margan and Zaretians founding the Warlord Pact. '''The Great War officially begins.''' *Peacekeeper Alliance is founded by the [[Rach]] to defeat the Warlord Pact and to protect nations who could not defend themselves. *The Peacekeepers are forced on the defensive, with the Rach suffering several catastrophic defeats at the hands of the combined Margan-Zaretian force. *[[Raid on Station SRD72]]. Rach forces under the command of General Gorach and Ops Lead Kertak infiltrate a secret Vechtramil facility, stealing valuable military intelligence and discovering that a traitor had revealed the location of the gravity displacement generators protecting Norsus. == Year 2 == *[[Battle of Zetta Secundus]]. Peacekeepers achieve their first major victory when [[Nuverian]] forces deal a devastating blow to the Zaretian navy, causing Pact forces to withdraw to avoid overextending themselves. * The Telkevan Union, intent on curbing the growing threat posed by the Alliance to Union interests, votes 6-2 to join the Warlord Pact and launch attacks against the Nuveria. * Telkevon forces help the Pact regain the initiative. Siege of Zetta Secundus I begins anew with the addition of Telkevon forces. * [[Olzelion Incident]]. A solar storm impacts the research colony of Olzelion, driving the local Xenochytrid hives into a frenzy. The AXTF are called in and successfully contain the hives before any significant damage is dealt. The Xenochytrid regress to a docile state once the solar storm ends. *[[First Battle of Aserai]]. The Zaretian Admiralty test their new naval doctrine by attacking the [[Doramis]] homeworld of Aserai, dealing significant damage to the Doramis fleet and to the planet itself. Nuverian forces intervene, but are forced to withdraw before additional reinforcements finally drive the Monarchy away. The admiralty considers the operation a success. == Year 3 == *The [[Vikkurl]] joins the Pact to acquire land and resources. They work closely with Zaretian forces, who collaborate with the Vikkurl on new technology. * [[Doramis-Vechtramil]] War begins == Year 4 == *[[Incident at Dralix]]. Contact is lost with the Doramis Xenochytrid-research colony of Dralix. Scouts discover that the local hives had overwhelmed the colony. The Doramis continue to study the hives rather than purging the infestation. * [[Operation Stormbreaker]] begins. The [[Empire of Diablos]] joins the Peacekeepers following a meeting with Alliance diplomats. Three months later, the Peacekeepers launch a massive combined offensive that sees the Pact retreat on all fronts. The Margan stay behind to hold off the Peacekeepers and buy their allies time. * The Sauran wing of Stormbreaker encounters the [[Asanian Syndicate]] and attempt to repel them from a planet the Syndicate was strip-mining. The Sauran are nearly repelled until the arrival of Diab and Kastalian reinforcements turns the tide. == Year 5 == * Stormbreaker winds down as mounting casualties and overextended supply lines cripple Alliance forces. Most Peacekeeper forces retreat to defensive positions as the Pact reclaims much of the territory lost during the offensive. * 1st Battle of Norsus. Coradine disables last Norsus sensor scrambler and flees. Gorach crowns himself emperor. Rach withdraw to Void with Margan Holy Dynasty in pursuit. == Year 6 == * [[Operation Downfall]] begins * [[Second Battle of Aserai]] == Year 7 == * Asanians launch attacks against Delani with the goal of acquiring resources for W.E.R.M. == Year 8 == * First Battle of Norsus * Karahotdoum intervene militarily, open fronts against IAE & Zaretians. * Battle of Tikka (Asanian/Delani) * Archon Chora convince Asanians, who are being dog-piled by the Peacekeepers, to join Pact == Year 9 == == Year 10 == == Year 11 == == Year 12 == == Year 13 == == Year 14 == == Year 15 == == Year 16 == == Year 17 == * Rift Incident (Tomastahl) * Operation Dawnhammer (Tomastahl) == Year 18 == == Year 19 == == Year 20 == == Year 21 == == Year 22 == == Year 23 == == Year 24 == == Year 25 == == Year 26 == == Year 27 == [[category:page]][[category:BrandingHold]] ppm30i513ro3qcivsg8jqvh0uqdyxpj Tips On Winning The Lotto - Chances On Winning The Lottery 0 1632 18448 2022-12-20T16:31:03Z HamishHowton 30712846 Created page with "Perhaps, of all the technological developments, particularly in the field of electronics, nothing has affected us as much as the Internet. 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The Tomastahl Sector is a relatively underdeveloped area of the galaxy which is home to many younger races who may be forced to take sides or submit to other major powers moving into the area. '' '''OOC - Allows the introduction of new races here. Very Heavy WIP''''' == Races Involved == === [[Remusian Republic]] === The entire Remusian mainland lies in the new sector, and as such has the largest presence in the sector(up for debate). Currently engaged in the Collection Conflict with the Collection. After the events of the [[Rift Incident]] the Republic broke off ties with the Repzork Empire and declared themselves allied to the Peacekeepers (Y17). === [[Sauran Solidarity]] === Pockets of Sauran colonies lies within the new sector, and have been established as allies with the Remusians in the new sector. === [[Telkevon Union]] === Directly involved in Telkevon-Nepharian Cold War and the Rift Incident. After the Rift Incident they declared the Remusians enemies of the empire, and remain enemies with the Sauran due to past events. Parts of the Telkevon mainland are in the Tomastahl Sector but are contested by the Nepharians. ==== History ==== ==== Notable Colonies ==== ==== Military Forces & Organization ==== Telkevon forces in Tomastahl are organized under the 88th Combined Armada, which is currently comprised of the 109th 'Radiant Hierophant', 252nd 'Hand of Golgolag', and the 489th 'Ghost Eaters' armadas. The 88th Combined is under overall command of Sector Marshal Tegar Zokonae. The 88th's current headquarters is the fortress world of Veradahl. ===== Tegar Zokonae ===== Sector Marshal Tegar Zokonae is a middle-aged officer originating from the Marines. He is a devoted follower of Saertu and a strict adherent to the Oltavaran code, to the point that he is generally cordial with any and all who have not personally wronged him, including those considered enemies of the empire. 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Their tendency to spare those who surrender in contrast to their notorious brutality has led to many foes to simply surrender rather than face the armada head on. ===== 489th Ghost Eaters ===== The 489th Ghost Eaters is a small assault armada devoted to intelligence gathering, special operations, pacification, and guerilla warfare. Having been stationed in the contested zone since before the Great War, the Ghost Eaters have an intimate understanding of the region and are using this to sow chaos and collect followers ahead of the 109th and 252nd. === [[Holy Nepharian Empire]] === Directly involved in Telkevon-Nepharian Cold War, currently seeking the support of Peacekeepers to support its efforts in this conflict. Parts of the Nepharians mainland are in the new sector but are contested by the Telkevon. === [[Margan Empire]] === Margan of the Verdant Flail began pouring into Tomastahl to support the Repzork as part of Operation Dawnhammer, their task being the extermination of those who side with the Peacekeepers or who stubbornly cling to neutrality. This advance is spearheaded by Archon Kalos. The Repzork have used their arrival as another means of persuading aliens to join the empire by promising them protection from the dynasty. === [[Xenochytrid|Xenochytrids]] === The Xenochytrids of hive Ognir have a relatively small but growing presence in the sector, presenting a potentially existential threat to the [[The Collection|Collection]], whose machine bodies provide ample nourishment to the hive. Recent infestations of some Collection worlds have created a more established region of space for them that seems to be constantly expanding. [[Category:Locations]][[Category:Page]] 84u4fr8c1vowsz9tr9skx9ileushu1o Transmetallic Confederation 0 16 17157 6622 2021-11-17T17:14:19Z Amaker1450 26550035 17157 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = -Insert picture here- |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Neutral |label3 = Homeplanet: |data3 = Zanforrin |header5 = Administration |label5 = Government: |data5 = Socialist Stratocracy/Meritocracy |label7 = Current Leaders |data7 = Zn leader to be re-elected Chief Commander Xoria<br /> Chief Commander Zeru'zeleus |header9 = Biology |label9 = Lifespan: |data9 = Zn: 180 – 200 TmC Years<br /> Chromorum: 160 – 180 TmC Years<br /> Aumpnuuk: 300 – 350 TmC Years |label10 = Height (In feet): |data10 = Zn: 5' - 6'<br /> Chromorum: 5'6" - 6'6" <br /> Aumpnuuk: 4'6" - 5'6" |header11 = Economy |label12 = Currency |data12 = TmC Credits |header13 = Warfare |label14 = Notable Conflicts |data14 = Involved in [[Battle of Norsus]] |header15 = Diplomacy |label16 = Allies |data16 = 2 |label17 = Enemies |data17 = 2 |header18 = Status |data19 = Expanding Military/Recruiting }} <!-- 322829658 --> Creator: Drag0n0us Sporecast: The Transmetallic Confederation, often abbreviated as TmC, is an alliance of several space-faring races, the most notable of which are the Zn (Zulvokarian), Chromorum, and Aumpnuuk. Much of their history in space has alternated between periods of expansion and isolation, charting new systems, constructing refueling stations and new colonies and finally reinforcing their borders before moving outward again in a new wave of growth. These cycles have brought them into contact with other races, which in the past have been either assimilated or destroyed without exception. With their introduction into the [[Great War Historia|Great War]] through an accidental intrusion of [[The Gronian Imperium|Gronian]] borders while harvesting thermal energy from an unoccupied world, the TmC have been forced to reconsider their ‘all or nothing’ strategy of merging with or annihilating empires smaller than theirs in the face of the formidable Peacekeeper alliance and threatening Warlord pact. Officially declaring themselves Neutral, the TmC have nevertheless gotten involved with several other races, including the [[The Rach|Rach]], [[Margan Empire|Margan]], and [[Karahotdoum Empire|Karahotdoum]]. = TmC Territory = == Notable Colonies == === Central Cluster === The Central Cluster includes the home systems of the Zulvokaria International Coalition and the Chromorum Dominion, among several other planets of significant importance to the TmC. Most worlds in this sector are heavily populated, spread out across sprawling cities that take up a large portion of the available habitable land mass. The highest percentage of minor TmC races can be found here, with nearly sixty percent of the civilian population made up of numerous sub-races. In traditional TmC style, the cities are supplemented by expansive parks and stunning nature reserves. The Chief Commanders of the TmC lead from Agzolin, the capital city of Zanforrin. As the manufacturing center of the TmC, surplus raw materials are shipped in from the outer sectors to the Central Cluster to be crafted into a wide assortment of products. Unlike the outer sectors, goods in the Central Cluster are not mass-produced but often crafted by hand as luxury goods. Such goods include custom-designed weapons and armor, art pieces, and even ships. Commodities exported from the Central Cluster are considered to be of the highest quality. As such, owning one such product is a hallmark of a position of great wealth or importance within the TmC. Unemployment remains artificially low due to high living costs in the cluster; most individuals immigrating into the sector already have a position lined up for them. Aside from its great economic prosperity, the Central Cluster is home to some of the TmC's finest education centers, including history museums, libraries, schools, and military academies. Scholarships are annually awarded to the most prestigious students from all corners of the empire to attend one school in particular: the Grand University of Agorin. Pilgrimages to Zanforrin and Chromis are also common for colony-born zulvokarians and chromorum, respectively. In the case of the latter, training on Chromis is a mandatory part of conscription, though some opt to return later in life of their own accord. Zanforrin holds physical records preceding the TmC's formation, in some cases dating all the way back to the zulvokarian and chromorum equivalents of their Iron Ages. As the political, economic, and educational center of the TmC, it is no surprise that the Central Cluster is heavily defended at all times. Military stations, fleets, and covert defense systems are all in place to ensure that no outside influence will ever again lay waste to these treasured worlds. Wexxis is the main base of operations for all military fleet activity in the Central Cluster. Though once populated by civilians, it was transformed into a purely military-focused planet following the Great Wars. Several space stations orbiting its Lagrange points ensure that all military vessels in the area can refuel or upgrade with minimal delay. The planet itself is thoroughly fortified against invasion. Anti-orbital installments, armies led by veteran commanders, and planet-spanning shield generators all stand ready to defend the planet against any possible invasion. For many however, including the commanders themselves, being assigned to the Central Cluster is seen as an unofficial form of retirement. ==== Agorin ==== Agorin is a bustling life-bearing world that orbits the dim orange dwarf Keknas. Discovered by the Zn not long after they developed the technology to travel between stars, they found the habitability of the world suitable for colonization. This resulted in conflict between the ZNC and the Rammek Hegemony when the latter empire argued that the rare habitable planet was within their borders. The few prefabs hastily established on the world were quickly destroyed by Rammek forces after the Coalition’s fleets were forced into retreat. However, colonization of Agorin was resumed after the end of the aptly named Agorin Reprisal Conflict. This time, the Chromorum Dominion and the ZNC jointly began development of the planet, leading to the first colony where their cultures could truly mix. After the Great Wars, Agorin was gifted to the Dominion after Chromis, the Chromorum homeworld, was rendered unlivable. In modern times, Agorin is a cultural melting pot for numerous species of the TmC. It is most famous for its many prestigious schools, boasting many primary, secondary, and tertiary education centers. Treaties involving any addition of races to the TmC are traditionally signed on Agorin. While roughly twice the diameter of Earth, Agorin’s unusually low density gives it a surprisingly gentle surface gravity. As a result of its close proximity to the star, the planet is tidally locked, resulting in half the world being consumed in constant sunlight while the other half remains permanently shrouded in darkness. The thin atmosphere permits some degree of heat transfer between the two sides of the world; nevertheless, there is only a narrow band of land on the terminator—also known as the twilight zone—where life can flourish. Agorin’s habitable landmass consists primarily of vast plains and steppes with some small forests. The night side is covered in a permanent ice sheet; rivers, lakes, and even a few small seas created by melting ice cut across the terminator and into the day side. The landscape becomes increasingly arid closer to the subsolar point on the day side, culminating in a vast, inhospitable desert. Ever the opportunists, the ZNC have taken advantage of Agorin’s scarcity of clouds and abundance of sunlight on the day side to create large solar arrays. These arrays, which span across the desert, provide the majority of energy for Agorin’s numerous spaceports. Windmills run along the terminator, using the constant flow of air to provide energy to Agorin’s towns and cities. Rumors abound of the ZNC carving out remote labs deep within the glacial ice of the dark side for dangerous and unethical experiments. The existence of such labs has been repeatedly denied by the Coalition. ==== Chromis ==== ==== Wexxis ==== ==== Zanforrin ==== === First Expansion Wave Sector === The First Expansion Wave Sector covers all territory gained by the TmC during the Great Wars and the period of expansion that followed. As such, the population consists mainly of zulvokaria and chromorum. With the exception of worlds that were subjugated by the TmC, planets in this sector are predominantly focused on trade and transport; goods from all sectors are organized and shipped to their intended destination under a division of watchful customs officers. ==== Melanae ==== [[file:EAW_Melanae.jpg|thumb|400px|right|An image of Melanae, taken in 9972.]] One of the first planets colonized in the period of expansion following the Great Wars, Melanae (Mell-uh-nay) is a cool but habitable terra in the Feldis system. Its agreeable day length and gravity, along with an invigorating, oxygen-rich atmosphere, made it a prime target for settlement as the TmC branched outward from the dozen or so star systems that made up the new core of their territory. Today Melanae still follows its roots as a stepping stone to other 'First Wave' worlds; it is used mainly as a trading hub to exchange goods between the center of TmC territory and the outer expansion clusters. Relatively lax trading regulations and low tariffs allow the curious individual to find nearly anything being sold, from exotic pets and indentured robotic servants to custom weapon mods and non-TmC products. Outside of the sprawling coastal cities, permanent residents are uncommon, consisting mainly of Zn who find the cool climate tolerable. As previously stated, Melanae's surface conditions are fairly unremarkable, with the exception of its below-freezing average surface temperature and lack of moon. The equator receives a disproportionate amount of heat on account of the planet's low axial tilt, which is in turn distributed by ocean currents across the temperate latitudes. As a result, the climate of the coastlines remain relatively mild even towards the poles. Conversely, the interior regions of the continents are dominated by arid climates and large mountain systems. While it possesses a spectacular ring system, Melanae lacks any major moons. Preserved impact craters across several of Melanae's continents, combined with the presence of the aforementioned ring system, suggest that any satellites that orbited the planet were destroyed relatively recently in the planet's history. Malanae's axial tilt is erratic without a moon to stabilize it; shifts of over 15 degrees can radically alter the climate within a short time span. To cope with these changes, Melanae's wildlife has already shown signs of rapid adaptation to their surroundings. ==== Akortis ==== === Outskirt Cluster === The Outskirt Cluster is a sector of systems adjacent to the Central Cluster that were conceded to displaced alien populations by the TmC following the destruction of their empires. The cluster usually houses a large population of soldiers to discourage any attempts at rebellion; however, it is inevitably the first area where reserves are drawn from in times of prolonged wars or border skirmishes. The cluster's robust military infrastructure and close proximity to the Central Cluster—the manufacturing center of the TmC—also make it a prime choice for field testing experimental weapons. In the case of some systems, such as Deneven, planets previously used for testing were abruptly forced to house thousands of new residents following the discovery of the Separatist plot. ==== Dellor ==== ==== Deneven ==== ==== Farbus ==== [[file:SE_Farbus.jpg|thumb|250px|right|From left to right, Dinasten and Farbus, respectively. Some of Dinasten's other moons can be seen in the background.]] Charted in 8752 and colonized in 8764, Farbus is a small terra noted by the TmC during their push into the Outskirt Cluster. Compared to the other life-bearing world in the Gnargin (Narr-jin) system, Vandarin, its much milder climate made it a much more suitable target for the relocation of war refugees. Though initially populated solely by a handful of enthusiastic taxonomists, the aftermath of the war on the Gardron saw a large influx of freed Tenordrog servants to the Outskirt Cluster. With the help of the TmC, dozens of settlements were built on Farbus within a decade to house the displaced Tenordrog population. Today Farbus stands as a symbol of the TmC's kindness to the Tenordrog, who gleefully welcome all outsiders. Farbus is the second of three major moons orbiting the gas giant Dinasten, completing a rotation once every 48 hours. Small for a life-bearing world, its surface gravity is a measly 0.49g. It is believed that tidal heating induced by Dinasten and the other two moons prevented its core from cooling quickly despite its small size, allowing plate tectonics and magnetic field generation to persist. Its nitrogen-dominated atmosphere is slightly thin to outsiders but otherwise breathable; the habitable landmasses of the planet are dominated by lichens and mosses that produce much of the planet's atmospheric oxygen. Complex life is limited to a handful of fungi, fish, and amphibious species. Unusually for a life-bearing world, Farbus orbits a bright class F9V star, Gnargin. Though only around 3.7 billion years old, Gnargin is predicted to enter the red giant stage within the next 200 million years. Contingency plans have been made in the event that the star begins transitioning earlier than expected; otherwise, the citizens of Farbus have not shown any particular concern about its fate. ==== Fermariah ==== === Second Expansion Wave Sector === === TmC-Gronian Border Sector === ==== Amakotarus ==== Amakotarus (Ay-mah-koe-tair-us) is a jovian planet discovered by the TmC early in the last century. The fourth of ten planets charted in the Ivaldi system, it was largely ignored because of its immense gravity well, large collection of moons, and dangerous radiation belts making any attempts at building fuel depots unfeasible. A covert ZNC outpost, constructed on a large asteroid on the outer edge of the gas giant's ring system, is the most significant establishment. Nicknamed Zulkaran Station, its existence is unknown to all but a select few. An artificially generated magnetic field protects the station from the planet's dangerous radiation. Within the station lies a rare quantum entanglement communicator, allowing Zn agents to report data gathered from the fringes of TmC territory back to the government in real time. [[file:EAW_Amakotarus_3.jpg|thumb|175px|left|The view from Migterus. Also seen in the image are Kalotus and Farnarus.]] At over six Jupiters in mass, Amakotarus is the second-largest of the four gas giants in the Ivaldi (Ee-vall-dee) system. Orbiting within the class G5V star's frost line at roughly 1.45 AUs, it is believed the interaction with these other gas giants pushed it inward from its original orbit. Its atmosphere is composed primarily of hydrogen and helium; traces of various compounds generate its distinct cloud bands. Surrounding the planet is an extensive and complex ring system, which features a wide array of colors. Amakotarus has 66 known moons, most of which are asteroids drawn in by its immense gravity. [[file:EAW_Amakotarus.jpg|thumb|400px|Amakotarus|A close-up image of Amakotarus' rings.]] The largest of the three significant moons, Kalotus, is just large enough that its core still retains some of the heat created during its formation. It generates a weak magnetic field, allowing it to hold a tenuous atmosphere of krypton and xenon. The second moon, Farnarus, is quite similar in composition to the first moon, leading TmC planetary scientists to speculate that the two moons were originally a single body that was split in two when it was struck by another body. This theory is supported by Migterus, the third moon, having a density and composition that more closely resemble those of celestial bodies found in the outer reaches of the system. The moon's long, eccentric orbit suggest that it is a fragment of the original impacting body that re-coalesced and began orbiting Amakotarus. Unlike the other moons, Migterus sits safely outside of the dangerous radiation belts; its unique orbit gives it an unmatched view of the planet's rings at certain periods during its orbit. Those undaunted by the prospect of an untimely collision may travel to a small hotel on the moon, where they can dine on fresh seafood imported from Ictarus before spending the night under a domed glass roof, allowing them to gaze upon Amakotarus' beauty. During the TmC-Gronian conflict, Amakotarus was largely ignored by the Gronians in favor of the only habitable planet in the system, Ictarus. The few remaining Zn Spies in the TmC-Gronian border cluster are taking advantage of Zulkaran Station to keep TmC military leaders updated on Gronian fleet activities in the region. Whether the Imperium catches on to the existence of the outpost remains to be seen, though given its location in an hostile and often overlooked environment, it seems likely the Spies' private broadcasts will remain uninterrupted. ==== Ictarus ==== ==== Maevok ==== [[file:EAW_Maevok.jpg|thumb|300px|left|An image of Maevok and its moon, Vaenel.]] Maevok (May-vok) is one of about a dozen worlds colonized by the TmC within the last century during their most recent wave of expansion. The primary constructions on the planet are domed military bases, connected to each other through a series of skyways. These buildings are mainly populated by Chromorum Dominion conscripts sent from nearby colonies to complete their obligatory military training and service. Several experienced officers, Dominion and otherwise, oversee the conscripts as they are pushed to the limit under Maevok's harsh environments, toxic atmosphere, and deadly wildlife. Non-military settlements are sparse and mainly consist of exotic animal smuggling rings; given the immense difficulty of capturing and exporting much of the native wildlife, such activities have not yet been needed to be outlawed. Maevok orbits a slightly dimmer class G8V yellow dwarf, Heklios (Heh-klee-ohs), roughly every 277 days at an average distance of .82 AU. Its large size classifies it as a super-Earth, with a slightly uncomfortable surface gravity of 1.4g. More notably, its thick atmosphere is comprised mainly of nitrogen, oxygen, and carbon dioxide; while breathable, dangerously high levels of the latter gas results in death to most non-endemic lifeforms within 24 hours of continuous exposure. High levels of free oxygen have also allowed the native fauna—which primarily consists of numerous insectoid species—to grow to immense proportions, making surface exploration even more treacherous. The landmass, which makes up about 40% of the surface, consists mostly of forests and jungles, with barren deserts covering the poles and equator. Maevok's equator is especially punishing; with a low axial tilt, seasons are minimal, and it receives large amounts of sunlight for most of the year, often pushing daytime temperatures in excess of 140° F (60° C). For especially difficult training exercises — and occasionally as punishment — small groups of conscripts are tasked with surviving in the inhospitable conditions of the equator as long as possible, using only their limited supplies and whatever they can successfully take from other groups. Conversely, the poles receive little sunlight or precipitation, and remain largely untouched. [[file:EAW_Vaenel.jpg|thumb|270px|right|Maevok, as seen from Vaenel's surface.]] Maevok also has a single moon, Vaenel (Vay-nell), which completes an orbit approximately once every 24 hours. Like Maevok, it hosts several military installations, including a small refueling depot and several encampments for training in low-gravity environments. Vaenel's only other point of interest is its designation as a tourist attraction for bypassing ships; its close proximity to Maevok has proved conducive to taking scenic images of the planet rising above the horizon. During the recent TmC-Gronian conflict, Gronian forces entered the Heklios system and attempted the purge Maevok and its moon of inhabitants, denying TmC forces a place to regroup and attack them from the rear as they progressed inward. In the subsequent naval battle, TmC forces—aided by sensor drones scattered throughout the system—were initially successful in routing off Imperium forces, but ultimately lacked the firepower to penetrate the heavier armor of the attacking Gronian ships. Forced to retreat, they intentionally sabotaged Vaenel's depot before they left, denying the Gronians a place to refuel or repair while the TmC prepare a counter-assault. In the meantime, progress on Maevok groundside has been slow and hard-won for the Gronians, who were unprepared for resistance from both military conscripts and the planet itself. The military bases, cleverly woven in with the surrounding jungle, have made orbital bombardment nearly impossible on account of the difficulty locating them. Attempts to physically discern their whereabouts have been hampered by fire-resistant plants, giant insects, and near-constant raids. Under the watchful eye of High Commander Lazarg, the relatively inexperienced conscripts have proven to be effective guerrilla fighters, putting months of harsh training to good use. Given the limited amount of time and the prohibitively large landmass of Maevok, it seems unlikely that the Imperium will be successful in their venture before TmC reinforcements arrive. ==== Thermakal ==== Thermakal is the largest and most well-developed colony on the TmC-Gronian border, established right before the turn of the last century. Located in the Volgaran-3 system, it is the third of seven planets that orbit the dim class M2V star. The colony is chiefly focused on mining operations, the products of which are used to support the growth of other colonies in the sector. With its rich volcanic soil and unusually compatible biosphere, farms and livestock from Zanforrin are also a common sight. A generous amount of military encampments and installations sprinkled across the mountains support the defense of the colony as it continues to expand. In the aftermath of Norsus, limited training exercises with Rach forces have also begun being conducted on the planet. [[file:EAW_Thermakal.jpg|thumb|350px|left|Thermakal's ethereal beauty captured from space.]] Though not quite ideal for most species, Thermakal still remains habitable to nearly all TmC races. Fresh water, while rather rare in liquid form, is easily harvested from the poles or one of several desalination plants in several of the larger cities. Current settlements are limited to the tropical zones due to low surface temperatures; its nitrogen-oxygen atmosphere and surface gravity are well within acceptable ranges for large-scale development in the future. The primary hazard of the planet is rampant seismic activity and volcanism, caused by an unusually high amount of tectonic activity. Active eruptions are a common feature on the surface, as are lava tubes and caves left by volcanoes. The latter were ultimately incorporated into the colony's mining tunnels despite the risk, as the tubes provided easy access to the planet's vast reserves of minerals. The natural formations also proved useful as a defense against orbital bombardment with some reinforcement. Thermakal was an obvious target for the Gronians during the TmC-Gronian conflict, as it supplied a large portion of other colonies in the sector. After a grueling space battle lasting several weeks, Gronian forces were finally able to drive off TmC fleets and begin invading the colony, starting with the capital city of Valkeren. Met with stiff opposition and extensive fortifications protected from orbital bombardment, landing armies were forced to slowly chip away at the city's defenses, giving the native population adequate time to pack supplies in stow away within the planet's extensive system of tunnels. In spite of this, Gronian armies eventually discovered several of the tunnel systems, leading to an unfortunate number of civilian casualties while they were clearing out local resistance. TmC armies, led by Battle Commander Ixxia, were scattered while defending the initial assaults on the colony, but managed to retreat and regroup through Thermakal's tunnels largely intact. Recon via a Chromite Mechalis unit helped pinpoint suitable ambush sites through the use of Dukorrix drillers, allowing the TmC to catch Gronian forces off-guard. The remaining Zulmaer and Deralmaer units were able to take advantage of the ambush to repair anti-air defenses as TmC forces forced the Gronians back, allowing the TmC to regain air superiority. Ultimately, Battle Commander Ixxia was able to retake the capital with the aid of Sergeant Maroose, allowing Rach forces some much-needed time to evacuate the remaining civilian population. However, some of the native Chromorum have decided to take up the arms of their dead comrades rather than retreat, enraged at the deaths of their fellow colonists. With the planet still blockaded, most TmC ships are unable to get through to send supplies or reinforcements to the defending armies. With communication from the rest of the TmC largely cut off, local forces are desperately working to repair existing structures before another wave of attackers arrive. The TmC themselves are desperate to reclaim Thermakal, but are reluctant to act too hastily after seeing the full strength of Gronian fleets in action. Chief Commander Xoria is placing her faith in Ixxia to keep the colony out of Gronian hands until the remaining Zn spies have gathered enough intel for a decisive counterattack. = Evolution of the Zn/Chromorum = '''Cell Stage''' The first cellular Zn and Chromorum were engineered by an unknown race of energy beings, possibly from the warp, who specialized in the bioengineering of 'regular' life. Over time, they managed to create a gene theoretically capable of making a living organism integrate metallic elements into its body. Curious of the potential results, they injected the gene into artificially created cells. However, before they could seed an experimental planet with them, several races, opposed to either their presence or their biological tampering, destroyed the planet on which the research base for the project was located, sending the microscopic organisms into the cold vacuum of space. Out of the 100 samples prepared, most were destroyed by space debris or the initial explosion, however, two vials managed to safely deposit their contents into the oceans of two planets. The first planet, now known as Zanforrin by Zn today, was a particularly zinc-rich world, just recently cooled enough for liquid oceans to form. Here, the proto-Zn evolved rapidly, only taking a few billion years to evolve into land-dwelling forms. The other world, now known as Chromis by modern Chromorum, was a wild planet with vast reserves of chromium, already filled with a variety of early wildlife. The proto-Chromorum filled a predatory niche as insects, also evolving to land forms within a few billion years. '''Creature Stage''' After the proto-Zn emerged onto land, they rapidly filled different niches, from grazers to predators to small insects. The Zn themselves started as predatory insects, preying on many of the smaller, sometimes quicker insects. Over generations of hunting, they gradually lost most of their exoskeleton, developing an internal skeleton for greater speed. During this time, they also lost some of the carbon making up their body, instead gaining zinc chromate from large lakes near their nesting grounds. This zinc chromate also gave the Zn their striking yellow-green markings. Further evolution as a stealthy hunter gifted the Zn with their lean, reptile-like bodies and distinct heat-based sense of vision. After roughly 1.5 billion years since their first emergence from the ocean, the Zn gained sentience. On the other hand, few niches were left in the ecosystem of Chromis, forcing the proto-Chromorum into a specialized evolutionary path. They, like the Zn, started out as predatory insects, feeding on other, smaller insects by ambushing them. Over time, they evolved into slimmer, more nimble forms, losing their exoskeleton in favor of an internal skeleton and smooth scales that allowed them to more easily slide into narrow gaps and crevices. During this period of evolution, they also started incorporating large quantities of chromium into their bodies, replacing carbon, especially in their skin. At around the same time as the Zn, the Chromorum too gained their sentience. '''Tribe Stage''' The tribal era of the Zn was a time of rapid expansion, owing to their natural curiosity and caution. The discovery of metal armor and weapons was first after cooked foods and wooden shelters, due to the amount of heat they retained after being heated by fire and their malleability when hot. Soon after, the first metal vehicles were developed, pushing the Zn far ahead of any potential competition. The Chromorum also expanded rapidly during their tribal era, but for a far different reason. Despite gaining sentience, Chromorum were still led primarily by their instinctual aggression towards other species. Thus, they mercilessly attacked other tribes, despite the toll it took on their own numbers. At one point, they were nearly wiped out by being attacked simultaneously by two tribes before rebounding with new advancements in armor and food, such as wooden torches and fishing nets. After much bloodshed, all competition was eliminated and the Chromorum entered civilization. '''Civilization Stage''' The civilization era was not so much a time period for the Zn as an extension of their tribal era. All individuals were encouraged to discover and invent new creations, leading to a variety of products and rapid expansion of their newfound economy. Cities quickly allied together in order to exchange products and ideas, rapidly leading to world unity. War was shunned simply because of the lack of logic involved; why start a war when resources were being evenly dispersed and nations had equal power? It may have also been due to their lack of innate aggression or need for dominance, lacking a degree of territorialness seen by most beings with male and female genders. Soon after the Zn unified, just a few thousand years after they gained sentience, they created their first space vessel, and quickly set out to explore the galaxy and all its wonders. The civilization era of the Chromorum was much like their tribal era as they constantly battled for resources and power, seeing other subspecies of Chromorum not as brothers but as impostors. Their military prowess rapidly grew as they constantly searched for more powerful weapons and defenses, leading to lightweight metal armor, improved tanks made out of more durable metal alloys, and eventually nuclear devices, which devastated several factions and were promptly banned from further battles. Soon afterwards, the Chromorum nations finally united, seeing the error of their ways and not wanting to harm their damaged society any further. With much effort, they created their first space worthy ships, and set out for new worlds to conquer. '''Space Stage''' Unfortunately for the Zn, the first contact they made with an alien species nearly destroyed them. They encountered the Rammek after they had colonized their first planet, only 10 parsecs away from their home planet. The Rammek, greedy, irritable dog-like warriors, noticed this expansion and demanded a large sum of gold for intruding on their territory, to which the Zn rejected, lacking both the experience to anticipate the results of denial and the amount of gold necessary. The result was violent, with Rammek invading and completely annihilating their new colony and most of their ships. Their homeworld would have also been destroyed too, if it had not been for the recent discovery of large-scale cloaking technology, which was quickly used to shield their planet from the gaze of the Rammek. Desperate for the proper equipment needed to take on such a large empire, a lone cloaked Zn ship flew across the stars, searching for an empire that would help them take on the Rammek. Meanwhile, the Chromorum had found several other empires that they deemed much weaker than theirs. With the aid of their relatively advanced military strategies and weapons, they conquered these worlds, making use of the information left behind to help further their rather unimpressive education outside war and battle. Soon after they had conquered their fifth world, they encountered the Zn, who had been rejected by several other empires. They agreed to help them after a long deliberation, trading some of their military knowledge and accessories for advanced Zn vehicle and building blueprints. The Zn, thus properly armed, and now firmly allied with the Chromorum, began to wage war on the Rammek, making good use of their cloaking technology to sneak into Rammek territory and devastate their economic inner colonies while the Chromorum battered their outer colonies. In time, the Rammek were completely destroyed, cut off from fresh supplies and reinforcements. Emboldened by their victory together, the Zn and Chromorum quickly destroyed the surrounding empires that had denied the Zn help before, making use of the technology salvaged from these many battles to further improve their military. Finally, after so much bloodshed, the Zn and Chromorum both agreed to go into hiding, sharing global stealth devices as they slowly expanded. During this period there were periods of many wars, which the Transmetallic Confederation eventually won. Years after their first contact with the Gronian, the TmC gradually became less reclusive, establishing contact with several other empires of interest. This decrease of isolationism has rapidly taken over the Confederation's philosophy since the Schism, and for the first time since their involvement in the EAW they are beginning to consider joining the Peacekeepers. =History= The TmC has a colorful history stretching back thousands of years and involving dozens of space-faring empires. It was initially founded by the Zulvokaria International Coalition and the Chromorum Dominium roughly 10,000 years ago. Over time, through either force or careful negotiations, dozens of other races have been added to the Confederation as it expanded to its present size. ==Rough Timeline== -WIP/Revision in progress A quick overview of TmC history, from their evolution to modern times. BC: Before Confederation; AC: After Confederation '''4,000,000,000 BC''' - The two surviving vials land in Chromis and Zanforrin, releasing their contents. '''1,500,000,000 BC''' - Around this time the proto-Zn and Chromorum emerge on to land. '''2,000,000 BC''' - Separate Chromorum subspecies start to emerge. '''10,000 BC''' - Around this time Zn and Chromorum become sentient. '''5,000 BC''' - Chromorum civilization emerges. Many wars take place as one faction attempts to conquer all others. '''3,000 BC''' - The Zn emerge into civilization. They spend many years in this era, content to simply invent until overcrowding begins to occur. Soon after, they focus on attempting to make space-worthy vehicles. '''2,000 BC''' - The Chromorum finally manage to unite and create their first space vehicles. Promptly, they begin to attack weaker empires, slowly expanding their territory. '''1,500 BC''' - The Zn create their first space-worthy vehicles and colonize their first world. '''0 AC''' - The Zn and Chromorum agree to form the Transmetallic Confederation. '''0 AC - 1500 AC''' - The combined forces of the Zn and Chromorum proceed to declare war on and eventually eliminate the empires surrounding their territory in a period known as the Great Wars. During this time, they come dangerously close to being eliminated several times. '''1500 AC - 4000 AC''' - The Transmetallic Confederation begins its first bout of isolationism. During this time, large-scale genetic modification and Znification, Asterus, and Therelim, among other things, are discovered after stumbling across an ancient, abandoned colony of their creators. '''4000 AC - 6000 AC''' - The Confederation emerges from seclusion to expand once more, attacking several empires. Around this time they notice their military technology is sorely behind compared to that of their neighbors. This leads to some of the leading Zn and Chromorum military experts combining some of the ancient technology they found earlier with weapons they stole from the empires they battled, creating more advanced tools of death. Mechs start becoming more common around this time, fueled by an increased expansion rate and thus more mined metals to build them with. '''6000 AC - 9500 AC''' - The Confederation settles into another long period of isolationism. This time however, they sent many Zn Spies far beyond their now impressive territory to learn about other species and collect knowledge in general. At the end of this period, the Confederation changes the government so that there are two Chief Commanders. Several decades before the end of this period, Zulgrev is born. '''9654 AC''' - Chief Commander Zulgrev becomes the first Zn to undergo the 'Medic' procedure. The surgery leaves her insane and sadistic, which she hides by going into extreme seclusion, leaving the majority of the work to the Chromorum Chief Commander. '''9900 AC - 9922 AC''' - The Confederation goes to war with a particularly large empire, the Gardron, amphibious shark-like warriors. After a long and bitter campaign, the war finally ends with the capture of their homeworld. Not long after, Xoria becomes the new Chief Commander, succeeding Rianof, who perished in the attack on the Gardron's homeworld. '''9948 - 9960 AC''' - The First Deserikth War. The Deserikth launch an offensive against the Aumpnuuk, hoping to capture some of their advanced EMP technology and energy-based weapons and use it against them. With their already powerful energy shielding making most of the Aumpnuuk's weaponry ineffective against them, they easily stormed several Aumpnuuk colonies, killing hundreds of thousands of melee soldiers as they attempted to halt the larger, stronger aliens in vain. The Deserikth may have succeeded if it weren't for the intervention of the TmC, putting an immediate stop to them. All three parties manage to gain technology from one another before the Deserikth agree to a ceasefire. Afterwards, the TmC and Aumpnuuk agree on several trading routes. '''9955 AC''' - Chromorum scientists discover the key to manipulating Chromorum genetics to make new, much more powerful subspecies. Citizens are equally divided on the concept of creating 'super soldiers', and any potential projects are temporarily suspended. Connections are also established between several minor empires on the fringe of TmC territory. '''9970 - 9990 AC''' The Second Deserikth War. After slowly falling into poverty, the Deserikth attempt to mass together what's left of their military in an attempt to pillage the Aumpnuuk. This time, the Aumpnuuk and TmC launch a preemptive strike together, crushing the remains of the military with relatively few casualties. After that, the remaining colonies were easy pickings, forcing billions of Deserikth to flee or be killed. The war further strengthens Aumpnuuk and TmC relations. '''9995 AC''' - Zulgrev secretly begins plotting to wipe out the Confederation, making a new, all-out offensive empire in the process. The same year, the Confederation discovers the battle going on between the Peacekeepers and Warlords, several months after nearly sparking a war with the Gronians. '''9998 AC''' - The Confederation saves the 'Locals' after battling off the Margan. Zulgrev secretly orders her Medics to mutate them over time behind the backs of the soldiers supervising them, making them loyal slaves. '''10000 AC''' - The Aumpnuuk officially join the Confederation after the Battle of Norsus. Zulgrev destroys the treaty with the Gronian by subjugating several individuals, most notably Spy Zultzen, into nearly sabotaging a meeting between the Nepharians and the Gronian. The cause for Zulgrev doing this is still under investigation, though it is believed she did this to kill two birds with one stone. Evidence collected suggests that Zultzen was beginning to catch on to Zulgrev's plans, and so she framed him and simultaneously weakened the main Confederation by turning the Gronians against them once more. Any future attempts for diplomacy with the Nepharians are suspended until the Confederation can find a way, if any, to appease the Gronians, who are outraged at the prospect of a treaty being broken so easily. ==Important Events== TmC events with significance have been recorded here in greater detail. ===The Astatanians=== -WIP- ===Dawn of the Confederation=== Zanforrin and Chromis, the homeworlds of the zulvokaria and chromorum, respectively, both formed within the metal-rich Zarcona star cluster created by the remnants of earlier supernovae. This relative proximity facilitated first contact between the two interstellar nations; after a short truce in which borders were negotiated, the empires enjoyed an interlude of peaceful, if somewhat detached, relations with each other. The ZNC, while in awe of the Dominium’s military technique, detested their excessively brutal culture and treatment of aliens. Likewise, the Dominium thought the ZNC untrustworthy and oblique in their excessive use of stealth technology and other forms of subterfuge. However, their association would quickly be changed when a fleet belonging to the Rammek Hegemony stumbled across the ZNC settling the world of Agorin. The ZNC, using highly advanced ‘warp keys’ reverse-engineered from Astatanian technology to create wormholes, had unintentionally crossed into the larger empire’s territory to do so. Sending a contingent of ships accompanied by their finest battlecruiser, the Hegemony, rather than attempting communications, destroyed the fledgling colony, going so far as to demand tribute from the ZNC to avoid all-out war. With the colony and a sizable portion of their main fleet wiped out in the course of a single battle, the ZNC panicked. Too young as a spacefaring empire to have any established allies, and without enough resources to satisfy the Hegemony’s demands without decimating their economy for decades, the ZNC decided to turn to the Chromorum Dominium for aid. Over a series of negotiations that became known as the Rammek Compromise, the Dominium agreed to lend the ZNC several of their fleets; in exchange, they would extract payment in the form of half whatever they scavenged from the Rammek Hegemony. With their navy bolstered by experienced Dominium ships and commanders, the ZNC set about striking a moral blow against the Rammek Hegemony. Using their few remaining stealth fighters, the ZNC scouted out the fringe of Hegemony territory, searching for an ideal location to begin infiltration. After a particularly daring attempt to penetrate deeper into Hegemony territory, ZNC fighters discovered Fermariah, a gas giant with several spaceports serving as a key refueling point for Hegemony fleets. Working with the Dominium, commanders from both empires coordinated a plan to sabotage the spaceports. Opening up communications with the Rammek, the ZNC claimed they had gathered the necessary tribute and would be sending it into rammek territory via several carriers to be escorted. The Rammek foolishly directed it to Fermariah with the goal of immediately distributing their so-called tribute; as the ZNC suspected, they were arrogant enough to not bother checking the cargo beyond a cursory inspection. As the carriers approached the gas giant, crates full of ‘refined metals’ ruptured to reveal Zulvokaria and Chromorum soldiers with bombers and interceptors. Incapacitating the remaining rammek on board, the ships were discretely moved into the fighter bay. In the midst of the coup, Zulvokaria spies intercepted transmissions, locking down any word of the attack from reaching the escorts. When the nearest of the spaceports was within range, dozens of ships were launched, signaling the start of the the now-famous Agorin Reprisal Conflict. Caught off guard by such an audacious assault, the Rammek were slow to respond; the first spaceport was destroyed and two more were left heavily damaged within a complete Fermariah rotation. Though the defense fleets stationed there eventually destroyed all attacking ZNC and Dominium ships, they were left unable to refuel or repair any of their own ships across a large swath of their territory. To magnify the problem further, ships and transmissions sent out to report the attack were repeatedly blocked by Zulvokaria ships hiding around the fringes of the system. Within a month of the blitz, the main ZNC-Dominium forces had swept through the remainder of the defenses stationed to Fermariah, rescuing jettisoned escape pods in the process. Seeing how easily the enemy’s forces crumpled before them, ZNC commanders, many of which had relatives killed during the decimation of Agorin, prompted further vengeance in the form of an attack on the Hegemony’s homeworld Jurrium. The Dominium’s forces, a bit put off by their losses but nevertheless pleased at the resolve of their new allies, readily agreed to the proposition. While the Dominium began picking through the rubble to send resources back to their homeworld, the ZNC focused on establishing a direct path to Jurrium via wormhole, as they had done previously with Agorin. Frightened by the sudden lack of communications from one of their significant space stations, the Rammek had immediately diverted the majority of their fleets to surrounding colonies, suspecting one of their neighbors was attempting to encroach on their territory. It was only when their homeworld was under siege that the Hegemony realized they had sent reinforcements to the wrong locations. After cutting off the system’s communications and annihilating the planet’s orbital defense forces, the fleet proceeded to bombard Jurrium from space. Scattered cries for mercy were ignored on both sides as city after city was reduced to rubble. By the time the scattered Hegemony fleets had caught on and returned to the home system, most major population centers had been destroyed by kinetic bombardment, and the remaining cities faced decades of global winter induced by the large amount of debris floating in the atmosphere. Civilians not killed or displaced were sickened by experimental bioweapons deployed by the ZNC. With their work complete, the ZNC and Chromorum Dominium fleets escaped the system, laying low in the space between stars to regroup and assess the situation. To the surprise of the two empires, within a month of the Battle of Jurrium an additional three races had declared war on the Rammek. Later, it was discovered that the very fleet that had crushed Agorin had put the Rammek into quite a bit of debt, and the lenders had been very displeased that their loans were no longer being repaid. Within half a decade the remainder of their empire crumbled, their colonies picked over and divided between the victors. As the instigators of the conflict, the ZNC and Chromorum Dominium were granted the worlds they had conquered, along with unrestricted access to Agorin and another Rammek colony, Wexxis. While the ZNC and Dominion waged war on the Rammek, President Julorrus and General Shumolk, the Coalition and Dominion leaders of the time, respectively, began creating the first of many ties between the two empires. During the lull between the bombardment of Jurrium and the collapse of the Rammek Hegemony, both sides considered the possibility of a more permanent alliance. Though their initial views of each other were unfavorable at best, the populations of the two empires had formed a more positive view in light of their best attributes being put on display. This attitude was bolstered by conclusion of the war, in which ZNC and the Chromorum Dominion found themselves in joint possession of a sizable portion of Rammek territory. In the spirit of cooperation, the colony of Agorin was rebuilt and settled by eager colonists from both empires. In the capital city of Hezerend, the Treaty of Agorin was signed on the five year anniversary of the planet’s initial settlement, officially bringing the TmC into existence. ===The Great Wars=== -WIP/Revision in progress Few documents survived this era of bloodshed and destruction which immediately followed the downfall of the Rammek, leaving much of this time shrouded in mystery. Scraps of military reports confirm the complete destruction of at least four empire similar in size to the pre-alliance Chromorum, and the near-destruction of the Confederation itself on several occasions. It is estimated that roughly a dozen colonies were either taken by force or colonized during this era. - TmC vs Gurzzen, Einiken, Fellix - Destruction of Chromis - Establishment of Outskirt Cluster ===The Discovery of Znification=== -Outdated/Revision in progress Not too long after the Transmetallic Confederation secured its borders and went into empire-wide stealth, the Zn, seemingly in the footsteps of their long-lost parent empire, discovered a process by which they could 'convert' creatures from alien planets into beings capable of incorporating zinc chromate into their bodies, much like themselves. They also made advancements in genetic manipulation itself during this period, paving the way for the first Zn 'War Creatures' to be made. '''The Discovery of Asterus and Therelim''' -Outdated/Revision in progress While expanding into their conquered territory, a scouting squad of the Confederation came across a most unusual planet. While the condition of the planet was less than stellar, the atmosphere barely capable of retaining oxygen and water, there appeared to be evidence of alien activity on the surface. Their interested piqued, they landed, discovering traces of an ancient alien civilization. Upon further scanning, a complex array of underground structures were noted to still be intact. After much effort in digging into the underground base, they discovered a plethora of technology, including the unusual minerals Asterus and Therelim. Deciphering the plethora of notes left behind, they discovered that the underground base was in fact an Astatanian science lab, designed to cultivate important minerals for their advanced weaponry. Unfortunately, notes related to the process of creating both minerals were never discovered, though later parties explored the base thoroughly. The base did have a large amount of the minerals already in storage, however, giving the Confederation access to their unique properties. Asterus, a strange metal that could seemingly change density when large amounts of energy were run through it, yet retain the majority of its characteristics, and Therelim, a mineral powered by constant sequence of chemical reactions that caused it to rapidly drain the energy out of anything in direct contact with it, then subsequently release it as heat. Scientists immediately began debating on the use of these rare minerals, especially for the military purposes they were intended for. In time, several other bases similar to the first were found, granting them more knowledge of the minerals but still no answer to their formation. In the years following these discoveries, the minerals, along with other advanced tech found in the base, were incorporated into the Transmetallic Confederation's current military arsenal, leading to the first major revision of their military since the Great Wars. ===The First Revision of the Military=== -WIP/Revision in progress ===Addition of the Aumpnuuk to the Confederation=== -WIP/Revision in progress The Aumpnuuk had been in good standing with the Transmetallic Confederation for a long period of time, at least half of century. Their alliance first started when an Aumpnuuk trading vessel stumbled into a Transmetallic Confederation colony while looking for raw supplies to refine and eventually trade. The vessel was captured by hidden Battlecruisers patrolling the colony, only to be released several days later in exchange for some of technology the vessel was carrying. Over the following weeks, scientists examined and tested the technology, some sort of electricity-based projectile that even the most skilled Zn Scientists could not replicate. Intrigued, Zn Medic and Scientist Voro'gan requested to Chief Commander Zulgrev that the Transmetallic Confederation send a fleet to search for the creators of this unusual technology. At first his request was denied due to a breach of TmC laws involving foreign races, but after spending several hours debating over it she reluctantly agreed to search for the Aumpnuuk. By chance, the fleet flew through Aumpnuuk territory several days later, attracted by several large-scale battles in the area. A large, militaristic race had attacked the Aumpnuuk in several locations at once in an attempt to salvage the unique technology. Wanting to make a more favorable impression on the Aumpnuuk, as well as simply protect a potential source of advanced technology, the fleet split up into three groups and immersed themselves in battle, much to the surprise of both the Aumpnuuk and the aggressors. Led by Battle Commander (at the time) Serlia, the three forces worked with the local Aumpnuuk military forces to force the attacking forces into retreating. Thankful for the assist, the Aumpnuuk forgave the TmC for their earlier hostility and agreed to form a trading route between the two empires. Over the next few decades the Transmetallic Confederation and the Aumpnuuk forged a steady relationship, trading their advanced technology, powered mech suits, and especially Asterus, which they had an unusually large supply of, in return for raw metals and knowledge the TmC had collected about other races and animals, most importantly the race that attacked the Aumpnuuk. Combining their forces to annihilate the empire, the Aumpnuuk and Transmetallic finally agreed to an official alliance. Considerations were being made for them to join the Confederation, but the people were still mildly xenophobic and refused, many never having seen any other species besides the Zn and Chromorum, at least in the flesh, for their entire lifespan. As several more decades passed, the civilians' opinions slowly changed, eventually even letting Aumpnuuk live in their colonies and, at the time when the Transmetallic Confederation sent forth several fleets to Norsus, participate in the TmC military. Several days after the grueling battle, the entire Confederation was shocked when Chief Commander Zeru'zeleus requested, through Battle Commander Authos, that the Aumpnuuk empire freely merge with the Confederation. After some deliberation, both Xoria and Zulgrev agreed, though the actual celebration wasn't held until six months later, on the 10,000 year anniversary of the Confederation's formation. '''The Creation of Chromorum Super Soldiers''' -Outdated/Revision in progress In more recent times, Chromorum scientists have attempted to manipulate Chromorum genetics, in an attempt to isolate the genes responsible for each subspecies. While they succeeded in their initial goals, the process also gave them insight into how to manipulate Chromorum genetics. With special permission from Chief Commander Xoria, the scientists began a secret campaign to make a Chromorum with better strength, speed, and intelligence attributes, ideal for military purposes. After much research and testing they were finally successful, creating Nul and Nia Chromorum. At this time the project was announced to the public, with mixed reviews. Some agreed with the concept of creating soldiers specifically for combat purposes, well others questioned the moral aspects of Chromorum created solely for military purposes. Still, others were disturbed at the prospect of altering Chromorum genetics. Xoria had no choice but to suspend the project temporarily, waiting for public acceptance to increase. ===The Second Revision of the Military=== -WIP/Revision in progress With the addition of the Aumpnuuk and their surplus of energy, it was decided to once again 'remake' the armor of certain military units, with emphasis placed on mechs and infantry. Chromorum soldiers in particular, had their armor lightened considerably, replacing it with advanced energy shielding. Carbon fiber under suits, also made by the Aumpnuuk, were also introduced, quickly finding their way on to many infantry and even some mechs for their mild resistance to solid ammunition and sharp weaponry while being lightweight and comfortable. The Aumpnuuk themselves, through discussion with numerous military experts, were gradually incorporated into the military ranks, filling a niche in support with their advanced armor and disruption-type weaponry. ===The Divided Confederation=== -WIP/Revision in progress With the discovery of Zulgrev's treachery, a large scale meeting was called for on Zanforrin, roughly a day after the events that occurred during a convention between the Gronians and the Nepharians. The meeting took place in Vurgel Stadium, one the largest underground stadiums at nearly a mile in diameter. Numerous individuals of importance attended the event, including Chief Commander Xoria and Battle Commanders Ixxia, Authos and Mulgesio. The meeting began with Xoria explaining the events that occurred between the TmC, Gronians, and Nepharians, eventually tracing it back to Zulgrev as the culprit and labeling her a traitor to the Confederation. Zulgrev defended herself by implying that the Confederation had become impure in a sense, forming treaties and no longer destroying other empires as they had in the past. When Xoria noted that they no longer needed to destroy others for supplies, space, or safety, Zulgrev attempted to apologize, culminating with Xoria stopping an assassination attempt by her. Knowing she could no longer stay within the Confederation, Zulgrev called upon her loyal minions to leave the Confederation, some civilians that agreed with her ideals joining her as well. The Confederation donated several large ships for the purpose of allowing the separatists, and so, they made their way through the colonies, picking up supporters before being escorted to a solar system far from TmC territories, where they could live under strict watch. Following the incident, several dozen arrests have been made on Spies believed to be loyal to Zulgrev. Officials are still on the lookout for any other Separatists attempting to sabotage the TmC in any form. = Races = As a sizable confederation that has existed for thousands of years, the TmC naturally includes a wide variety of alien races that have either formally or informally been introduced over time. After the Zn and Chromorum, who originally founded the TmC, the majority of these species, such as the Duroagan and Miikth, are the remnants of empires that have been bought out or obliterated during periods of expansion and subsequently assimilated. There are notable exceptions; the Aumpnuuk recently joined the Transmetallic Confederation after a series of successful diplomatic negotiations on Agorin resulted in them agreeing to join in exchange for fully funding expanded settlements on their stagnating outer worlds and unlimited exchange of military-grade equipment and other beneficial technologies. ==Zn== ===Biology=== Zanforrin, the homeworld of the Zn, is a fairly massive world exhibiting more than twice Earth’s gravity at sea level. It orbits the relatively dim red dwarf Zollos, at a distance resulting in a planet where temperatures average just above freezing. The terrain largely consists of flat tundra across large stretches of land, though forests become increasingly common closer to the equator. Large concentrations of dissolved salts aid in keeping Zanforrin’s relatively shallow oceans liquid across the temperate and tropical zones; many forms of life have incorporated these metallic compounds into their biology, forming semi-metallic carapaces, scales, or bark as protection. Plants are a blackish-grey coloration to maximize the amount of solar energy absorbed, and animals’ visual organs generally rely on the infrared rather than visible spectrum. Zanforrin’s immense gravitational pull and low atmospheric oxygen concentrations limit the size of terrestrial animals, though several aquatic species have been observed to grow quite large in its temperate seas. The Zn, known as zulvokaria within TmC borders, are a race of stocky, four-armed, warm-blooded reptilians. They stand roughly six feet from their feet to the top of their facial horns, weighing an average of 250 pounds on a planet with Earth-like gravity. Originally evolved from crustacean analogues, they retain durable metallic plates across their head, neck, back, outer arms, and thighs. Their black skin is thick, smooth, and cool to the touch; a thick layer of subcutaneous fat provides insulation against the naturally cold conditions of their homeworld. The ‘outside’ pair of arms are thicker and are more suited for applications of blunt force. Conversely, the ‘inner’ pair of arms are smaller and more dexterous; they were often used for carrying objects while on the move or quickly dismantling food. The long neck of a zulvokaria allows them to move their surprisingly light head with a minimum of energy spent, giving them an unparalleled view of the area around them. All six of their limbs end in four digits, equipped with sharp talons to rend prey. '''Sensory''' Having evolved as ambush predators, the zulvokaria rely primarily on sight and hearing to sense the world around them. Living on a world bathed in the IR-heavy light of Zollos, their narrow snout has developed hundreds of heat pits highly sensitive to thermal radiation. On worlds orbiting stars that emit less infrared light, modern technology can easily red-shift incoming light waves to allow zulvokaria to properly see the world around them. The horn-like protrusions that extend from their heads directly transmit sound to their ears, giving zulvokarian an acute sense of hearing. This could possibly attribute to their complex vocal system; they possess three larynx analogues capable of going into infrasonic and ultrasonic ranges. The former can be used as a form of communication unique to the Zn; infrasonic calls made during combat can be transmitted long distances through the ground and picked up by the feet by other zulvokaria soldiers in the area, relaying vital information. Their sense of smell is rather underdeveloped and their sense of touch is poor; their well-insulated skin and plates allow very little sensation to be felt. Zulvokaria also have a sixth sense: the ability to detect radiation levels that could overwhelm their natural protection and cause harm. This ability, shared by many land-dwelling creatures on Zanforrin, is thought to be a leftover trait developed in response to Zollos, the red dwarf Zanforrin orbits, when it was younger and more volatile. '''Reproduction''' Zulvokarian develop slowly compared to most sentient races, reaching physical maturity at roughly 40 years of age. Individuals are considered adults at 25 years of age, which is also when they reach sexual maturity. Much of their time is spent in a biologically neuter state; once per Zanforrin year, hormonal fluctuations render them male or female for five to seven days, during which they can reproduce normally. Modern hormone injections or supplements taken biannually can suppress these cycles with few to no side effects. Similarly, artificial supplements exist to bring zulvokarian ‘into season’ at a desired time as either a male or female. Given the potential for abuse, such supplements are strictly regulated, and are only distributed for the purpose of conception in established couples. Pregnancy in zulvokarian lasts about ten months, and typically results in one child, though two is not unheard of. Young are born with a full set of teeth and the ability to digest meat and simple fruit, but are unable to even hold their head up properly for up to six months on the homeworld, as it takes a great deal of skeletal and muscular development to properly support their growing bodies. The plates, which are initially soft and pliable to facilitate birth, harden over the course of the first few weeks to provide some degree of protection. Zulvokaria typically spend their first few years being carried around by one of the parents in their inner arms until they develop enough to hold themselves upright. '''Effectiveness as Infantry''' In combat, the zulvokarian are notorious for the immense stamina granted to them by their physiology, allowing them to physically exert themselves for much longer than most sentient species without the need for recuperation afterwards. They are incapable of moving with great speed, especially on two legs, though they often compensate with mechs and what most races would consider heavy arms to neutralize any opposing infantry. Their thick skin gives them a slight advantage on cold worlds, though heat quickly incapacitates them. Thermal sensory and sensitive hearing nullify most forms of stealth technology, and when combined with their high degree of spatial awareness make them surprisingly adept at spying. Two pairs of arms give the zulvokarian an edge in melee combat and allow them to easily switch to their sidearm in the heat of battle. ===Culture=== ==Chromorum== ===Biology=== The Chromorum are large, long-bodied but sturdy reptilians, often reaching over twelve to thirteen feet over the entire length of their body. Much like the Zn, the Chromorum evolved on a world with a weak magnetosphere, requiring them to develop protection to cope with the increased levels of solar radiation. This protection comes in the form of layering scales across their body, largest and thickest on their back and shoulders and smallest on their midsections and the ends of their limbs. These scales make it rather difficult for slashing weapons to inflict much damage, as the blows simply deflect off the rounded surfaces, though they offer no protection against modern firearms. Each of their four long arms ends in two hooked fingers, actually composed of two fused fingers and a thumb. Their legs, relatively short compared to their body, end in sturdy, three-clawed feet, well-suited to bursts of movement. Their heads, covered in a distinctive tri-pronged crest, protect the sharp, peripheral eyes; Chromorum were hunted by other, larger predators while they preyed upon other species themselves. '''Scales''' Chromorum scales are rather unusual in nature, growing from the skin in a fashion similar to fingernails in ruffled layers. The scales vary from light brown to green in natural coloration, and possess a metallic sheen when an individual is healthy. In an individual with albinism, the scales are a light silvery color. Muscles attached to the base of the scales allow them to move to a certain degree, raising subconsciously if a Chromorum is threatened or overheating and lowering if in a cool environment to preserve body heat. The scales grow continuously at a slow rate up to a certain length, after which they will stop unless 'clipped'. Removing or otherwise damaging the base of scale will cause a Chromorum immense pain, and will render it unable to regrow. War veterans or civilians that have lost several scales often get replacements carved to look like the original, as their bare skin is uncomfortably sensitive to the touch in regions where scales normally grow. As a previously war-like race, Chromorum have made it a habit to clip, dye and decorate their scales in a certain manner to represent their background. The tradition dates back to the Chromorum Iron Age, when warring clans would use war paint to identify allies in combat. The clipping style and color are determined by the clan they were born into; the decorations are based off the individual’s colony of origin. '''Reproduction''' Chromorum reach sexual maturity at roughly 15 years of age, though their bodies continue to develop for several more years. Males and females appear virtually identical to most alien species, though the former tend to be slightly smaller than their counterparts. About a month after mating, the female lays a clutch of 2 - 4 eggs that are incubated for roughly four months before hatching. Like some reptilian species, the gender of the offspring is determined by temperature, resulting in the family being able to ‘choose’ if they will be having sons or daughters. The clan of the children is determined by the mother’s clan; there are typically only one or two females hatched to continue the bloodline. The mother’s family as a whole raises the hatchlings, especially if the mother must return to active duty in the military. ===Culture=== ==== Chromorum Clans and Subclans ==== Originating from ancient tribal customs and incorporated into general use during the Chromorum Iron Age, identifying oneself as part of a clan has become an integral part of Chromorum society. The majority of Chromorum territory is divided among these clans, with each clan divided into several subclans in turn. Each subclan possesses a leader which reports directly to the Chromorum Chief Commander. An individual is born into the mother’s subclan, raised as an unofficial member of the clan until they complete their obligatory military training. Upon graduation, the unofficial members become full-fledged citizens, and are allowed to either stay in their current clan or transfer to one more suited to their desired profession. Each clan represents a specific attribute of Chromorum society, with a certain set of roles to perform. Each clan is also required to contribute a certain number of soldiers to the Chromorum portion of the TmC military; most specialize in a specific type of soldier. Individuals can switch clans as often as they please, though those who change frequently are looked down by society as vagrants or transients. Chromorum clans are represented by the color of their scales. After hatching, a child’s scales are a pale greenish-grey, soft and malleable to the touch. Until the scales finish growing and hardening, the younglings are identified by colored articles of clothing. At roughly 10 years of age, when the scales are finished growing and have completely gained their natural coloration, the child gets their scales clipped into shape and receives their first clan markings, a temporary colored dye that is applied to the scales and gradually integrated into their composition. In addition, unique clan markings are inscribed on the facial plates; the details vary between subclans. Upon graduation, the Chromorum receives a more permanent dye representing the clan of their choosing. Due to fading and general wear and tear, the scales are usually clipped and recolored at least once a decade. If a Chromorum changes clans, the new dye is simply applied over the existing layer; in this way, scale clippings can reveal the clan history of an individual by examining the number and thickness of colored layers. Optional decorations can also be painted on with a substance similar in composition to nail polish; unlike the dye, it can easily flake off or be removed chemically. Though a Chromorum may change clans and scale coloration, facial clan and subclan markings representing an individual’s place of origin are not changed. Similarly, though a Chromorum’s first and clan name may vary over the course of their lifetime, their subclan name will remain the same unless they are exiled. '''Vil Clan''' Brave and daring, the Vil clan are known for their bold red scales, love of decorative spikes, and willingness to fight and defend. One of the more xenophobic clans, their territory is generally closed to races other than Zn and Chromorum, though efforts are underway to open their colonies to the recently added Aumpnuuk and minor TmC races. Clan initiation includes intense physical and mental conditioning, further expanding upon initial military training to ensure that soldiers won’t buckle under pressure. The Vil are responsible for public defense, taking up positions such as police officers, bodyguards, and security officials. In the military, their focus is explosive weaponry, offering rocketeers, demomen, and several different mechs. '''Incindias Subclan''' '''Dar Clan''' Kind and lively, the Dar clan paint themselves in orange, concentrating on building a future for new generations of TmC citizens. Clan initiation involves countless hours of training in electronics and construction, preparing them for dealing with a wide variety of TmC technology. The Dar are responsible for public transportation, which is widely used within TmC space, trading within and outside the TmC, and maintaining and engineering buildings as needed. As a result, they are very open towards other aliens, though there are a few exceptions. Their military focus is vehicles and mechs, supplemented with various technicians and battle engineers. '''Fascana Subclan''' '''Gia Clan''' Humble and selfless, the Gia clan wear vibrant yellow scales, dedicating their lives to something much greater than themselves. Their clan initiation requires countless hours of community service, taking up tasks such as cleaning up litter on the streets or volunteering at a homeless shelter. The Gia take labor-intensive work, such as mining and factory construction. As such, they are more common on the outskirts of TmC territory, and are the most accepting of alien races. Their primary role in the military is training support units such as snipers and recon scouts. '''Gemlek Subclan''' '''Vio Clan''' Steadfast and fearless, the green-clad Vio clan is that largest and most influential of the Chromorum clans. Unlike other clans, they have no ‘public’ role; their sole responsibility is training infantry for the TmC military. Like the Vil clan, initiation includes intense physical and mental conditioning to ensure potential soldiers can handle the stresses of combat. In addition, it emphasizes self-reliance and group cooperation with members of other clans. The Vio are generally seen as having the lowest standards of all the clans; those who fail to earn their colors are either seen as physically or mentally unit or immature. '''Fes Clan''' Detached and logical, the deep blue scales of the Fes clan represent their dedication to the acquisition and compilation of knowledge. Their territory contains a disproportionately large percentage of oceanic worlds to facilitate their military specialty: aquatic and amphibious infantry and vehicles. Initiation requires a complete research project, completed alone or with others, on a specific topic assigned at random. In TmC society, Fes members take on the positions of teachers, scientists, and doctors, among other roles. While ambivalent towards most alien races, the Fes clan has an especially close relationship with the Zn, likely due to their shared interest in gathering information. '''Sil Clan''' Blunt and impartial, the Sil clan adorn themselves in purple, often dressing in elegant robes as opposed to the more practical stance taken by other clans. They take on jobs pertaining to law and legislation, such as judges and jurors. Initiation into this clan is often regarded as the most difficult, requiring months of studying TmC history and training to ignore stereotypes and initial biases. The Sil clan is responsible for training melee specialists in the military, along with battlesuits. ==Aumpnuuk== ===Biology=== The Aumpnuuk are a bipedal species of semi-aquatic reptilians easily recognized by their tusks, ear frills, and vibrant coloration. Their compact bodies are covered in glossy black scales, broken up by yellow striping on the limbs, chest, and back. The scales are waterproof and minimize drag in both air and water, though they are too flimsy to offer any real physical protection. What appear to be frills on the base of their head and neck are actually a vestigial set of feathery gills. While too atrophied to allow Aumpnuuk to breathe in water, they still passively diffuse carbon dioxide into the water while submerged, allowing for longer periods of intense aquatic exertion without muscle fatigue. Their skull is reminiscent of many piscivores, with a relatively long, narrow snout full of slender needle-like teeth ideal for grasping fish. On either side of their snout are tusks, larger in males, which were used as tools for digging up crustaceans or as part of a courtship display. The base of their snout and skull is covered with a translucent bony covering that protects the light-sensitive organ within it. Their arms are slim but surprisingly strong for their size, ending in dexterous, four-fingered hands. Each of their fingers ends in a small, pointed claw; dulling them is an individual's personal preference. The last three digits of an Aumpnuuk's hands are webbed until the first joint, though some cultures opt to remove the webbing early in life. In contrast to their arms, their digitigrade legs are long and quite muscular, ending in padded three-toed feet with large claws. The middle toe is the largest and carries most of the weight when running; the other two toes provide balance when walking or changing direction. Like the fingers, Aumpnuuk toes each end in a claw, usually blunted to avoid catching on shoes or other fabric. Aumpnuuk also have a fourth toe, analogous to a dewclaw, at the top of their heel, which aids in gripping tree limbs. Finally, the Aumpnuuk possess a long, sturdy tail roughly three-quarters as long as the body. While not prehensile, it is quite flexible, and is mainly used for balance when running on land. In the water, it is used for steering, with the arms providing balance and the legs providing the main source of movement. Most notably, some subdivisions of Aumpnuuk have branched tails, differing at the vertebrae split. It is unknown what caused this mutation to occur, though those in the upper echelons of the TmC suspect it was intentionally created by an advanced space empire as an easy method of tracking different Aumpnuuk populations early in their sapience. ===Senses=== Despite it appearing otherwise, Aumpnuuk can actually possess a sense of vision; the top of the head is covered in a light-sensitive organ, covered by protective bone. The bone itself is actually transparent to allow light to pass into it, though it appears greyish white because of the underlying structures. Aumpnuuk can distinguish light and dark quite easily as a result. However, they have limited frontward and peripheral vision. As such, Aumpnuuk prefer to use electroreception when possible, as this sense is much sharper and more advanced than their 'normal' vision. Using it while in a body of water allows an individual to easily locate other living beings, as well as electronic devices, within a roughly ten foot distance of the individual. Other Aumpnuuk senses, such as smell, taste, and touch, are fairly average, though their hearing stands out as being quite sensitive. ===Electricity Generation=== All Aumpnuuk have the ability to create and manipulate electricity, though the degree of proficiency varies between individuals based on genetics and experience. Several organs in their body, known collectively as eufrana nodes, produce electricity which travels through their bodies through a second circulatory system filled with conductive fluid; this is collectively known as the eufrana system. While Aumpnuuk can emit lethal shocks for over an hour before becoming exhausted, the body requires a large amount of time and calories to recover from being completely drained. At birth the eufrana system is mostly inactive, developing over the first twelve months of a hatchling's life. Poor nutrition during this stage can result in an Aumpnuuk being partially or completely unable to generate electricity. From one to ten years of age, it is partially active; it can only be triggered unconsciously by fear or prey responses. This ability never degenerates over time in most instances, giving Aumpnuuk almost abnormally heightened ‘shock’ reflexes. As an Aumpnuuk continues to mature, he or she can gradually learn to control the eufrana system consciously, learning to send electricity to certain parts of their body. Throughout an Aumpnuuk's skin there are certain nerve-like endings which can alternate between conductive and non-conductive states; they are most numerous in the hands, feet, mouth, and tail. With practice, an Aumpnuuk can use these endings to transmit electricity through their bodies into anything in direct contact with them, provided the material is conductive enough. Ranged shocks are possible, but only with specialized weapons that amplify the electricity enough to overcome air resistance. A lower voltage shock can also be used among Aumpnuuk as a form of communication. ===Reproduction/Early Life=== Aumpnuuk reproduce sexually, laying clutches of four to six eggs that hatch after several months of incubation. The young are born pitch black, but gradually develop their yellow markings over the course of their first six to twelve months of life. It should be noted that male and female Aumpnuuk are externally identical in appearance, making identification difficult for outside races. For their first five or so years of their life after they hatch, the litter of Aumpnuuk remains together almost constantly, an instinct meant to increase survival rate. Within the group, a natural leader tends to form, often dictating where the group goes for the day, what games they will play, and so forth. Studies by numerous Aumpnuuk psychologist groups have proven that these 'leaders' often end up in high-ranking positions in numerous professions, perhaps due to a natural ability to lead others and a high amount of self-esteem. If separated from his or her siblings, a young Aumpnuuk will become extremely withdrawn, often refusing to move or talk until reunited. This will not occur if the Aumpnuuk is separated before two weeks of age, though they will still have separation anxiety when young and often grow up to become quiet and withdrawn. == Other Notable Races == === Gurzzen === === Renduura === === Subturgen === === Yugadd === The yugadd are small, semi-arboreal race that stand about three feet tall and weigh between 65 and 85 pounds. Warm-blooded and active for three-fourths of the 32-hour Kegudd day, their high metabolisms cause them to have an average lifespan of 80 years. While often described as insectoid in appearance, they possess only two pairs of true limbs and lack a true exoskeleton. The yugadd body can be divided into two main sections: the head, which contains the brain, lungs, heart, and gizzard, and the abdomen, which contains other organs associated with the endocrine system along with the excretory, reproductive, and lymphatic systems. Most of their head and back is covered in plates composed of keratin secreted by glands in the skin; the plates are mostly brown, but have vibrant red streaks that warned potential predators of the poisonous barbs that sporadically protrude from their carapace. A pair of eyestalks on the upper part of the head extend the large eyes away from the body, giving them outstanding binocular vision. The lower part of the head contains a set of dexterous pedipalps equipped with pincers, similar to those of a scorpion, that aid them in feeding and also allow them to carry food or other objects while their primary limbs are occupied with moving. Taste and smell receptors on the fine hairs covering the pedipalps enable yugadd to determine if a potential meal has expired prior to consuming it. At the bottom of the head, a pair of flat jaws tear off pieces of flesh or fruit to be swallowed whole. The abdomen, unlike the head, is mostly uncovered by carapace to maximize mobility. Yugadd arms are longer than their legs and are capable of easily supporting their weight for long periods of time with minimal effort. Each of their hands ends in a single long digit and two thumbs, positioned radially about the center of the hand, affording them a great deal of gripping power at the cost of fine motor skills. Their legs, while comparatively short, are quite adept at leaping, though unsuited to walking long distances. Overall, yugadd are poorly suited to living on more conventional worlds due to their arboreal upbringing, and as such are rarely seen outside of their homeworld. The yugadd were first discovered by the TmC during the dawn of their space age, having just founded permanent bases on their homeworld Kegudd's moons. Given the choice of systematic displacement or genocide to free up a habitable world for eager Chromorum colonists or paying tribute in exchange for vastly superior space exploration vessels, the indigenous population overwhelmingly voted for the latter option, paving the way for their eventual assimilation into the Confederation a number of years later. =Military= ~Undergoing revision~ ==Overview== '''Zn''' The Zn are the brains of the TmC military, responsible for the majority of intelligence and material distribution. Their infantry consists of a relatively small number of well-equipped soldiers, emphasizing quality over quantity. Zn typically use weapons that are unconventional in some capacity, utilizing abnormal ammo, firing mechanisms, or designs to gain an edge. The stability of the Zn afforded by their physiology also allows them to carry weapons too heavy or unwieldy for most other races. For defense, Zn soldiers typically combine energy shielding with ablative armor that dissolves instead of melting upon being hit with heat-based weapons. The latter affords them greater protection against plasma and lasers at the expense of decreased effectiveness when facing solid ammunition. In addition, more experienced Zn soldiers often equip personal cloaks, enhancing their natural affinity for ambushes. Zn vehicles are generic in design and function, designed to be easily mass-produced to supplement TmC infantry in offensive and defensive positions. The notable exception is their drones, which consistently excel in mobility and autonomy. Aside from drone tanks, which remotely control their own set of drones, Zn drones such as the Deralmaer and Zulmaer are sapient and can function independently for weeks, months, or even years before reporting back to TmC command. '''Chromorum''' Chromorum form the backbone of TmC forces, contributing the highest raw number of infantry and vehicles to the military. Unlike the Zn and Aumpnuuk, they show a marked preference for various types of kinetic ammunition, typically utilizing mass-produced guns of Zn make for basic soldiers and more powerful — and sometimes experimental — weapons for seasoned veterans who are judged to be worthy of the investment. As an arboreal species unsuited to traveling on flat surfaces for long periods of time, Chromorum typically rely on cybernetic upgrades and powered armor to hold their own against the infantry of other races. Chromorum vehicles, unlike their guns, are typically assembled by Chromorum themselves, a fact that is reflected in their decidedly unique aesthetics. Unlike the Zn's floating drones and boxy hover vehicles, Chromorum vehicles possess animalistic features such as legs, layered wings, and heads full of sharp teeth and glowing eyes. The size of these vehicles varies greatly; the smallest stand below the waist of an average Chromorum soldier, while the largest exceeds 300 meters in length. While the extra details are often criticized by the Zn as taking up unnecessary time and resources, there is no denying the rush of patriotism experienced by Chromorum soldiers whenever an Incindias or Aerilis enters the battlefield. '''Aumpnuuk''' While they are the newest of the main TmC races, Aumpnuuk forces have managed to fill a niche as the arms and legs of the TmC military with their renowned speed and rapid responses to any situation. Their soldiers make up the highest percentage of their population relative to the Zn and Chromorum, and are likely to overtake them both within a few centuries. Energy weapons are the Aumpnuuk infantry's weapon of choice; electrolasers are prevalent, especially among the lower ranks. They also hold an unusual affection for melee weapons, contributing more than the other two races combined even in their relatively short time as a part of the TmC. Aumpnuuk armor is not to be overlooked either; their advanced shielding can notoriously draw power from some forms of energy weapons, albeit at the risk of shorting out the battery and forcing an early retreat. Combined with the exceptional mobility offered by their natural physique, the Aumpnuuk are especially effective at blitzkriegs, leaving deception to the Zn and attrition to the Chromorum. Aumpnuuk vehicles, like their infantry, place emphasis on hard, fast strikes, with little in the way of heavy armor. Their simple yet elegant designs form a middle ground between the austere Zn and the flamboyant Chromorum. The majority of their vehicles are focused on disruption in some form; EMP is fairly common, much to the irritation of races that rely heavily on communication. ==Weaponry== ===Infantry=== '''Denukshun-013 Rainbow Flamethrower''' One of the Incindias subclan's military innovations, the Denukshun is named after a particularly active tectonic plate on Chromis, befitting its designation as a flamethrower. Like all Rainbow series weapons, the Denukshun can use a wide variety of ammunition; standard combustible liquids are cheap and can be used in any environment with a breathable atmosphere; slightly more expensive napalm adheres to any surface it makes contact with and is especially effective at eliminating infantry; plasma has a shorter effective range but is hotter and can be used on planets with inert atmospheres or in airless locations; very expensive Therelim mist flash freezes anything unfortunate enough to be caught in its frosty breath. As with other flamethrowers, the Denukshun's qualities make it useful against protected emplacements, or in some cases, for clearing vegetation for other infantry or vehicles to move through unimpeded. However, it suffers from a relatively short range and renders the wielder more visible to enemy assets. Fuel consumption is also a concern for any prolonged engagements for those lucky or skilled enough to survive multiple engagements. Safety precautions at least ensure that soldiers rarely die to their own fuel tanks catching fire and exploding from stray shots, even when carrying the most volatile of fuel. As the leader of the Incindias subclan, it is no surprise that Mulgesio owns his own custom pair of Denukshuns. Extensive cybernetic upgrades and powered armor, along with two sets of arms, allow him to duel wield the weapons with ease, spreading chaos — and lots of fire — across the battlefield. His reported favorite strategy is to cover large swaths of land in a heavy flammable gas emitted by one flamethrower, then set it ablaze with a quick puff of flame from the other. No one dares follow him long enough to confirm the rumor, however; the hypothesis exists from large areas spontaneously combusting shortly after Mulgesio makes his appearance. '''Temell-018 Rainbow Rifle''' Named after the renowned veteran and private tutor Temell Fascana Vil, the Temell is an adaptable three-round burst rifle with above-average power and minimal recoil but sub-par magazine capacity that rewards careful aiming at short to mid-range. First built specifically for Ixxia, the weapon has seen multiple upgrades to make it suitable for all high-ranking Chromorum military personnel and increase the variety of specialized ammunition types the weapon can handle, cementing its status as a Rainbow series weapon. Most commonly used are depleted uranium anti-armor rounds, which allow the Temell to easily out-range and pick off common infantry and damage most vehicles. Explosive rounds which detonate a short time after being fired give the Temell a niche in demolishing structures, disabling battle-suits, and blowing up light vehicles. Vil Chromorum have been particularly noted for using incendiary ammo, igniting entire swaths of the battlefield. As the weapon's first user, Ixxia's custom-built Temell is perhaps the most famous — and perhaps the most deadly. Lightweight alloy replacements in many of the weapon parts make the gun easy to wield even one-handed, while recoil dampeners maintain its superior accuracy. Most notable is the use of expensive Therelim ammunition; each bullet contains a small amount of thoroughly insulted solid Therelim, which is released when the bullet penetrates a surface and shatters. The Therelim then begins to rapidly absorb heat from its surroundings as it melts, freezing unprotected flesh in seconds. Armor becomes brittle, mechanical joints freeze up, and energy shields are greedily sucked dry. Combined with support to take down heavy armor, it has been noted that Ixxia's gun, not his Frost Mace, are what make him a one-man army on the battlefield. '''Tultunak-021 Rainbow Pistol''' Inspired by the revered Tultunak Legion that conducted a 27-year siege against one of the most fortified civilizations in pre-space Chromorum history, the Tultunak is a semi-automatic pistol every bit as tenacious and reliable as its namesake. Though heavy for a handgun, its superior accuracy and high stopping power make it a staple sidearm of many important TmC figures. With a generous clip size of 16 shots per magazine, it is capable of returning fire long enough to cut down multiple attackers or retreat to safety Like other Rainbow series weapons, the Tultunak is capable of chambering multiple forms of modified ammunition; anti-armor rounds are commonly used to easily penetrate the helmets and skulls of infantry alike to secure a clean kill. '''Zulgatta-027 Silencer Rifle''' Literally named 'Death shadow' in the Zn language, the Zulgatta is a powerful semi-automatic rifle in the Silencer series widely used by Zn Spies on incursions into foreign territory. It utilizes a unique form of ammo in the form of ferrofluid which is magnetically drawn into the firing chamber and expelled at high speeds, similar in effect to a high-pressure jet of water. The resulting shot melts through armor with terrifying efficiency, though it fares less effectively against energy shielding. A multi-stage triggers allows it to be fired multiple times in succession on weaker infantry units or charged for additional penetration on a well-protected enemy. Nevertheless, the high rate of heat buildup in the Zulgatta discourages prolonged use of the rifle, instead finding a niche as a nearly silent assassination weapon useful for taking out a high-priority targets, stray soldiers, or isolated vehicles. Its unique ammo also dissuades Zn Spies from using the weapon callously, as it is very difficult to procure more ferrofluid while outside of TmC space. Though officially classified as a mid-range rifle, the Zulgatta can easily be customized with a scope and lengthened barrel to act as a sniper rifle, facilitating long-range assassinations. Doing so greatly reduces its viability in close quarters in the event of discovery, but pushes the weapon's damage and armor penetration to terrifying levels. The increased kickback poses little complication for the robust Zn, though it may be of concern to other races who attempt to use a Spy's weapon. Many a story of a Zn Spy taking down three or more targets in a single shot have been passed down through the military, awing those who have the rare opportunity to see the Zulgatta in person. '''Doma-Forrzan-028 Silencer Shotguns''' '''Onorgatta-029 Silencer Hand Cannon''' '''Parken-033 Sniper Rifle''' A sniper rifle of Gia clan design, the Parken has existed nearly as long as the TmC itself, with the first recorded use of the weapon dating back to the Great Wars. It is highly popular with high-ranked snipers in the military, though occasionally an overconfident Gia recruit or two may be spotted attempting to master the weapon. It utilizes ammunition made out of an alloy of tungsten and other heavy metals, allowing it to easily penetrate shields and armor. While its shots are quite powerful, a slow rate of heat diffusion requires snipers to be patient and pick their shots carefully. Useful against heavy infantry, mechs, and battlesuits alike, it is not uncommon to hear the distinctive crack of a Parken on the battlefield picking off a target of opportunity before vanishing back into the organized chaos of TmC lines. To the initial confusion of those unfamiliar with the TmC military, Parkens fresh off the assembly line lack any obvious scope for zooming in on distant targets. Instead, soldiers are responsible for synchronizing their sniper rifles with their helmet's HUDs, granting them up to 4x magnification. Those with extra funds may choose to install scopes with additional capabilities such as night vision, increased levels of magnification, and thermal vision. '''Phantaros-036 Energy Carbine''' A variation of the Galagar, the Phantaros, like its big sister, is a railgun that launches toroids at high speeds. Its shortened barrel and reduced clip size render it significantly lighter than the Galagar, making it a staple reserve weapon for aumpnuuk melee forces. Coincidentally, engaging opponents at short ranges mitigates many of the Phantaros' drawbacks, such as reduced effective range and increased kickback. Still, long-time users of the weapon know it is best fired in short bursts, both to conserve ammo and avoid excessive recoil. '''Galagar-045 Energy Rifle''' Named after the Aumpnuuk god of rain, the Galagar is a midweight automatic railgun that launches toroids of plasma at high speeds. With minimal recoil and a generous clip size, it excels at mid to long-range, though it is prone to overheating if fired continuously for too long. Its projectiles disrupt electronics and cause severe burns upon contact, making it useful at combating infantry and drones but less effective against heavy armor. Ironically, this means that the Galagar is at a disadvantage when facing technologically inferior races, a fact that was well established during the Deserikth wars. In spite of this, the Galagar continues to be the go-to weapon for aumpnuuk foot soldiers, though the lighter Phantaros remains more popular with melee-oriented infantry. '''Junnit-048 Grenade Launcher''' Recently co-designed by the Aumpnuuk and Zn, the Junnit is a wrist-mounted grenade launcher capable of storing and firing up to eight grenades before needing to be reloaded. Unlike typical grenades, the grenades launched by the Junnit have a minimal arc and are designed to explode in mid-air; this is accomplished by advanced sensors that detect bioelectric fields produced by living creatures, prompting the grenade to explode within a certain radius of these fields. It fares best against armor, which often fails to completely protect against internal injuries caused by shockwaves after the initial blast wave. To minimize the risk of a misfire killing the user or allied forces, an internal timer prevents the sensors from activating until the grenade has traveled a certain distance. Online computing systems and a laser sensor on the Junnit allow the user to recalculate the innate delay on the grenades, enabling it to quickly be adjusted to airburst over enemies hiding behind cover or inside buildings. While considered a superior side-arm by many of the soldiers who tested the prototype, the Junnit is still a new weapon and possesses several flaws. The bioelectric sensors used in the grenades are still relatively expensive to produce in bulk and are prone to malfunctioning if the grenade hits the ground or an obstacle at high speed after activation. In addition, its systems are notoriously sensitive to EMP, to the point where it is unable to be deployed in Aumpnuuk-heavy military zones. Zn scientists, however, have noted that future iterations of the Junnit may be able to target specific species by their unique bioelectric signatures. '''Gadozan-096 Javelin Launcher''' Originally an anti-armor weapon designed to be mounted on light vehicles, the Gadozan was hastily retrofitted to be carried by infantry in response to rampant use of heavy vehicles by Gronian forces during their invasions of TmC fringe colonies. Holding a maximum of four rounds, the Gadozan is a giant railgun that magnetically propels two-foot long 'javelins' made of depleted uranium coated in a thin layer of various other metals. The self-sharpening nature of uranium projectiles, combined with their flammability, allow them to deal with armored vehicles, easily penetrating armor and potentially igniting fuel or ammunition stores with the consequent ignition of the javelin. While more difficult to hit, battlesuits and other heavy infantry can also be targeted, often with lethal consequences. Unfortunately, in the TmC's attempt to adapt a vehicle-mounted weapon for infantry use in an expeditious manner, they failed to completely compensate for the Gadozan's shortcomings. The railgun is extremely heavy to wield, let alone move around with; each projectile alone weighs nearly 120 pounds. Of the TmC races, only the heavyworlder Zn have the natural strength and stamina to carry the weapon for any reasonable amount of time. The use of specially designed battlesuits mitigates this fault to some degree, though even then carrying reserve ammunition remains obstructive and cumbersome. The other primary concern is the toxicity of the dust created when a javelin penetrates a surface or burns; areas surrounding battlefields can remain contaminated for quite some time. As a result, the Zn and Chromorum, whose bodies are more resistant to heavy metal toxicity than most, have been the primary recipients of the Gadozan. ===Vehicles=== ==Infantry== Outdated/Revision in progress The TmC's infantry is one of the most constantly changing aspects of its military, constantly upgrading and integrating new technology as needed. Like all TmC military units, it is divided into tiers, with higher tiers boasting more advanced weaponry and armor. For the foot soldiers of the TmC, tier promotions are attained through successful campaigns and demonstrations of leadership qualities. ===Basic Infantry=== '''Aumpnuuk Soldier''' Usually equipped with a Galagar-045 Energy Rifle, Aumpnuuk Soldiers are the mainstay of Aumpnuuk infantry, equally equipped to taking on other infantry and vehicles. They specialize in wreaking havoc on the enemy's computing systems, shorting out energy shields, frying electronics, and disabling advanced weapons. In addition, the weapon's projectiles can severely burn exposed flesh. Their use, however, is limited when facing heavy armor and low-tech equipment. In the event that a Soldier is forced into close combat, their weapons are equipped with energy-charged bayonets to stab opponents with. Aumpnuuk Soldiers wear armor of middling protection, complemented by powerful energy shielding. This array of protection complements their nimble and quick physiology, allowing them to absorb several hard blows as they move between cover without being rendered completely vulnerable. The only downfall is that the energy requirements for shielding are quite high under prolonged combat situations. In such scenarios, the preferred option is to remain near base in a supportive role, allowing other forces to advance as they provide covering fire. In an emergency, Soldiers can power their own suits by tapping into their natural electrical production capabilities, but this requires time and increases the strain on an Aumpnuuk's body. '''Aumpnuuk Spearman''' A side branch of the Aumpnuuk infantry, Spearmen possess the same degree of armor and shielding as their fellow gun-wielding soldiers, being set apart by their use of spears and tower shields. In traditional Aumpnuuk fashion, the spears are energized, dealing a crippling shock upon a successful hit. The spears can be wielded with one hand or two as the situation demands, and can also be thrown a surprising distance with the aid of small thrusters. Depending on who the TmC are fighting, the spears may also be laced with toxic agents engineered by Zn chemists, channeled from a reserve within the spear to reapply the toxin between engagements. The tower shields, deceptively light in design, are reinforced with additional energy shielding powered by batteries within the metal frame. When necessary, the shields allow Spearmen to hold the line, giving the TmC time to regroup and send in reinforcements. When not in use, the shields are carried on a Spearman's back, providing additional protection against flanking attacks. Some Spearmen also bring a backup weapon in case their spear is lost in battle or melee is impractical; the most often used in the Phantaros. Spearmen are most often employed in response to the enemy using melee forces, though they can also be seen when the TmC wishes to capture soldiers alive or requires additional defenders. Their spears allow them to easily out-range the likes of Margan Blade Fighters and Piru BioMatter, the most commonly seen close-range fighters that oppose the TmC. The toxins in their spears can be utilized to deal a glancing blow that incapacitates an opponent within minutes, a time frame that often works given how long targets are incapacitated by the initial shock. Knocking out soldiers in this method rapidly drains the spear's batteries; in more prolonged engagements, Spearmen focus more on lethal blows and conserve their spear's power for more critical cases. '''Chromorum Soldier''' Chromorum Soldiers are the primary offensive infantry of the TmC, attacking in large numbers with their Brazer-34 Rifles. These weapons are one of the few TmC weapons that use solid ammunition, and are well suited for piercing average armor and dealing damage to infantry. On the flip-side, they are rather ineffective at dealing damage to thickly armored vehicles forcing them to rely upon units better suited to taking down vehicles to make progress in areas with heavy vehicle usage. The Soldier's armor is decidedly average at first glance, the upper back, chest, shoulders, head and lower body being well-protected, leaving most of the midsection and lower extremities seemingly unprotected to allow greater mobility. This is not entirely true, as a specially made full-body fiber under-suit does well at blocking stray bullets or flying shrapnel, and is mildly resistant to energy-based weaponry. The lighter armor allows Chromium Solders to move around at greater speed, and the lesser burden often allows them to spend longer amounts of time on the battlefield before needing to rest. '''Chromorum Sniper''' Chromorum Snipers fill the role of any Sniper in the military, taking out key persons such as commanders and generally causing disorder among the enemy's ranks. Their Parken-33 Sniper Rifles possess a long reload period but a powerful shot, easily piercing energy shielding and armor alike to kill important figures. At close range, the weight and size of the rifles allows them to act as a bludgeoning weapon of sorts, though obviously Snipers try to avoid entering direct combat if possible. Possessing the same level of armor and energy shielding as regular Chromium Soldiers, Sniper armor and under-suits have the distinct ability to camouflage themselves automatically based on the surroundings. It takes several minutes for it to take effect, however, once changed it is nearly impossible for the Sniper to be spotted. In addition, they possess the ability to cloak themselves, similar to some Zn units. '''Chromorum Aquatic Soldier''' Aquatic Soldiers are the main underwater infantry of the TmC, equipped with oxygen tanks and underwater thrusters in addition to the normal Soldier attire. Only Fes Chromium tend to take this role, given that they're the most adapted to working underwater. In fact, many who sign up for this position previously lived on oceanic worlds, cities floating on the surface and extending deep underwater. As such, they are adapt at moving through the water for long periods of time, though many are so used to constantly swimming that they are ungainly on land. Aquatic Soldiers use the same weapons as their land counterparts as well, with some minor modifications. The ammunition is fired at much higher speed at the cost of longer reloading time and higher recoil, allowing Soldiers to damage naval vehicles and swiftly retreat. '''Zn Soldier''' Zn Soldiers can be found in both offensive and defensive positions, either ambushing groups of opponents or fending off raiders with their Shimmer-35 Plasma Blasters. The Blasters trade burst damage for consistency, possessing a moderate range and minimal cool-down, though they do occasionally overheat. They occasionally come equipped with wrist daggers for melee combat. More commonly, they can be seen carrying power tools to collect easily accessible TmC armor is well rounded, providing good defense against explosives and solid projectiles. Due to their innate vulnerability to heat, Zn armor also comes with cooling systems and insulating armor sections to protect against heat-based weaponry. Like Chromium, they wear a fiber undersuit that protects them against flying debris and stray bullets. They also come equipped with basic stealth technology, allowing them to sneak around undetected if the enemy is distracted or visually damaged by prior attacks. ===Advanced Infantry=== '''Aumpnuuk Shock Trooper''' Shock Troopers are essentially better-equipped and more experienced Aumpnuuk Soldiers, swapping out relative consistency for burst damage and a large area of effect. They wield the Galagar-45 'Shock' Energy Rifle, which fires a single burst of powerful electrical energy that expands upon hitting a target in an EMP-esque wave. The shots from this rifle are much slower to reload and somewhat louder than those of the Phantom, but cause much more severe damage. On infantry or other living targets, severe burns and nerve damage causing paralysis are commonplace, provided they survive the blast. In machinery, the energy wave causes extensive damage, frying all but well-protected circuitry and ultimately causing mechanical failure. To match their slower, heavier weaponry, Aumpnuuk Shock Troopers receive thicker armor, protecting them from most infantry and even some vehicular weaponry at the cost of speed. Their energy shielding however is slightly weaker, due to the high energy demands of the Galagar. '''Aumpnuuk Savior''' Much like the Shock Troopers, Aumpnuuk Saviors are basically upgraded Spearmen, possessing thicker, more advanced armor, though a lesser degree of energy shielding. Their shields are much larger than those of Spearmen, designed to protect both them and the soldier next to them as they stand in a line, defending the ranged troopers behind them. They also carry an upgraded energy spear, capable of piercing most infantry armor to inflict lethal damage even before electrocution. The spears can also be thrown quite a distance, set to go off after a certain amount of time, to knock down enemy soldiers, though they usually leave this to fellow ranged Troopers. In the event of somehow losing their spear, Saviors are also equipped with a short sword to fend off opponents until a replacement can be acquired. '''Chromium Rocketeer''' '''Chromium Sharpshooter''' '''Zn Striker''' When Zn Troopers are promoted to Tier II, they have a choice to specialize in either melee or ranged combat. The Striker places emphasis on the former, trading out their Blaster for dual shock blades capable of killing with a single direct energized blow. The sole downside to these weapons are that they consume a great deal of energy while active, making it necessary for Zn to pace themselves and attack key targets exclusively. This makes Strikers better suited to assassination of important figures than direct combat, though they are not afraid of jumping into the midst of battle if it is necessary. Zn Strikers possess superior armor but little energy shielding, trading extra protection for advanced stealth abilities. Though they carry small energy pistols in the event of running out of energy, their primarily used weapon is their shock blades. While the blades can be used without being energized, they only have modest strength and cannot penetrate thick armor without a boost. '''Zn Soldier''' '''Zn Silencer''' ===Elite Infantry=== '''Aumpnuuk Chancellor''' '''Aumpnuuk Guardian''' '''Chromium Mace Master''' '''Chromium Battlesuit''' '''Zn Spy''' ==Vehicles== Backing up its solid infantry, the TmC possesses a wide array of vehicles, suited for taking on a variety of opponents and battlefields. In general, their vehicles tend to lack a bit of firepower at the cost of being more resource efficient, though their higher tiered vehicles are more than capable of tearing apart an enemy force. The economy-oriented nature of the TmC's military makes it well-suited to working with other races, providing resources to aid them in a siege while reinforcing defensive lines. ===Tier I=== '''Manta''' Mantas are the fastest ground transports of the TmC, used for transporting several individuals through most types of terrain. While possessing relatively light armor and no weapon systems, Mantas have the advantage of being unparalleled in both speed and silence by any other TmC ground unit. While these qualities would seem to make them effective scouts, they are actually outclassed by Attack Drones in most situations, relegating them to being used solely as transports. Aside from basic hovering across terrain, the controls of Mantas can be set to have them fly closer to or farther from the ground. In fact, the blades of a Manta used for hovering combined with a rapid descent can allow the Manta to decapitate infantry in certain circumstances, though this attribute rarely proves useful, given it is far easier to simply outmaneuver and escape infantry then engage in combat. More often, raider squads will navigate around enemy territory to strike from an unexpected area, ejecting themselves from the vehicles in the midst of the enemy and proceeding to wreak havoc before backup arrives. While Mantas are classified as transports, they tend to be used by only one group of infantry in the TmC military: Engineers. Quickly transporting them to and fro, Mantas allow engineers to maintain defensive structures and vehicles across a wide area, allowing the TmC to hold out well against a continued assault while a counter force is produced. Occasionally, they are used in more offensive tactics, as their aforementioned speed and silence allow them to easily slip through sparsely defended enemy territory, despite the lack of stealth. Mantas are also occasionally used to transport individuals of importance, such as Sergeants or Battle Commanders. Mantas originated several decades prior to the First Revision of the Military, as a popular civilian transport. Their speed and dexterity were both noted by Commanders of the time, who suggested they should be incorporated into the military in some form. During the First Military Revision, they were added as scouting vehicles, boasting more streamlined shapes and stronger engines than their mundane counterparts. Later on, with the mass production of Attack Drones, they were switched to the role of quickly moving select individuals across battlefields with little chance of being tracked. '''Fairrix''' The primary anti-air hover tank of the TmC, Fairrix tanks can often be seen on the battlefield soon after arrival on a world, whether for colonization or battle. Easily mass-produced, their primary weapon is a double-barreled plasma machine gun, which is capable of destroying lighter aircraft with its rapid fire and excellent tracking abilities. These shots also prove effective at dispatching large groups of lightly armored infantry, though Attack Drones are better suited in general to combating enemy infantry. The ease of producing Fairrix tanks comes at a price, however; both their armor and weapon systems are lighter than most other light tanks, making them a poor choice for attacking enemy tanks or heavily armored infantry. Instead, anti-vehicular infantry and lower tier mechs fill the role of combating more heavily armored vehicles and infantry until dedicated tanks such as the Beheroth can be produced. As previously mentioned, Fairrix tanks fill the role of early aerial denial, shooting down most scouts or fighters with ease. Their speed, while marginally better than most tanks on account of their lighter armor and hover abilities, relegates them to a more defensive role when compared to the Morvalus and Grexxia. Due to this, they are commonly seen just behind front lines or around areas of importance, guarding against aerial strikes. The Fairrix, along with the Beheroth, is one of the oldest TmC vehicles, first produced in the Great Wars as a response to rampant air vehicle usage. Later on, reverse engineering combined with new advances in technology created the more powerful Morvalus and Grexxia, leaving the Fairrix largely ignored. Its design remains relatively unchanged as a result, though its systems, simplistic as they are compared to more recent TmC vehicles, have been improved upon for thousands of years, allowing them to keep pace with the majority of aircraft. '''Xilofor''' Contrary to the more offensively oriented roles of the Morvalus and Vorpex, Xilofor tanks are primarily focused on defense, often found just behind the front lines and heavily protected by other units. While slow and lacking direct weaponry, they serve a vital role, acting as a relay station for nearby Attack Drones to report observations to. They also serve as a mobile recharging and repair station for the drones, along with several other small TmC units. Xilofor tanks act as radar, both directly with advanced detection technology and indirectly through the constant patrolling of the Attack Drones that are constantly in communication with it. The tanks themselves are run by Engineers, who in return reports a constant stream of information to the leading Sergeants and Battle Commanders overseeing the battle. This information often allows the TmC front to prepare itself according to the nature of an opponent's attack in advance, though it is limited to solely ground units. Xilofor tanks were first created in the First Military Revision alongside Attack Drones as a way to organize the information collected by them. Later on, they were upgraded to also serve as a mobile recharging and reparation station, allowing Attack Drones to spend less time moving between TmC bases and the front lines. After that, their design was altered very little, save for occasional updates with more efficient energy storage systems. '''Transport''' True to their name, TmC aerial transports are the primary method of quickly moving infantry into and from the front lines. Owing to the reliance of this infantry during the early stages of battle, Transports tend to be one of the first vehicles moving about, often assembled and transported prior to battle. To protect the infantry they carry, transports possess a great deal of armor and shielding, more so than almost all other vehicles and mechs of equivalent tier. Despite this armor weighing them down, however, transports can still reach a moderately fast speed, allowing quicker responses to surprise invasions and more time to set up defenses in the midst of combat. More importantly, what transports lack in speed they make up for in maneuverability, surprising many after a split second dodge. However, the energy requirements of both shielding and reasonable speed mean that aerial transports cannot afford to use any weapons for self-defense. In most cases, this disadvantage is negligible, as front lines tend to be established by the time the enemy has mustered up enough forces to pose a threat. TmC transports also possess a rather unique ability to easily travel both forward and backward, as both the 'front' and the 'back' of the vehicle possess a set of controls; TmC transports utilize a dual pilot system. Working in tandem, one pilot constantly receives information from nearby bases while the other concentrates of navigating and looking out for threats. Whenever a transport lands to pick up or drop off troops, the controls to the transport are simply switched, and the journey is reversed. In combat, this also allows a transport to escape if one of the pilots is knocked out or killed, provided the transport doesn't sustain too much damage. At the cost of a great deal of speed and dexterity, TmC transports can also ferry vehicles about, using magnetic locks located in the underside of the transports. In spite of the initial advantages this would seem to provide, however, this feature is rarely used for several reasons. At their reduced speeds, transports carrying any vehicle heavier than a Fairrix or Xilofor do not make much better time than the vehicle traveling there itself, though an exception to this rule is extreme terrain such as mountains. More importantly, in the time spent moving a single vehicle, multiple squads of infantry could have been transported with much less risk. TmC transports date back to the dawn of the Zn space age, when hover technology was first utilized in numerous vehicles. The transport design itself is just a more heavily armored version of a civilian 'bus', employed long before Mantas and underground railroad systems were invented. Though the civilian equivalent of the transport has been long discontinued, TmC aerial transports continue to be used heavily, employed as the primary form of small-scale infantry transportation. '''Multi Transport''' '''Ervel''' The Ervel is the primary lower tier naval transportation of the TmC military, boasting superior armor and crew size over its land counterpart while retaining the majority of its speed advantage. Despite their superior quality to Mantas, however, Ervels are not as commonplace as expected, mainly due the general reluctance of Zn, who make up a good percentage of vehicle pilots, to command naval vehicles. This applies to the TmC navy in general; it is rather inefficient and underdeveloped compared to not just the aerial and ground branches of the TmC military but other races in general. In spite of these drawbacks, Ervels show continued success on the occasions that they are used. Aside from aiding engineers in the construction of naval bases, the enhanced armor and life support systems of Ervels allow them to withstand intense pressures, making it possible for them to hide deep underwater and resurface later for reconnaissance attempts. Of course, this strategy is easily foiled later on by submarines or sonar, limiting 'deep-water scouting' to the initial stages of battle. Unlike the Manta, the idea of the Ervel wasn't introduced until much later in TmC history, during the war against the Gardron. Owing to the Gardron's amphibious nature, a large portion of their homeworld and inner colony cities were situated underwater, out of reach of nearly all TmC mechs and vehicles. In response to this, TmC Engineers modified the blueprints of existing civilian boats, constructing a durable, submersible vehicle that could effectively scout without wasting the lives of valuable underwater infantry. The resulting ship performed spectacularly at reconnaissance and underwater infantry retrieval, so much so that the leading designer of the Ervel and several other naval vehicles, a Vio Chromorum known as Ehkal, received several awards upon to resolution of the Gardron war. Later on, the designs were tweaked slightly, resulting in the modern Ervel that performs mainly on the surface. '''Havett''' Havett attack boats are the primary anti-air vehicles of the TmC navy, taking on a role similar to Fairrix tanks. However, unlike their defensively oriented land equivalents, Havetts are more aggressive, constantly patrolling the seas rather than waiting at set positions. While their armor is considered light in comparison to most TmC land vehicles, they actually possess slightly greater durability than Fairrix tanks, all the while moving faster than the Ervel. The sole weapon of the Havett is a burst of four homing missiles, which can be either set to track heat signatures, or in exceptional cases, aimed manually. These missiles deal devastating damage and move fairly quickly, making up for a lengthy cool-down and occasional accuracy issues. Havetts were first constructed shortly before Manta use became widespread, though they weren't used regularly until after the First Revision. They were inspired by fishing boats of the time, which in spite of their name were used for more recreational activities that just fishing. Their original design was that of a speeder, meant to be used purely for scouting purposes. Sometime afterwards, an anti-air missile launcher was added after use of the Havett began to decline. ===Tier II=== '''Morvalus''' Morvalus fighters are the most offensively oriented of the TmC's anti-air vehicles, possessing great agility and a surprising amount of firepower. Their weapons of choice are dual laser cannons, unleashing laser beams capable of easily cutting through even heavy armor with relative ease, quickly wearing down most energy-based defenses. The downside to such powerful weapons is noticeable, however, as they are only effective at mid to close range and have a lengthy recharging period. Morvalus fighters are also extremely delicate due to their very light armor, hardly able to withstand more than a few blows. These problems are mitigated to a certain degree by the ability of Morvalus fighters to cloak, facilitating the hit and run techniques that maximize their weapons' offensive output. The cloaking abilities also allow these fighters to be effective scouts, relaying information about enemy movements when not taking down opposing fighters. Morvalus fighters take a more active approach to anti-air defenses, going out of their way to root out and destroy and aerial forces long before they reach defensive lines while leaving Fairrixes to deal with any that somehow slip through. As mentioned earlier, they are also invaluable for scouting, as their cloaking usually allows them to penetrate deep into enemy territory provided they do not have adequate radar. For this reason, Morvalus also pair well with Vorpex squads, as they can determine key targets to bomb and take out air-based defenses. In space, Morvalus fighters work alongside larger ships of the TmC space fleet. Morvalus fighters were created during the First Military Revision, after several other designs had failed. They were initially more heavily armored, utilizing plasma machine guns similar to those of the modern Fairrix and lacking cloaking. However, subsequent poor performance against heavily armored air assets demanded that the weapons be changed to something of higher caliber. After numerous weapon tests, the laser cannons were chosen, however, there were several problems upon installing the cannons on the fighter itself. While powerful, the laser cannons were so heavy and consumed so much energy that firing them for over a few seconds shorted out the already strained engines of the fighter, usually causing it to crash. Due to these results, the Morvalus was temporarily used as a space fighter exclusively while engineers debated over what should be done. It was finally decided that most of the heavy armor of the Morvalus would be scrapped, reducing the engine power needed to keep it aloft. In addition, the amount of time the weapons could be activated was limited, indirectly reducing its range. These changes proved successful, and for a long time the Morvalus was used as a hit and run fighter. Very recently, more powerful energy systems contributed by the Aumpnuuk have allowed the Morvalus to gain several upgrades, the most notable of which is cloaking. While effective at hiding the fighter from both regular and thermal imaging, it fails to mute sounds, allowing keen enemies to hear the sounds of fighters flying overhead. Morvalus pilots solve this problem to a certain extent by powering down the engines prior to an ambush or while scouting, relying on the drag-minimizing build of the Morvalus to glide as possible while cloaking. '''Vorpex''' What the Morvalus are to enemy aircraft, the Vorpex are to enemy bases and ground-based vehicles, wreaking havoc on undefended bases. While their payloads are not particularly damaging alone, focused more on a wide blast radius than concentrated power, a squad of Vorpex can make short work of undefended enemy lines. Combined with the powerful anti-air abilities of the Morvalus, the only way to stop a Vorpex bomber squad tends to be heavy use of ground-based air defenses, putting constant pressure on the enemy. This in turn buys the TmC more time to build up their more destructive assets such as the Beheroth, allowing them to ultimately overwhelm the enemy in a massive rush of units. Vorpex themselves are much more sturdily built than their sleeker cousins, allowing them to absorb quite a bit of damage at the price of speed. Their most notable downside is their lengthy reload, causing an uncomfortably high percentage of the bombers to be shot down before they could return to TmC lines. Vorpex, as their design and weapons would imply, focus heavily on beating down enemy lines and bases, forcing the opponent on the defensive. They tend to attack in groups of six to ten ships, targeting a specific area for widespread damage. In the event of the enemy having anti-air defenses already established, this also allows for at least a few of the Vorpex to deliver their payload while the remaining bombers draw fire away. This situation tends to be unlikely however, as Morvalus, if not land-based scouting units, are commonly used to determine enemy defenses prior to launching a bombing raid. Vorpex bombers can utilize several different types of bombs to drop, the most powerful (and rarest) of which is nuclear weaponry. The number of Vorpex in a squad will decrease proportionately to power of the payload; less powerful payloads are common due to their cheaper cost. However, the cost of building so many bombers tends to mitigate the amount of resources saved. Vorpex bombers tend to be ineffective against underwater or subterranean opponents, requiring the use of vehicles and mechs better suited to those roles. Vorpex bombers were the result of an alternate design submitted for the Morvalus, one with heavier armor and better land to ground fighting capabilities. Sometime afterwards, their guns were exchanged for bombs, their moderately large size making them an easy target when directly targeting an enemy vehicle. Eventually they gained a name for themselves after aiding the Aumpnuuk, easily overwhelming the enemy's energy shielding with their sheer numbers. Eventually the Vorpex were adjusted to run on AIs during the Second Revision, as their role made them more susceptible than other vehicles to getting blown up or shot down. '''Vermoz''' The Vermoz are the main EMP tanks of the TmC, equipped with thick armor and often found near the front lines. Their role is to effectively paralyze the enemy lines, frying more complex systems with their electrical blasts. They work well in tandem with Xilofor tanks and Attack Drones, as a paralyzed vehicle is easy pickings for even the modest attack power of the drones, while the radar systems of the Xilofor allow the Vermoz to retain its accuracy even at long ranges. Vermoz tanks can occasionally see use in an offensive push, stunning enemy defenses long enough for Beheroth or other units to destroy them with a well-placed shot. Vermoz tanks are designed to aid in protecting the front lines, putting a stop to the most threatening of an enemy's units. Their sole weapon is a single EMP cannon, capable of being aimed up to 85 degrees vertically and possessing an impressive blast radius. The latter can cause problems occasionally, accidentally frying a stray Attack Drone or powered suit, making evacuation prior to a Vermoz strike necessary. While they are considered tanks in terms of range, they can also act as artillery with the aid of the Xilofor's radar system. However, the increased power needed to launch an EMP projectile long distances also means that a Vermoz will require a longer cool-down following the shot, making long-distance shots reasonable only in offensive strikes or as a last-ditch effort against enemy artillery. Vermoz are rarely seen on worlds not directly engaged in military combat Vermoz tanks were contributed to the TmC military by the Aumpnuuk when they officially merged; according to preserved documents and blueprints, they were first built several thousand years after the Aumpnuuk designed space-worthy vehicles. They have changed very little over the years, save for the addition of hover technology during the Deserikth Wars. '''CG Battle Tank''' CG Battle Tanks are the primary land vehicle of choice for offensive pushes, easy to produce in large numbers and highly versatile. While their armor is only average, they pack a strong punch and are a fair bit faster than most other tanks. They also have the unique ability to both shield and cloak themselves under certain restrictions; they cannot fire while cloaked, nor can they move while their shield is active. Their sole weapon is a long-barreled 'Interrus' cannon, capable of rapidly changing projectile types with ease. '''Marrex''' Marrex destroyers are the most commonly produced military ships of the sea, equipped primarily to attack vehicles on land. They possess both torpedoes and twin laser cannons for anti-naval and anti-air weaponry respectively, allowing them to competently take on these units when separated from other TmC units. The latter sees fairly little use however, due to the anti-air prowess of both the Havett and the Morvalus. The Marrex boasts a much higher degree of armor than most land vehicles of equivalent tier, though it can move fairly quickly, although the increased armor also results in a higher resource cost, and as a result, less overall use. Marrex destroyers are generally seen when gaining naval superiority is necessary, whether for defending TmC naval bases or gaining an additional route to launch attacks from. Despite being classified as anti-land ships, their quad plasma cannons in tandem with torpedoes can do a number on enemy ships, making a dedicated anti-naval ship unnecessary. It should be noted that Beheroth tanks can also fill an anti-naval role effectively while being more cost-efficient, leaving the Marrex only to be used when their superior range gives them a clear advantage. Unlike most other naval vehicles, Marrex destroyers were used long before the war with the Gardron, in fact, they were originally altered cargo ships used during the Zn's civilization era. The idea of further weaponizing them came during the First Military Revision, though the torpedoes weren't added until the Gardron War and the laser cannons during the Second Military Revision. '''Fikalnor''' The Fikalnor is in a similar vein as the Xilofor, acting as a mobile relay and recharging center for Attack Drones across the ocean. While it also possesses no weapons, the Fikalnor has the advantage of much thicker armor and greater speed than its land counterpart, justifying its use in the water. Fikalnor ships also boast greater energy reserves, allowing them to power more Attack Drones for a longer period of time, invaluable when making an offensive push into enemy territory. In a similar fashion to Xilofor, Fikalnor also possess sonar, allowing them to detect most intruders in advance. They can also dive underwater if necessary, though this leaves Attack Drones vulnerable to running out of power. Unlike the Xilofor, Fikalnor are used in a more aggressive role, backing up Marrex destroyers or Beheroth as they cross the seas. While Attack Drones cannot operate underwater, the sonar abilities of the Fikalnor are invaluable at protecting other vehicles during oversea rushes, as well as aiding undersea mechs such as the Sherkolth in finding and destroying enemy submarines. The Fikalnor was first produced during the Gardron War, due to Xilofor tanks being unable to remain on the open seas longer than a few days at a time. Like the Ervel, Ehkal was the one who designed the blueprints for the vehicle, modifying the blueprints of the Xilofor and merging them with other existing naval vehicles such as the Marrex. After several modifications to allow the Fikalnor to submerge, it became a wild success on the battlefield, its improved sonar abilities and thick armor allowing it to effectively coordinate underwater infantry and mechs alike. Since then, it has remained unchanged, a testament to its creator's talents. ===Tier III=== '''Beheroth''' The Beheroth is the most powerful of the TmC land vehicles, possessing highly durable armor and surprising speed for its large size. While not typically seen until the late stages of battle, the Beheroth tank more than makes up for it with its four automatic turrets and singular plasma cannon. The former are capable of easily picking off most infantry, while the latter leaves a mark in even the thickest of armor, while utterly destroying anything lighter. Compared to the heavy weaponry of the Morvalus, the Beheroth has comparatively lower cool-down, though repeated use leaves the cannon at risk of overheating. Beheroth tanks also have a somewhat lower range than most of their other land vehicles, relying on Varkaris, Vorpex, and other units to take out opposing artillery and long-ranged vehicles prior to assault. The Beheroth is one of the only land vehicles of the TmC used primarily for offensive pushes, as its speed combined with its armor make it well suited to absorbing blows during a push. It can be also used defensively, though its shorter range leaves it somewhat vulnerable. Nevertheless, a large majority of TmC colonies possess armies of Beheroth, among other units, in the event of a sudden invasion, as the advantage their firepower provides is undeniable. Beheroth tanks were first constructed in large numbers during the Great Wars as a counter to enemy vehicles, though they lacked much of the firepower they possess in modern times. Their anti-infantry turrets weren't added until the First Military Revision. Later on, during the Deserikth War, Aumpnuuk engineers and scientists begrudgingly refitted the Beheroth with their energy tech, turning it into a machine of mass destruction. This upgrade contributed greatly to the success of the war, and was partially responsible for the TmC's decision to form a trading agreement following the end of the war. '''Varkaris''' The Varkaris is the artillery assault vehicle of the TmC, used for softening up enemy bases before wiping them outright with Beheroths. Their dual long-range energy cannons form a powerful one-two punch that effectively deals with energy shielding; if one shot shorts out the shield, the other can continue uninterrupted. The dual shot system is not quite as effective against vehicles though, due to its wider spread making precise shots difficult. While Varkaris are quick for artillery, their light armor and long cool-down make them rather susceptible to both ground and air forces without proper support. '''Velophix''' '''Derafor''' '''Grexxia''' A behemoth of a vehicle, the Grexxia is often mistaken for a land vehicle at first glance, as it can usually be seen floating near the front lines when idle. In reality, it is a powerful, albeit slow, floating fortress of a line breaker, capable of both space and aerial combat. Its armor is one of the thickest of TmC air vehicles, complemented by energy shielding, something shared only by the CG Battle Tank. The Grexxia's primary weapons are twin rocket pods, allowing it to deal with multiple enemy aircraft at once. It also carries dual plasma cannons, not unlike those of the Beheroth, though not nearly as powerful. These plasma cannons are equally suited to destroying land and air units, though the latter is more common due to the availability of Varkaris and Beheroths. Due to its immense defenses and firepower, the Grexxia is equally suited to both defending TmC bases and going on the offensive. Unlike the Morvalus, it doesn't need to rely on ambushes to inflict a direct hit, utilizing its longer range to destroy enemy airships from afar. Its rockets, while not particularly strong alone, are extremely accurate, utilizing a combination of multiple detection systems to ensure that they cannot be fooled by cloaking or radar jamming alone. Its twin plasma cannons see relatively little use, though they are useful for destroying isolated enemy vehicles or wearing down opposing enemy air vehicles. Grexxia are also capable of holding several dozen Morvalus fighters, though this is mainly used for transportation between worlds. The sole downfalls of the Grexxia are its large size and slow speed when not in space, which make it an easy target. The Grexxia was first designed during the First Military Revision as a method of transporting Morvalus from the surface of a planet to space, in a time before large-scale space stations were designed for vehicle assembly. They were also used to carry supplies to a colony bases in bulk, a role they still perform. Like the modern Grexxia, they carried rocket pods as well, deterring enemy airships from attempting to strike them down. Later on, when the role of the Morvalus was changed, the Grexxia fell into a period of disuse for a long period of time. Renewed interest in the Grexxia was sparked following the Gardron War, due to the heavy airships the Gardron often used. Even the powerful laser cannons of the Morvalus were unable to deal enough damage before it got shot down, causing heavy casualties among TmC pilots. Eventually the firepower of the Fairrix tanks destroyed these behemoths, but the TmC were forced to consider an alternative vehicle capable of taking down heavy airships with minimal casualties. With some modifications, notably increased shielding and the addition of plasma cannons, the Grexxia was transformed from a vehicle transport into a bulky line breaker, capable of withstanding many hits to take down heavy enemy aircraft when making an offensive push. '''Chromite Battlecruiser''' '''Zelios''' Another design contributed by the Aumpnuuk, the Zelios is a dedicated EMP bomber, capable of shutting down swaths of units at a time, although its disruptive power comes at a price. It costs a great deal of energy to produce, and lacks any other weapons to defend itself from being shot down by enemy fighters. The latter disadvantage can be mitigated by the TmC’s vast array of AA vehicles, though the Zelios’s high cost relegates it to only be used when an enemy base is impossible to stop by any other means. '''Gyfarron''' A giant mobile naval base, the Gyfarron’s main role is to store raw resources for future use in producing mechs, vehicles, and other battle-related units of importance. It can also be used to stage underwater infantry assaults from, though the amount of times this has been attempted is rare. The Gyfarron also produces a large energy shield, protecting itself from all but the most dedicated strikes. ==Mechs== While vehicles have their fair share of use, the pride and joy of the Transmetallic Confederation is ultimately its mechs. More specialized to specific roles than vehicles and possessing a certain animalistic quality in most cases, mechs are a frequent sight in any TmC force. Mechs are generally tiered by size and production cost, with higher tier mechs requiring more resources and packing more firepower. ===Tier I=== '''MSC - Chromite Mechalis''' Run by an internal AI processor, Chromite Mechalis are used for a variety of purposes, from recon and espionage to anti-infantry units. To this end they possess a wide range of abilities; cloaking, automatic camouflaging and limited jump jets, as well as offensive weaponry, including grenades and hidden electric generators capable of temporarily disabling small vehicles and mechs. For all their abilities however, Chromite Mechalis are rather unsuited to large-scale combat, lacking the powerful weaponry and armor needed to mow through vehicles and larger mechs. In smaller conflicts lacking units that can provide area denial, however, their mobility can often prove to be the enemies’ undoing, easily maneuvering into favorable positions to force opponents on the defensive. They especially excel at jungle warfare, easily outmaneuvering most infantry and hiding amongst tree branches or within ground shrubbery. '''MSA – Disruptor''' Probably one of the smallest mechs in the Confederation’s military, Disruptors, much like Chromite Mechalis, are run by AI processors, though not nearly as sophisticated. Their ranged weapons of choice are twin machine guns mounted on either side of them, useful for picking off lone enemy infantry but completely useless against groups of enemies or anything wielding heavier armor. Their primary role, however, is disabling key enemy buildings, vehicles or other structures. This is accomplished through their twin blades, capable of unleashing a powerful but transient blast of energy at point-blank range, capable of short-circuiting most types of mech and vehicle systems if used in conjunction with several other Disruptors or Aumpnuuk Soldiers. Due to their hovering capabilities, Disruptors work equally well in any type of terrain. ===Tier II=== '''CMC - Incindias''' The Incindias is primarily used at close range to destroy vehicles and other mechs, having advanced energy shields and thick armor to tank many blows. Their primary weapon, a single large plasma flamethrower located in the ‘head’ of the mech, is capable of launching short-range but intense streams of plasma, incinerating infantry and melting most defensive structures. This is complimented by their surprising agility, bounding across battlefields almost organically due to multi-jointed legs and hidden boosters in their wings, though they cannot truly fly. Incindias mechs are usually reserved for the later stages of battle, once enemy gunships and artillery are eliminated. They tend to work best in urban areas as large scale flames could hamper TmC infantry, though on the same note they are effective at area denial of enemy infantry and smaller vehicles. '''MMZ - Arachnias''' Equipped with dual Plasma Cannons, Arachnias mechs are well-equipped for dealing with lone vehicles or enemy artillery, possessing a sophisticated target system for long-range targets. While these weapons are powerful, they require a rather long cooldown period, making Arachnias vulnerable to infantry and fast-moving units. At the price of speed, they are thickly armored, protecting them from the worst of enemy fire. Their energy shielding isn't quite as advanced as that of the Incindias mech, however, they possess cloaking capabilities, allowing them to move to an optimal position to fire. Arachnias make up for their slow movement speed by being extremely dexterous, able to clamber through tangled jungles, up buildings, and into tunnels with ease. On flat, spacious lands they are disadvantaged however, being a somewhat large and slow-moving target. Thus, their use is generally restricted to areas that other mechs and vehicles cannot maneuver through effectively. '''MMZ - Sherkolth''' One of the few TmC naval mechs, the Sherkolth is designed to take down enemy naval units, particularly those that can submerge and thus be difficult to hit by land forces. Its primary weapons of choice are twin homing rocket launchers, causing grievous damage to most naval units. The rockets require several moments to lock on, however, making it possible for the Sherkolth to be shot down while it is aiming. To prevent this, radar jamming technology has been fitted into it, making visual detection necessary to spot it. Thrusters hidden in the fins of the mech propel it forward at high speed when not in engaged. The Sherkolth is not quite as armored as most land mechs, a sleeker design aiding it in fast underwater travel. The 'jaws' of the mech are mainly for aesthetic purposes, though on occasion they have been used to capture enemy water infantry or save a smaller submerging naval vehicle such as the Havett. ===Tier III=== '''LLC – Aerilis''' A giant air-based mech, the Aerilis is designed to help gain air superiority, clearing the way for land-based mechs, vehicles, and infantry to cross. They achieve this through their twin homing rocket launchers located on their 'arms', capable of destroying most light-to-medium air forces with a single direct hit. This power comes at a price however, the Aerilies lacks the energy shielding of most land-based mechs and is rather slow, though when its weapons are not primed it can increase its speed through boosters hidden within its wings. Smaller, rotating automatic turrets located within its sides help deter other aircrafts from attempting to flank it. The Aerilis stays afloat through anti-gravity technology gained from trading with the Xeverra, which can have more or less power directed to them to gain and lose altitude, respectively. Their wings, as previously mentioned, contain hidden boosters to grant them a boost of speed, and stabilize the mech while in flight. The structure of the mech itself is rather unique, being made up individual sections connected by extremely tough yet flexible carbon fibers. This grants the mech a high level of flexibility, allowing it perform complex maneuvers to avoid attacks that would normally damage it with ease. In the event that the mech is severely damaged beyond all hope of receiving aid in time, the 'sections' of the mech serve another purpose. After ejecting all of its anti-gravity generators for future collection and reuse, the pilot attempts to fly the Aerilis deep into enemy territory before commanding the mech to disassemble, causing any unused ammunition to drop and detonate upon contact with the ground, doing massive damage to ground forces. Due to its innate complexity, the pilot must undergo neural surgery to properly fly the Aerilis, allowing his or her mind to directly command its numerous systems, save for those that are automatic. Numerous sensors constantly relay information about the condition of the mech and label all friendly and hostile units, making friendly fire extremely unlikely to occur. In particular, visual sensors aid the pilot in uncovering any attempts made by the enemy to ambush the mech. Aerilis mechs can only be used late in battle, due to their size and innate complexity prolonging construction time or transportation. '''SLZ - Dukorrix''' The Dukorrix is the driller and subterranean mech of the TmC, gathering valuable ores on new colonies and aiding in the construction of underground cities. Its superior armor allows it to withstand both the stress of constantly tunneling and light to medium enemy fire. While slow aboveground, it can tunnel through the ground at fairly high speeds, though it is easy to detect when moving this quickly. For dealing with enemy units, the Dukorrix has dual side-mounted retractable plasma cannons. It can also utilize its drill as a weapon, penetrating even heavy armor with enough prior momentum and drill rotation. Doing this can damage the drill however, so it is usually avoided, save for intimidation attempts or a surprise attack. Using a unique sound-based detection system, the Dukorrix is able to locate substantial ore deposits prior to digging, reducing the amount of environmental damage done and time needed to drill. With its extremely dense Astataen drill, it can easily tunnel through most substances easily. Directly underneath the drill, dirt and other materials are taken in through the mech through the 'mouth', where the needed ores are extracted as they run through the length of the mech. Mech length can vary between individuals, depending on the number of 'cargo' subsections; longer mechs are sent to richer grounds. These sections can also carry soldiers for an underground ambush attempt, though the amount of air in the mech limits the distance from which this can be attempted. After sifting, the leftover dirt is then ejected from the back of the mech, more or less filling in the tunnels as the Dukorrix moves about and making cave-ins much less likely. This technique is practiced extensively across all new TmC colonies, making drilling into the immediate sub-surface of a TmC planet non-profitable. The idea of the Dukorrix was created not by an engineer but by a Zn biologist, Zurked, after spending over 20 years observing the behavior and lifestyle of Duikorahkuu in a time just after the Great Wars. He suggested that some sort of vehicle or mech that easily sifts through the ground while tunneling be made, reducing environmental damages and increasing extraction rates. However, his idea wasn't taken into consideration until the First Military Revision, when vehicle production increased and widespread metal shortages were occurring. A novice Zn engineer, Kelvik, stumbled across Zurked's suggestion and immediately started on the project. 15 failed attempts an several years later, Kelvik had all but given up when a breakthrough occurred: a tool capable of carving Asterus. Prior to that, all the drills that Kelvik had fitted on the mech had broken apart after the equivalent of only a few months of use, making the driller rather cost inefficient. After another few years of working multiple jobs, Kelvik finally saved up enough money to purchase the required amount of Asterus. Following an arduous amount of labor, Kelvik finished and submitted the mech design. Within two years, mass production of the mech began, the recession of metal shortages following not long after. Kelvik was made famous by the wild success of the mech and when on to design several other mechs, most notably the prototype of the Aerilis. ==Auxiliary Units== Aside from their more conventional machines of war, the TmC have a few more unique tools at their disposal. ===Drones=== '''TmC Attack Drone''' First created in a militarized form in the First Military Revision, Attack Drones are a common site on most battlefields. Like many TmC vehicles, they travel via hovering, with a notable difference being that they can maneuver much more freely due to their light weight and more powerful thrusters. Wielding a surprising amount of firepower for their diminutive size, they are capable of scouting and aiding in offensive pushes, though their primary role is either base defense or escorting more vulnerable vehicles such as artillery to the front lines. Easily mass-produced, Attack Drones are highly effective at taking down infantry and small vehicle rushes with their piercing rounds. They also carry light missiles to deal with ships and larger structures on the rare occasion where one passes within their attack radius. Attack Drones are powered by a combination of solar panels and compact energy batteries, recharging at either Xilofor Drone tanks, Drone turrets, or Fikalnor Drone ships, depending on their current assignment. They are packed with sensory technology, making them ideal for stealth detection over a wide area. While Attack Drones can cloak, they must remain still and shut off hovering capabilities to do so and retain a decent battery life. Attack Drones can stay fully operational for roughly 12 hours before needing to recharge, with that number increasing depending on the amount of sunlight their solar panels can capture. Though they primarily receive orders via wireless connections to drone bases, Drones have a surprisingly sophisticated AI for their size, equal to that of the Chromite Mechalis, and can make decisions independent of orders as required. Attack Drones are also used as a police force of sorts on well-developed TmC worlds, patrolling cities and ensuring that no crimes are committed. For obvious reasons, the weapon systems of these drones are toned down as to not permanently injure lawbreakers, though they remain capable of utilizing their full attack power in the unlikely event of an enemy invasion. Attack Drones are rarely seen on less colonized non-military worlds, given their moderately high energy demands. '''TmC AA Attack Drone''' '''TmC Repair Drone''' '''Deralmaer''' '''Zulmaer''' ===Transportation=== '''Ketorian Gliders''' Part personal glider, part reconnaissance drone, the Ketorian glider is a contraption designed to aid Zn Spies in infiltrating and observing their assigned target. Vaguely resembling a hang glider in appearance, the Spy is initially airdropped in the glider in silent running mode, with all but the most basic systems offline. Several design choices, including radar-absorbent paint, reflective and flat surfaces passively reduce the likelihood of radar detecting the descending Spy as they glide towards their destination. Once on the ground, the glider detaches itself from the Spy as its dormant systems awaken, sensors and personal anti-gravity generators coming online as its wings fold inward to improve its mobility. At the Spy's command, it performs a variety of useful tasks, such as surveying the landscape via ultrasonic echolocation and infrared imaging, protecting the Spy's flanks via energy shielding and real-time links to its optical sensors, and remotely jamming or hacking nearby electronics. In the event that the Spy needs to immediately evacuate the area, the Ketorian glider can easily revert to its transportation mode, using boosters if necessary to rapidly retreat to a safe distance for pickup. '''Warp Keys''' =Notable Figures= -WIP- = Culture = As a result of being made of a number of empires that has recently begun to expand, the Transmetallic Confederation has a quite varied culture, though certain rights and standards remain constant between species. There are also the matters of the languages they speak, the clothes they wear, and even their greetings, all of which vary considerably between races. == Religion== The majority of TmC residents don't believe in any specific religion, though there are some minor exceptions. Cults such as the Incindian Cult are more common around the outer edges of TmC territory, and are freely allowed to exist provided they don't threaten the safety of any civilians or the Transmetallic Confederation itself. == Clothing == There is a variety of clothing within the Confederation, the majority of it made from a variety of synthetic materials in factories scattered across the larger cities of their colonies. A substance similar to cotton in texture and weight is the most common type produced and used, followed by leather and surprisingly various metals. Color also plays a significant role in Transmetallic Confederation society. The standard colors of an individual's clothing usually includes either grey or black, with pale green usually being a secondary color. There most notable exception are Chromorum, who tend to wear little but decorative apparel on temperate worlds on account of their large scales and twisting figure making clothing somewhat difficult and uncomfortable to wear. White and black clothing is a symbol of wealth and high status, as reflected in the upper tier of the Confederation's military. == Art == ==Childhood/Education== Though there are differences between parenting methods in both the races that make up the TmC and the families of these races, certain standards have been set regarding the childhood and education of TmC children. Starting on the child's fifth year, they are sent to a public school in accordance with the standard 32 hour Zn day. For five years they learn at the school for the first 'work period' of 12 hours, having only the two day weekend and no vacation. During this time, they learn subjects such as math, languages, and sciences, gradually increasing in intensity. Living skills are also learned at this time. Once the individual completes their primary education, they gain the ability to work and own property, though driving and drinking privileges are not given until 20 years of age. At this point many leave the home of their guardian, often spending several years establishing a life for themselves before returning to school. At this point, the individual has two choices; go to a regular college, or work on a military career in a military school. Though the two choices do not directly conflict with each other schedule-wise due to the former taking up the second work period and the latter the first, many only choose one due to the difficulty of both holding a stable job and having double the school-related work to deal with. Nevertheless, those who come from a wealthy family or are naturally gifted may manage to successfully complete both, giving them a nearly guaranteed chance at a job. Both colleges and military are 4 years in length, though there are two one month vacations for every year. == Philosophy == Following the addition of the Aumpnuuk and the Schism, the Confederation has become much less xenophobic towards other races, to the point where they are allowing ambassadors of other races to enter their inner worlds. While they are still cautious, their defenses are a bit more relaxed than before, global stealth generators being turned off and the energy previously needed to sustain them being diverted towards more productive outlets. == "Genetic Modification" == First popularized by the Zn, genetic modification is extensive within the TmC, though individual races and colonies have their own specific regulations on it. Genetic screening and gene therapy on unborn children significantly reduce the risk of various afflictions, ranging from a predisposition to nearsightedness to an increased risk of certain cancers. Genetically modified 'super crops' feed hundreds of different species of domesticated livestock, ensuring that the population is well-fed. Farmers also take care to make sure their crops maintain a level of genetic diversity, however, as monogamous crops increase the risk of being wiped out by disease or fungus. Genetic modification is generally illegal to perform on wildlife, unless there is a species in danger of extinction with no viable alternatives. Prisoners of war are not exempt from genetic testing, leading to many stories of horribly mutated POWS escaping confinement and wreaking havoc. When colonizing new planets with an established biosphere, scientists make a great deal of effort to study the flora and fauna of the world, searching for any species they feel would increase the viability the colony or benefit the TmC in some way. There have even been cases where Zn Spies have been assigned to worlds occupied by other species to gather specimens of a particular plant or animal deemed worthy of further investigation. = Diplomacy = ==Peacekeepers== ===The [[Empire of Diablos]]=== '''Status: <span style="color: green">Friendly</span>''' "''Another species that overcame the harsh gravity of their world to explore the stars above. I am intrigued.''" - A Zn scientist. The TmC have heard of the Diabloians through their interactions with the Rach. As the de facto leader of the Peacekeeper Alliance, the Confederation is invested in forming a positive relationship with the empire in the face of daunting enemies such as the Margan Empire. To this end, when Zn Spy intel reported a large-scale Korvarian assault on Diabloian colonies, the TmC immediately sent one of their most powerful undercover fleets to discretely disrupt their supply lanes as the attacks on colonies began. It remains to be seen if these efforts will have a positive effect on TmC-Diabloian relations. ===The [[Kastalian Survivors]] === '''Status: <span style="color: green">Friendly</span>''' "''There is a lesson to be learned from this shattered empire. I only hope the TmC can learn from their mistake before it meets a similar fate.''" - Zultzen. The TmC met the Kastalian Survivors while assisting the Rach on Norsus. As the kastalians are a very old species, the TmC are seeking improved relations for the opportunity to search for potential Astatanian references in their history, or even artifacts. === [[The Rach]] === '''Status: <span style="color: green">Friendly</span>''' "''So I go from one empire of sneaky thieves to another?''" - Zarach on being reassigned as an envoy of the TmC. "''I still need to tell them how the lovely Zarach ended up in the care of the Transmetallic Confederation...''" - Ixxia. The TmC first encountered the Rach in the Battle of Norsus, saving Emperor Gorach's life and subsequently covering rach forces while they retreated. Due to sharing a common enemy in the form of the Margan, the TmC was willing to cast aside its capture-or-conquer policy to form an alliance with the original creators of the Peacekeeper Alliance. To this end, they sent a TmC-born Rach, Zarach, as a diplomat and envoy on behalf of the Transmetallic Confederation. ==Neutral== === [[The Gronian Imperium]] === '''Status: <span style="color: red">War</span>''' "''We just finished harvesting the energy, only a few hours after warping to the planet, when they appeared out of nowhere and began to attack! Though in light of recent events, I recall that it was Zulgrev who sent us the coordinates to warp to.''" - A Zn worker recalling his first contact with the Gronian. "''They just....my sister...they hung her...so many civilians slaughtered....''" -A Chromorum Soldier after witnessing the devastation of the Deimos. "''I'm not looking forward to facing these guys in battle. Not because I wouldn't enjoy caving their skulls in, but because. This. War. Is. Completely. Unnecessary.''" - Ixxia. Relations between the TmC and Gronian Imperium have been rocky at best, and hostile at worst. While attempting to harvest thermal energy from a world unknowingly within Gronian territory, the Zn were spotted by a small Gronian patrol fleet who proceeded to chase them back to Thermakal and attack. The Zn ultimately prevailed through superior numbers, and later signed a treaty with Admiral Jorian preventing a full-blown war. Though the Transmetallic Confederation was unhappy about the terms of the treaty, they tolerated it to avoid a possible war. However, a complex if insane plan by Zulgrev to sabotage the TmC from within culminated in her sending a drugged Zultzen to interrupt a peace conference between the Gronian Imperium and Holy Nepharian Empire, further aggravated by an accompanying TmC force. The Gronians, rightfully furious that the TmC would seemingly break a treaty so nonchalantly and attempt an assault on the Imperium, retaliated with the invasion of a colony by the Deimos, slaughtering the inhabitants along with the members of a Rach embassy. Though they removed all traces of their presence, a TmC soldier's diary, later verified by the visual and audio recordings of several Zulmaer drones that had been surveying the surrounding land at the time of the attack, confirmed initial suspicions that the Gronians were behind the bloodbath. Since then, several battles have taken place on fringe TmC colonies; the TmC are reluctant to counter in spite of the number of civilian lives taken in the hopes of eventually negotiating a ceasefire. Given the potential of conflict with several Warlord races, it seems unwise to go all-out in a war against an enemy that would take a disproportionate amount of time and resources to force into surrender. === The [[Holy Nepharian Empire]] === '''Status: <span style="color: darkorange">Neutral</span>''' "''They seem honest enough, but I still have my suspicions about them.''" - Zultzen when questioned about the Nepharian. "''One of the more polite alien species I've interacted with.''" - An Aumpnuuk envoy who was with Zultzen at the time of first contact. The TmC's initial contact with the Holy Nepharian Empire was a less than pleasant experience, due to the ambiguous circumstances of the meeting; when a small Nepharian survey team was searching a barren icy planet for possible colonization zones, they discovered the wreckage Chromite Battlecruiser that had been there for at least a week. The Warp Key within it was causing gravitational disturbances, leading the Nepharian to break open the ship to disable the source of the interference. Unknowingly, the action also triggered a distress signal, which caused a nearby TmC ship immediately divert to the planet. Once there Zultzen, who was wary at the time due to having an important Aumpnuuk envoy aboard, accused the Nepharian of causing the crash and deliberately activating the distress signal to trap them. After the Nepharian insisted that they didn't cause it, Zultzen was escorted to the crash site, where he determined that the crash was not caused by Nepharian interference. The members of the ship that beamed down collected the bodies without incident, but the TmC remains wary of the Holy Nepharian due to their breaking and entering of a TmC ship and theft of an extremely valuable Warp Key. Due to the effects of Zulgrev's treason, contact with the Nepharian has been discontinued until a way, if any, is possible to restore the peace treaty with the Gronians. ==Warlords== === The IAE === '''Status: <span style="color: darkorange">Neutral</span>''' "''Can't say much about them at the moment. They do seem to have some highly advanced technology, however.''" - An anonymous Chromorum sniper. During the Battle of Norsus, TmC forces encountered, and subsequently engaged, IAE forces while covering retreating rach lines. During the conflict, several soldiers were captured; their release was subsequently negotiated after the Battle of Norsus without incident. The TmC have not had any further contact with the IAE since. === The [[Korvar Empire]] === '''Status: <span style="color: darkorange">Neutral</span>''' "''I feel better knowing we're not the only species out there that color codes its military. Makes me feel slightly less ridiculous walking around in bright orange armor.''" - An anonymous Dar clan soldier. "''Scuttlebutt says they're a bunch of fanatical violent savages. Violent, but disciplined. Let's see how they react to a little disorder.''" - A Zn fighter pilot assigned to the Korvar campaign. With the start of the Hammer Offensive by the Korvar Empire against the Empire of Diablos, the TmC have seen an opportunity to improve relations with the latter nation, and by extension, the Peacekeepers, by assisting the Diabloians through the covert destruction of Korvar supply lines. Given the nature of these raids, relations between the TmC and Korvar Empire are likely to decline quickly should the Korvar discover the TmC's actions. === The [[Margan Empire]] === '''Status: <span style="color: red">War</span>''' "''They have no respect for nature or those who are not as fortunate as them. I look forward to ridding the universe of such foul creatures.''" - A Zn Sergeant. "''They seem to have an instinctual hatred of all things not Margan. How did that come to be?''" - A Zn scientist when questioned on the behavior of the Margan. "''Trme to frght frre with frre.''" - Mulgesio. The TmC first made contact with the Margan when they went to the aid of a nearly spacefaring race whose world was being devastated by them. After a surprise attack temporarily disrupted their operations and caused a temporary retreat, the Zn rounded up the few surviving locals and left the planet. Due to their complete obliteration of a habitable planet's ecosystem and unnecessarily cruel treatment of other sapient races, the TmC greatly disliked the Margan and was prepared for an inevitable conflict with them. This conflict occurred in part during the Battle of Norsus, where a TmC force managed to intercept a margan force before they killed Emperor Gorach. After the Gronian Emperium successfully repelled a Red Rose invasion, Zn Spy intel predicts that it is only a matter of time before the Margan engage the TmC. === [[The Xeverra]] === '''Status: <span style="color: darkorange">Neutral</span>''' "''Those sea snakes are every bit as twisty as they look. They could just as easily be your ally as they could be your enemy on any given day.''" - A Zn Spy. The TmC have made contact with the Xeverra in the past, due to their tendencies to find Astatanian artifacts and bases as they aimlessly wander across systems. Over thousands of years, the two tentatively engaged in trade whenever a Xeverra fleet's erratic routes took them near or through TmC space. Recently, they agreed to sell the location of a habitable ocean world within a double star system to the Xeverra in order to fund their conflict with the Gronians. While the two empires have enjoyed a mutually beneficial relationship in the past, the Xeverra's current alignment with the Warlords has discouraged the TmC from further communication. [[Category:Legacy Lore]][[Category:Page]][[Category:Transmetallic Confederation]] qpp6okru5o7les0dlbqn8zy767boe5k Tzia 0 1607 18303 2022-05-03T20:35:30Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:Species]][[Category:Amaker]][[Category:Öhgyag Kurultai]][[Category:BrandingHold]]" 18303 wikitext text/x-wiki [[Category:Page]][[Category:Species]][[Category:Amaker]][[Category:Öhgyag Kurultai]][[Category:BrandingHold]] k8lky4aldnucdicu53kw0y49yrnbox4 Umbrian Empire 0 28 6414 2558 2017-10-09T01:40:10Z Amaker1450 26550035 6414 wikitext text/x-wiki '''Name of Race''':The Umbrian Empire(Also Known as the Umbran Empire) '''Strengths''':Extremley powerfull artilliery, Very powerfull heavy infantry. '''Weakness's''':Very weak air force, Low moral due to the Empires decline. '''Sporecast Link''': http://www.spore.com/sporepedia#qry=usr-Dinocrush|500220868221%3Assc-500780843963 '''Creator''': Dinocrush '''Philosophy''': The Umbrian Empire follows a very Militaristic Idelogy, in which Soldiers must follow every order there given, even if its un-lawfull, such as killing civillians, but at the same time captured enemy soldiers must be treated with respect. '''Faction''': Neutral. '''Homeworld''': Umbra '''Description''': The Umbrans are very Militaristic so they are quite powerfull, However the days of the mighty "Romulas" Empire is long gone, So there empire has been reduced to a fraction of its former power. Umbrans depending on there social class, are differnt colours, there naturally built for comabt, haveing "wicked" claws and scaled hide. '''History''':During the long forgotten days of myth , were beasts of Shadow and Flame roamed the land, and the umbrans lived in fear of shadow, in these dark days arised the first Umbrian Emperor, Romulas the 1rst, He united the divided tribes and fought a very long and bloody war against a race so ancient that only there names are rembered, the "Formorians", During the legendary battle of "Mhal'Brosakha" Romulas armies were being pushed back by the Formorians forces, desprate Romulas yelled out a challenge to the formorian king, Nhal'che the Forgotten One, In a epic battle the 2 leaders fought a battle of epic size, In terror both armies watch as there leaders fought to the death, Armed with the legandary "Claw of the Shadowed Demon" Romulas fougth with all his might, but it was not enough, The king starting to loose his strength Nhal'che , in a instant, Grabbed romulas by the back and snapped his back in one instant, while roaring a victory chant, he threw the crippled emperors body to the ground, In that instant all hope faded as the formorian army started to massacre the de-moralised umbran army, it said that romulas did something dark and evil that not many Umbran historians talk about it, In ancient myth its said that his weapon "The claw of the shadowed demon" was actually a vessel or "Prision" of a demon of the ancient times, Its said in his final momments romulas made a deal with the demon in exchange for the defeat of the formorian army, No one knows what truly happened in this momment but the formorian army was indeed defeated. Romulas the first body was never found. After this the "Umbran" Empire was formed, The Empire soon conquered the whole planet. a couple thousand years latter the Umbran Empire emerged into space, at the peak of its power it controlled a total of 90 Planets, However due to war, Civil unrest, and Econmic problems the empire started to decline, Currently the empire controls 12 systems and is rapidly declining. The empires current Emperor Is Emperor Titus IIII Romulas. '''Epic War involvement''': The Umbrian Empire has several trade routes with both the "Peace keepers" and "Warlords", however they dislike the Diabloians, And they refuse to take part in most conflicts, However they have fought beside the peace keepers a handfull of times. '''Culture''': Honour is a major thing in Umbran Culture, As such it would be far to consider the umbran as a "war" like nation. Soldiers in the "Legion" are required to follow ALL orders no matter how harsh they may seem, however officers are required to treat enemy soldiers with respect, that does not extend to civillians, Officers are aloud if they wish, to murder civillians, Failure to follow orders and desertion can be punished in a number of ways, the most extreme way is "Death of company", when the deserter of "traitors" company is also punished, every second man in the company is excuted by "Nhalsaks bane" which is being burned alive infront of the victims company. Females are treated as equals, mostly, however they can only become up to rank "centurion" in the legion. The leader of the empire is of course the "Emperor", The emperor has complete control of Economic, Social and millitary parts of the goverment. Then there is the senate, Compossed of 5 senators per planet, And finally there are Govenors and princes, Princes and govenors have the same power but to get to the rank is a differnt matter entirley, Princes are born into the royal family, the blood of romulas flows threw there vains, Governor is the highest rank in the legion. And finally the last "Politcal" rank is of course the general, There are as much a member of the goverment then a senator, there are currently 15 generals for every legion, and there are 3 High Generals for each 5 legion. '''Military''': The umbrian Legion is famous for its EXTREMLEY Powerfull artillery, its also famous for its powerfull Infantry, however its equally Infamous for its horrible Air force, Useing sub-par Aircrafts there air force is considered one of the worst in the galaxy, however due to it being primitive they can mass produce them. The umbran army is divided into "Legions', there are 15 legions, all having around 100 thousand soldiers or "Legionarys" in them. Each legion is commanded by a prince or General. The most common weapon is the deadly "Viper Gladuis" A poison tipped blade, they also wield deadly "energy claws", the most famous is the "Claw of the shadowed demon", which romulas the first used during his final battle. Its navy is decent but only decent. The blood line of romulas is known for bravery, as such, The emperor leads all major attacks against the enemys of the empire. Also numerous "Princes" of the empire have psionic abiltys, the stange thing is that only umbrians of the blood line of romulas posses these abilitys, however some princes have refused to use them declaring them "Un-honourable". The umbran Legion is a mere fraction of its former power. The Umbran space fleet is also decent, however it is decent, not good not bad, just decent. '''Leaders''': '''Emperor Titus Romulas III''': "Victory will come at a price men, we all must sacrifce a little piece of us, for Romulas!, for the Empire!!!": Considered by many to be one of the greatest warriors of the umbrian race, Titus is a a veteren of many battles and wars, Titus rarely has time to enjoy the legendary imperial palace and instead spends most of his time on the front lines leading his men into countless battles in a desperate attempt to save his dying empire. He is well-loved by the common folk and by the legions but the senate finds him very distastefull. [[Category:Page]][[Category:Inactive]] 709g9wajqekxakkh0ujgs0vclnt2mjn Union Chamber 0 1601 18407 18396 2022-06-02T22:32:08Z Amaker1450 26550035 /* High Chamber */ 18407 wikitext text/x-wiki == Executive Branch == === High Chamber === The High Chamber is the ruling council of the AFTU, holding absolute sway over both foreign and domestic matters. It is comprised of six seats: the grand marshal, the head of state and commander-in-chief; the kaiser, who is responsible for speaking on the chamber's behalf and directing public policy with the chamber's oversight; and the four high marshals, who each oversee one of the four branches of the military: *The [[Army (Telkevan Union)|'''Army''']], which conducts terrestrial and oceanic warfare. *The [[Aerospace Force (Telkevan Union)|'''Aerospace Force''']] *The [[Solar Navy (Telkevan Union)|'''Solar Navy''']], responsible for aerospace operations. *The [[Solar Legion (Telkevan Union)|'''Solar Legion''']], which supports both the Solar Navy and Army. *The [[Civil Defense Service (Telkevan Union)|'''Civil Defense Service''']] *The [[Cybersecurity Service (Telkevan Union)|'''Cybersecurity Service''']] *[[Central Intelligence (Telkevan Union)|'''Central Intelligence''']], the AFTU's combined intelligence and special operations forces. *The [[Joint Munitions Command (Telkevan Union)|'''Joint Munitions Command''']] The kaiser and the high marshals each possess one vote while the grand marshal holds two. All actions taken by the High Chamber are determined by a vote with the sole exception of military strategy, which is ultimately dictated by the grand marshal. Once the Chamber has come to a decision, it cannot be overturned by anyone save for the High Chamber itself. Members of the chamber can serve for life and may be removed from power only by the other councillors. The rules for succession depends upon the seat. The four high marshals are selected from among the marshals. The kaiser's seat can only be held by those of royal blood and is elected by the High Chamber from among the kaiser's children. If no direct heir is available, the High Chamber will instead select a relative. The grand marshal is selected from among the high marshals; the kaiser can cast their vote, but cannot hold the position. Though once located in the kaiser's palace on Alrukai, the High Chamber has, since the Bloodletting, been relocated to [[Valakar Station]], a mobile star base which acts as the headquarters of the AFTU. The current members of the High Chamber are as follows: * '''Grand Marshal''' - Tarsovis Visaria. * '''Kaiser''' - Zervath Nezekar V * '''High Marshal of the Army''' - Zurar Azakeia * '''High Marshal of the Aerospace Force''' - Almali'Sosolum * '''High Marshal of the Solar Navy''' - Ilivaris Kindasi * '''High Marshal of the Surface Fleets''' - Hjalsa Amalki * '''High Marshal of the Solar Legions''' - Nuoh Gersalv * '''High Marshal of Central Intelligence''' - Veto Korvack * '''High Marshal of the Cybersecurity Service''' - Ashitara Yoluni * '''High Marshal of the Civil Defense Service''' - Wultyr Seltenhausin * '''High Marshal of the Joint Munitions Command''' - Gorsk Heldre ==== Kaiser's Cabinet ==== Though the kaiser is no longer the head of state, they still maintain a cabinet of chairmen that lead various departments and which acts as an advisory board to the High Chamber. Chairmen are selected by the kaiser, but must be confirmed by the High Chamber. Aliens from the client states are allowed to serve these positions, though it remains an uncommon occurrence. The cabinet positions, and the chairmen who hold them, are as follows: {| class="wikitable" ! Department ! Abbrv. ! Chairman ! Description |- |Department of Foreign Affairs |DFA |Fikoro Vorch |The Department of Foreign affairs plays an important role in the empire's foreign policy. Its ambassadors are spread far and wide, establishing alliances and trade deals and mediating conflicts with the approval of the High Chamber. The DFA also protects and advises Telkevon traveling abroad and shapes the empire's image to outsiders. |- |Department of Exploration and Colonization |DEC |Tornu Kinasis |The Department of Exploration and Colonization works with the Solar Navy to chart unexplored space, establish colonies on suitable worlds, terraform uninhabitable planets, and claim any and all alien artifacts for study. Its current chairman, Tornu Kinasis, pushed for the empire to negotiate with the Sauran for their terraformation technology, a plan which earned him distinction among the councillors. |- |Department of Internal Affairs |DIA |Sugorak Tilar |The Department of Internal Affairs is the liaison between the central government and the empire's many client states. |- |Department of Infrastructure |DI |Xadorag Inorv |The Department of Infrastructure manages public infrastructure for both citizens and client states. As well as planning and funding projects, creating and enforcing building codes, and ensuring that cities are kept sanitary, the DI also works to ensure that both underground and topside settlements are as difficult as possible for an invader to capture. This has resulted in the close integration of military equipment, the utilitarian nature of most public buildings, and the maze-like layout designed to confuse and disorient inexperienced travelers. |- |Department of Finances |DF |Relonek Wasithi |The Department of Finances manages the empire's financial needs and collects taxes from colonies and the client states. Historically, it also minted currency, though with the abolition of physical currency this is no longer the case. |- |Department of Citizens & Workers |DCW |Gatorak Fisoro |The mission of the Department of Citizens & Workers is to protect citizens from harmful and predatory business practices. It accomplishes this through creating and enforcing workplace laws and regulations, setting wages and hours, compensating those who have suffered from malpractice, and other related duties. |- |Department of Veterans |DV |Hinlaev Zecha |Once a part of the DCW, the Department of Veterans specifically cares for physically and mentally wounded veterans and their families. |- |Department of Military Research & Development |DMRD |Torov Vaildag |The Department of Military Research & Development oversees the funding and development of new weapons and equipment for the AFTU with the aid of various contracted corporations. |- |Department of Civil Research & Development |DCRD |Sorvitsig Raelot |The Department of Civil Research & Development oversees the creating of new domestic technology that does not have an overt military purpose; for example, it worked with the Department of Internal Security to create the SSN. Nevertheless, there is still a large degree of overlap between it and the DMRD. Its chairman, Sorvitsig Raelot, is one of two aliens to serve on the Board of Advisors. |- |Department of Education & Information |DEI |Hinaru Vas |The Department of Education & Information manages the empire's education system, propaganda, and what information is and is not available to the general public. |- |Department of Husbandry |DH |Yimana Huthifi |The Department of Husbandry ensures that the citizens and soldiers are provided their dietary needs. Its chairman, Yimana Huthifi, is one of two aliens to serve on the Board of Advisors. |- |} ===Chamber of Lords === == Legislative Branch == === Lower House === The Lower Chamber, also known as the public chamber, is made up of elected officials from the empire's sectors. It is notable for being the only democratically elected body within the central government, a position which it uses to voice the concerns of the populace to the kaiser and their cabinet. By default, each sector has at least one representative regardless of population, but as the population grows, so too does the number of representatives. This in turn has led to many colonies banding together to form blocs to compete with inner-rim colonies. All representatives serve two eight-year terms. Client states are allowed representation within the Lower Chamber, though must first earn it. Client states must remain loyal to the empire by paying their dues and respecting the decisions of the federal government and must be a client state for a certain period of time before they are allowed to hold seats in the chamber. === Upper House === A creation of Grand Marshal Tagara, the Upper House is staffed by the marshals. Their duties as the Upper Chamber are to scrutinize legislation passed by the Lower Chamber and make amendments when necessary. If they approve the bill, it is then passed along to the kaiser and the High Chamber, though modified legislation must first return to the Lower Chamber for another vote. They also possess the authority to reject legislation altogether. The Upper Chamber is seldom in full session, as officials operating near the fringes are generally absent due to ongoing conflicts. Marshals can be dismissed from the chamber at will by the High Chamber; in most cases, those removed from the Upper Chamber are also stripped of their rank, though there have been numerous exemptions over the years, as some marshals either request removal from the chamber so as to focus on their work or are simply too efficient at their job to be removed for disturbing the chamber. Among those who serve in the chamber, service is viewed as a privilege that proves their full devotion to the empire. == Judiciary Branch == The Judiciary is the body responsible for interpreting and enforcing the laws of the federal government across the empire. It judges all disputes pertaining to the federal government, whether they be between persons, institutions, and planets, and has the authority to rule colonial laws unconstitutional. The judiciary is operated by the Grand Court, commonly known simply as the court, which is comprised of private and military officials appointed by the High Chamber. If the Court is unable to come to a decision, the matter will then be moved up to the High Chamber. == Territory & Jurisdiction == Telkevan territory can be broadly divided into colonies, systems, districts, sectors, and spheres. For the purposes of mapping and directions, 'north' is considered to be in the direction of the galactic core. ==== Colony ==== Colonies can broadly be divided into civilian and military colonies. Military colonies are administered directly by a commissioned officer. Military colonies can serve as production hubs, training grounds, fortresses, listening posts, research facilities, and mining posts. Such colonies are particularly common in the outermost reaches of Telkevan space, and may at a later date be converted into a civilian colony. Civilian colonies are administered by an official from the Department of Exploration and Colonization upon their founding, but after six years, will be replaced by an official elected by the populace. ==== System ==== A system is comprised of all colonies within a single solar system. If a system has only one colony, that colony's leader acts as the system ruler. When more than one colony is present, the colonial rulers form a council to manage the system's affairs. ==== District ==== Districts are made up of multiple systems. The capitol of a district is selected by the system administrators, and is generally an economic and/or cultural hub of the area. ==== Sector ==== A sector is a group of districts. Civilian sectors are administered by the sector's Lower Chamber representative while military forces fall under the command of the marshal; if the sector is a military sector, then the marshal holds overall control. ==== Client State ==== Client states are nations that have either joined with or were annexed by the Telkevon. Client states are relegated to their own sectors, with administration varying on a case-by-case basis. Aliens that willingly join the empire are allowed a degree of self-autonomy in the form of being able to create their own laws, maintain their own government, and receive representation in the Lower Council. Nations brought into the empire by force are controlled directly by the AFTU until they are determined to be capable of managing themselves. Client states that prove themselves loyal to the Telkevon can become eligible for certain privileges, such as more territory, the ability to hold positions of power within the federal government and military, and more. In exchange, client states are required to pay a monthly tax of resources, food, and able-bodied citizens who will serve in the armed forces as auxiliaries. They are also required to share all new technology with Central Command. Though some consider the creation of the Client States to have been in some way merciful or egalitarian, their existence is entirely utilitarian in purpose, with Central Command aiming to benefit from their resources and intellect. To this end, Central Command works to ensure a state's continued loyalty not only through incentives, but through aggressive cultural assimilation. Citizens from the oldest client states are seldom much different from the Telkevon who live among them, often going as far as to practice the Oltavaran faith. The general populace remains partly split in regards to the client states; though most accept their existence and have even befriended 'clienters' as they are sometimes known, others cling to their xenophobic ideals, and continue to view the creation of new states with intense skepticism. ==== Spheres ==== Spheres encompass the whole of Telkevon-controlled space and are comprised of hundreds or more sectors. Owing to the empire's constant expansion, the boundaries between each sphere is blurry at best, with each sphere frequently bleeding into one another. Spheres are not directly administered, but it is not unheard of for adjacent sectors to form their own informal 'sub-spheres' for economic and/or political reasons. The four current spheres are listed below: * '''Royal Sphere''': The Royal Sphere is the innermost region of Telkevan space. It is chiefly comprised of colonies established in the first decades of the empire's founding up to the Delusar War. At the heart is Alrukai, the capitol and home of the royal family. Colonies in the Royal Sphere are heavily populated and extensively urbanized, with some colonies nearly resembling a ecumenopolis. Residents of the sphere are predominantly wealthy and culturally refined, and are fiercely loyal to both the High Chamber and the teachings of Oltavar. Many among them have adopted a hint of humbleness, as they acknowledge that the region could not exist without the aid of the other spheres. Aliens are not allowed within the Royal Sphere unless granted access by the federal government. * '''Command Sphere''': The Command Sphere is officially a ring of military fortress worlds surrounding the Royal Sphere. This sphere acts as the final line of defense between Alrukai and invaders and is also a major production, training, and research hub. Though by far the largest territory under direct military control, the military also controls a number of sectors scattered across Telkevan space. These are often counted as part of the command sphere despite not being connected to one another. Civilians and aliens are not allowed within the Command Sphere unless they are passing through to reach a civilian colony or have been granted access by a commissioned officer. * '''Middle Sphere''': The Middle Sphere is the largest and most populous sphere and is constantly growing as new colonies are added to its domain. The colonies here are incredibly diverse, ranging from dedicated mining worlds to gas giant platforms to dense urban centers that act as trading hubs between colonies and foreign powers. The majority of the nation's food and resources are gathered from here, making the Middle Sphere extremely influential in the empire's politics despite not being as wealthy nor as powerful as the Royal or Command spheres. The client states also reside in this sphere. Fortress worlds dot the sphere and are tasked with protecting nearby colonies. * '''Outer Sphere''': The Outer Sphere is the outermost region of Telkevan territory. It can be divided into the inner and outer sectors. The inner sector is made up primarily of new civilian colonies. The outer sector is a part of the Command Sphere, and is likewise governed by the military and made up of conquered planets that have not yet been integrated into the empire. Given that some sectors of the Outer Sphere are rife with skirmishes and wars, the sphere tends to be populated by seasoned military veterans and gung-ho adrenaline seekers looking to make a name for themselves in the frontiers. [[Category:Page]][[Category:Amaker]][[Category:Telkevan Union]][[Category:Telkevan Organizations]] 12plex9rgf8w97x6u82qpbgz0zpmw90 Vechtramil Directorate 0 1565 17043 16991 2021-11-14T23:45:51Z RaptorChu 30471271 /* Peacekeeper Alliance */ 17043 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = Vechtramil Directorate |image = |caption = <small></small>'' |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label4 = Philosophy |data4 = Everything can be done from the Shadows (Placeholder |label6 = Faction: |data6 = [[:Category:Warlords | Neutral/Warlord (Undecided) ]]<br /> |label7 = Home Planet: |data7 = |label8 = Known for |data8 = Tactical Espionage and Intel Gathering Network (Evil Rach) |header11 = Governing Body |label12 = Central Government |data12 = Vechtramil Intelligence Directive Houses |label13 = Active Family Houses |data13 = TBA |label18 = Currency: |data18 = Serivith, Credits |header26 = Diplomacy |label27 = Allies: |data27 = |label29 = Enemies: |data29 = [[Dragoneteran Monarchy]] }} == Summery == == WL/Neutral Involvement == ==Information Dealing and Espionage Practices === == Biology == * Might Overhaul this and their physical appearance from their old look for fun, perhaps something to akin to spider like form we discussed == History == === Early History === The true origins of the Vechtramil are shrouded in mystery due to their secretive and discrete nature. It is known, however, the Vechtramil Crime families emerged in ancient Vechtramil societies and slowly accumulated enough power to influence politics and government, before officially coming into political power just prior to the space age. Fights and rivalries in illegal operations between families were common, and trust was hard to come by. While officially, the government did not endorse the criminal's operations, everyone knew they were in the pocket of the highest bidder. As interstellar prospects arose, the Vechtramil Crime Families met together for the first time, and declared a formal truce between the families for a time, while they ventured into the unknown. The most powerful family at the time, The Mufiansos, declared Thermot Mufianso, their Rialto, which loosely translates to "Boss of the Bosses". Building on their skills in espionage, the Vechtramil consolidated the families into an intelligence gathering movement, forming one of the largest espionage, racketeering and theft rings to date. It is well known that during this time the Vechtramil encountered the [[Rach|Rach Syndicate]] frequently, predominantly their Thief Cartels. The similarities between the two nations made it inevitable that they would become problems for each other. While officially both empires have not had conflict nor worked together, there have been instances "Off the Books" where they The Vechtramil have worked with and against the Rach Thief Cartels. Before their stagnation, their intelligence network encompassed several sectors. === Stagnation and Isolation === After establishing its Intelligence network, the Vechtramil Empire became the Vechtramil Directorate. They became known for their expertise in espionage, thievery, and stealth much like their Rach counterparts. It was often that other empires sought out the Directorate for information on another empire, or request a raid on a particular target. The Vechtramil served this purpose for several centuries, until the Rialto of the time declared that their borders and business were closed. The remaining families became content with this decision, and many of them became complacent, not seeking new business ventures or supporting the intelligence network. Most families were content with laying traps across Vechtramil borders to keep themselves protected and deter outsiders. As a result the infighting of ancient times became more common. Groups that opposed this decision were immediately wiped out without any regard. This decision caused both the empire and the intelligence network to shrink drastically, causing the once great Vechtramil Directorate to fade into relative obscurity. === Escalation and Resurgence === The outbreak of the Great War caused tensions among members of the Family Council, as the Rach Founded the Peacekeeper alliance to defend nations who could not protect themselves from others. While they had not conquered any empires in centuries, the Rialto and Family Council decided they needed act, and rally their once mighty empire to fight the likes the Peacekeepers. Basic Intelligence suggested that a nearby empire, The Dragoneteran Monarchy, had pledged alliance and economic support to the peacekeepers, while a newer interstellar empire, The Bulorian Empire, was nearby. Eager to reengage, a subterfuge team was dispatched to disrupt the Bulorian government and force a surrender. Without much defensive measures in place, the Bulorians were easy prey. Using a well placed trap, the Vechtramil baited a Dragoneteran captain into lading on the Bulorian settlement. While capturing the captain to learn more of the Monarchy was the plan, [[Captain Dralan]] was able to evade detection before being evacuated from the location. Expecting a retaliation, the Vechtramil established a perimeter around Buloris, the Bulorian capital. The Directorate misjudged how much the Monarchy had militarily, and were severely outgunned. The Directorate retreated and wrote the battle off as a loss. === Defeat at Aserai === Angered by their defeat at the hands of the Monarchy, the Vechtramil began plotting how to get back at them. Each member of the Family Council, including the current Rialto, had their own ideas to take down the Monarchy, After several days of deliberation, the family council could not come to a concrete decision on thier counterattack. However, intelligence reported that the Dragoneteran Monarch has suddenly passed away, and the Monarchy government was in some form of chaos. Without much of a plan, all members of the Family Council, including the Rialto, mounted their fleets and set out for the Monarchy. The Monarchy had done some espionage of their own, and accurately predicted the Directorate Fleets by withdrawing the bulk of its forces to thier homeworld Aserai, unlike they did when they faced the [[Dragoneteran-Tegotian_War#First_Battle_of_Aserai|Zaretians previously]]. Unfazed by the outer colonies little resistance, the Directorate continued to push into the Monarchy's foothold. As they approached Aserai, The Family Council members were picked off one by one by the Monarchy's Navy. With little plans going into the battle, they were easy targets. The remaining naval vessels fought until they no longer could. Knowing the Family Council had been dismantled, the Monarchy reconsolidated its forces to rebuild and support the Peacekeepers once again, thinking the rest of the Directorate would crumble and fall into chaos. === Descent to Chaos and the New Order === For several months the Vechtramil Directorate was in complete chaos, intense fighting broke out between the families, no one knew who to trust or lead them. Veterans of the Directorate who had not perished at Aserai stepped forth not to lead, but to advise a new generation of the Family Council, now renamed to the Intelligence Directorate. With ambitions to refocus their empire, the committee gathered prospective new council members, and began to advise them on their current situations, primarily refocus most espionage into the the economy, returning to similar behavior they had once conducted with the Rach Thief Cartels. With now two enemies on the sides of the Peacekeepers, the Vechtramil planned to declare allegiance to the Warlord Pact, but needed to bide its time while it went through these changes. === Modern Era === TBD == Epic War Involvement == === Years 1-3 === === Years 4-6 === === Years 7-9 === === Years 10-12 === === Years 13-15 === === Years 16-17 === == Culture and Society == === Espionage and Crime Families === * also their significance in society === The Old Stagnated Families === === The New Order Families (Post Aserai defeat) === === Societal Structured === === Syndicate Family tensions and relationships === == Technology == === Military Equipment === === Civilian Transport and Equipment === = Diplomacy = == Peacekeeper Alliance == [[ Doramis Monarchy ]] '''Status: <span style="color: red">War</span> ''' The events of the Battle of Aserai Caused the Vechtramil to be defeated, earning the Monarchy a permeant spot on their lengthy hit list. == Warlord Pact == == Neutral Powers == [[Category:Warlords]][[Category:Page]] ds3rcunyf29dquc36a4o02i4eysb58d Virisus 0 59 17121 8569 2021-11-17T03:31:42Z Amaker1450 26550035 17121 wikitext text/x-wiki After an event known as the End of Hope the Necraal that followed Horr'or after the races civil war re-appeared and took up a position in the Warlords, renaming themselves the Virisus. The Virisus have slaughtered and murdered there way thought history and to this day are one of the most feared beings in the galaxy (next to the Grox and Biomatter).{{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = |caption = |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Neutral |label3 = Homeplanet: |data3 = Ivn IV (Destroyed) |label4 = Known For: |data4 = High end archaic technology, Terror tactics, Sadistic, HAVING A GOD CHAINED INSIDE THEIR FUCKING FLAGSHIP?! |label5 = Weaknesses: |data5 = Dramatically reduced lifespan due to their genetic mutation, Extremely unpredictable, Prone to infighting among the higher tiers of command |label6 = Population: |data6 = Predicted to be in the millions, although most of these are located far beyond the galactic fringe or inside the Warp |header7 = Administration |label7 = Government: |data7 = Former Monarchy which has devolved into something more akin to a Dictatorship |header8 = Biology |label9 = Lifespan: |data9 = Roughly 1000 years |label10 = Average Height: |data10 = 8-9 feet although some can grow up to 15 foot tall. |header11 = Economy |label11 = Currency |data11 = Intergalactic Basic (Sporebucks)(Credits) |label12 = Economic System |data12 = N/A |label13 = Primary Export: |label13 = N/A |header14 = Warfare |label14 = Notable Conflicts: |data14 = The Fall of Ivn, The Norsus Conflict, Battle for Imogh II |label15 = Military Personnel: |data15 = Unknown although all Virisus encountered by other races so far have been Military or Cult affiliated |label16 = Positive Combat Situations: |data16 = Hit and Run Attacks, Terror Campaigns, Orbital Assaults |label17 = Negative Combat Situations: |data17 = Sieges, Ambushes |header18 = Diplomacy |label18 = Alliances: |Data18 = The IAE, Biomatter Hordes |label19 = Enemies: |data19 = Everyone else. }} ==VIRISUS HISTORY AND SHIT IS CURRENTLY UNDER A HEAVY FUCKING RETCON. DEAL WITH IT.== ==Relations with Other Empires== ===<span style="color: #6698FF;font-style:italic">Peacekeepers</span><br>=== ====[[Aeveria Confederation]]==== ''"They embody kinsmanship, compassion and teamwork and as such they embody everything we despise. Ill enjoy tearing the flesh and feathers from their broken bodies."'' Commandant Tsurenexert , after learning of a Aeveria colony in a nearby star system. ''"Its like a buffet. You get the white meat. You get dark meat. You get wings. You get legs. You get the works."'' Var the Stareater ''"Although their vessels are mighty, I'm yet to see an Aeverian captain that can stand strong in the face of pure terror..."'' Horr'or The Virisus have had little relations with the AC but from what they've seen of the Confederation, they are nothing but a colorful swarm of insects, hiding behind huge war machines. Horr'or has ordered that they be low on the list of priorities, their weak frail bodies proving little of a challenge to overcome. ====[[Diabloians]]==== ''"They destroyed my home, my empire. Its about time I return the favour."'' Horr'or ''"At last! The verminous Peacekeepers play their trump card!"'' Pestilence, at the battle of Imogh II ''"We claim to spread fear. We claim to spread misery. If that is true, then why are these horn headed fucks still charging?"'' Trooper, shortly before being killed at the battle of Imogh II The Virisus have a special place in their hearts reserved for the Diabloians. Every Virisus that was born a Necraal harbors a hatred so intense for the horn-heads, that Horr'or has made it his personal goal to tear apart Diablos itself. If the Virisus were to succeed in there plans of killing everything, surely the Diabloians would be the first to go. ====[[Kastalian Survivors]]==== ''"I dont find the prospect of an overweight bird exceptionally intimidating."'' Commandant Scy'the, on Norsus ''"They were pushed to the brink for us. All we have to do now is push them over the edge."'' Horr'or Although the Kastalians have had little interaction with the Virisus, they have always proved a thorn in the Virisus's side. One of the few creatures that can match the Virisus's strength and determination in battle, the Kastalians are high on Horr'ors kill list. Currently, Horr'or has a dozen ships devoted to hunting the fleets of the Kastalians, hoping to ambush most whenever they make planetfall and slowly whittle away at their numbers. ====[[Luminarians]]==== ''"Your kidding me right?"'' Scy'the, after seeing a Luminarian battlestation in action ''"When you fight them, its like wading in a sea of vermin. They throw themselves at you, only to be crushed. If it wasnt for they're giant robots, I'm sure they would of expired long ago."'' Horr'or ''"Since when does keeping the Peace involve a 50,000 foot mech?"'' Virisus Trooper, watching a battlestation from orbit. Horr'or joked about the size of Lumiarians since before he was even Virisus, however one thing remains true. That facing an army filled with mechanized suits of armor even scares the Virisus a bit. If it wasnt for the sheer size of the Luminarians arsenal, they would surely be very low on the universal food chain. ====[[Necraal]]==== ''"S'ai once said to me that he would serve me till the end of time. And where is he now? Believe me, if we ever cross paths again, I will show him a new level of pain."'' Horr'or ''"Brother! Catch!"'' Virisus Trooper, throwing a Plasma grenade at a Necraal Trooper. ''"ILL FLAY YOU ALIVE, TRAITOR!"'' Commandant Var, disabling a Titansuit. Enough said. ====[[Betel Recyclers]]==== ''"I would love to see them "recycle" the bodies after we're through with them."'' Scy'the The Virisus have so far had little to do with BR and as such they have no idea how to deal with them. Although their mere affiliation with the Peacekeepers is enough to have them killed, Horr'or has failed to mention them in his grand schemes. ====[[Delani Republic]]==== ''"Pity the fish-men got to them first. I would of loved to shred apart their empire."'' Horr'or Due to the Delani's close relationship with the Diabloians, Horr'or had always viewed them on par with the horn-heads, harbouring an equal hate for them. However with the Empires destruction at the hands of the Asanians, Horr'or has redirected all troops formerly engaged with the Delani against the Diabloians instead. ====Sauran Solidarity==== ''"Pacifists have no place in the Great War."'' Commandant Scy'the ''"Do they taste delicious? Probably fucking not."'' Commandant Var The Virisus have yet to really encounter the Soldarity, due to the fact that it mainly keeps to itself. ===<span style="color: #F62817;font-style:italic">Warlords</span><br>=== ====[[Asanian Syndicate]]==== ''"Hyperactive fish men? Whats so scary about that? Oh, the cannibalism. Yeah, thats a little weird."'' Sor'aman of the Bone Hand ''"You hyperactive fucking fish!"'' Karnsyl, having a friendly discussion with his squads CO. Due to the Asanians short lifespans and relative lack of direction in the overall scheme of things, Horr'or has little to no respect for the fish men. Firmly believeing that they will wipe themselves out eventually, Ho'rror sees them best left to their own devices. ====[[Biomatter Hordes]]==== ''"They are a blade to be wielded against our foes, nothing more"'' Horr'or ''"Some say we should thank the Biomatter for our very existence. That said, some say Wangles actually exist."'' Scy'the ''"Brothers in tentacles"'' Glad'mere the Consumed Although the Virisus retain their old alliance with the Biomatter, they arent nearly as close as they once were. Some say the hive mind has fallen silent others say they are simply waiting. Not even Legion can tell the Virisus that, for even he is unsure. ====[[Margan]]==== ''"Aww how cute. Angry vegetarians."'' Commandant Var ''"I must tip my hat to Archon Fervius. The guy sure knows how to put on a good show."'' Scy'the ''"There are very few things in the galaxy that we truly fear. Death being the primary one but others do come to mind. However there is something about that creature that terrifies even me. A corpse given life anew and devoted to goals that are almost as cruel and deranged as us? I believe Kalos is truly Death in material form."'' Sor'aman when asked about Archon Kalos After the reappearance of the Margan in the galaxy, Horr'or has deemed them as the biggest threat to the Virisus, if ever a thing truly exists. Combining a devastating military with a zealous belief that all other life in the galaxy should be wiped from existence, Horr'or has set plans in motion to slowly but surely wither their upper echelon of command. If he succeeds, he will surely tear apart one of the most destructive forces in the galaxy, perhaps saving it for a short time before the Virisus consume everything. ====[[The IAE]]==== ''"Although we maintain an uneasy alliance, we cant help but feel as though we are no longer on the same page."'' Horr'or ''"IAE worlds are some of the best defended. Unfortunately for us, they also hold some of the sweetest of prizes."'' Var when asked how he feel about the IAE affiliated Necraal ''"Oh so the hornheads burned one of their planets to the fucking ground also? Guess we weren't the only ones then."'' Karnsyl Although the Virisus maintained their old alliance with the IAE, their change of motive and ambitions in the galaxy has virtually put them at odds with one another. Virisus splinter fleets lead by over ambitious ship Captains will often try to raid IAE worlds, hoping to capture a Necraal or two to take back to the [FRAGMENT MISSING], Horr'or is constantly fighting a battle to keep to IAE on side with the Virisus. Whispers of them declaring all out war on one another have been muttered for years since the re-emergence of the Virisus. Whether there is any substance to these rumors is yet to be seen. ====[[Druidagore]]==== ''"Bahahahahahahahahaha!"'' Commandant Var ''"Who?"'' Commandant Scy'the The Virisus have neither encountered nor really care about the species known as the Druidagore. To the Virisus, they are a speed bump. A very small speed bump. ====[[Zaretians]]==== ''"Oh glorious Zartar! How we wish we could glance upon thy piss colored shores once more! We would drink and be merry, perhaps even fuck a whore! With our nuts in their mouths and a triumphant roar in our throats, oh glorious Zartar! Zartar, I'm coming home!"'' Commandant Var, singing the Zaretian galactic anthem ''"If the Zaretians hadnt of shown up when they did and save our sorry asses, we wouldnt be here, burning your home to the ground and raping your wives. So if you have anyone to blame, blame them."'' Virisus trooper while raiding a Rach colony ''"King Breys? He sounds like a dickhead to me."'' Karnsyl while watching a news broadcast about the Zaretians Of all the races in the galaxy, the Virisus get along with the Zaretians probably the best. Whether its their massive slave trade or their willingness to defile the corpses of their fallen foes, the Virusus just get them better then most do. Horr'or has even said that he might not kill them at all and just keep them around for the "lolz". ====[[Repzork Empire]]==== ''"They strike me as rather aggressive, especially for someone who is merely trying to do whats best for their own kind. Do they have an hidden motive? Perhaps."'' Horr'or ''"Athesists? Thats only because they haven't seen a God pull itself from the warp and tear an entire platoon of Diabloians to shreds in a matter of seconds."'' Commandant Scy'the ''"Perhaps their is a use for them..."'' The Revenant Conquest, after watching footage of tan attack on Gronian planet Horr'or has considered sending an emissary to the Repzork and offering them an alliance. If that fails, the remnants would likely be assimilated after the destruction of their empire, their ferocity in battle hard to come by. ===<span style="color: #FBB117;font-style:italic">Neutrals</span><br>=== ====[[Holy Nepharian Empire]]==== ''"Tau. God of fairies and other gay shit." ''Var, before being corrected that Tau wasnt actually a god but the actual universe itself and the energies that make it up. Needless to say, the interviewer was executed immediately after the statement. ''"Legion wants me to let you know, THERE IS NO TAU!"'' Virisus Phantoms last words before being hung by a Nephiarian squad As with any other race that worships anything other than Legion, the Vrisus harbor a very special dislike for the Nepharians. Believing that unless your gods can be seen and felt in the real world like Legion can, then they arent gods at all. However, the Nepahrians overwhelming military and inclination towards and loose affiliation with the Peacekeepers has so far kept the Virisus at bay. ====[[The Gronian Imperium]]==== ''"More like GROANians."'' Commandant Var ''"We actually do have one thing in common with them, its just that they say "Client Kingdom" and we say "slave"."'' Bor'ok ''"Two words. Douche bag."'' Karnsyl when asked about his squad mate Aria The Virisus hate everything. And yet they seem to dislike the Gronians even more then usual. Who knows why really. Its probably because Zongs a dickhead. (<3) [[Category:Inactive]][[Category:Page]] h9u4f0x5hbfohjboucwdv6q66k19pk7 Void 0 1110 17193 14077 2021-11-17T17:31:52Z Amaker1450 26550035 17193 wikitext text/x-wiki [[The Void]] is an alternate dimension with extragalactic origins, and serves as a method of interstellar travel for many races in the Great War. Most notably, The [[Rach]] being the first to access the Void and properly use it. They have also travelled into the Void to escape the destruction of their home planet, [[Norsus]], only to be pursued by their long time enemy, [[Margan Empire| The Margan]] where both would remain for ten years. Within the Void reside an unknown race of energy-based entities who bear many names across the galaxy. While only several races have access to the Void, it also serves as a unifying element between these races that each one experiences differently. With each experience of the Void, a new name if often given to the location. Some of these alternate names include: *The Warp ([[Rach]]) *Hyperspace([[Remusian Republic]]) *Pocket Dimension ([[Zaretian Monarchy]]) *Roan Warp([[Karahotdoum Empire]] ) *Realm of Night ([[Repzork Empire]]) === Usage of The Void === The most common use of the Void is interstellar travel by using a [[Space_Travel#Warp_Drive|warp drive]] or similar device to access the Void temporarily and then exiting back into real space at the desired exit. Void space functions very similar to real space, but moving in void space does not mimic travelling through real space. Travelling through Void space will result in quicker travel time to the desired location. Devices such as the [[Science_Directive#Hyperlane_Portal_Drive|Hyperlane Portal Drive]] tap into a natural occurring network of hyperlanes in void space that serve as secure corridors between star systems, free from the inhabitants of the Void. However, there have been instances of conflict within these lanes, most often opponents encounter each other inside the hyperlane. Ships that do not immediately crash into each other often engage in combat with each other. As a result of this, Hyperlanes occasionally can become naval graveyards, which also serve as their own set of hazards. After their return from the Void, the Rach returned with technology they had acquired in traditional Rach fashion. When not trying to outrun the pursuing Margan, The Rach stole technology from the Entities within the Void. Naval and terrestrial units now bolster unmatched stealth capabilities thanks to the development of the technology acquired from them. The most notable example being the [[Rach#Rach_Warpdiver|Warpdiver Infantry]], which is capable of making short "blinks" across the battlefield by temporarily entering Void space for several seconds and then emerging back into real space. Other tech like the [[Rach#Rach_Hellbat_X23| Hellbat X23]], are not fully understood by the Rach in the slightest. Nonetheless they still are capable of replicating it and utilizing it in the field. === Inhabitants Of The Void === The Void is home to an unknown race of energy-based entities that often harass those who spend extended amounts of time in void space. They have been referred to by names such as : * The Denizens Of The Void ( [[Remusian Republic]]) *The "X" ([[The Rach]]) *Energy Specters ([[Karahotdoum Empire]]) *Night Walkers ([[Repzork Empire]]) With the exception of the Rach, the aforementioned empires who have had contact with these entities have not had pleasant interactions. In many cases the entities attack or harass those who freely enter the Void and do not exit quickly. Whether or not these entities have any desire to come into real space is unknown, but most agree they’d rather not find out. Other notable interactions with these entities can be linked to The Remusian Republic and [[Science_Directive#Project_Intervention | Project Intervention]] [[Category:Legacy Lore]][[Category:Page]] b0yfi93tm3a3dd9joukkktweqllsfsd Voltara's ESG Lore Manifesto 0 1576 18191 17528 2022-03-11T23:19:49Z Amaker1450 26550035 /* Aircraft/Starships */ 18191 wikitext text/x-wiki The purpose of this document is to record, propose, & establish the fundamental aspects of ESG lore for the sake of internal consistency and facilitating interactions/plots between members. It is written for the perspective of someone who is familiar with the science fiction genre, but who is otherwise completely unfamiliar with the ESG universe; as such, the document will try to cover every conceivable angle. Consider this a 'beta' version of the manifesto. Once it has been thoroughly examined and given the green light, it can be prepared for public usage if-so desired. Author's Note: A few of the ideas listed in this document are utilized in my own personal project, Darkfire. I have no qualms whatsoever with the ideas being shared. This statement is to avoid any potential confusion/issues. == Meta Information == Epics of a Shattered Galaxy ('''ESG''') is a collaborative science-fiction project centered around a shared universe in which users utilize worldbuilding, stories, roleplaying, and other creative mediums to create and chronicle the universe's narratives & lore. As a setting, ESG sits somewhere roughly in the middle of the spectrum of hard & soft science fiction; ESG does not strive to conform to real-world realism, but does make the effort to detail how technology works whenever possible/applicable, even if all of the terminology is fictitious. The primary focus of the setting is set on the societies and species that inhabit the Galaxy. While technology whose functionality may as well be magic is permissible (see [[Voltara's ESG Lore Manifesto#Technology|Technology]] for more information), literal magic and/or psychic powers are not a part of ESG; everything within the setting is strictly scientific, even if said science is not understood. As a group project, collaboration between members is strongly encouraged: * While users are free to independently create lore for their own race(s), they are encouraged to share their work and to brainstorm ideas with their peers; nevertheless, a race(s)' owner has the final say in what is canon unless the idea in question is breaking established guidelines. * Proposals that affect the setting as a whole must be decided as a group. * Users are expected to collaborate when developing plots/interactions between races. There are, however, a few key points to note: * Creators retain ownership of their race and all associated ideas, but once a race is accepted into official ESG canon, that race becomes a permanent part of the lore. If a user leaves, the user is free to continue using their ideas/races elsewhere, but their work within ESG itself will remain and can be used by other members. These are refereed to as 'orphaned' races. * Orphaned races may be given a new writer to oversee their development or may be made 'public access', in which ESG users collectively own the race in question. It should be noted that the following lore maxims are more akin to a set of guidelines rather than rigid, set-in-stone rules; their purpose is to provide users with the tools necessary to create a consistent and engaging story; as such, these guidelines can be played with on a case-by-case basis based on the demands of the story. If something is out of line it will need to be changed, but users are otherwise free to do whatever with the tools (maxims) provided. == Premise == Epics of a Shattered Galaxy revolves around the conflict known as the Great War, an ideological/military contest between two alien coalitions: the Peacekeeper Alliance and the Warlord Pact. Amid these two giants exists a plethora of neutral states and third-party organizations whose goals range from retaining their own autonomy in an increasingly-polarized galaxy to profiting from the chaos. === Factions === ==== Peacekeeper Alliance ==== ''"Protect and Police, to defend those who cannot defend themselves from tyrants and conquerors"'' Established amid the rise of tyranny and imperialism across the Kentaurs Sector, the [[Peacekeeper Alliance]] is an intergovernmental organization founded on the belief that all species and nations have the right to exist and join the greater galactic community. Initially an ad-hoc coalition, the Peacekeeper Alliance has evolved into a full-fledged interstellar power in its own right, featuring its own government, military, and laws. Though founded with good intentions, the Peacekeeper Alliance has come under increasing scrutiny over the years due to its mounting influence and the disposition and actions of some of its members, with critics accusing the Alliance of corruption, hypocrisy, and imperialism. Additionally, the long, bloody years of the Great War have seen a rift form within the Alliance itself between those loyal to Peacekeeper ideology and those who believe that the Peacekeeper's enemies must be defeated no matter the means. The outcome of this debate may well determine the Alliance's fate. ==== Warlord Pact ==== ''"Freedom and Sovereignty, to safeguard the ideals of our culture."'' The Warlord Pact is a diverse coalition of states and organization united by their mutual opposition towards the Peacekeeper Alliance. The Pact's core principle is that every species has the right to live as they see fit, even if it is at the expense of others; ultimately, only those who can prove their worth have the right to rule the stars. The Pact welcomes all who oppose the Peacekeeper Alliance, whether they be jingoist conquerors defending their holdings or nomadic merchants fearful of Alliance regulations. The Pact's tenets are simultaneously their greatest strength and their most crippling weakness. The Warlord's willingness to accept almost any aspiring member have brought a number of major military powers into the Pact, many of which have no qualms employing whatever means they deem necessary to achieve victory; if united towards a singular goal, the Warlords would almost certainly have both the resources and the manpower to achieve anything they desire. However, because the Pact is united solely by its desire to defeat the Peacekeepers, members tend to pursue their own agendas and often distrust one another; rather than a single, unified force, the Pact is comprised of a network of cliques, some of which are prone to arguing or even infighting if there is no figurehead to lead them. ==== Neutral Powers ==== The neutral powers are not a unified faction, but instead encompasses the major powers that have, for one reason or another, not officially joined a side in the Great War, though they may still offer support to their preferred faction. Some Peacekeepers and Warlords alike have denounced neutral powers throughout the war, Alliance members viewing neutral states as enabling Warlord atrocities while some Pact states regard them as indecisive cowards. Whatever the case, the neutral states value their own goals above the politics of the era and carve their own path through this tumultuous time. ==== Tertiary Powers ==== Tertiary describes states and organizations which do not play a direct role in the war, but are nevertheless caught in the crossfire. Tertiary powers can range from opportunistic mercenaries and pirates to fledgling states that lack the manpower and resources to seriously affect the war. == The Dumpster Fire we call a Galaxy == === Cosmology === The universe of ESG can be divided into three 'realms': * Realspace is the universe/galaxy itself * Subspace is a nebulous, uninhabited 'realm between realms' frequently used to facilitate faster-than-light travel (see [[Voltara's ESG Lore Manifesto#Technology|Technology]] for more information). * Abyssal Space is an alternate dimension home to its own entities and physical laws wholly alien to those of realspace. With most races only learning of its existence over the course of the Great War, Abyssal Space is poorly understood by much of the galactic community and is the subject of numerous research projects. === Astrography === ''Excerpt Taken from [[Astrography]], all credit goes to Corv.'' '''Astrography''' refers to the mapping of space and the topology of celestial objects that make up the universe. The universe can be observed as having a hierarchical structure. When regarding a galaxy as the highest level component of assembly, the constituent parts can be categorized in sets: • '''Galaxies''': Gravitationally bound systems of stars and interstellar matter such as dust and gas. :• '''Arms''': :While some galaxies are morphologically irregular, spiral galaxies like the Galaxy can be divided into arms; the structures which extend from the galactic core that are made up of billions of stars. ::• '''Sectors''': ::Groups of star clusters. At present, there are two primary sectors: the [[Kentaurs Sector]] and the [[Tomastahl Sector]]. The boundaries of sectors are artificially defined because they are contingent on the near-insurmountable barriers which exist in [[Space_Travel|travelling between them]], not because of any astronomical distinction. The immense distances between sectors means that traversal between them is limited to the most resource-intensive, largest and most technologically advanced starships and as a result they are largely culturally and ecologically isolated from one another. :::• '''Clusters''': :::A cluster is a group of systems. Contemporary space travel technology enables imperial navies to move between and patrol multiple systems and therefore many clusters are officially affiliated with specific races. Other clusters are officially neutral while others are the site of conflicts. :::''For a list of clusters in the Local Sector, see [[Kentaurs_Sector#Astrography|Kentaurs Sector Astrography]].'' :::''For a list of clusters in the Tomastahl Sector, see [[Tomastahl_Sector#Astrography|Tomastahl Sector Astrography.]]'' ::::• '''Systems''': ::::A [[:Category:Systems|system]] composes of a gravitationally-bound area of space caused by one or more stars and typically also refers to the astronomical bodies in the star or stars’ orbit. :::::• '''Astronomical Bodies''': :::::An astronomical body is any contiguous entity which exists in the orbit of a star. Some astronomical bodies are naturally occurring, such as [[:Category:Planets|planets]], moons, asteroids and comets. Other astronomical bodies can be defined as artificial, such as [[:Category:Satellites and Space Stations|satellites]] and derelicts. ====The Galaxy==== One of tens of millions of galaxies, the Galaxy is a barred-spiral galaxy with a visible diameter of approximately 176,000 lightyears. It contains hundreds of billions of stars and countless planets arranged into spiral-shaped concentrations known as ‘arms’. At the centre of the Galaxy lies the galactic core, a supermassive black hole around which the rest of the galaxy orbits. Conventionally, the name ‘the Galaxy’ is capitalised to indicate it is a proper noun and refers to this one in particular. =====Local Arm===== The Local Arm is the spiral arm of the Galaxy which contains the Kentaurs Sector and the Tomastahl Sector. The arm is 3,500 light-years wide and approximately 10,000 light-years long. Known Space encompasses only a fraction of the Local Arm with the territories outside the two sectors being largely inaccessible and unexplored by the denizens of Known Space. Travel outside of the Local Arm has not been developed by any race, leaving the rest of the Galaxy shrouded in mystery. What life exists beyond Known Space is indeterminable with the limitations of technology. ======Kentarus Sector====== A sector in the Local Arm which is native to most of the [[Local_Sector#List_of_Known_Sapient_Species|races]] involved in the Great War. ''See: [[Kentarus Sector]].'' ======Tomastahl Sector====== The nearest neighbouring sector to the Local Sector, into which the Great War has expanded. ''See: [[Tomastahl Sector]].'' === Neutral/Unclaimed/Unexplored Space === * Neutral space can denote territory owned by a neutral power or an area that is considered 'neutral ground' by both Peacekeeper and Pact forces for one reason or another. For example, systems rife with Xenochytrid may be temporarily declared a neutral zone as troops work to eradicate the infestation. * Unclaimed territory is any area that has not been claimed by any (known) party, regardless of whether or not it has been explored. Some unclaimed regions are inhabited by civilizations that have yet to attain space travel technology. While official Peacekeeper policy regards such areas as claimed, others dispute this due to the fact that such civilizations are secluded to their homeworld. * Unexplored space is any region that has not been thoroughly explored and mapped out by the major factions. The vast majority of the galaxy remains unexplored. === A Note on Maps/Cartography === Users are free to create maps for planets, systems, star clusters, and even their own empires if-so desired; however, ESG does not have a map representing the entire setting and has no plans to draft such a map. There are a few reasons for this decision: * The main issue is one of logistics. Any map will need to be constantly updated and would need space to add new races. Additionally, depending on where empires are placed, it may make interactions between them and certain other races appear difficult/impossible, placing what we feel are unnecessary limits on writers & players. * The map would need the consent of every member not just on empire placement, but also on relative size/distance from one another (see [[Voltara's ESG Lore Manifesto#Scale|Scale]] for in-depth information regarding the scale of the setting). * The map would be limited to a 2-dimensional plane whereas space is 3-dimensional; while this is ultimately a minor point, it only adds further difficulty to the above points. * Ultimately, avoiding a map of the setting allows for more story opportunities/makes it easier to integrate new users and races. If users wish to make their own maps, as mentioned at the intro, they are free to do so. Users can also collaborate to make shared maps, but a map of the Kentaurs sector as a whole will not be added to the canon anytime soon. == Scale; Why Numbers are (Mostly) Heresy == A common saying within ESG is that numbers are heresy, which is derived from the fact that when it comes to details surrounding the scale of the setting, such as the number of planets/troops a race possesses, exact numbers are avoided. Much like how galactic maps are avoided, keeping the numbers vague gives users more freedom when writing stories; instead of having to rely on any mathematical guidelines, they can instead use whatever is necessary for the story being told. This also serves an in-universe purpose: the Galaxy is really, ''really'' big, and any attempt to apply exact numbers to it will appear either silly, ridiculous, or downright overpowered. To illustrate the scale of the Galaxy and the complexity of the issue, consider the following: * The entirety of ESG at this moment takes place within roughly 1/2 of 1 arm of the Galaxy. ** Using the Milky Way Galaxy as a reference, this area of space could contain over 25 billion stars on its own. *** If each star has at least one planet, then there are, at a bare minimum, just as many planets as there are stars, of which an indeterminate number are potentially habitable (or can be terraformed into a habitable state). **** Virtually every astronomical body will likely contain at least one valuable resource such as water, metals, or gasses. Considering these factors, it is therefore theoretically possible for nations to achieve a post-scarcity state (barring extreme circumstances) which could sustain a genuinely incomprehensible number of inhabitants and produce an equal number of products (keep this in mind for the 'Warfare' section of this document). Attempting to calculate all of this to exact numbers is little more than a futile exercise. That being said, ESG does have a few loose guidelines/suggestions in regards to numbers & scaling: * As a rule of thumb: the bigger the scope, the less important the numbers. If a story follows a particular squad, then it helps to know how many soldiers are in said squad. If the story is instead following a general and his armies, then there is no real need to make an exhaustive list detailing the army's personnel & equipment. The death of one individual soldier in an army generally has little impact on the narrative compared to the death of a squadmate. === Empire Scale/Population === * It is within reason to establish the number of planets/systems/clusters a particular part of an empire may hold; likewise, the population of individual planets/systems can also be tallied if desired/relevant to the story. Problems emerge whenever attempts are made to calculate the total colonies/population of the state. * It is worth considering that an empire's total number of colonies is '''not''' an indicator of that empire's strength. If an empire controls 100 colonies, but 80 of them are relatively recent and not yet thoroughly developed, then only 20 of that empire's colonies can seriously support the war effort; this is still a huge number, but would be dwarfed by 100 industrialized colonies. In fact, those 80 colonies may prove to be a detriment if the empire lacks the troops to reliably protect them all. ** By extension, a relatively small but thoroughly-developed empire can be just as if not more dangerous than their bigger neighbors. === Military Scale/Numbers === * Much like an empire's total population, avoid listing the total number of enlisted personnel in your empire's military. ** Likewise, there is no need to list the total number of troops/vehicles/ships in any particular army/formation. In this particular instance, context is key: *** It is fine to list the total number and types of troops/vehicles/ships present in a military's infantry/vehicle/starship formations, but listing how many such formation are sent to a particular engagement/theater can cause issues. Refer to the guiding principle: the smaller the engagement, the more relevant the numbers. Context is key. * When it comes to measuring the size of individual units, such as buildings, vehicles, and starships, there are no official guidelines besides some discretion. Empires can and do have multi-kilometer starships and walkers hundreds of meters in height, but such units are not the mainstay of any military. The bigger it is, the rarer it is. The bottom line of scaling is to simply not worry too much about it; work with yours peers and employ whatever fits the given narrative. ESG is not a competition to have the biggest empires and armies and the group strives to avoid being bogged down in math. == Build-an-Empire Workshop == When joining ESG, new users are required to submit a race sheet summarizing their race(s)' ideology, homeworld, culture, history, military, and administration (if applicable). Races/states collectively serve as player characters, each driven by their own beliefs and motivations and controlled directly by their creator or foster(s). Designing a race is therefore the single most important part of ESG as it will fundamentally affect everything from story arcs to character-building. Users can have as many races as they wish, though it is recommended that users thoroughly develop their race(s); two well-developed races will always have more personality & opportunities than four skeletons. === Sheet Template === ''All credit for the current template goes to Lang'' All race sheets must use the following template and fill out every applicable spot. Users do not need to write an essay for each part, but the sheet must be detailed; skeletons will not be accepted. *'''Creator Name:''' You of course, or what you'd like to be referred to as. <br/> *'''Race Name:''' The name of the race you're applying with, both as a species and as a group. (Applying with Humans, as the Terran Republic)<br/> *'''One-Sentence Description:''' A single line that describes the general aspects of the race, the 'elevator pitch' of sorts. (The Terran Republic is an aggressive military focused segment of Humans from the far reaches of the galaxy that use primitive technology.)<br/> *'''Faction:''' Which faction the race is part of or is most strongly involved with, or potentially neither. (The Terran Republic is Neutral-aligned, seeking independence from the Warlord terror and the oppressive Peacekeepers)<br/> *'''Homeworld:''' The race's homeworld and a bit of information regarding it. (The Terran Republic is from Terra, a verdant world of rolling oceans and landmasses stained in areas with the fires of conflict. It is the economic and cultural hub of the race.)<br/> *'''Descriptions:''' Physical descriptions and general personalities of the race alongside any unique features.<br/> *'''Recent History:''' Some samples of events that happened to your race prior to or involving the Great War<br/> *'''Great War Initiation:''' What is the key point or interaction where the race becomes primarily invested in the conflict? As note, the race can and usually does exist 'in canon' before this period or action, but this is the key point where they are considered 'involved' in the conflict on a large scale.<br/> *'''Culture, Government, and Ethics:''' Two-three paragraphs detailing some of the information about the culture, the lifestyle, the government, and the ethics of the race. General information about them, and thoughts about how their society works and thrives in the universe. What do they do? What do they excel or falter at? Are they well known or eager to trade with others, etc.<br/> *'''Military:''' What is your races military like and/or how does it function, does it excel in a certain aspect or have issues in specific encounters? Does your race have specific military doctrines it follows or tactics it likes to use in engagements?<br/> *'''Questions:''' Questions for us, questions you have about your race, questions about anything. Inquire here, and we'll work to figure it out.<br/> ==== Advice/Considerations/Rules ==== Significant leeway is given to users in how they design their race(s). There is one single guiding principle, which boils down to ''"If a race is extremely good in Y, then they should have a proportional disadvantage in X in order to maintain balance."'' Continuing the player character analogy, these drawbacks would serve as their weaknesses and/or character flaws. Examples will be provided where appropriate. ===== Biology ===== ESG promotes a wide variety of ideas; for example, here are some of the basic ideas that a race can be based on: * Animal analogues (Mammalian, reptilian, amphibious, avian, insecta, aquatic, etc). ** This does include uncommon/unorthodox lifeforms such as jellyfish, slime molds, worms, bacteria, etc). * Inspired by mythology, barring any magical/supernatural properties (chimeric, draconic, centaur, etc). * Cybernetic (in this context by necessity) or fully mechanical. * Uplifted and/or engineered by a previous civilization. * A hivemind intelligence. There is no set standard as to how a race's anatomy/evolution must function, though it does need to make some amount of sense depending on the circumstances. One can make a species of sapient ants that breathe nitrogen and live in the tundra, but it'll probably seem odd if they're not covered in fur or some other insulating material. Below are a few examples of existing ESG races and their 'character flaws': * Hailing from the high-gravity world of Diablos, the Diabs are a race of tall, mammalian humanoids famous for their immense strength. However, they require regular exercise to maintain their strength in low-gravity environments and require a large amount of calories, limiting their numbers. * The Rach are fast, agile reptilians. Natural-born thieves, the Rach are experts in camouflage and infiltration. However, their somewhat frail bodies put them at a distinct disadvantage in direct confrontations. * The Arkevon are saurian-like beings with impressive strength and even more remarkable endurance, often capable of going several days without the need for food. Their sizeable 'wings', which are primarily used to vent heat from their blood, are especially susceptible to frostbite. ===== Ideology/Culture/Government ===== There is little to say besides these three statements: * A player's race does not need to have an organized government body. They can be nomadic fleets, a loose confederation, or whatever the player desires. * A race's beliefs & culture can be anything; shoot for the stars, the only guiding principle is internal consistency. Races can theoretically be crafted to do or believe anything so long as there is a reason for it. It does not have to be a reason that is wholly rational to outsiders, only one that makes sense to its practitioners. * Out of all of a race's aspects, their economic system is very rarely of any importance; unless it is pertinent to the story/the race's identity, economies can be left vague without issue. ===== Military ===== Most any military doctrine/structure can be made to work in some way or another unless it is severely anachronistic, such as using formations of clustered (organic) infantry against entrenched enemies. As such, there is significant leeway in how a race's armed forces is created. A race's military does not need to exclusively be good in one aspect of warfare and bad in another; it remains an option, but users can also create specific elements within a military that each have their own distinct specialties/roles. To demonstrate: * The Terran Armed Forces specializes in attrition warfare & sieges, but this leaves them vulnerable against fast, mobile opponents & guerilla tactics. Is just as valid as: * The 7th Terran Legion specializes in urban combat & boarding operations, but is ill-equipped for open field battles, a situation better suited for the 3rd Legion. Below are a few examples of existing ESG armies: * The Diablos Marine Corps is the terrestrial fighting force of the Empire of Diablos. The corps excel in shock tactics and 'blitzkgieg' warfare, often relying on their powerful infantry and small but potent arsenal of vehicles. Unfortunately, their disposition and relatively small numbers leaves them ill-prepared for defensive operations and wars of attrition. * The Rach military prior to the First Battle of Norsus relied almost exclusively on the Rach's mastery of speed & stealth to consistently outmaneuver their foes and wear them down through hit-and-run tactics. However, their minimal protection combined with a lack of any real experience with warfare left them woefully unprepared for the combined Margan & Zaretian invasion. * 537th 'Fate's Reckoning' armada of the Telkevan Armed Forces specializes in siege & armored warfare, employing a vast number of vehicles and artillery pieces to trap and pummel its foes into submission. Though excellent against static targets, the 537th's tactics falter against those who can slip past their curtains of artillery-fire. == Technology, one Step Removed from Literal Sorcery == The technology of ESG is vast and diverse. The following is a ''generalized'' list summarizing the technology of ESG and its functionality. It must be noted that this list is not exhaustive; race-specific variations are abundant and often encouraged unless otherwise stated. === Space Travel === Realspace, subspace, and abyssal space can each be utilized for faster-than-light travel, each having its own set of advantages and disadvantages: * '''Jump drives''' are realspace FTL drives which 'bend' space between the vessel and its destination; once ready, the ship is then flung towards its destination in a manner similar to that of a slingshot. Jump drives are limited by their long charging & cooldown period, which can trap users if they jump into an unfavorable situation. Additionally, jump drives can only go in a straight line and have no means of concealment. * '''Subspace drives''' facilitate subspace FTL travel and are the default method of travel for most races. Subspace is comprised of an ever-changing network of 'currents' influenced by gravitational bodies and abyssal anomalies. To travel with the current is the fasted method of subspace travel, but is not the only way; ships can fly against or even outside of the currents, though this will increase travel time. Subspace travel is faster and more precise than jump drives, but requires more energy to utilize and significantly more computing power to navigate. * '''Deepdrives''', known also as '''trenchdrives''', are a relatively new development for most of the races of ESG. Deepdrives enter abyssal space to facilitate FTL travel. While undeniably the fastest and stealthiest form of FTL travel, as most do not fully understand how to counter & detect it, it is by far the most dangerous form of travel. Abyssal space itself is poorly understood and boasts hazards such as gravitational anomalies, time dilation, and potentially hostile 'energy beings' which often attack those unfortunate enough to encounter them. Deepdrives also require even more energy and processing power than subspace drives, severely limiting the vessels capable of equipping them. ==== Space Travel Infrastructure ==== Specialized installations can be used to either streamline or hamper FTL travel: * '''Jump gates''' are mobile space stations used to 'fling' vessels towards their destination with the vessels having to use their own engines. Jump gates are one-way; if used in place of jump drives, vessel will be entirely incapable of independent faster-than-light travel. Efforts to create similar gates for subspace engines are often frustrated by Subspace's constant state of flux. * '''Anchors''' operate as lighthouses for subspace engines; they monitor the local currents and relay this information to nearby ships, reducing the processing power required for jumps and thus accelerating travel. Some states are experimenting with abyssal anchors for deepdrives. * '''Null-fields''' produce artificial gravity wells which can render subspace travel in the field's vicinity difficult if not outright impossible. === Communication === Instant cross-system communication is achieved via a complex network of relay stations and space-bound messenger stations. Relay stations, installations typically found on colonies and starships, serve as a focal point for local communication networks and transmit data to the messengers, which guide data towards its intended destination. If a relay station is put out of action, the resulting blackout can cut off entire colonies from the rest of the state. If messengers are destroyed, data will be delayed, lost audio & visual quality, and in the worst-case scenarios, result in a blackout along the messenger's route. === Weapons === The world of ESG features a plethora of devices used for various forms of slaughter. The following is a list quickly summarizing each existing weapon category and some of their potential pros & cons. ==== Kinetic Weapons ==== Kinetic weapons utilize solid projectiles such as bullets, spikes, or missiles. *'''Ballistic weapons''' use chemical propellants to launch shells towards their targets. **Pro: Generally rugged, easy to maintain, & cheap to build in vast quantities. **Pro: Jack-of-all-trades: Can be employed in virtually any environment and utilize an endless variety of shells. **Con: Master of none: often outclassed by specialized alternatives. *'''Needle weapons''' use razor-sharp flechettes instead of shells. **Pro: Extremely effective against soft targets; victims frequently die of rapid blood loss. **Pro: Can be laced with poisonous substances, bacteria, or small explosives. **Con: Ineffective against armor plating unless fitted with explosives. *'''Magnetic weapons''' employ magnetism to launch hypersonic projectiles. Magnetic weapons are divided into '''railguns''' and '''coilguns''': *'''Railguns''' utilize two magnetized rails to launch projectiles. **Pro: Remarkable accuracy, can hit targets several kilometers away. **Pro: Effective against armored targets & fortifications. **Con: Relatively slow rate of fire due to the cool-down period between each shot. **Con: Requires maintenance of rails, generator, & vents to remain operational. * '''Coilguns''' employ built-in magnetized coils to launch projectiles. **Pro: Faster rate of fire than a railgun. **Pro: Superior armor-penetration to standard ballistic weapons. ***Con: Inferior armor-penetration compared to railguns. **Con: More mechanically complex than railguns. ==== Energy Weapons ==== Energy weapons use directed energy to inflict damage. Energy weapons tend to be more specialized then their projectile counterparts, but are superior in their given niche than most alternatives. Some weapons allow the user to alternate between different firing modes and modify how much power is devoted to each shot; a higher charge inflicts more damage and has superior range, but generates more heat and uses up more power. However, energy weapons are more mechanically complex, necessitating sometimes rigorous maintenance, and are generally more expensive. Energy weapons can be divided into four sub-categories based on the projectile they produce: *'''Bolt:''' Bolts are individual projectiles analogous to shells. *'''Beam:''' Beams focus energy to a single point, making them effective long-range weapons. *'''Stream:''' Streams operate similarly to flamethrowers. *'''Wave:''' Waves are powerful bursts of energy expelled from the weapon in an arcing pattern analogous to a shotgun. While devastating at close-range, waves rapidly lose effectiveness as distance increases. The following is a list of energy weapons: *'''Laser weapons''' use amplified light energy which causes instantaneous, explosive vaporization of matter upon contact. **Pro: Most accurate weapon in the known galaxy due to its Pin-point accuracy and light-speed velocity. **Pro: Effective against armor, soft targets, & fast-moving objects such as missiles. **Con: Thermal blooming limits range, especially in environments thick with smoke & other debris. **Con: Relies exclusively on thermal energy, making them almost entirely worthless against thermal energy shields; conversely, lasers are a strong counter to kinetic shields. *'''Plasma weapons''' convert gas into superheated plasma encased in an electromagnetic 'shell' that holds the projectile together as it flies towards its target. **Pro: Devastating against armor and flesh. **Pro: Liquid-like splash produced upon impact can inflict damage to targets in the immediate vicinity. **Pro: Electromagnetic shell can disrupt shielding & electronics. **Con: Requires both ammunition (gas) and a power source. **Con: Relatively low velocity; negligible at short range, very noticeable at long range. **Con: Electromagnetic shell dissipates as projectile travels and requires exponentially more power to maintain as range increases. *'''Particle weapons''' propel one or more charged projectiles at near-light speed. **Pro: Jack-of-all-trades: Often regarded as a good general-purpose energy weapon. Particles lack the raw power of plasma, but have superior range; likewise, they lack the velocity of lasers, but they are more effective against shields. **Con: Requires both ammunition & power. *'''Electricity weapons''' use ionic chargers to lock onto targets and guide electricity towards them. **Pro: Effective against all types of shielding due to raw energy output. **Pro: Can arc between multiple targets. ***Con: Can arc between multiple allies. **Pro: Can damage electronic components. **Con: Ineffective against armor; electricity will often arc harmlessly across the hull and away from the target if it is grounded. **Con: Rapidly consumes power, necessitating frequent battery swaps/recharge periods. *'''Electromagnetic pulses (EMPs)''' are used to disrupt electronic devices. They come in two varieties: explosives, which emit a pulse over a wide area; and bolts, which propel a concentrated burst of EMP energy. **Pro: Temporarily disrupts all wireless, communications, shields, and electronic devices caught in the blast. **Pro: Totally unprotected electronics, though rare, can be rendered permanently inoperable. **Con: Causes no physical damage to either armor or organics. *'''Sonic weapons''' utilize focused sound waves. Sufficient decibels can cause permanent hearing loss, eye damage, and a lethal air embolism in the victim's lungs. **Pro: Minimal heat generation, long battery life. **Pro: Bypasses energy shields. **Pro: Can be employed as non-lethal crowd control weapon. **Con: Limited effectiveness due to sensory damper technology & fully-encased armors. **Con: Inefficient for killing compared to other weapons. *'''Antimatter''' is contained within cores used as explosive devices. Upon impact, the core shatters, releasing the antimatter which instantly detonates upon contact with normal matter. **Pro: Antimatter is one of the most powerful explosives available; a relatively small amount of antimatter particles can produce a detonation exponentially more powerful than any of its competitors. Targets are often atomized. **Con: Extremely expensive. **Con: Sufficiently-charged shields can resist antimatter explosives. **Con: Lack of a genuine fail-safe; if the core is sufficiently damaged, the weapon will preemptively explode. ==== CCRIB Weapons ==== '''Chemical, Cryogenic, Radiological, Incendiary, & Biological''' weapons ('''CCRIB'''), often pronounced as 'krib' is an umbrella term encompassing weapons that are neither kinetic projectiles nor thermal energy. * '''Cryogenic weapons''' use compounds that cause flash-freezing, which can cause frostbite, hypothermia, and when aimed at the head, suffocating due to closing off the victim's air supply. Cryogenics can also be used to disrupt machinery and metal embrittlement * '''Chemical weapons''' employ a wide variety of chemical compounds to achieve various effects. These can range from poison gas to corrosive acid which melts flesh and armor. Certain compounds can burn through air-filtration devices and can be used in shells and needles. * '''Radiation weapons''' gradually or rapidly impart lethal doses of radiation to targets. Radiation is most-often employed to eliminate organic targets without collateral damage, though certain types of radiation can cause irradiation strengthening and embrittlement. * '''Incendiary weapons''' are distinct from energy weapons in that they use flammable chemical compounds such as napalm. Incendiary weapons can be used to clear fortifications, defoliate an area, damage equipment, as as an anti-infantry weapon, often cooking victims within their armor if not outright incinerating them. Sufficiently hot munitions can burn through some metal plating. * '''Biological weapons''' employ bacteria and viruses to spread disease. They are most often employed prior to an invasion or during a prolonged siege to gradually weaken the defenders, though they can also be used in shells and needles. ==== Melee Weapons ==== Despite seeming anachronistic, it was, ironically, advancements in technology that allowed melee weapons to return to the battlefield. Though the age of swords & shields is well and truly over, modern melee weapons can be a potent tool on the battlefield. * '''Utility blades''' are standard metal blades with no enhancements. Such blades are used more for utility and ceremony rather than for combat, though they can be laced with [[poisons]] and [[germs]]. * '''High-frequency blades''' increase their sharpness by having the blade vibrate at a high frequency. They are relatively subtle, producing only a quiet humming when activated. High-frequency blades require a battery to operate. * '''Plasma blades''' come in two varieties. The first variety is an otherwise standard bladed weapon which produces a plasma blade. The more advanced variant uses an electromagnetic field to produce a blade of pure plasma. Regardless of whichever one is used, plasma blades are devastating against flesh and armor alike, though they are less effective against [[energy shields]]. * '''Revolving blades''' utilize either saw blades of chain-blades. Standard revolving blades readily cut through flesh, inflicting often lethal wounds, and are modestly effective against energy shields, but they are almost wholly incapable of reliably piercing armor plating. Their armor-piercing capabilities can be increased by having the blades vibrate or by encasing the blade in an energized field. * '''Electroshock blades''' electrocute their targets upon contact. This function is primarily used to drain a target's shields; to increase their actual lethality, most electroshock weapons feature high-frequency blades. * '''Standard bludgeons''' employ raw blunt-force trauma and do not feature any enhancements. Their effectiveness depends heavily on the user's physical strength. * '''High-frequency bludgeons''' feature flanges, knobs, spikes, or hooks which vibrate at a high frequency for increased armor penetration. * '''Electroshock bludgeons''' deliver an electrical shock to their targets. The electricity is primarily used to quickly overload a target's [[shield]]. * '''Gravity bludgeons''' produce a kinetic shock wave upon contact with a target, substantially amplifying the force of the strike. Such weapons can potentially fling their target across a room and shatter their entire body in a single blow. * '''Jet bludgeons''' use small jet engines to magnify the force of the strike. ==== Esoteric Weapons ==== Esoteric weapons are weapons whose functionality is not fully understood by the wider galactic community, if at all. Esoteric weapons can be remarkably powerful, but are oftentimes quite rare and exuberantly expensive to reverse-engineer & duplicate (if it is possible at all). * '''Hard light weapons''' utilize a form of solidified light that is believed to be produced by the weapon somehow cheating quantum mechanics to force light to function exclusively as a particle, a process that, at least in some cases, reduces the projectile's velocity to below light speed. Boasting high thermal and kinetic energy, hard light is effective against virtually all targets. * '''Carbon Incinerators''' are short-to-medium ranged beam weapons which utilize an unknown type of energy that vaporizes carbon molecules whilst leaving all other materials unharmed. The beam's ability to bypass energy shields make incinerators a potent anti-infantry weapon. * '''Abyssal weapons''' are weapons taken from abyssal space. ==== Electronic Warfare ==== Electronic Warfare, of which EMP is but one aspect, is the use of the electromagnetic spectrum to disrupt the enemy and support allies. This includes the use of jammers to disrupt enemy communications, targeting software, and remotely-operated drones. It is often the case that both sides will employ their own electronic warfare suites which wage their own 'war' of supremacy, one which can potentially determine the outcome of a battle. It is worth noting that unless total supremacy is achieved, these devices do not outright disable an enemy, they just make things more difficult for them by reducing the effectiveness of their equipment. === Protection === Defensive properties encompass three aspects: * '''Armor''', which improves the ability to take a hit, but limits mobility. * '''Mobility''', or the ability to avoid being hit at the cost of reduced armor. * '''Camouflage''', to avoid being attacked in the first place, generally at the cost of armor and working in tandem with mobility. Defensive technology can be broadly divided into two categories: *'''Passive defenses''' offer static protection at all times. *'''Active defenses''' activate upon detection of a threat. Armor plating can be broadly divided into four categories, which can be layered together: * '''Kinetic plating''' is armor designed specifically to protect against kinetic impacts. * '''Thermal plating''' disperses heat energy to minimize the impact of energy weapons and incendiary compounds. * '''CCRIB plating''' provides enhanced protection against chemical, radiological, and biological agents. * '''Hybrid plating''' combines the aspects of thermal and kinetic plating without having to use layers of specialized plating. This reduces weight, but is generally less effective than its dedicated counterparts. ==== Body Armor ==== ''Taken from [[Body Armor]]'' Military body armor can be broadly divided into four categories: *'''Plate armor''' refers to any armor which lacks a central power source. *'''Powered armor''' is armor with an internal power supply that provides energy to the armor's electrical components. *'''Exoskeleton armor''' is powered armor that encases the user in an exoskeleton which enhances their strength, reflexes, and/or speed. *'''Battlesuits''' are large suits of exoskeletal armor which are sometimes regarded as one-man tanks. Armor can also be divided into the following sub-categories based on their intended role: * '''Battle Armor''' generally refers to a race's baseline, standard issue armor. * '''Infiltration Armor''' is built for concealment and mobility. * '''Mobility Armor''' is light armor built primarily around speed and ability. * '''EVA Armor''' is designed for the vacuum of apace. * '''Breaching Armor''' is an up-armored suit usually designed for close-quarters engagements. * '''CCRIB Armor''' provides enhanced protection against chemical & biological threats. * '''Utility Armor''' is an umbrella term for armors designed primarily to support allies rather than offering protection in a confrontation. * '''Flight Armor''' is designed for jump-jets and/or extended flight. * '''Aquatic Armor''' is designed for use in aquatic environments. * '''Medical Armor''' features built-in components for treating wounded personnel, and when necessary, cutting through and removing the patient's armor. ===== Components ===== Components are devices which add new features to armor. They are divided into internal and auxiliary components. Internal components are a standard feature of the armor, whereas auxiliary components are optional parts that can be added on, generally via ports connecting the component to the suit's internal power supply. The following is a list of some relatively common armor components: *The '''Power Supply''' is the cornerstone of powered & exoskeletal armor, being the source of the suits' electrical power. * '''Life-Support/Thermal Regulation Systems''' ensures that the user can survive & operate in a variety of otherwise inhospitable environments. *The '''Medical Interface''' is responsible for treating minor injuries until the soldier can receive direct medical attention. Most interfaces inject pain-relieving drugs into the bloodstream and slows or stops bleeding by filling the wound with a substance such as a medicinal foam. *'''Shield Generators''' produce a force-field around the user. The shield's strength depends on the generator itself and how much power is dedicated to it. *The '''Power Lock''' locks the armor in place when struck by a shock-wave or other extremely strong kinetic forces, preventing the user from moving and reducing physical trauma. *'''Geiger Counters''' detect nearby radioactive particles. * '''Stealth Generators''' provide temporary invisibility to the user. * '''Adrenal Boosters''' pump adrenaline or combat-enhancing bloods into the user's bloodstream. * The '''Artificial-Intelligence Module (AIM)''': is used to upload A.I constructs directly into the armor. * The '''Visual Relay''' is used in lieu of a visor in some helmets. Information is transmitted to the user via a network of tiny cameras built into the helmet. * The '''Heads-Up Display (HUD)''' can display real-time information to the user, record their activities, switch between one of more vision forms, and/or sync with the user's weapon, assisting their aim and informing them how much ammo they have left. * '''Sensory Receivers/Dampers''' automatically reduce harsh noises/lights to prevent sensory damage. They can also be used to pick up otherwise imperceptible sounds. * The '''Vox Box''' projects the user's voice, allowing them to be heard over a greater distance whenever they are wearing a fully-enclosed helmet. *The '''rebreather''' filters the air. *The '''Communicator''' The Communicator is the suit's radio communications device. *'''Pressure locks''' maintain an airtight seal on the armor, preventing foreign items from getting inside. * '''Enhanced Power Supplies''' are larger, more powerful power supply units suited for prolonged deployments. They can be used to supply allies with power in emergency situations. * '''Bubble Shield Generators''' produce a large shield around the user, protecting them and anyone inside while allowing its occupants to fire out of it. * '''Acoustic Locator''' Acoustic locators are a relatively common form of stealth detection which use echolocation to visualize otherwise invisible enemies. * '''Jump Jets''' comprised of one or more rocket jets mounted on the armor's back. * '''Gravity Jets''' are similar to jump jets except that they utilize anti-gravity to move. They are not quite as fast, but are substantially easier to control. * '''Mechanical Limbs''' assist the user in performing various tasks such as treating injuries and repairing machinery. Limbs may also have weapons mounted on them. Mechanical limbs are controlled either remotely, by an A.I, or by a user's thought. * '''Weapon''' attachments can vary from blades, assault rifles, shotguns, and even small missile launchers. They are typically built into the wrist, shoulders, or back. * '''Claw Gauntlets''' are equipped with razor-sharp blades. * '''Wrist Shield''' are solid metal or energy-based shields mounted on the user's arm. They can come in many shapes, sizes, and materials. * '''Drone Dock''' store and charge one or more robotic drones. * '''Floodlights''' common on suits of plate armor that lack night vision equipment. *'''Magnetic Boots''' magnetic boots allow the wearer to attach to any magnetic surface. ==== Energy Shields ==== ''Taken from [[Energy Shield]]'' Energy shields are produced by devices known as shield generators, which draw from a local power source to produce charged particles which envelop the user or a designated area. The particles can be produced either by the generator itself and/or by nodes which are connected to the generator. The shield absorbs incoming attacks, preventing harm to the user, but each strike strains the generator until it shuts down to recharge, dissipating the shield until the generator finishes charging. In shields which require a significant amount of power, such as those found on most starships, repeatedly overloading the shield can cause permanent damage to the shield generator and to adjacent electrical systems due to the amount of energy the generator requires while recharging. To prevent damage, most generators are set to automatically shut themselves off before they overload, though they can also be manually deactivated if necessary. This is seldom an issue for most infantry as their shields are not designed to protect them from sustained gunfire, but to instead protect them from surprise attacks and give them time to find cover. Shields can be broadly divided into two categories depending on what they are calibrated to defend against: * '''Thermal shields''' dissipate thermal energy. They are effective against most forms of energy weapons, fire, cryogenic chemicals, and plasma-based melee weapons. * '''Kinetic shields''' absorb and dissipate kinetic energy. They are effective against all forms of projectile weaponry and most types of melee weapons. It should be noted that kinetic shields still offer limited protection against thermal energy and vice versa, though to a much lesser extent than their counterpart. As mentioned in the weapons section, certain weapons can bypass shields due to their lack of kinetic & thermal energy. In their passive state, most energy shields are invisible, though some models can be set to produce a visible force-field of a variety of colors. When struck, shields produce a visible flare at the impact site. A keen attacker can use this to their advantage against shielded opponents utilizing active camouflage. There are six main categories of shielding: * '''Shell shields''' produce a particle field which envelops the user like a second skin, protecting them but not anything they are carrying over their armor, such as weapons or extra bags of equipment. * '''Segmented shield''' consists of a generator attached to a network of nodes. Each node produces its own force field independent from the rest, ensuring that even if one node fails, the rest of the network will continue to function, though damage to the generator will still shut down the entire network. Segmented shields require considerably more energy than shells, and are thus more common on vehicles, particularly walkers. * '''Bubble shields''' spread out to form a canopy which can protect multiple people from all directions. Large bubble shields are commonly used to defend against air strikes, artillery, and orbital bombardment. * '''Handheld shields''' are used by infantry and produce a visible force-field analogous to a traditional metal shield. Handheld shields can come in an endless variety of shapes and sizes. * '''Directional shields''', like segmented shields, require a node network. The network produces a single field which, upon being struck, redirects power towards the direction of the attack. This significantly strengthens the shield in that area, but conversely weakens it elsewhere, leaving the user vulnerable to flanking maneuvers and attacks from multiple directions. In general, directional shields benefit both a strongly-fortified position and a highly-mobile and coordinated attacking force so long as they can control an enemy's ability to maneuver. * '''Deflector shields''' redirect energy away from itself, effectively causing the projectile or weapon to bounce off. Deflector shields can be used against most forms of weaponry, though they are especially reliable against projectile weapons. They are predominantly used a defense against artillery and aerial attacks. However, deflector shields require far more power than any other form of shielding; additionally, there is no reliable way to control where a reflected projectile will land, sometimes making them a danger to their own users. ==== Camouflage ==== Alongside conventional methods, a variety of stealth technology is utilized across the galaxy: * '''Active Camouflage''' renders the user invisible, though some models generate shimmering around sharp edges. * '''Chromatic materials''', such as chromatic armored plates and reactive ghillie suits, can modify their appearance and temperature to match the surrounding environment. * '''Absorption plating''' absorbs sound, radar, and/or other energy waves to prevent detection. It is not uncommon for chromatic materials and absorption plating to be used in tandem. *'''Heat Sinks''' are used in stealth vehicles to temporarily trap heat, preventing it from being released and detected by thermal sensors. *'''Holograms''' are three-dimensional images sometimes capable of limited movement. *'''Hard light Holograms''' are essentially solid holograms capable of interacting with their environment. Their exact functionality has proven even more esoteric than that of hard light weaponry. === Vehicles === Vehicles, much like the races that build them, are quite freeform. There is no set standard; they can be whatever the writer wants them to be. Giant walker the size of a skyscraper? Go crazy. A metal box that looks like it crawled out of a trench? Come aboard. A vehicle that can transform between two or more forms? Par for the course. The only consideration, once more, is the system of give-and-take; if the vehicle is exceptionally good at one set of tasks, then it probably should not be particularly great elsewhere. ==== Terrestrial Vehicles ==== Terrestrial vehicles can be roughly divided into categories based on their method of locomotion. The following is a list detailing these methods and potential advantages/disadvantages; please note that this is '''not''' a set of rules. They are here solely to encourage thought. *'''Wheels''' **Pro: Cheap to build. **Pro: Easy to maintain & replace even in battlefield conditions. **Pro: Very fast. **Pro: Very quiet. ***Con: Can produce tracks. **Con: Ill-suited for exceptionally rough terrain. **Con: Noticeably limited weight capacity; will require larger and/or more numerous tires as weight increases. **Con: Cannot traverse deep water. **Con: Damage to wheels can hinder or halt locomotion. *'''Treads''' **Pro: All-terrain **Pro: Cheap & easy to build & maintain, albeit less so than wheels. **Pro: Depending on design, can survive losing tracks by instead using wheels (See 'BT Tank' for a real-world example) ***Con: If the vehicle is too heavy or the wheels are also damaged, this is moot. **Pro: Superior weight capacity to wheels. **Con: Cannot traverse deep water. **Con: Can damage infrastructure (roads, etc). **Con: Generally loud & leaves traceable tracks. *'''Anti-gravity engines''' **Pro: Fast & agile; turns on a dime. **Pro: All-terrain. **Pro: Floats over obstacles & deep water. **Pro: Relatively quiet & leaves no tracks. **Con: Mechanically complex and more expensive than tracks. **Con: Damage can 'brick' vehicle, immobilizing it. **Con: Weapons & armor heavily influenced by strength of engine; too much armor will completely immobilize the vehicle, whereas too much recoil may cause the entire vehicle to lurch back each time it fires. *'''Legs''' **Pro: Agile, works well in urban environments. **Pro: Can provide unmatched mobility if paired with arms and/or jump jets. **Pro: All-terrain. **Pro: Depending on design, can be paired with aforementioned locomotion methods via transformation. **Pro: Can provide a high vantage point. ***Con: Which also increases its profile, making it a bigger target. **Pro: Can be surprisingly quiet. ***Con: Can still leave footprints. **Con: Cost & complexity on par with anti-gravity engines. **Con: Damage to legs can potentially destroy entire vehicle. ==== Aircraft/Starships==== Aircraft, airships, & starships are divided into five grades depending on their flight capabilities: * '''Grade 1/Atmos''' craft can fly within a planet's atmosphere. * '''Grade 2/Orbital''' craft can operate in the void of space but lack faster-than-light capabilities. * '''Grade 3/Planet''' craft feature low-grade faster-than-light engines allowing for quick travel between planets. * '''Grade 4/Solar''' craft feature medium-grade faster-than-light drives for travel between star systems. * '''Grade 5/Stellar''' craft feature high-grade faster-than-light engines for travel at traversing vast distances. Starships can be made to operate without issue in-atmosphere with anti-gravity technology. ===== Starship Classifications ===== There is no set standard in starship designs. That being said, the following is a list of common classifications, in rough order of smallest to largest, as a starting point: * Corvettes * Frigates * Destroyers * Cruisers * Battleships & Battlecruisers * Carriers * Dreadnoughts ==== Sea Vessels ==== Ocean-faring warships are still a fairly common sight in ESG, but their role has largely been superseded by starships, which perform the same tasks and more, on a larger scale. When designing an ocean fleet, it may be worth considering the following: * What is their role in the modern era? * If at all, how are (large) ships moved across planets, and why? * Have submarines and other undersea vessels become the mainstay? * Do these ships have a defense against aerial/orbital attacks? === Unique Technology === Unique technology is anything that was pioneered by a particular group; it does not necessarily mean that they are the only ones who possess it, but they are the masters of its use and may be the only ones who understand how it works. ==== Marganite Weapons ==== Marganite is a crystalline substance introduced by the Margan, who use it both as an energy source and as a weapon. The extremely toxic crystals can be sharpened into a variety of blades, crushed into a poisonous airborne powder, used in bombs to rapidly and violently generate new crystal patches, and used in shells and flechettes, making them remarkably versatile. At the same time, the risk posed by crystal infestations and the subsequent environmental damage limits their use by the wider galactic community, with the Peackeepers outright prohibiting the use of Marganite. === Miscellaneous Technology that didn't Warrant its own Section === * '''Cybernetics/Genetic Modification/Robotics/Anti-gravity/Artificial Intelligence''': All confirmed within document. No set limits/guidelines. *'''Cloning''': Accepted. *'''Terraformation''': Accepted. Not instantaneous, of course. Requires time, commitment, & infrastructure. *'''Megastructures''': Accepted In short, writers can probably find some way to fit it into the setting. == So you want to Start a War == Warfare is a cornerstone of ESG; without it, there would be no Great War, and therefore no setting. Like most other things mentioned in this document, how a race conduct's war is at their own discretion; use the tools provided, and they can be as dumb or as intelligent as the writer(s) want them to be. What follows is suggestions/ideas to flesh out a conflict and the operations therein. === Strategic Considerations; or why Running Headlong into the Enemy is Generally a Bad Idea === Modern technology has allowed the prudent defender to create fortifications and emplacements that would put Constantinople to shame. A single, thoroughly-fortified star system can contain rows upon rows of defenses including FTL infrastructure, orbital guns, shields, mines, garrisons, fortresses & bunkers, production facilities to pump out enough guns to last a lifetime, and more, alongside the fact that the planet may well receive waves of reinforcements from the mainland. Some of these implements double in number with each colony in the system. Thus, to capture even one developed star system is an endeavor that can drag on for months. Therefore, unless the invader is willing and prepared to face otherwise insurmountable losses, it is prudent for the invader to attain every conceivable advantage they can before the invasion officially begins, all while ensuring that they can supply their troops throughout the campaign. ==== Why you can't just Bombard the Planet into Oblivion, and when you ''can'' just Bombard the Planet into Oblivion ==== It is implied above, but a thorough explanation will be provided here. On a meta level, ESG generally avoids the trope of battles being almost if not entirely decided by space combat, with ground positions simply being bombarded into oblivion without the need for ground troops. The reasons are twofold: it fundamentally goes against ESG's established give-and-take system, which considers counters & countermeasures, and it is simply not seen as an entertaining way of going about the scenario. That isn't to say it ''can't'' happen, just that it is is not commonplace by any stretch. Shields, orbital-guns, electronic warfare, underground facilities, the risk of civilian casualties, the potential for severe environmental damage, and the simple need to actually garrison the planet and more can all serve as methods to counterbalance orbital artillery. At a bare minimum, troops will be needed to eliminate ground-based gun facilities so that ships can get close enough to bombard the target. In short, warfare in ESG is more than simply running in, bombing the enemy, and going home, unless that is literally what a race is built around. Logistics, infrastructure, & planning are just as crucial as the actual fighting. [[Category:Page]][[Category:BrandingHold]][[Category:Voltara]][[Category:Proposals]] bxt1g273280xq7m95iky2oodo8ds6sz WBI 0 48 15090 15053 2021-02-04T06:31:10Z Amaker1450 26550035 /* Military */ 15090 wikitext text/x-wiki '''Name of Race''': WBI (War Bot Industries) '''Sporecast Link''': http://www.spore.com/sporepedia#qry=ssc-500334775333 '''Creator''': Scott08 '''Philosophy''': WBI is an organization set up for the defense of the Minomit's the creators of the organization and any other race in need of help. The Minomit's want to stop what happened to them from happening to any other race '''Faction''': Peacekeeper, (with a small warlord faction) '''Homeworld''': Oruin '''Description''': http://static.spore.com/static/image/500/624/124/500624124764_lrg.png Growing to the average size of 2.5 foot the Minomit's are a small and weak race, They make up for this through their massive brains that allowed for the creation of the robot army made by WBI. ==History== The Minomit's being a small and weak race the Minomit's were easy prey for the Zaretian Empire. The Minomit's were enslaved and were made to drill their own recourses of Oruin and create weapons and buildings for thier new masters. The Minomit's lived this way of life for so many years that they forgot of their existence before hand becoming nothing more than slaves with nothing of their own they soon lost all ties to their past not knowing who they were or anything other than work. Eventually one young Minomit turned against her masters she used the mining robots and whatever she could find to fight back against them, this was how WBI was created soon all the Minomits were putting together robots from the scraps to fight back. The war raged on but soon the enemies left seeing no point in occupying a resistant planet to find somewhere easier to mine. The Minomit finally had their freedom but the years of drilling and fighting had left Oruin as a desolate world there were drilling sites everywhere bomb holes that created valleys. The Atmosphere was barley breathable, and so the Minomit left their homeworld in search of somewhere else. Spreading WBI across numerous planets creating a blockade around Oruin so that they could start repairs on their world, (currently the atmosphere is breathable and there are a few places where eco spaces have been set up). The Minomits have also had attacks from within, there was a small group of Minomit's who wanted to use thier new found power to seek revenge and then conquer whatever else they desired. These Minomits where banished, however since they have tried various times to claim the rest of the Minomits but have so far failed. These Minomit's have created a rogue faction known as the Kelmir (kelmir is an ancient Minomit name forgotten by all others) they are currently probably hiding themselves amongst the Minomit's just waiting for a chance to take over. ==Epic War involvement== ==Culture== The Minomit's spend 22 years at home which is only a small part of their 3000+ lifespan. In this stage of their life the Minomit's are too small and frail to be able to do anything much, In this time the parents will spend all their time with the youngling. After this the Minomit will be sent off for 101 years for their education this will usually be on board a Turtle class ship so that the students can be taken to the many worlds within WBI's galactic domain so that they can learn from the many different places. At the age of 123 the Minomit will be assigned to their profession they will spend a further 4 years learning the profession to the best of their ability. At this point the Minomit will leave the school and take up a job on one of the worlds depending on their skill set and whether they are needed. Each planet owned by WBI's is given to a Gorin, a Gorin is the cleverest Minomit at the time, unless that Minomit is already a Gorin of another planet then it is given to the next of highest intelligence and so on. The Gorin will choose how to rule their planet from what it will do from, mining, factories, robot development, experimental development, spice collection, etc. The Gorin will also decide upon the Development and rules of their planet deciding and watching over everything. The Gorin make up the council that then decide on WBI as a whole. ==Military== The Minomit don't fight, save a few thanks to Marvin. However WBI has a wide range of different robot classes each with different strengths and weaknesses, by working together these robots make up for one anothers weaknesses and make a wide range of weaponry to defeat their enemies. The tactics of WBI is to fight defensively they will not risk loosing and so will most likely defend small positions until their force is reinforced by others. The robots work everything out tactically from what they can see judging what they know according to their data banks about their enemy and fighting style to design the best counter measure to take. This makes them very venerable to unknown enemies btu this will only last for a small time as the robots are linked as a team and will gather info of their enemies. Each group of robots will be overseen by a robot commander these are known as the Paladins these aren't as big as some of the more powerful robots, they are the size of the usual infantry giving them speed maneuverability but with higher defense and weapons as they are in smaller numbers. ''Minomit Log 615 (marvin)'': http://epicadventurewar.createaforum.com/9/minomit-log-615-(marvin)/msg145/ [[Category:Inactive]] [[Category:Page]] 7xc52qgh3tixeulbdofbixlsga4jqbq Warbot 0 1104 10912 2019-10-29T01:29:41Z Amaker1450 26550035 Redirected page to [[WBI]] 10912 wikitext text/x-wiki #REDIRECT [[WBI]] ookye7y2uiz7in12b355g8en4yw9ly9 Warbot Industries 0 1088 10792 2019-10-23T17:32:20Z Amaker1450 26550035 Redirected page to [[WBI]] 10792 wikitext text/x-wiki #REDIRECT [[WBI]] ookye7y2uiz7in12b355g8en4yw9ly9 Warlord 0 1479 15727 2021-02-25T02:02:05Z Amaker1450 26550035 Redirected page to [[Warlord Pact]] 15727 wikitext text/x-wiki #REDIRECT [[Warlord Pact]] 8dzpry1jdhx64bnhb5e4f928jucyilh Warlord Pact 0 1406 18043 18041 2022-02-15T20:50:48Z Corv 30641571 18043 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:WarlordsInsigniaVectorTest.png|250px|]] |caption = ''"Freedom and Sovereignty, to protect the self interest of our own cultures."'' |captionstyle = font-size: medium; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label1 = Organisation Type: |data1 = Military Alliance |label2 = Official Colours: |data2 =<p style="color:#A61C00">'''''Red'''''</p><p style="color:#000000">'''''Black'''''</p> |header3 = Administration |label3 = Founding Document: |data3 = |label4 = Constitution: |data4 = |label5 = Executive Branch: |data5 = |label6 = Military Branch: |data6 = |label7 = Capital: |data7 = }} The '''Warlord Pact''', also referred to as the '''Pact''' or the '''Warlords''', is a military alliance between alien nations. The Pact was initially established between the [[Margan Dynasties (Branding)|Margan Dynasties]] and the [[Zaretian Monarchy (Branding)|Zaretian Monarchy]] as a direct reactionary movement to the formation of their common enemy, the [[Peacekeeper Alliance]]. The foremost objective of the Pact is to bring about the dissolution of the Peacekeeper Alliance and the extermination of its component member states. The Pact is the ideological apotheosis of the Alliance and refuses to recognise its legitimacy as an authority. The Alliance proscribes and enforces law across the galaxy, such as prohibiting the exercise of ‘objectionable’ deeds by alien states such as slavery, pillaging or use of weapons of mass destruction; a mandate which some Warlords regard as tyrannical. Additionally, the concentration of allied powers that comprise the Alliance represents the largest and most powerful unified military force in [[Astrography|Known Space]] – perhaps even as powerful as the combined strength of the Warlord nations. The Pact identifies the continued existence of the Peacekeeper Alliance as an intractable threat that only grows more dangerous over time and must be countered to prevent its dominion over all of the [[Kentaurs Sector]]. The Warlord Pact is significantly less cohesive and its races are less amenable to cooperation compared to their Peacekeeper counterparts. The allegiance Warlord races have with one another is often tenuous and infighting is not unheard of. Concord between members of the Pact is usually made selfishly with the ambition of defeating the common enemy as the only force keeping everything in check. While the Warlord races do fight together, there exist no officialised combined forces between Warlord nations and most assistance in conflict takes the form of arms trading, sharing of intelligence and the lend-lease programme. The mounting pressure created by the expansion of the Peacekeeper Alliance has forced the Pact to boost its own ranks and work together closer than ever before. Since the Warlord Pact’s official declaration of war against the Peacekeeper Alliance, both factions have been engaged in perpetual conflict. Dubbed the [[Great War]], this armed struggle is the largest war in the history of the known galaxy and continues to intensify. == Ideology == == History == ''Main page: [[Great War]]'' === Years 1-3: Founding & Outbreak of Hostilities === ''See Also: [[Raid on Zartar]], [[Rach Theatre]], [[Zaretian Theatre]], [[Sauran Theatre]], [[Newverian Theatre]], [[Dragoneteran-Tegotian War]]'' === Years 4-6: Operation Downfall & Consolidation === ''Main Articles: [[Operation Stormbreaker]], [[Operation Downfall]], [[Karahotdoum Theatre]]'' === Years 7-9: Pact On the Defense === ''Main Articles: [[Operation Thaelvak]], [[Operation Burning Lance]], [[Operation Iron Gauntlet]]'' === Years 10-12: Pact Infighting === ''Main Articles: [[Necraal Schism]], [[Second Battle of Baltreos]], [[Asanian Intervention]]'' === Years 13-15: Invasion of Nu-Zartar & Return of Margan === ''Main Articles: [[Battle of Nu-Zartar]], [[Second Battle of Norsus]], [[Neutrality Crisis]]'' === Years 16-Present: Renewed Pact Offensives & Rift Incident === ''Main Articles: [[Rift Incident]], [[Operation Dawnhammer]]'' == Organization == === Membership === === Pact Assembly === === Pact Cooperative Military Command (PCMC) === ==== Lend-Lease ==== == Members == === Margan Dynasties === ''Main page: [[Margan Empire]]'' === Zaretian Monarchy === ''Main page: [[Zaretian Monarchy]]'' === Telkevan Union=== ''Main page: [[Telkevan Union]]'' === Necraal Sovereignty [Placeholder] === ''Main page: [[Necraal Sovereignty]]'' === Asanian Syndicate === ''Main page: [[Asanian Syndicate]]'' === IAE === ''Main page: [[The IAE]]'' === Barrakru Kaat === ''Main page: N/A'' === Tegotian Empire [Placeholder] === [[Category:Page]][[Category:Warlords]][[Category:Factions]][[Category:BrandingHold]] gwz9qh82fzwzy6q5jviqi35x60plbg2 Warlords 0 1412 15158 2021-02-07T05:00:30Z Corv 30641571 Redirect 15158 wikitext text/x-wiki #REDIRECT [[Warlord Pact]] 8dzpry1jdhx64bnhb5e4f928jucyilh Warp 0 1075 10700 10698 2019-10-15T00:34:23Z RaptorChu 30471271 Redirected page to [[The Void]] 10700 wikitext text/x-wiki #redirect [[The Void]] esdilg0veqq594nw95lannoc53xr67f Warp Weapon 0 812 15323 15321 2021-02-11T07:08:56Z Amaker1450 26550035 Redirected page to [[Void Weapon]] 15323 wikitext text/x-wiki #REDIRECT [[Void Weapon]] q0qetvgk3dhzmu43xaz393xb0qya6a1 Warpbreak Manufacturing 0 930 17161 9627 2021-11-17T17:15:55Z Amaker1450 26550035 /* Betel Recyclers */ 17161 wikitext text/x-wiki (WIP) Asanian company. Subsidiary of [[Ketekan Diplomacaries]], notable for being primarily occupied by Betel workers. ==History== ==Administration== (WIP) ===Betel CrewCommune=== Leadership of Betel workers - meets weekly normally ===Transparency Officers=== Small number of Asanian Warpbreak employees who are scattered throughout the operations with extra reporting responsibilities - the number of these has been scaled back over time ===Warpbreak Boss=== Asanian leader of Warpbreak ===Ketekan Overseers=== Board of Overseers the Warpbreak Boss's activities, they do not make decisions directly but reserve veto rights. ==Enterprises== ===Deep Space Mining=== ===AMC Weaponry=== Warpbreak purchases basic components for [[Altered Margan Crystals]] (AMCs) from Eniend Systems for use in their weapons manufacturing. The Betel workers have put their own spin on the controlled crystals by combining it with the well-understood engineering behind [[shard cannons]]. '''Crystalburst Cannons''' operate in a two stage process:<br> 1. The first shot scatters sharp crystal seeds which impale themselves into layers of armour. Against most heavy armour, this does not punch through. <br> 2. Immediately after, A second high temperature gas shell containing the trigger chemicals is fired. Upon impact, it initiates massive crystal growth which fractures and rips apart the target by creating fissures. Should anything remain of the armour, any further shots by conventional weapon will easily shatter the remains.<br> Because the ammunition is non-toxic and only grows when exposed to the correct compound and heat, it is easily portable at a small size with little health risk to operators. ===Diaspora Middleman=== ==Relations== If not outlined, default stance is the position held by parent company Ketekan Diplomacaries ===[[SPC]]=== Status: <b><span style="color:#800000">Hostile</span></b> ===[[Eniend]]=== Status: <b><span style="color:#008000">Cooperative</span></b> As the creators of AMC tech, Eniend is a major supplied for Warpbreak. They provide the crystals which are then processed by Warbreak workers into usable weaponry. The relationship is purely professional, true to Eniend's form. ===[[Pyre-Tech]]=== Status: <b><span style="color:#800000">Contempted</span></b> ===[[Serenia Systems]]=== Status: <b><span style="color:#008000">Friendly</span></b> ===[[Betel_Recyclers#Diaspora_and_The_Magnate_Unions|Betel Magnate Unions & Yan Front]]=== Status: <b><span style="color:#008000">Friendly</span></b> While Warpbreak has not been permitted to join the Magnate Unions as a subsidiary, they have instead provided financial assistance and enjoy cordial relations with leading magnates. These relationships are, despite their perceived focus on the Betel, a practical means to extend trade relationships into foreign nations. Independent Betel magnates often have strong enterprises established within divers empires that otherwise would be leery of trading with the Asanians. Warpbreak and the magnates serve as the middleman for Asanian corporate interference, a useful tool for the Syndicate and a profitable venture for all involved. ===[[Betel_Recyclers#DeComp_Rebels|DeComp Rebels (Betel)]]=== Status: <b><span style="color:#008000">Friendly</span></b> As part of the Warlord Lend-lease program, Warpbreak has been able to supply generic arms to the DeComp rebels on behalf of the Syndicate, who despite being at war with the Betel does not wish to incite general hatred among the populace to ease transition of power to a new DeComp government. Using Warpbreak as an intermediary has hidden most of the transit of military goods from the public, acting under the guise of Magnate Union operatives. ===[[Betel Recyclers]]=== Status: <b><span style="color:#808080">Uneasy</span></b> [[Category:Page]][[Category:Asanian Syndicate]][[Category:Legacy Lore]] co8y0mae5qvfdq9mlhhz61de234e9is Warships & Aircraft of the Telkevan Union 0 1593 17790 17789 2022-01-16T05:02:20Z Amaker1450 26550035 17790 wikitext text/x-wiki The following is an exhaustive list of the starships and aircraft currently utilized by the [[Armed Forces of the Telkevan Union]]. For the rest of the arsenal, view [[Arsenal of the Telkevan Union|Telkevan Military Arsenal]]. For details on how these vehicles are employed on the battlefield, see [[Telkevan Battle Doctrine]]. == Starships == Telkevan vessels are notable for their complete lack of an external bridge or windows. The bridge is located inside of the ship, generally within the vessel's most armored component, and is fed information through a sensor network and numerous artificial intelligence constructs which assist the captain and their crew. Ships also lack any light fixtures due to the Telkevan's nocturnal nature. === Starship Weapons === Starship weaponry is divided into five distinct categories, each intended to fulfill a particular role: * '''Spinal Gun''' - Spinal cannons are among the most powerful weapons in the modern naval arsenal and can be found on nearly all modern starships. Common spinal guns include [[Projectile Weapon#Railgun|railcannons]], [[Energy Weapon#Plasma|plasma beam cannons]], and reverse-engineered [[Diab]] [[Energy Weapon#Pyre|Pyre cannons]]. Spinal guns are predominantly used in medium-to-long range engagements and are a necessity for shock tactics. * '''Cannon''' - Cannons are guns fixed into the ship, often near the bow and on the broadsides. Typical cannons include [[Projectile Weapon#Ballistic Weapon|ballistic cannons]], plasma bolt cannons, railcannons, particle cannons, and Pyre cannons. Front-facing cannons, like spinal guns, are best suited for medium-to-long range engagements, whereas broadside cannons are employed in short-range. Due to the navy's growing reliance on ranged warfare, broadside cannons have been reduced in number in favor of other weapon systems. * '''Gun Turret''' - Gun turrets are rotating gun batteries containing anywhere from two to four guns. Typical turrets include ballistic turrets, railcannons, plasma repeaters, plasma beam turrets, pyre bolt turrets, and particle turrets. Because of their diversity, gun turrets can be used in either short or long range engagements depending on their model. * '''Launcher''' - Launchers are equipped with guided missiles; though some nations make a distinction between missiles and torpedoes, the Telkevon consider both to be missiles. All missiles are comprised of multiple independently-guided warheads to increase the chance of a successful hit and can load a wide variety of munitions, including marganite, antimatter, and nuclear weapons. Launchers used en masse can be used for shock strikes. * '''Point-Defense Gun (PDGs)''' - Point-defense guns are small, short-ranged rotating guns placed across a vessel to protect it from a variety of threats, namely missiles, strikecraft, and boarding craft. PDGs consist of [[Energy Weapon#Laser Weapon|lasers]], autocannons, flak guns, plasma repeaters, and missile launchers. All vessels are equipped with both offensive and defensive electronic warfare implements including scramblers and targeting jammers. EMP MIRVs are employed and detonated within enemy formations to temporarily disrupt shielding and wireless transmissions. Gravity well generators are also considered EW weapons as they can disrupt a vessel's ability to produce accurate coordinates for FTL travel. === Starship Defenses === All vessels possess one or more layers of [[Energy Shields#Directional_Shielding|directional energy shielding]], with the number of layers increasing as the ship grows in size. This allows the outermost layers of shielding a chance to recharge before the inner layers can be breached. Advances in shielding technology during the interim era led to the development of wireless shield boosters which can further strengthen nearby shields, though to mount the device requires a large portion of a vessel's available power; thus, the shield boosters are often relegated to capitol ships. Starships also possess numerous layers of armor. A standard configuration has the topmost layers of armor designed to withstand thermal energy while the lower layers absorb kinetic impacts. If the hull is breached, the affected compartments are automatically sealed to prevent decompression and drones are deployed to contain the damage. As well as the personnel required to maintain a warship, each vessel contains a dedicated Marine detachment to protect the vessel during hostile boarding attempts. Depending on the ship, the detachment may also engage in boarding operations. Robots also staff the ship and act as both extra security and maintenance workers. === Faster-Than-Light [FTL] Engine === Combat vessels are equipped with energy-efficient [[Space Travel#Subspace_Drive|subspace FTL drives]] capable of making numerous jumps in short succession, though too many jumps can strain the engines to the point of breaking if they are not given time to properly cool and recharge. Ships designed explicitly for moving materiel through supply lines instead use faster but less maneuverable [[Space Travel#Jump_Drive|jump drives]]. Efforts are currently underway to produce a working void drive, but have yet to progress past the prototype stages. === Ship Roles === All warships are divided into five distinct tactical roles: * '''Assault:''' Assault ships are general-purpose vessels designed to combat a variety of potential threats. * '''Barrage:''' Barrage vessels wield missile launchers as their primary armament and provide long-range fire support. They can also be employed in shock strikes, though they are the only modern ship category to wholly forego the use of a spinal gun. Due to their limited ammunition reserves, barrage vessels are incapable of independent operations. * '''Escort:''' Escort vessels emphasize turrets, cannons, and PDGs to protect larger warships. Though their number have declined in recent years, a few dedicated escorts remain in service. They are not capable of independent operations. Modern escort ships have begun to utilize launchers and spinal guns in greater numbers. * '''Hunter:''' Hunters are stealth ships designed to operate behind enemy lines. Operating in small squadrons, hunters gather intelligence and perform hit-and-run attacks to disrupt an enemy's logistics and weaken their defensive capabilities prior to an invasion. Hunter squadrons are expected to operate with little to no outside support for weeks or even months at a time. As the Great War has intensified, hunter ships have been deployed as alternate shock vessels in greater numbers, often being kept within a fleet's reserves until an opportune moment. * '''Shock:''' Shock ships are effectively assault vessels which are designed to perform shock strikes. They possess state-of-the-art subspace engines, improved frontal armoring, and powerful spinal guns. When not performing shock strikes, shock vessels provide long-range fire support and will often target either vital or already damaged targets. == Starship Classes == ===Corvettes=== Corvettes are not considered true warships, but instead operate as superheavy strikecraft. Operating either with strikecraft or in independent squadrons, corvettes are primarily tasked with eliminating strikcraft, frigates, and destroyers. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |X-35 Olderos |Chimera |Assault |The Olderos is a multi-role VTOL-capable corvette designed for both terrestrial and space operations. It is equipped with two railcannons, four autocannons, and four missile pods. X-35s can also transport up to two squads of infantry. |- |X-13 Ralgera |Sphinx |Barrage |The Ralgera is equipped with a number of missile launchers and a bomb bay for performing tactical and strategic bombing runs. |- |X-11 Hinva |Manticore |Hunter |The Hinva is a heavily armed corvette equipped with a spinal railcannon, missile launchers, and four gun turrets. Certain variants replace the railcannon with a plasma or pyre cannon. |- |} === Frigates === Frigates are the smallest true naval vessels. Most modern frigates are designed to support larger warships, though a few have been developed for independent operations. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLF-Nolrius |Hellhound |Assault |Nolrius are the Solar Navy's premier assault frigates and are armed with a spinal gun, gun batteries, and launchers to engage a variety of threats. |- |HLF-Glisuv |Asena |Barrage |Glisuv are armed with numerous missile launchers as well as a few gun turrets for self-defense. |- |HLF-Nisuvia |Cerberus |Escort |Nisuvia escorts are armed with with plasma scatter-gun turrets, autocannons, and two missile launchers for dispatching strikecraft & corvettes. |- |HLF-Vatani |Amarok |Hunter |The Vatani hunter specializes in hit-and-run attacks and is armed with a spinal gun, missile launchers, and a few gun turrets. |- |HLF-Xinde |Aralez |Shock |The Xinde is the Navy's standard shock frigate and is equipped with a spinal railcannon. |- |HLF-Yinavi |Fenrir |Shock |The Yinavi shock frigate's main gun consists of a plasma spinal beam cannon. Some recent models have exchange the plasma beam for a Pyre beam cannon. |- |} === Destroyers === Destroyers comprise the bulk of the navy's front line warships. They are filled to the brim with weapons for engaging as well as cannons for providing orbital artillery to ground forces. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLD-Rigalda |Minotaur |Assault |The Rigalda is among the most common warships presently fielded by the Solar Navy, and as a result boasts a large number of variants. The standard model is designed to engage capital ships with missiles, a spinal railcannon, two more front-facing cannons, and gun turrets. |- |HLD-Eranok |Apis |Escort |The Eranok escort destroyer began as an experiment to determine the effectiveness of a defensive destroyer in safeguarding larger ships such as battleships and dreadnoughts. Though ineffective against other capitol ships, the Eranok has proven effective in some situations. Many Eranok have been fitted with gravity-well generators and are also employed as a means of attaining air superiority |- |HLD-Eizal |Lamassu |Hunter |The Eizal is the smallest destroyer in active service, but makes the most of its available capacity with its arsenal of a spinal plasma beam cannon, multiple missile launchers, and gun turrets. |- |HLD-Dairvius |Tur |Shock |The Dairvius is armed with a high-powered spinal railcannon, railcannon batteries, and several missile launchers. It will often follow up a shock strike with the launchers for a one-two punch of munitions. |- |} === Cruisers === Cruisers are the mainstay capitol ship. They often lead squadrons of destroyers in battle and are equipped with hangar bays. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLC-Usinir |Griffin |Fire support (retired) |The Usinir is a pre-cold war vessel that was the longest serving ship in recent naval history. A bruiser during its prime, the design proved so successful that designers continued to iterate and improve on it to keep it relevant. It was not until the Cold War that the Telkevon moved the Usinir to a supportive role; the ship was finally retired in the early years of the Great War as it proved ineffective against the Aeverians. |- |HLC-Orani |Aethon |Assault |The Orani is a jack-of-all-trades which blends together short and long range firepower. The Orani also features two hangar bays. |- |HLC-Livunyr |Piasa |Hunter |The Livunyr is currently the only capitol-class hunter vessel. They act as the flagship for hunter squadrons and are equipped with three spinal plasma cannons (which can be replaced with dual pyre cannons), numerous missile pods, and various turrets. |- |HLC-Hizari |Roc |Shock |The Hizari was introduced in the 14th year of the war and makes heavy use of reverse-engineered Diab technology in both its armor and weapons, most notably its spinal pyre particle cannon. |- |} === Carriers === Carriers are divided into three categories depending on their cargo: troop carriers, strikecraft carriers, and all-round carriers, which carry both ground and air units, albeit not as many as their specialized variants. Though they typically avoid fighting on the front line, instead deploying wings of bombers and fighters from within their formation, they are equipped with a modest number of weapons and possess durable armor and shielding. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLCA-Zalahang |Centaur |All-round transport |The Zalahang is considered the workhorse of the carrier-class ships, being used for ferrying both strikecraft and ground forces. Its heavy armor and moderate arsenal reduces the amount of storage space, but ensures that its cargo survives the rigors of battle. |- |HLCA-Golgnir |Arion |Troop transport |The Golgnir is used exclusively for transporting large numbers of troops and all of the supplies needed to keep them fighting. They are most often kept at the heart of a fleet, well away from the front lines, and are not deployed until a path has been cleared for them. |- |HLCA-Jhtahk |Sleipnir |Strikecraft/corvette transport |The Jhtahk is a modestly armored carrier equipped with massive hangars containing dozens of strikecraft squadrons. |- |HLCA-Riga |Nuckelavee |Supercarrier [experimental] |The Riga is an experimental 35-kilometer (21 mile) long 'supercarrier' currently being constructed deep in Telkevan territory. Details of the program remain scarce, but it is known that, though classified as a carrier and presumably capable of carrying a vast number of troops and ships, the vessel is to be heavily armed and armored, capable of taking on most other warships. |- |} === Battleships === Battleships are heavily armed and armored capitol ships that often serve as flagships and as linebreakers. Like cruisers, they can be armed with hangar bays, though some vessels eschew hangars as they can be a structural vulnerability. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLBS-Faera |Zilant |Assault |The Faera is armed with an array of beam cannons for engaging capital ships as well as point-defense guns and missiles. Many models feature a hangar bay located at the bottom of the vessel. |- |HLBS-Zitarsis |Marraco |Assault |The Zitarsis was one of the first vessels commissioned during the modernization initiative that began during the Cold War. Early models emphasized long-range kinetic firepower as a counter to Nepharian beam weapons. As the the Great War progressed, the Zitarsis remained in service but was gradually overhauled into an all-rounder with improved armoring and maneuverability. |- |HLBS-Sikarthia |Nidhogg |Shock |The Sikarthia has earned a fearsome reputation as the Solar Navy's 'battering ram'. Often leading the navy's artillery battlegroups, Sikarthia charge headlong into enemy formations, engaging prominent targets with its dual spinal plasma beam cannons and a varied assortment of cannons, gun batteries, and launchers. |- |} === Dreadnought === Dreadnoughts represent the zenith of Telkevan naval power, boasting unrivaled durability and firepower among their contemporaries. Dreadnoughts are few and far between due to the resources required to build and maintain them and are thus only assigned to prominent fleets. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLDR-Jnaria |Lindworm |Bruiser (Retired) |The Jnaria is a pre-war vessel that saw action in the early years of the Great War. It possessed no spinal guns, instead relying on its durability and an assortment of kinetic batteries and torpedos to engage targets in close-to-medium range engagements. By the time of the Nepharian Cold War, the Jnaria was already being phased out due to its lack of range and heavy firepower. Remaining Jnaria would see action as a stopgap until Operation Stormbreaker, after which remaining vessels were retired and scrapped. |- |HLDR-Helgvha |Jörmungandr |Assault |The Helgva was built in response to Diab warships and serves as a flagship in most large fleets. Its arsenal includes six front-facing railcannons, including two spinal guns, broadside cannons, gun batteries, and two hangar bays. |- |HLDR-Olvau |Leviathan |Shock |The Olvau was first introduced a few months prior to the start of the Great War as a successor to the Jnaria. Early models featured an array of long-range guns for capital ships and point-defense guns to ward off strikecraft. Since the introduction of the Helgvha, the Olvau has been retooled to provide extensive fire support to front-line ships via an array of missiles, plasma beam gun batteries, and a spinal plasma beam cannon. Hangars have been added to more recent models. |- |HLDR-Helia |Typhon |Shock/Planetary decimation |At 30 kilometers (19 miles) in length, the Helia-class Dreadnought is the largest warship ever fielded by the Solar Navy. Its primary armament consists of the 25 kilometer (16 miles) long Pattern-5 'Planet Cracker' Antimatter Railcannon, which possesses the firepower to devastate planets and vaporize most ships in a single shot. The Helia is also equipped with hangar bays and dozens of gun batteries, cannons, and point-defense systems. Currently, only a small handful of Helia exist, with each serving as the flagship of their respective armada, with the most notable being the ''Hruthvair'' and ''Hruthvar'', which serve in the 277th and 14th armadas respectively. |- |} === Star Bases === Star Bases are an unorthodox classification comprised of space stations that have been built for combat. They are mobile weapons platforms that play an array of roles, such as logistics, carrying stikrcraft and corvettes, repairing capital ships, and providing fire support during an engagement. Star bases can vary considerably in size, with the largest exceeding most dreadnoughts, though they seldom take on the role of flagship. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |HLSB-Ikatan |Mjölnir |Terrestrial fire support |The 12 kilometer (7 mile) long Ikatan is built around its 10 kilometer (6 mile) long railcannon, the largest of its kind until the development of the Helia-class. With this weapon the Ikatan can lay waste to enemy facilities even if they are buried deep underground. For defense, the Ikatan is equipped with numerous missile pods and point-defense cannons. |- |HLSB-Viritiv |Nægling |Logistics & Maintenance |The Naegling is a mobile drydock which acts as a mobile repair and resupply base for its fleet. When near a steady flow of resources, Viritiv can also construct certain warships. Efforts are currently underway to develop teleporters and install them into the Viritiv for increased efficiency. Newer models feature gravity-well generators. |- |HLSB-Gothak |Gungnir |Production & electronic warfare |The Gothak features an internal production line and drydocks for creating vehicles and supplies for the army and navy. It is also equipped with a network of jammers and gravity-well generators. |} == Aircraft == === Aircraft Classes === ====Gunships==== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |GR-17 Havris |Falcon |Reconnaissance |The Havris entered service as an easily mass-produced light attack gunship. Standard models are equipped with an autocannon and various missile pods, with some later models exchanging some of the missiles for two plasma cannons. The Havris was supplanted as the AFRE's primary attack gunship by the G-19 Galandil and now serves as a patrol and reconnaissance vehicle. |- |G-19 Galandil |Hawk |Attack Gunship |The Galandil is a VTOL gunship equipped with a rotary turret, missile pods, and two railcannons. |- |GC-39 Hizurat |Eagle |Close-air support |The Hizurat is designed to repeatedly strafe hostiles with a spinal rotary cannon and a barrage of missiles. A notable number of variants exist, most of which exchange the rotary gun for weapons effective against heavy armor such as railcannons or particle cannons. |- |} ====Transports==== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |F-17 Chereg |Raven |Transport gunship |The Chereg is the army's standard infantry transport. It can hold up to 24 soldiers (with seats for 16) and can transport certain vehicles. The Chereg is armed with a dual autocannon and missile pods for defense. |- |FS-30 Sethet |Sparrow |Stealth transport |The Sethet is a small stealth transport emphasizing speed and maneuverability. It can hold up to eight soldiers and is often used by special forces or to medivac wounded troops. |- |FV-11 Nefal |Crow |Vehicle transport |The Nefal is a large transport tasked with ferrying vehicles such as tanks and walkers. |- |F-27 Kanu |Cardinal |Heavy transport |Kanu have double the transport capacity of a standard chereg and are equipped with an assortment of weapons to clear a landing zone |- |FC-50 Treanaki |Pigeon |Carrier-transport |Treanaki are landing craft which ferry hundreds of troops and vehicles to and from carriers at a rate faster that the carrier's own gravity lift or dropships would be able to achieve on their own. They are seldom deployed in battlefield conditions and are instead only used when a sizeable landing zone has been secured and fortified. |- |} ==== Strikecraft ==== Strikecraft are split into two categories: fighters and bombers. Both are capable of operating in both space and in atmosphere and are equipped with afterburners to provide a temporary boost in speed. ===== Fighters ===== Fighters are divided into two categories: strike fighters, which perform offensive operations; and interceptors, which serve a defensive role. Strike fighters emphasize armor and firepower and perform duties such as attaining air superiority and providing support to ground forces. Interceptors exchange armor for speed and agility and protect larger vessels from hostile strikecraft, torpedoes, and boarding craft. Both strike fighters and interceptors are equipped with afterburners for a temporary speed boost. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |A-23 Nazkea |Draugr |General-purpose fighter |The Nazkea is the mainstay strike fighter of the Solar Navy. They are armed with a nose-mounted railgun, two autocannons, and missile pods. Bombs can also be mounted unto the vehicle's underside for tactical bombing. |- |IA-80 Gofnur |Ghoul |Interceptor (Retired) |The Gofnur Interceptor was developed during the Telkevan-Nepharian Cold War and served during the early years of the Great War. Though it served the navy well during its service, it was retired as it proved insufficient against Diab fighters and was rendered obsolete by rapid technological advances. |- |IA-17 Valron |Revenant |Interceptor |The Valron was unveiled in the 7th year of the war as the Gofnur's successor. Its design is loosely based on the Nazkea, though it possesses a slimmer profile and removes some of the armor. It is armed with two autocannons, two particle cannons, and rocket pods. |- |} ===== Bombers ===== In the context of naval combat, bombers are primarily used for attacking frigates and capital sub-systems. Bombers operate in squadrons that are escorted by fighter wings. Several bomber types exist, with the largest having multiple turrets for self-defense. {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- | Z-11 Sinarsa |Ghost |Tactical Bomber |The Sinarsa is the Solar Navy's mainstay tactical bomber. Though capable of engaging terrestrial targets, it is more frequently deployed in naval engagements as Nazkea are generally sufficient for bombing runs unless enemy forces are well-fortified or are equipped with heavy armor. Sinarsa can be armed with a variety of munitions and are equipped with four autocnnons for personal defense as well as two missile pods. |- |Z-11-S Sinarsa |Geist |Tactical Stealth Bomber |A recent modification, the K-11-S Sinarsa has been equipped with a cloaking field and several improvements to its multi-spectrum camouflage plating, making the K-11-S notably more difficult to detect. The K-11-S is expected to become the standard Sinarsa model as more ships are equipped with the upgrades. |- |Z-20 Xalku |Banshee |Strategic Bomber |The Xalku is substantially larger than typical strikecraft, being more akin to a Corvette. Its large size allows it to carry thousands of tons of explosive ordinance for use against ground targets as well as torpedo launchers for engaging enemy vessels. A number of ball turrets dot the ship to protect it from strikecraft. |- |} ===== Electronic Warfare ===== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |L-100 Tyrg |Vampire |Attack jammer |The Tyrg is outfitted with various jammers and missiles for eliminating hostile sensors and defenses. |- |} ==== Reconnaissance & Airborne Early Warning & Control (AEW&C) ==== {| class="wikitable" ! Name ! PK Call sign ! Role ! Description |- |LR-19 Nokatad |Mummy |Mobile radar |Nokatad are extensively modified Xalku which support bomber and fighter squadrons in finding and eliminating their targets. They retain their point-defense turrets. |- |} [[category:Page]][[Category:Telkevan Union]][[Category:Armed Forces of the Telkevan Union]] 7yikfdn24jcuu8w9pwzhtiaj5hvnsdv Wingle 0 704 5759 2016-10-10T05:54:17Z Drag0n0us 3365896 Redirected page to [[The Wingle Union]] 5759 wikitext text/x-wiki #REDIRECT [[The_Wingle_Union]] alsayk94x3wtzcnggnuztq99rily767 Wingle Union 0 741 17120 6418 2021-11-17T03:31:24Z Amaker1450 26550035 17120 wikitext text/x-wiki The Wingle Union or more commonly known as the Wingle Empire is a collection of the species known as Wingle that was founded to repel outside invasions and various dangers from their worlds and to keep a militaristic eye over the vast expansion of the occupied space. The Wingle are a very neutral race and do not attack without proper justification and with much reason. Their incredibly ideological to their core character and are very moral with their religion. They rarely step out of line or stir the pot, but when they do, you can be assured somethings wrong. While they share many of the ideals of Peacekeepers, all encounters with the two sides thus far have been beneficial or very beneficial Warlord encounters that have gone on without incident. The Wingles favor both sides as supposed to other neutrals that want nothing to do with the Epic War, but do not however provide for just one party and not the other. Wingles are not a very physically powering race, they tend to focus more on their ability to problem solve and make situations less destructive and more understandable. Their aimed at creating strategies to get past their enemy rather than just stomping on it and killing it. Their thinkers more than fighters but find a way to incorporate both into a pot of bad luck for those on the receiving end. With their increased power in vision, communication and thought, they are a step above the rest in that sort of sense but suffer from more physical stresses. Essentially meaning all forms of hand to hand combat with a Wingle are fairly short lived for a Wingle, that they are EXTREMELY susceptible to diseases, growing famished quickly, weather changes dramatically affect skin, they have a hard time lifting things without assistance from technology, they have various other physical disabilities. {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|The Wingle Union}}} |image = [[File:Wingleposetereererr.png|400px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Neutral |label3 = Homeplanet: |data3 = Athenousis (Destroyed) |header8 = Biology |label9 = Lifespan: |data9 = 100 - 175 Years |label10 = Height (In Feet): |data10 = 5 to 6 |label11 = Genders |data11 = Female/Male |header12 = Economy |label13 = Currency |data13 = Intergalactic Basic (Sporebucks)(Credits) |header15 = Warfare |label16 = Current Number of Wars |data16 = 2 }} == Philosophies == The Wingles have a diversity of Philosophies. === Religion === There is only one religion the Wingles keep. Its commonly known by the Wingles as "Lingdomism". The word comes from a passage in the religions base book. The "Holy Booklet". Much like other religions, it is a booklet in which all knowledge of Lingdomism is found in. The book was written by an unknown author, as skeptical as it sounds its a trusted source by the Wingles for many different reasons. The holy book is mainly seen as a Wingles "owner manual" for life. • The Holy Book The Holy Book is filled with answers and instructions for each and every Wingle. How to live their own lives, how to properly educate, what the future held for many generations of Wingle, and so much more. It is without exception, the most holy thing a Wingle can own. Hence its name. The book is cut up into sections. The first of which being the most logical and generic start to any book. Creation and evolution. How the Wingles came to be. It took many thousands of years before "creation" or any other parts of the book were taken seriously by every Wingle. Though for many thousands of years there has been inconceivable proof that the first part of the holy book was indeed exactly what happened word for word. Through fossil discovery, alien archives, and study all of what was said was proven. • War Much of the text from the Holy Book talked of War and what it should be properly used for. For thousands of years it was entirely miss understood. The Wingles simply would never have had war with each other if all had understood. The Book says clearly ""You are only to use war if it means the survival of the race, the survival of your neighbor, your nation. You will not use war to settle disputes with each other! Those who do are not of the World!"" This quote was taken directly from the book. It mainly and even clearly addresses that war is to never be used to fight other Wingles. Self conflict is never necessary and there are always ways around it. War should only be used on competing races from other worlds, it proclaims. Its no wonder no Wingle ever could understand. They had no scientific proof other life existed, let alone threatened them. So for thousands of years Wingles fought each other without understanding the Book in its entirety and payed a heavy price for it. • The Great Prophecy The great Prophecy is what the next section is named in the Holy Book. This was the largest section in all of the book and it too went unnoticed and comprehended for thousands of years. Now in the modern days of The Wingle this section no longer carries any weight. As it is complete. Instead of this section foretelling future events, its more of a history book. The Great Prophecy is mainly a collection of small and large prophecy's that were all at some point fulfilled and are now observable facts of history. The final prophecy ever was the completion of Wingle prophecy itself. It culminated in all Wingles learning the correct way of living, how everything works, and as massive burst of knowledge. After thousands of years Wingles simply could not learn the ways Lingdomism. They learned through terrible punishment they did to themselves. This final prophecy was massive, "You, each Wingle alive during that time, and each whom has ever lived. You have not kept the laws of this Book for many thousands of years you have looked the other way, and for thousands of years your civilization suffered what no living creature should ever have to go suffer. All of which you brought on yourself. Because you have not kept the word, all terrible things will befall you." "You will come to the brink of destruction, if you (As a Race) had not had an enlightenment, there would be no Flesh left to burn. These will be the last days of your ignorance. Your potential for disaster cannot grow worse without you, All Wingles, killing your entire race off." "You have brought Self Conflict; WHICH IS NOT THE WAY (War). War Invites Poverty, which will bring many Famines to the land. Disease will come knocking and kill seven out of ten of all Wingles. Their deaths will be long and painful. As will your trial or death." "And in the final hours, you think you are victorious, you think you have won, you take no consideration to the many billions that have died. Yes the many billions that have died at the hand of you and your mistakes. As most nations have fallen in your trail of cold blooded murder, you will too. The world only will have minutes to stay alive. Yes even your very soil is at stake." "With the final minutes approaching, you will see what no Wingle will see now or ever. You will indeed see that you, all Wingles, have been ignorant of all knowledge long enough. They will come from the sky to keep the nations from destroying the soil. Yes a race of which is not Wingle will come and make peace. You will learn from this sky race. You will learn everything there is to know. You will learn the ways of living. You will learn this books ways, you will learn what you have never heard of before, you will be unbreakable." "The time has come for all Wingle to learn from the sky race. Indeed they will not only be a new father, but your teacher and your friend. They have set fourth to teach you the books ways. And because you will keep the Book, every Wingle will have peace among each other. War will never be a thing of the past and it WILL come again, next time, in a different mask. The likes of which you have never seen, but soon you will see. Only then will you know what War is for." Detailed accounts of the Prophecy can be found in history. === Military Intervention === The Wingle live by their religion, but do not force it on other races. Within their "book" it is made clear that there are certain exceptions to the proper use of war. The Wingle military interventions are usually carried out on a battle going on with other races when there is a justified reason to enter the battle and pick sides. Usually the Wingle will assist the losing side if the Wingle deduce that they are in the right and are being unfairly targeted. They assist in battle, but they will not invade worlds unless it becomes necessary. Often because the Wingle pick sides, they can make quick enemies inadvertently to some degree. Their kindness is a double edged sword. Only if the opposing force they helped fight against attacks them back in their own territory, then a War is declared. A very rough example would be the Nepharian Kran Faction's assassination of the chancellor on Cityscape during the Escalation Conflict, it would not have become a war if the Kran had not continued to attack Wingle. The reason the Wingle assist and help other races so much is because their holy book instructs them to be giving but at the same time vigilant, and wise. Wingle want to help simply because it feels right, because it is the right thing to do. They feel that they are slightly superior above other races because they intervene for caring reasons, while other races do it for selfish, and often cruel reasons. They don't force their religion and ideals on people but do demonstrate them. Usually when they succeed in operations, they eventually gain allies, which makes the trade off of some lives a good one. As gaining allies can only mean good for both the Wingle themselves, and the other race. (Although recall, these interventions are not done to "get" anything. • Criticism Although the military interventions have helped save many lives and entire races in the Wingle past, they have received strong public criticisms from many Wingle's because of the obvious flaw in the ideal. By helping other races, they pick sides, causing wars with other empires usually. Citizens recognize this, and do not like what is inevitably conceived. There have been protests and movements against it, even though their holy book approves of grounds for operations like those. So then, of course, people question the legitimacy of the book and the religion itself. But skeptics are usually turned down, because the book has keep the race in order since the start of the space stage. Although it is still very disputed among Wingle citizens. === Knowledge === Knowledge and information falls under two categories, education and diplomatic information exchange. • Diplomatic Information Exchange Because the Wingle desire so much to give to other races, then of course, information would be no exception. When the Wingle come into contact with another race, they offer them basic knowledge, like how to grow foods that they grow, or how to preform certain other basic acts. They want to share what they know. However, as giving as the Wingle are, they are not gullible. Only when an alliance is formed do the Wingle share technology and exchange combat information. Unless the situation is immediate and dire enough, the more important information is kept for allies. They share their powerful shipbuilding technology with other races, their ice particle powered weapons, their tips on developing certain kinds of vehicle technology, and much more. They will even share their way of life which they live by, if it is asked of them. This has only occurred twice in all of Wingle history because there are few empires that adopt outside religion. • Education Wingles are open to a vast amount of knowledge at an early age. They are taught virtually everything in their first 5 years of living. From Lingdomism, to science, mathematics, history and so much more. Most of what their learn they will never forget. The memory capacity of a Wingle is very high. Most elderly Wingle, recall almost any moment of their life with perfect accuracy. So can any other Wingle. Once the five year education cycle of a Wingle is complete, they have little left to learn. Aside from experiences to be experienced there is only one other thing a Wingle must learn before their life comes to a close. How to build charterer. This takes a lifetime to learn. What exactly is it? Character building is a proses that is required in order to become a Leader or king. You may only qualify for Leader ship if you have military training and a strong character built. A Wingle is only truly wise if he has a built character. What are the qualifications for obtaining a character for a Wingle? - Advanced Education Advanced knowledge in many different fields. - Combat Skills Knowing how to defend yourself if you or anyone around you is in danger. - Long-suffering Has suffered a major loss of some kind or been severely tried in life. Usually this involves depression cycles. Wingles learn from their experiences, suffering is no exception. - Wisdom Has much wisdom, makes good choices and does not speak ignorantly. Usually wisdom comes with age and always with experience. - Strength Knows how to overcome temptations and wrong thoughts and replaces those with proper thoughts. This often prevents crime or political abuse. Each of these make a Wingle on the inside. Because of this, the Wingles have fair leaders. Wise ones, ones that are impossible to be corrupted. Each and every leader is largely intelligent, kind, sensible, experienced and has "been there". A leader knows so much through being educated, through personal experience, tragedy close to heart, and so much more. Most Wingles see their leaders as perfect. == Biology and Quantum Neuroscience == Wingle biology is the study of the makeup of the Wingle as a whole, while Quantum Neuroscience is the study of the Wingle brain and thought capacity and how it affects the body. === Biology === The basic Wingle is about the size of an average human, sometimes bigger. They are not big when put next to other, more larger races. [[Image:Untitled-11111.png|560px|right|thumb|Male and Female bodies.]] • Body The Wingle body is not very complex in itself. It is rather simple when you compare it to other races who each have incredible physical abilities. Although Wingle's do have various abilities in their thought, more on that later. The physical body of all Wingles can support itself, but it is very weak without medical or technological advancements. Historically, many Wingle perished due to their incredible susceptibility to diseases of every kind. Bacteria could kill them in a matter of hours if it were not for the medical advancements and technological advancements. Fortunately, this does not happen anymore and Wingle do not die from diseases from their own world. Ones carried over from other empires do not typically cause harm,although there have been some breakouts that were quickly dealt with. This is not to say Wingle are no longer affected by illness, it is entirely possible a super-pandemic could be unleashed by an alien entity of some kind. Something the Wingle have yet to encounter in the cosmos. Disease is the biggest enemy of the Wingle body, but unfortunately it is not the only one. They have various disabilities that keep them from doing things that other races could otherwise do very well. They are physically weak. They cannot thrash you to the ground and beat you to a pulp. Unless, you are even weaker than them, which is not a common trait. Wingle require technology to lift many things and help them construct things such as buildings, homes, vehicles, weapons, and so fourth goes the list. They simply do not have the muscle, they break easy. • Male / Female Comparisons Both the Male and Female Wingle bodies have most of the same features in the same locations, there are variations though. The males and females have differing feet, eye sockets, size, and parts. While the males have several webbed toes, the females have only two. The females have flagella, the males have none. The males have thinner eye sockets, the females are thicker. These feature differences are both visibly subtle and noticeable. The only difference in abilities from the two sexes is that the female do not grow their eyes back because of their stronger eye sockets, while the males do because they are thinner than the females and can be more easily created using natural tissue found in the Wingle's body. It is important to note that these do not grow overnight. They often take years to fully recover all points of vision. It is also very uncommon to lose an eye for a Wingle because they need to be forced off or cut in order for it to happen. When the eyes bump on something by mistake or get caught on something, they can be squeezed into the neck kinda like a turtle can pull his head into his shell. This is so that way they don't get stuck on something or get their eyes all messed up from too much dust or anything really. It is very silly to see. • Important Organs The important organs in the Wingle, the heart, the brain, and jaw/mouth are all vital the the life of the Wingle. The Jaw/Mouth, is located at the end of their necks. They are the only parts on the Wingle that are exoskeleton bones. The mouth is made up of two powerful jaws that comprise the mouth. They have a very powerful bite that can pretty much snap any food in half. Unless of course, the food is as hard as a rock. It will not break the jaws but it will not be able to penetrate them. In between the two jaws is the hole you would call a mouth. It digests the food. It is very small and often cannot be seen. Then there is the brain, which is located in the chest. Details on it can be found in the next section, Quantum Neuroscience. Lastly, the heart is located in the side of the central body. It is usually on the left side although sometimes there are some who have been born with hearts on their right side. This is a more common trait in females. The heart deals with the blood-work of the entire Wingle. It's duty is similar to that of a human, only it location is different and the Wingle can survive for several hours without it. === Quantum Neuroscience and Quantum Abilities === The average Wingle uses 80% of their brain. The more experienced ones use 90%. The brain is a huge factor in the Wingle's life and abilities. It goes far beyond controlling the entire body and allowing the creature to live and think. • Quantum Abilities Quantum abilities are simply what they mean, abilities and advantages using the brain. All Wingles have them with older or more experienced ones having much more of it.Some are increased memory capability, greater thought, less impulsiveness, greater spacial comprehension, increased senses, and the ability to share thoughts with other Wingle. It is important to note that these are not psychic powers, and cannot be used directly on another alien or creature. It is something that only works with other Wingle. While the other abilities make the Wingle a step above the rest in thought, this does not mean they have "the force" or mind powers of any kind. Even if the Wingle is vastly smarter than his or her opponent, which is often the case, it is still up to the individual to act on those thoughts physically. Which can be the resulting problem. Since the Wingle have many physical disabilities. Wingle's are not born with these, they must grow in the brain over time. Usually after the child Wingle has learned the sum of his or her education, they begin to form these abilities. Usually increased senses will come first before the rest of the abilities. The abilities come to existence when enough of the Wingle's character is built up, when the Wingle has overcome various pulls and temptations, and when certain chemicals in the brain begin to change as the Wingle ages. It is much like puberty in human, although in the Wingles case, it causes much more crazy and radical behavor. Not necessarily disobedience, but more so, just plain out wackiness and unrealistic thoughts and goals. Some Wingle, who do not meet the biological or character requirements do not have these abilities, although their numbers are in the few and they are usually poor and living in places space travelers do not typically visit. == History == There have been very many wars, conflicts, and disturbing acts. Though the only ones that shall be listed are the important ones and most noticeable ones. ===Pre Space Age=== Before the Wingles entered the Galactic Community, they fought each other like most races. They brutally murdered each other for thousands of years with warfare even though their religion always told them not to. Most of the Wars the Wingles ever fought were with each other. Nine of of ten of all wars the Wingles fought were with each other. Self conflict ended with the Wingles only World War. ====The World War==== The Wingles only bared witness to one single world war. It was massive and far more destructive then anything before it. It even surpasses some modern space wars that have occurred. More Wingles died during the 6 Years it lasted then in all the wars combined previously over thousands of years. [[Image:Spore 2011-12-10 00-38-28.png|450px|left|thumb|A photo of the march to Trila, the Capital of South Jerussia.]] It was the worst time in all of Wingle history. For the first time the Wingles actually had the power to erase all life from the planet in a single blow. The Wingles created weapons of mass destruction that could easily take out a small continent. The war began due to a number of worldwide circumstances at the time. Ultimately it had a lot to do with the nature of most Wingles at the time. Every society had degenerated to the worst possible character. There was no regard for the lives of other Wingles even in the most affluent and wealthy countries which had a lot, and still wanted more. All character traits from the generation from that time were the polar opposite of what all Wingles one day would consider "good qualities". Due to technological advancement, the most destructive weapons ever had been invented during this time. The people with the worst character ever, had the worst weapons ever, in terms of destruction capabilities. Religious deception then ignited the war, with shallow promises from the Holy Zanien Empire, the entire world was in deception over the religion they claimed to keep but did not really know. The Holy Zanien Empire, which played a huge role in starting the war, formed due to economic crisis in the world. With the help of a highly influential church organization known as the Zanien Church, the economic downturn in the world was halted because the Zanien helped unify the otherwise doomed countries through faith. The Zanien promised exactly what the people of the time wanted to hear, riches and wealth, so long as they obeyed their laws. All who did not accept their religion and laws under this unified set of countries were put to death in a holocaust like manner. The religious deception was so great and so wide spread that barely anyone questioned the Zaniens authority and thus how the Zanien, in combination with political leaders, helped bring about a massive union of countries using faith and promises of riches. This left anyone who did not join their union, the be cut off from economic aid and ultimately made many other countries that were out of the loop impoverished and nearly incapable of launching any attack on any Zanien State. [[Image:Spore 2013-03-09 09-20-35.png|450px|left|thumb|A photo of Zanien Guards.]] The war had not officially began yet, but Wingle historians consider this the starting point of the worst time in Wingle history. Countries very quickly fell apart and many turned to civil war further dividing the countries. In total, twenty one countries and empires were entirely disbanded because of civil wars. They were usually reformed into democratic governments, but ultimately democracy did nothing because the countries under the Holy Zanien Empire did no diplomacy with those who rejected their rule. Eventually The Zanien went into these countries and took the citizens in them and turned them into slaves to help drive their new found super economy. Any who resisted and who did not do work were often killed along with those who did not comply with the Zanien laws and religion. Certain countries, who were thought to have been nearly invincible just a few short years before, were choked out, famished and forced to comply with the horrific laws of the Zanien for years. [[Image:Spore 2011-12-10 00-50-19.png|329px|right|thumb|Picture taken by an anonymous Lone Sniper, projects the Black Army Confederacy Conquering a city of the southern nation.]] The Sovereignty of Kobal, a once worldwide super power, had to invade another country by the name of "South Bombad" for its water supply. The choke hold of the Holy Zanien Empire ultimately is what forced them to do this. There was not enough food or water supply in the countries outside the Zanien to sustain their populations. There was a state of global famine for the nations outside the Zanien. Eventually South Bombad and Kobal were able to launch weapons of mass destruction at each other. Having both once been super powers, they had the technological capabilities to do it. They fired weapons of mass destruction at each other and a few toward the Holy Zaniens "Holy city", although these missiles were shot down quickly by missile defense systems places around the Zanien boarders. And once again, the "lesser" countries took the blunt of the punch here and many of them were hit with weapons of mass destruction and the effects of these massive wars. ====The Epidemic==== The resulting lack of food for Wingles invited many Diseases and much of the world started to simply die. The worlds population before this war was 12 Billion, it quickly dwindled down to 10 billion 4 and a half years into the war. Billions died because of this war and there were many left to die. The largest and most spread Disease that killed so many is the GNU Virus. GNU is not short for anything and it is the actual name of the virus. GNU comes from dead bodies that have been exposed to radiation for a week. It becomes airborne and is obtained through smell and breathing it in. Once in the body the GNU will disable the eyes and keep them from working. The Wingles three eyes will shrivel up and die. The Wingle will no longer be able to see. Then it shuts down waste organs. Once its this far in the body its too late to save a Wingle who has the infection. They will receive many other diseases as a result of their waste building up inside of them. On average, they will die within a week of becoming infected. This disease is the leading killer of these 6 years caused entirely by the war. ====The Climax==== Eventually a band of nations outside the Holy Zanien Empire formed and used what little they had left to try to take the Zanien with them to hell. (Hell in greek means Hades which in turn means - the grave, the ground.) These nations were outright insane. Their only intention and goal forming them together was the destruction of the Holy Zanien Empire. They launched scores of weapons of mass destruction at the Zanien homeland to devastate it,full well knowing exactly what their response would be! More weapons fired at them. This is widely considered to be the most ignorant.. outright shortsighted choice world leaders had ever made. All of the missiles were in air, all heading toward their destinations, life on the Wingle planet of Athenousis was about to end undoubtedly. Any survivors would meet a slow painful death by the scorched planets toxic landscape. [[Image:Spore 2011-12-10 01-11-12.png|379px|left|thumb|The launching of highly radioactive weapons of mass destruction.]] And then, in a surprise twist, the Wingles had been saved. All of the weapons of mass destruction were destroyed in mid air and the resulting waste somehow managed to not be spread. This defied all logic the Wingles had known until that time. Coming from the clouds down onto the planet was an alien race known as the Rohos, the saviors of the Wingle race. ===Union of the Rohos=== The Rohos played a large role in the advancement of the Wingles. Their arrival on Athenousis saved the Wingles from destroying themselves at the final moments physically possible. The Rohos needed to set up on the planet in order to ensure that they could properly change the Wingles and educate them in the proper values. But first, the Holy Zanien Empire needed to be taken care of. The Rohos completely annihilated the governing body and false, deceptive churches that lead the world into chaos. The Rohos used the Wingles own religion to teach them what they have so desperately needed to learn for thousands of years with no punches pulled. It was discovered that the entire world had been lied to about this religion and so began the proper instruction by the guiding hand of the Rohos. Within a few years the planet was restored by the new Alien friends. However conflict quickly arose as many of the most powerful nations saw the Rohos as a common enemy from another world. These nations leaders would soon be forced into proper teaching along with the rest of the world.[[Image:Spore 2011-12-09 21-01-55.png|200px|right|thumb|Two Rohos]] If a Wingle did not accept the new ways of education, they would have miserable lives and thus punish themselves. Much like before the War and the arrival of the Rohos. Rohos never killed Wingles ever. Not even a single murder. For 350 years the Rohos rose the Wingles up to new heights and after a few generations the Wingles would all be living perfect. The correct way. No more conflict ever took place with the Wingles and soon after it was globally seen that all Wingles had proper values and traditions. ====Departure==== After roughly 350 years the work of the Rohos stopped on Athenousis and they soon left the Wingles. They would one day meet again however it was time for the Wingles to start work on their new empire. In the last years of the Rohos presence on Athenousis, they began to share technology with the Wingles. They never exposed many high tech items to the Wingles up until the final years. Some of which was space tech, advanced photography, farming tech, medical care, entertainment, public transportation and so much more. ===The Beginning of the Space Age=== After the Rohos left their technology behind, the Wingles began their space program. In hopes of one day meeting the Rohos again, and for space exploration or even the possibility of expansion. All nations worked together with one single space program. It was difficult to fund for however because all nations still used different currency. This and many other divided traditions and ways still separated every country. Seeing as war is never the answer among other Wingles, all the nations of the world needed to do something. Indeed they did. ====One World Government==== The nations of Athenousis all agreed to a one world government, seeing as it was the only solution. One language, one currency, one leader, one capital, and one military. This transformation took only a few short years. Three years of change is all it took for the entire world to come entirely united. The space program and technological advancements went into full swing. ====Early Exploration and Development==== Shortly after the nations came under one government their eyes were fixed on space and every Wingle was determined to help reach it. It took about a year for the first flight to be scheduled and prepared for. The first one was a dangerous one and an unpredictable one. It was to test the effects on the body of the Wingle in space. Among many other questions the flight was a success and went without flaw. [[Image:CRE Admiral Wingolia-0d0cfd7f sml.png|198px|left|thumb|Tail Grode, the first Wingle in Space. His picture is one of the first in color.]] Tail Grode, a young Wingle became the first to travel into space. His spacecraft orbited Athenousis for 13 hours before it was fall back down and land in the ocean. While in orbit he took a number of pictures of the planet from orbit, as well as photos of the moon and other planets out in the distance. Tail would later become the first to set foot on the Wingles far moon of Bruta. [[Image:Spore 2011-12-10 05-19-12.png|250px|right|thumb|Kalitstine in orbit.]] Six months later the Wingles launched their first artificial satellite from the Athenousis Central Spaceport. It orbited the planet for 56 years before being taken down, scrapped and replaced with newer much more advanced technology. Kalitstine was the name of the satellite and its purpose was to take pictures of the planet, the moon, and other nearby planets. Over its lifetime it took over 505,000 photos. It mapped out most of what is now Wingle occupied space. Kalitstine was made up of metal materials like most spacecraft. It was customized for lasting long and even adapting to what would be future ways of doing things. It had a spacedock on the satellite for ships, and ships were hardly even talked about at the time let alone docking with satellites and stations. It is powered by four circular compression units that take what little air that is available just outside the atmosphere (or sometimes in it) and use air to power the entire satellite. The Air spins around in the compression units until it reaches a speed where it can be used to generate power. It works very similar to the way a Windmill does. Only its in space and its mechanics are slightly different. They generate the same way and have the same outcome. Space Shuttles were later used as a way to get more Wingles in space quicker and more satellites up and running. Within ten years time over 402 satellites were orbiting Athenousis and their purposes varied greatly. The early models of the Wingle Space shuttles were very simple and worked well. A rocket can trust the object up into space and be contorted easily within space. As there is zero gravity, the controller, really is in full control. [[Image:Spore 2011-12-10 05-28-31.png|300px|left|thumb|A StarUniter Class Shuttle at Athenousis Central Spaceport]] There were four models of the shuttle in total before it was discontinued for newer ships that function like the ones seen today. The most popular one was the "star uniter". The Star Uniter model was the cheapest to construct and took the least amount of time to build. You could have a shuttle ready within a few months. The Uniter resembles what was conventional aircraft for the time. The four elevons, mounted at the trailing edge of the wings, and the rudder/speed brake, attached at the trailing edge of the stabilizer, with the body flap, controlled the orbiter during descent and landing. The Uniters payload bay measures 15 by 60 feet (4.6 by 18 m), comprising most of the fuselage. Information showed that the payload bay was designed specifically to accommodate the Kalitstine 5 X spy satellite operated by the Empire. Two mostly symmetrical lengthwise payload bay doors hinged on either side of the bay comprise its entire top. Payloads are generally loaded horizontally into the bay while the uniter is oriented vertically on the launch pad and unloaded vertically in the near-weightless orbital environment.Three (to sometimes four) Space Shuttle Main Engines are mounted on the Uniters aft fuselage. The engine nozzles can swivel 10.5 degrees up and down, and 8.5 degrees from side to side during ascent to change the direction of their thrust to steer the Shuttle. ===The Prolis'ian Wars=== These wars occurred when the Wingles were just forming their empire. An evil zealot race known as The Prolossis raided several Wingle colonys for their rich Purple spice. This is a critical area for the Wingles development, as at the time, Purple spice was most valuable and the Wingles had a substantial amount of it. Without even knowing how truly rare and valuable it was. [[Image:ProloWiki.png|110px|left|thumb|A Prolossis Royal Zealot.]] The wars spanned over for at least 7 years before the Prolossis surrendered to the Wingles when their fleet attacked the Prolo planet Tikin'mai, their primary shipping port. The attacking Wingle fleet destroyed the Prolossis fleet and Tikin'mai was taken into occupation. There were no rebellions following this. The Prolossis would later team up with the Conqrix to destroy the homeplanet of the Wingles. ===The Spice Struggle.=== Four short years after the Prolis'ian Wars, another spice related conflict started. This time multiple races were involved. Including the infamous Zaretain Empire. Who were soon destined to become warlords of warfare. The main races involved here were the Wingles, a race of robotic creatures known as Blue Bots, Pip's which were bird like creatures, and Zaretians. At the time, the Wingles were the most powerful among the races. Every race had a spice that they tended to defend. Blue Bots had Blue, Zaretians green, Pips yellow, and Wingles with the most rare Purple. There was a lot of controversy behind closed doors. It was believed that the Zaretians double crossed the Wingles to join the Blue bots to destroy the Wingles and take their spice. However it was what you would call a double double cross. Confusing the minds of most the Zaretians went back to the Wingles where they teamed up to shut down the evil and over powering blue bots. An operation was launched at the main command center of the Blue bots where the fleets of both Zaretians and Wingles decimated the Blue Bots. There they ordered all Blue Bot units to shut down immediately. Soon after the Blue bots and their evil were wiped from the face of the galaxy. Their colony's and planets were equally divided amongst the Zaretians and Wingles. To this day there is no evidence they ever existed other then history books and scarp metal. ===The Conqrix === The most infamous war of all the others was the Conqrix wars. The Conqrix were a spawn of the Grox. The Conqrix would infest worlds in massive numbers and killed everything in their way to turn every world into their own factories. Which would make more Conqrix. Their numbers multiplied very fast. Many many battles were had with the Conqrix. They first showed up during the very end of the Spice Wars. Where they eradicated the Pips before the Zaretians and Wingles even knew they were in trouble. Zaretains began new wars with other races and were forced to back out of the fight un willingly. Leaving only the Wingles to combat the Conqrix. This war only lasted several months. However it was the most deadly conflict in Wingle history on all fronts, on all planets effected by this war.. over 2.5 Billion lives were lost as a direct result of the Conqrix Wars. Not counting Conqrix loses. It was not just Wingles but many other empires that were slaughtered by the evil of the Conqrix. [[Image:ConqrixWiki.jpg|210px|right|thumb|A Conqrix Clone.]] The Conqrix were unstoppable, and planned to do terrible things to the galaxy however the Wingles stopped them from their plans during the "Fall of Athenousis" the single most important battle of the Wingles wars. The fact that their homeplanet was under attack is not even half the reason this battle was so important. In fact, it was very small in comparison to the real reason everyone was fighting there. ===The Fall of Athenousis=== The great battle took place on the Wingle Home World. Conqrix, and Prolossis were the attackers and the Wingles did not have much time to combat them. The battle was 5 days long. By the 3rd day the Planet was glassed by the Attackers and the cites and population were wiped out. Including most of the senate and government. The truth behind all of the battle was soon revealed. The Conqrix had found 8 other ancient sites left behind by an ancient, unknown race. There were 9 of them in all, the ancient site was buried beneath Athenousis. The Wingles had no idea until the Conqrix found it. This one was absolutely massive in comparison to the other sites. It had exactly what the conqrix were looking for. An artifact they had been searching for sense they were first created. [[Image:Spore 2012-01-12 16-22-56.png|450px|left|thumb|A conqrix battle on the planet.]] It was a key of some sorts, it was to power the 8 other installations that would connect together wipe the galaxy clean of a race if needed.. How it would work is that you take a living, breathing creature and put it in the chamber located inside the 9th installation, that will power the other installations and it will fire and kill off that entire race in a almost god like stroke. The Conqrix had killed almost all the wingles on the planet. They needed one, single subject to do this. The only one close enough by was a Captain White. A great Captain of the Wingle empire that was sent out with his squad to stop the Conqrix from turning on the Installations. At one point, Whites squad was all that was left on Athenousis still fighting. The defending force was gone. Him and his squad had the odds against them. They stopped the Conqrix from activating the installations on the 4th day. They were able to just barely signal the main fleet that they needed help and that Athenousis was dust. The main fleet had immediately stopped their operations. On another planet where they were also fighting Conqrix and came to help save White and his squad. They had the scared key with them as well, that was going to be used to turn on the installations. However the Conqrix wielding it was killed by one of Whites squad members. [[Image:Spore 2012-01-12 16-39-13.png|250px|right|thumb|Captain Skylashas on Athenousis]] The Prolossis turned on the Conqrix for an unknown reason following the arrival of the Wingle fleet on the 5th day. Making things even more out of control there were now three massive army's clashing. White and his men made it to their extraction point where a Wingle general took the icon and everyone escaped the planet. Though right as they were boarding their shuttle.. Captain White was shot down. The fleet left behind the remaining Conqrix and Prolossis to duke it out. Captain White was later medically operated on several different times. He was to live but he needed to go into cryo sleep. To this day he remains in Cryo Sleep. The Installations that are meant to kill off entire races were all destroyed after the Conqrix conflicts. To prevent such things from happening again. The device found in the 9th installation was used on the Conqirx. Safety measures were not taken and the device was used on them due to the desperate situation. == Epic War Involvement == === First Contact: === The Wingle empire entered the War when a Nepharian fleet fleet suddenly and deliberately attacked the Wingle fleet just outside of the orbit an uncharted Desert planet. Nepharians were said to be after the substance the Wingles were transporting to a secret base on the desert planet. The main flagship of that fleet the Concord was the ship that carried the substance. The Nepharian raiding parties managed to bring the Concord down and it crashed to the desert planet.[[Image:Sandsofwar.png|248px|right|thumb|The Uncharted Desert Planet (in atmosphere).]] A battle took place on the sands of this distant planet. The Wingles battled their way off the planet and it was a long journey. A warhero and Col.Holland teamed up and gathered up survivors and took over a Nepharian radio device. They signaled a nearby fleet. Without knowing it they signaled the IAE. The IAE came in and helped the Wingles escape the planet. ===The plot of the Council=== Shortly after the Nepharians fought Wingle forces, A plot was formed by the new chancellor of the Wingle council to cripple the Nepharians and hopefully quickly move on to more important operations and tasks for the empire. A space captain helped carry out this plot by forming his own squad of extremely specialized war heros with a skillful set of abilities. The squad has no official name but it may be commonly refereed to as "The Squad". The squad is made up of skillful aliens from around the galaxy that each have their own different specialties and backgrounds. Some are more infamous than other but they are all in one way or another necessities for the Wingle councils plot to be carried out. ====The Squad==== =====Captain White===== [[Image:Spore 2012-04-25 21-37-27.png|380px|left|thumb|White on Athenousis]] Captain White is among one of the most infamous Wingles alive for his brave actions on the battlefield. White is approximately eighty one years of age and has served in the Wingle Military since age twenty five. He has been in hundreds of battles and is the most experienced warrior the race has to offer. His combat abilities are widely seen as some of the most amazing ever in the history of the Wingle. A living legend for certain. Though he is infamous for many different reasons, the most famous of his actions were displayed during the Fall of Athenousis where he battled thousands of Conqrix alongside a group of other space captains and helped save the races existence that was threatened on that exhausting battlefield. ======Background====== White was born on Athenousis in the southern most pole of the planet of Athenousis, where the temperatures were always brutally cold and unforgiving. He spent his early years fighting for survival. White left the planet at fifteen to go to a military training facility on Elucia, a farming world that seemed very much like home to White, with the exception of the terrain being much less harsh. While at the training facility he learned many different types of combat which include various hand to hand combat styles, all types of available Wingle weaponry, swords, and even piloting. He went on to train for ten whole years to master all the arts of warfare before he went on to officially join in battle. ======His role in the Squad====== Captian White's role in the appointed squad is to act as a co-leader, to act as a representative for the squad when the leader cannot, and create tactical forecasts that are meant to predict the enemies combat movements. While his fighting skills are remarkable his "tactical forecasting" skills are just as impressive. Tactical forecasting is the act in which someone with a greater knowledge of the battlefield tries to accurately predict the enemies plans, movements, forces and resources based off of gathered intelligence. It helps create plans for battles that squad mates may follow when engaging an enemy. Tactical forecasting is a good wild card against the typical enemy and usually will provide the squad with a certain reassurance that they already know whats going to happen, regardless of the likelihood of the outcome being good or not. It provides a boost in the spirits of the squad and with good forecasting, can mean to difference between life or death. Its essentially like trying to predict the future except with credible intelligence gathered and mixed together in a stew.As for his co-leader role, he is overruled by a Space Captain who leads the squad. As a co commander of the operations he is usually always right in the very center of the action and is often found not too far from the main leader of the squad. ===== Captain Skylashas ===== [[Image:Spore 2012-04-25 21-49-13.png|380px|left|thumb|Captain Skylashas]] Captain Skylashas is much like Captain White when it comes to notability around his empire. Captain Skylashas is the ace of the Skylashas military and is known mostly for his extremely brutal methods used on the battlefield. He was also on Athenousis standing by Captain White until the end and is also rather infamous for doing so. ======History With Captain White====== Its widely known that Captain Skylashas has a longstanding relationship with Captain White. They are like brothers almost and have been in so many battles together that its hard to imagine a single battle without them both being there side by side. Their history with each other is extensive to say the least. White and Skylashas first met as enemies during a small war in which Skylashas were targeting recently colonized Wingle worlds in which they could pirate from. White and Skylashas confronted each other in space when a Skylashas transport ship got away with purple spice and weaponry that was stored on military bases on the planet. White chased down the ship with a small Wingle star fighter and intercepted the ship and destroyed it. However Captain Skylashas managed to get aboard his own fighter and escaped the blast. He began dog fighting with Captain White amongst the debris of his ship. According to battle logs on both fighters, the confrontation lasted about forty five minutes before White received new orders and heavily damaged Captain Skylashas ship. A few weeks later White would meet Captain Skylashas on the ground and they both had a battle on a small hill during a piracy on Eos. Recognizing each other from a few weeks before, they instantly were at each others necks. A close combat battle began on a hill that lasted for five-teen minutes without either of them being injured. They were a real rivalry for certain. The battle ended when Captain Skylashas team of pirates were done pirating the ores on Eos. Skylashas quickly tried to knock out Captain White and succeeded in doing so. Rather than killing him as he was unconscious, Skylashas had to quickly make a run for his ship before they left him behind. A month would pass and the mini war and piracy of Wingle planets had ended. The Skylashas even had become allies of the Wingles eventually. Because of this there were many joint military exercises with Wingle and Skylashas forces. Inevitably Skylashas and White would meet again in one of these exercises and simply decided to have a hand to hand fight to settle the score without killing each other. They had a brawl that lasted five minutes before they were broken up by other operatives. Yet another week passed and White and Skylashas found themselves side by side on the battlefield. This time they would be working together to stop a massive wave of Conqrix that were trying to Genocide the Skylashas on the world of Largrange-3. The two captains took on one hundred and fifty Conqrix before wiping them all out. Leaving none alive, White and Skylashas killed off the entire attacking force that was in the town they were in. Recognizing each others abilities in combat, they stopped acting aggressive at each other and rather started working together on Conqrix operations. ===== Commander Meto ===== Meto is the third addition to the squad. Meto was not initially apart of the plan set fourth by the council and squad leaders but proved to be a valuable asset on the battlefield when White and The Squad leader broke him free. Meto is a Gronian Commander who was formerly in charge of a battalion of troopers before his battalion was almost completely wiped out in a Nepharain attack. He was taken in as a prisoner of war and set to be executed. However the break in to pick up Skylashas would void his execution time. He was taken in along with Captain Skylashas to join the squad after being broken out. [[Image:Spore 2012-01-30 17-27-55.png|200px|left|thumb|Meto]] Meto is armed with a plasma spear much like the ones Wingle Honor Warriors wield, a shield, and various other blades and daggers making him an expert in close quarter combat and a very respectable trooper. He is gifted in the ability to clear out groups of people at once. As his weapons are all made up of close quarter weapons, hes perfect for what he does. Metos combat skills do however have a very obvious weak point which is that he cannot deal with far distance targets. ======Background====== Meto’s home plant is currently unknown but it is obvious that the planet he may have originated from was a Gronian colony. When he became an adult he joined sports such as “Galactic Fencing” which pins two players in an all out duel with each other with swords and body armor until they break one another’s sword or penetrate skin on one another’s body. That is where a lot of Meto’s combat skill came from, as supposed to strictly military training. He later became infamous for his arena battles on Gronian worlds. He was the king of Death matches; he never lost a single death match. He was known in the arenas as the god of punishment, as he was often pinned against dangerous criminals who were offered to fight in arenas rather than rotting in jail cells for life. After he was the god of punishment, Meto’s combat skills were recognized and he was asked to join the Gronian military force and fought in their military for several years before he quit on his own will. Meto was later rehired as a “Licensed Commander” which essentially meant he could pick his battles on any front. He would get involved in Nepharain battles which eventually led to him joining the squad. =====Mare'sa Akul===== Mare’sa is a Saruan scientist who was found on a strange world alone. Her roles in the squad, while essential, are usually behind the scenes, not often seen. She typically acts as a copilot for the Sympathy, the squads ship. When White is not piloting the ship, you can place your bets that Mare’sa is behind the controls. She also operates as a heavy infantry much like Skylashas, she is trained in the arts of heavy weaponry and explosives. One of her heavy weapons is a simple rocket launcher which typically bursts high damage at enemy vehicles. In addition to heavy weaponry, Mare’sa tends to be the more “technical geek” of the lot. Hacking into computers, repairing broken machinery, tending the wounded, got a chore for her and she will do it. A loyal and valuable asset to the squad, as every other squad member is. But her place is a necessity. [[Image:Spore 2012-06-13 16-53-38.png|300px|left|thumb|Mare'sa]] ======Orign====== She originally came from an ocean world known as Deep Requiem, from an underwater colony which was very different from other worlds. Much like any space colony, the water colonies on Deep Requiem were like miniature planets within the water. The colonies had air, grass, many trees, cities, just like any city. Saurans however, prefer a more natural way of life, so many of the colonies are not very populated because of the space used to create more natural landscapes. These colonies are very consistent along the seafloor of the ocean world and are very close to each other, often within viewing distance from the sides of the colonies. When Mare’sa was a much younger Saruan she was known to be very intelligent and educated among her small town. As a starting carrier she was working with robotics, computers, and maintaining the towns recourses. Later she was asked to join the military as an intelligence officer and not as a warrior. She had no problem fighting unlike other Saruans but she was still kept from most conflicts. Until she became involved in an unforgiving space conflict with Zareitans which eventually led to her capture and forced labor in mines around the galaxy. She would later be freed by a space captain and would escape on her own and disappear from her society and live on the strange world she was found on for several months. ======Eco Project====== On the “strange world”, Mare’sa began her own project to rebuild the failing ecosystem on her own. For several months she worked to get the proper ingredients for spreading life, but for a good duration of the time all she could create of Arthropod based life. For many months she was never bothered, working day after day in poor living conditions inside a large cave, all for the greater good of the dyeing planet. She had no problem sacrificing or her own time, that much is certain. Mare’sa was not always isolated, she used to get on her ship and go back to her home colony to get more supplies, but just before the squad arrived to recruit her, a group of space pirates came and took her ship from her one day while she was resting. She had been stranded, with little hope, she continued to still work on her project as she faced what she thought was her life’s end, and then she would be recruited by the squad for the interventions to come. =====Alimantre===== Alimantre is the final addition to the squad and his role in combat consists of long range weaponry. He was found on an old Wingle colony that had been destroyed during the wars with the Conqrix. ======Background====== Alimantre originally wanted to be an architect, but his family was poor and he lacked access to higher education despite his quick-witted intellect. Frustrated by unreachable dreams, he decided to join the Kamorran Expeditionary Corps and bury his regrets under the rigid discipline of a military lifestyle. KEC enlistees are guided through the system based on their aptitudes, so they usually wind up in positions they are good at. Alimantre turned out to be a skilled marksman, the attention to detail and ability to consider all angles of a situation that made him pine to be an architect serving him just as well with a rifle. His shots are precise and well-planned, and he never wastes a bullet. His weapon of choice is an 88-Series VK-6212 "Firenze" miniature railgun, known for its ability to ignore crosswinds, ensuring pinpoint accuracy at much longer distances than normal for a weapon of its size. With a dossier like that, Alimantre's KEC career was set to be long and successful. But fate has a way of defying trends. [[Image:Spore 2012-05-09 16-14-48.png|380px|left|thumb|Alimantre]] At the end of his fourth and final year of probationary duty, just before he was eligible for vertical movement within the KEC hierarchy, his patrol was pinned down on top of a sand dune in the middle of the Grand Tarcian desert on Kamorra. They had been on the trail of an illegal arms dealer known as Gidge the Beautiful, and they found her. And her entire posse. Her "beauty" was trumped only by her ferocity, and Alimantre's unit was slowly overwhelmed despite their superior equipment. To make matters worse, a raging sandstorm made air support impossible. That kind of pressure is not good for sniping, but as he watched his comrades fall one by one around him Alimantre realized the gravity of his situation. He had no backup and no cover. Half mad with grief and desperation, he found it impossible to surrender. He kept firing, and his targets kept dying. He was shot twice in the left shoulder and once in the neck, but he barely noticed. Whenever he ran out of ammo he freed the nearest gun from its owner's dead grip and continued on. By the time his battle frenzy faded he was alone on the dune. No ally or enemy had survived. He passed out from blood loss and was picked up two hours later when the sandstorm subsided enough to get a dropship in. His official recorded kill count for that one battle was listed at 71 in just under an hour, enough to instantly qualify him for promotion to official Sniper rank. It was not until he regained consciousness in a military hospital that he learned that Gidge was supposed to be captured alive. This one flaw in the operation was enough to get him marked "unreliable" in his file despite his impressive victory. He knew that from that point on he was doomed to be pigeonholed in the KEC, so the instant his contract expired he grabbed his stuff and left. He has since made a living as a freelance sharpshooter. === The Nepharian Escalation === The Nepharian Escalation as its been called, is the series of events and interventions that began the full out war between the Wingles and Nepharians. It's the period in which official war had began. <span style="color: red;font-style:italic">'''PLEASE BEWARE THERE ARE PLOT SPOILERS AHEAD IN THIS SECTION'''</span><br> ==== The Cityscape Assassination ==== The Wingle and IAE held a meeting on the Wingle Planet Cityscape. The meeting was a discussion of many things. Trade, Technology, construction projects and other classified Intel. The meeting was however cut short when the Council Buildings became a large crime scene. Numerous Wingle Council members dropped dead during the meeting. Including the Grand Chancellor of the Empire. A search was conducted to figure out what really happened to them, for now we are under the impression the party favor drinks were poisoned and whoever drank it, would be next. Later an IAE assassin came by to kill as many members of the council as possible. This was also cut short when a Space Captain took him down before he could get to the meeting room. Under the impression the IAE were trying to kill the Wingle leaders while they were there in some sort of secret plot, the people still alive left in charge held the IAE diplomat captive under the real answers came out. It was concluded that the Nepharians were trying the frame the IAE by using another IAE to kill Wingle council members. This IAE Was a hired assassin by the Nepharians, only with orders to kill as many as he could. ==== Whites Revival Effort ==== On the old Wingle colony, "Genesis", Captain V. White remained in cryosleep. With the formation of a squad requested by the Wingle council, the first choice of a squad member was Captain White. White was a legendary war hero in the Wingle empire and was an obvious first choice, however, the planet he was resting on was being invaded by Nepharain forces at the time. It was later discovered that there was an information leak, and the Nepharians were actually out to kill Captain White in his sleep before the Captain of the soon to be formed squad could reach him. After the recovery of White a large skirmish broke out between the Wingle and Nepharain forces there. Soon after the Captain was away with White, the battled ended leaving the Nepharains victors, even though they failed their main objectives. ==== Breaking Skylashas Free ==== Soon after White was taken in, he suggested an old friend of his be recruited to the squad. Captain Skylashas as the name says. He had very recently gone missing, so there was effort put into finding him. As it had turned out, Skylashas had been abducted by pirates which seized his personal ship for goods. They sold Skylashas off to the Nepharains and they placed him in jail where he was confined as a special prisoner. There they observed him and began to make tests on him. Skylashas was used as a "labrat" until White and the Captain came and freed him with a small attack force. They had slowly waltzed their way into the base and freed all the prisoners by mistake, causing a large riot which threw the base into utter chaos. On their way out, Skylashas, White and the Captain were looking for ways to get out, when a Gronian by the name of Commander Meto, agreed to help them find a way out. Meto would later be in debt to the Captain and be chosen to join the squad as well. On the way out of the base, a large mech appeared, known as the Nepharain Ech0 M1, which was vastly superior to any mech the Wingle had ever encountered. It was almost a super weapon. The Ech0 mech was invulnerable to their weaponry and could not be shot down. The Captain, having a quick thinking head, lead the Nepharain mech into a power supply which was inconveniently located and it took down the Ech0 mechs shields, which made it possible to shoot down. However the power current was strong enough to destroy the entire mech and it was destroyed. After the squad made it off world, an investigation was started in the Wingle council with the data collected from the battle to help find out just what it was. ==== Phyla's Introduction ==== With the squad aiming to recruit Alimantre on another destroyed Wingle planet, a Nepharain general known as Phyla Kran was hunting down the squad and attempting to eliminate them for their previous attacks on the Nepharians. Phylas personal ship shot the squads ship out of the sky and it crashed down to the Wingle world Alimantre was on. There the Captain was captured by Phyla Kran and they talked for a shot while before Alimantre came from no where and tried to shoot down Phyla, but instead hit her men and helped the Captain free. Afterward, the both of them attacked a group of Phylas men that had been engaging the other members of the squad. Afterwards, Alimantre and the Captain confronted another Ech0 mech, this time with no shields and was able to be shot down. It may have been destructible this time, but its weaponry and mobility was far more superior then that of the M1 model that had been engaged previously. The pilot was none other than Phyla Kran, who just barely cheated death before. But it was proven that she was indeed a cat with nine lives, and escaped the mech while it was in combat with the Captain. ==== Operation Ech0 and the Kran Faction==== The squad was complete and ready for its interventions on the Nepharains, its first target was the Ech0 mech factories on the Nepharian city world of Lo'Sherai. There the large Wingle attacking force was supported by the squad, and together they moved into the city to destroy the factories. Once the factories were destroyed, Nepharians began to turn each other in a civil war like manner. All around the city where the main factories were located, random acts of betray began. Phyla Kran sent orders out to her own men to turn on all and her men began to up rise against the regular Nepharian forces. Soon after she ordered that a Super Carrier from the fleet be detonated in atmosphere of the world, so that the derbies would kill off all of her enemies in a single decisive blow. Recognizing the many millions of lives that we at stake, the Nepharains and Wingles ordered a temporary cease fire, which turned out to be a more permanent one. After the debris were done showering, Phyla Kran released a statement in which she announced her own, private faction, known as the Kran Faction. Which was made up of her own personnel. The Kran Faction had been planned for a long time, it just needed an alien race to help trigger it as planned. The Wingles were used by Phyla to start her own Faction, in fact Phyla claimed responsibility for all the conflicts with the Wingle thus far and used information control to denounce the production of her own Faction, stating that the resources used were going toward the Wingle front. The Ech0's were also used in the funds but over eighty percent of all Ech0's developed were Kran Faction types only and they were made for the invasion of other worlds, which was Phyla's next move. ==== The Nepharain - Wingle War ends, Phyla's war begins ==== With Phyla's massive military force, she begins to attack various Wingle, Nepharain, and IAE worlds with her army of Ech0's and faction members.The very first attack was on an IAE world. The reasons for this attack remain unclear at best and only Phyla Kran probably understands why she ordered the sudden attack. Although it is suspected by some that they were attacked for being friendly with the Wingle and Nephaians, her two sworn enemies. Regardless of the reasons, the Kran Faction attempted to take over the planet but they failed when the Squad arrived to help get rid of them. The arrival of Wingle reinforcements sealed the deal. And the Kran were almost entirely annihilated. It is recorded that the IAE suffered the most losses however. This attack only made the IAE join the war effort against the Kran and in the grand scheme of things, caused the exact opposite of what the Kran may have desired. Later, another IAE base would be attacked. However this attack also failed due to the efforts of a group of IAE Croylarys engineers. Later there were numerous assaults on Wingle worlds but many failed. A few succeeded but the Kran quickly left the worlds and did not claim them as theirs. The reasons for that, are entirely unknown. Only the affects are known. They slaughtered many Wingle in these attacks, most of which were civilians, and that the Kran Faction did not develop any additional territory because they did not claim these worlds. Some Wingle generals, while thankful that they did not claim the worlds, have openly called them ignorant and blinded because of their unpredictable and confusing motives and choices in these matters and attacks. Lastly, there were many attempted takeovers of the Nepharian main government itself but all such attempts failed. === Views on other Factions/Races === ==== <span style="color: #F62817;font-style:italic">Warlords</span><br> ==== The Wingle are neutral for a reason. They see both factions of the epic war have major flaws. However, they still assist some races they feel are just. The Wingle view on the Warlords is mixed. While they do not agree with their philosophies and genocidal tendencies for the most part, they have a certain respect for certain member races such as the IAE. The Wingle have more relationships with the Warlords than they do Peacekeepers but are in no alliances with them. ===== The IAE ===== The Wingle view the IAE not as a murderous group of aliens, but rather as a corporate type evil to those that are not of benefit to them. Despite this, they like the IAE a lot for their numerous acts of assistance and for their all around reasonable and respectable attitude where other races in the Epic War are severely lacking in. <b>Relationship:</b> Friendly, peaceful. ===== Zaretian Monarchy ===== The Wingle have fought alongside the Zaretian in the distant past and remain to be friendly with each other despite their now different goals. <b>Relationship:</b> Friendly ===== The Margan Empire ===== The Wingle have little data on the Margan Empire but have heard of their destructive capabilities on other empires. There have been no public statements about them and they have not come into contact ever.There is not enough data on them to conclude they are a hostile force to their particular existence. <b>Relationship:</b> None ===== The Miir ===== The Miir, seemingly out of nowhere, attacked the Wingle one day and have had no conflicts since. A war has been declared but since there have been no disputes since, it is debated whether or not the war should be considered over or subsided. <b>Relationship:</b> Enemies ===== Repzork Empire ===== The Wingle have the same views on the Repzork as they do the Margan. <b>Relationship:</b> None ==== <span style="color: #6698FF;font-style:italic">Peacekeepers</span><br> ==== The Wingle have many of the philosophies that the peacekeepers have, but have never come into contact with any of them. While they do share a lot of traits, the Wingle do not like how they are simply existing in order to get rid of the Warlords. They view their efforts as pointless and perpetual, without any progress being made. In fact, the only progress the Wingle think the Peacekeepers have collectively made is going backwards. This view was set in stone by the events of Norsus. They also question the methods of some of the Peacekeeper member empires, seeing them as strange or even too violent. ===== Aeveria Confederation ===== The Wingle see the Aeveria as overall pretty sensible and wise. No contact has been made but the Wingle have heard a lot about them. <b>Relationship:</b> None ===== Empire of Diablos ===== The Wingle admire the physical strength of the Diabloians and have also heard many tales of them. There are no negative views on them to be mentioned other than the possible legitimacy of some generals and admirals. <b>Relationship:</b> None ===== Karahotdoum Empire ===== The Wingle simply do not understand the Karahotdoum. <b>Relationship:</b> None ===== The Rach ===== The Wingle view the Rach as.. well thieves. That is the only gripe the Wingle have with them. Other than that, many think that they could relate to each other in a good way because they both are without a functioning home plant. Some suggest that Wingle Generals are contemplating intervening in some of their conflicts. Although such claims have yet to be confirmed or denied. <b>Relationship:</b> None ==== <span style="color: #FBB117;font-style:italic">Neutrals</span><br> ==== The Wingle applaud those who have chosen to remain neutral, seeing them as making a good choice, and much more sensible than the empires caught up in the war. Though at the same time, the Wingles have mostly fought against neutrals, due to the fact that they all have a lot of varying ideas. ===== Sauran Solidarity ===== The Wingle view the Sauran as probably the most morally grounded of all the races in the Epic war. There are no complaints and some generals would like to get into contact with them. <b>Relationship:</b> None ===== The Gronian Imperium ===== The Wingle like the Gronians from what they have heard, they view them as isolationists, a wise stance in a conflict like the Epic War. There has been no contact apart from a small group of Gronians who were rescued by Wingle forces once. <b>Relationship:</b> None ===== Holy Nepharian Empire ===== The Wingle feel like they got off on a bad foot with the Nepharian due to Phyla Kran's actions. Without knowing it, these two empires fought a war they didn't need to fight. That war ended luckily and the two empires now engage in joint military operations against the splinter, Kran Faction of the Nepharian's, led by Phyla Kran. <b>Relationship:</b> Tense, at war with Kran Faction = Important Colonies = The Wingle Empire has many hundreds of small colonies. Many large ones, but few important ones. The ones they do have that hold significance are considered extremely important to the entire empire and if one is lost then it is a massive disaster for the Empire. These colonies keep the Empire running, growing, and exceeding its barriers of the empires reach. === Athenousis === Athenousis is the Wingle home planet which the Wingles originated from. It once controlled the entire Empire on its own and was the central command of the entire empire and race. It was the most populated planet out of all the colonies. Found in the very center of a cluster of other large colonies and other systems all controlled by the Wingle. Wingle occupy this part of space entirely.Athenousis was lost and re captured recently after the Battle of Athenousis which is a massive event in the History of the Wingle. When it was regained some year after its loss, an operation was conducted to restore the planets ecosystems, water, atmosphere and life. The planet before had seas of lava and dust, now has been restored to water. Its the first step in a long process but thats what it looks like today.[[Image:Spore 2012-01-26 20-55-27.png|350px|right|thumb|A Wingle standing on a hill with the ruins in the background right behind him. ]] Almost all parts of the planet is grass or dirt. The restoration project for this planet has gone fairly well, but apart from getting grass properly functioning again the planet is still pretty screwed up from the Battle. Its not habitable for large populations and military personnel, researchers, workers and traders are allowed on the planet. Its not safe anymore. The planets weather is wicked and has grown infinitely worse because of the battle that rocked the planet. Volcanoes for example, go off much faster then before. Often super volcanoes make some areas blocked off or destroyed entirely. Rubble does not even get a chance here. Radiation patches are scattered so far around the planet that its not possible to walk and explore without dieing from radiation or other forms of gas. The atmosphere has significantly weakened in addition to all these other issues. The sun can physically burn you if you stand in front of its light too long and even kill you. This is also another effect from radiation related problems. The planet is a giant skeleton of the empire. Thats probably the best way to describe it. The cities are dead. There is no life at all other then Wingles exploring and skulking around. The planet has no real use anymore. But its still deep in the hearts of most Wingles. Thats why its being rebuilt and fixed up of course. Its not technically important to the survival of the empire anymore due to it being replaced by Cityscape. Its considered an important colony due to its special nature. Its the location where the Wingles came from. Its where everything started. Its not at all shocking they still hold it dearly. The planet is not very well defended anymore since it does not need it. Most of its orbital defense was wiped clean off the orbit anyway. It would take many years to replace it all if it were even necessary. A single fleet watches over the planet though. Its considered by some operatives infamously to be the most boring job around the galaxy. They get to sit and watch the place, with nothing going on and nothing to fight or watch other then rubble, its easily earned its reputation. === Cityscape === Cityscape is a large planet that is mostly one big city. It is the current home of operations for the empire and it gave birth to the Restored Wingle Council program that was started after the mass murder of most of the senate on Athenousis. It has become the most important colony of them all as of recently. It has a very large population and is home to not just Wingles, but many other species and races. However, the planet is still entirely under the control of Wingle. This serves as the location as the Wingle Capital due to Athenousis being almost entirely leveled by the Conqrix. Though the central powers of the empire are currently located here, it could change in the future when Athenousis is fit for mass colonization once more. Until then Cityscape takes its place as the seat of power for the empire. [[Image:Spore 2012-01-26 20-01-20.png|200px|left|thumb|A Wingle officer and a tank just in front of the intelligence center.]] Cityscape is home to more then just political and metropolis cities. Cityscape is also home to the military central intelligence agency which houses all information on the entire empire. Whether it be coordinates to every colony, history, economic info, etc. Its a massive digital library with far more then just information on the Wingles. It also serves as a public information center to races that are not banned from the Intel center. Races as a while can get banned as a result of war or recent conflicts. To ensure safety of the more private information. Which is also stored there but is kept away from the public eye. [[Image:Spore 2012-01-26 20-02-29.png|350px|right|thumb|The Capital building and its court yard which is empty.]] As mentioned the Wingle council is located on cityscape in a centralized location in the middle of the largest city Ath (named after Athenousis, deprived from the first three letters in the name). There are several buildings. Most of which are merely monuments to Wingle war heroes or infamous Wingles from over the centuries. There is the main capital building, office buildings where bills are formed, a military leader building, trade and production building. There are buildings for just about every front and then there is one master building which is the capital. All the other buildings are located south of the Capital building and the area where they are located is a field which is entirely off limits to the public.[[Image:Spore 2012-01-26 20-01-42.png|250px|left|thumb|A Cityscape sea port.]] Most of the planet may be a city, but its mostly covered by water. Most of the continents are artificial. There are so many cities everywhere it can boggle the mind. There are even underground cities to be found where most of the poor are located. The higher up you get the richer you get it seems. Hardly anyone from the surface traverse to the underground due to its slummy nature, so there is little documentation of it. To add to the inconvenience there are groups of poor wingles who even have devised tribe like groups to combat anyone who comes down. So that they may kill them and take their gear. Of course this soup from hell makes a great hideout for criminals and thugs alike. Its been found that escaped convicts go to the underground when they cant get off world. Police and city officials often have to give up on finding many that vanish into the underground because its simply too much effort for one convict. In the past there have been no large scale conflicts on the planet. It has not been invaded by any empire and remains untouched. Much like the other important colonies its tightly defended by orbital defense. No empire in their right mind where dare even attack, if they did they would need an incomprehensibly large fleet in order to even touch down on the surface, let alone take over the planet. There have been small skirmishes in the upper atmosphere of the planet however all of them have been put to rest very quickly by auto defensive turrets and ships. There is a very large military presence on the planet. Millions are stationed on the planet. Most the military population is found near the capital due to the largest military base being close by and the largest training center is also found near the capital. All these important areas can be found in the city of Ath. === Nova Prime === Nova Prime is a Winterized world that was the first settled colony outside the home Wingle system. It is a research colony that is of high importance to the upgrading of tech every few years. Its an ideal place for the research because a lot of Wingle Tech is actually based off of Ice particles, strange as it may sound, Ice on this planet has a certain element in it which raises its value. The ice particle is mostly found on star ships and it helps power engines and mechanical devices. Nova Prime serves the military collectively do to its purpose in the economy and tech development. As all innovations in tech must be passed by military operatives before it can be publicly used. Most of the material made here is for military use anyway. [[Image:Spore 2012-01-26 19-14-47.png|450px|right|thumb|Nova Prime]] The planets snowy tundra serves as a great place to test weapons and vehicles. Large bomb testings sites can be found all over the planet. Many of which cannot be entered without proper protection. Radiation and other poisonous gasses are scattered all over the place and will kill anyone who is not properly equipped. The ecosystem here is very small. There are only roughly one thousand five hundred different organisms here due to the tests specifically from bombs over the years. Much like other colonies the more controversial actions happened early in the colony's founding. Too many bombs of too much power were blown off and it killed a large amount of the food chain as a result. [[Image:Spore 2012-01-26 19-15-50.png|200px|left|thumb|Research Laboratory]] Disasters have happened here in the past as expected. One miscalculation led to the death of thousands of Wingles stationed here. It was said to be the most powerful bomb they had yet for fighters and jets. It far exceeded what they thought to be powerful. The bombs first test was demonstrated publicly, the reason so many died. Thousands attended this the demonstration. None of them went home. The bomb was dropped from a large fighter and it went off and instantly fried the entire area. It was not meant to do this in such a large radius. Its effects were only supposed to be limited to the range of at least a small building or enemy fighter. Not a park size explosion. One cant help but wonder how a simple miscalculation could make such a massive difference. Its only successful because its Ice Particles and other ores can be replenished quickly. Unlike other worlds that have ores such as Oil, these do not take millions of years to replenish. They can take a maximum of a few weeks. Nova Prime supplies much of the galaxy with this Ice Material however its very rare and Nova Prime is the only planet known to have this element. When its sold, it goes for a very high price. === Eos === Eos is another critical ore mining colony that is the furthest from Wingle occupied space and is no where near the cluster of inner colonies. It is vital to the Wingle economy because there is a very large demand for the ores found here. Most of the fleets platting comes from ores found here, not to mention tanks, weapons and even pedestrian vehicles. There is constantly trade going on through this planet and its not uncommon to see aliens you probably have never seen before here. Its a strange world especially in the populated districts. It could pass for a homeless trash pit. Many homes are made from scrap and such and the miners there like it that way. Its surface is very red/orange/brown, It is very rocky and has large areas of the landscape that are not habitable by any creatures. Wingles included. [[Image:Spore 2012-01-26 18-40-39.png|300px|left|thumb|A below ground mining operation on Eos.]][[Image:Spore 2012-01-26 18-35-43.png|245px|right|thumb|An above ground mining operation on Eos.]] This colony was first founded only roughly one hundred years ago and has gone under many different owners over those hundred years. Wars have been all over the place and rebellions are usually at the center of it all. Miners find conditions poor and unfair according to a recent survey. Most of the miners are convicts or people that should be in a prison but have been spared for actual work. If the convict is seen as worthy of at least work he will be sent here. There are no alien miners and miner positions are only limited to Wingles for very specific reasons. One of them being that rebellions in the past have also centered around alien related problems. Such as stealing for research for their own race or empire, their own gain, etc. Only military personnel and employees are found along side the miners. It has ice caps on it however it was recently discovered the northern one dissipated for unknown reasons.So its better to say it had ice caps and only has one as of late. Scientist and skeptics alike are puzzled about this. Ice caps don't simply vanish. There was a large scale investigation on it recently from the Wingle council. Its probable that there is something wrong with the general region as the planet itself remains unaffected from this strange happening. === Elucia === Elucia is a beautiful farming colony that neighbors Athenousis. It is the central hub where food is made for Wingle consumption and is even a large exporter to other races such as the Skylashas. Most of the food for the empire is made here and it is critical to not just the economy but the very survival of the race. [[Image:Eluica Template (1).png|300px|left|thumb|The Greenery of Elucia]] Elucia is a very plant heavy planet with billions upon billions of different life forms. Most of the life consists of plant life and variations of Mushroom like plants. Creatures here are very hostile and often rather large. The creatures here are abundant and thrive. The sheer height of the creatures can at times be breath taking or even astonishing. Many large scale creatures call this place their home and its not uncommon for farmers and factories to be attacked by packs of creatures at a time.[[Image:Spore 2012-01-26 18-21-58.png|300px|right|thumb|A Wingle standing around some shrooms snifin' em]] Due to the importance of the colony, there is an extremely large amount of defenses no mere skirmish could take on. Orbital defense, large army always on the planet. Guards are everywhere. Some farmers think its more like an occupation on steroids. Would not be too far off. There are checkpoints and bases everywhere. Due to it being neighbors with Athenousis, military fleets are constantly passing by it. If any race attacked it, no matter the circumstances, its probable that the entire taking force would be wiped out and destroyed. It has more planetary defenses then any other colony apart from Athenousis itself. In the past there have been battles on this planet. The massive conqrix fleet tried to attack the planet during their mass sweep through inner colonies but were called away do reinforce the battle on Athenousis at the time. The attacking fleet lost half of its population already from orbital battles and first waves on the surface. It could have been a massacre.There have also been large rebellions waged by Wingle colonists. Mostly started by farmers due to not getting a fair pay. This occurred soon after the colony was founded. Farmers found they were not getting enough pay for feeding the entire empire. Along with a very strict and abusive military presence this started conflictions that lasted for two and a half years. It was mostly guerrilla warfare. Soon after those two years, the local military leader was killed. With a new leader, the war stopped and farmers got their pay and military officers who were abusive were fired and sent to be miners on Eos. === Inferno Prime === Inferno prime is a rocky world in which the empire produces most of its metals. The materials mined from Eos are made into their respected items here on Inferno Prime. The world, as mentioned, is very rocky. Its climate consists of high temperatures across the planet and the planet is 61% lava do to the core of the world being much lager than other worlds. The cores magma rises to the surface in trillions of gallons per-minute in many spots around the globe and it is constantly cooling do to the constant terraforming work of Wingle operatives on the planet. While there are many possible advantages to having this world in their possession, the WIngles do not populate the world largely. There are a few small cities scattered in the less hot spots but for most aliens the world is uninhabitable. The population is only within in the tens of millions and no higher. Most of the personnel on the world are robotic. Robotic labor is not a very popular trend around the Wingle’s other important recourse colonies because of their stern beliefs in building character, but there are some exceptions with Inferno Prime being one of them due to the temperatures. [[Image:Spore 2012-06-19 00-42-45.png|450px|right|thumb|Inferno Prime]] [[Image:Spore 2012-06-19 00-45-47.png|300px|left|thumb|Rock Formations]] The world was initially in possession of multiple other races but was eventually taken by the Wingles a few hundreds years ago after a dispute with a lesser known, now extinct race, known as Kota. The Wingle governments invested in a large sum of cash to the colonies reconstruction after the wars on Inferno Prime. Wingle technology replaced that of the former races making it fully suitable for their living conditions. The colony was attacked during the Conqrix wars only once but the conflict quickly ended as the invading forces were blasted out of the sky and crashed into nothing but seas of molten lava, proving that the Conqrix did in fact have a weakness, stupidly large amounts of lava. The Planet was never attacked again since; however the planet does suffer from many pirating attempts from various races and factions. It is fairly easy to pirate on this world because the security is not very good. Due to the smoke and fumes trapped within the atmosphere, the radar and tracking devices on the world do not work nearly as efficiently as on other worlds. [[Category:Inactive]][[Category:Page]] 13h469fnellqhlhoep5dgqqpzu8q30g Wolnch Authority 0 1069 15699 15095 2021-02-25T00:24:20Z Corv 30641571 15699 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Warlord |label3 = Homeplanet: |data3 = Chlar |header8 = Biology |label9 = Lifespan: |data9 = Up to around 160 |label10 = Height (in feet) |data10 = About 1 metre |header11 = Economy |label12 = Currency |data12 = TBD |header14 = Governing body |label16 = Government |data16 = Collectivist Administrative State |header19 = Statistics |label19 = Archetype |data19 = Administrator, Support |label20 = Main territory |data20 = An efficiently developed cluster with few outliers. |label21 = Color |data21 = Purple, Red, Grey |label22 = Military |data22 = Handfuls of mercenaries, old purchased defenses |label23 = State |data23 = Not fully "mobilized", but committed |label24 = Population |data24 = Average. |label25 = Notable for |data25 = Non-combatants, Bureaucracy |label26 = Technology |data26 = Average |label27 = Empire Size |data27 = Very small }} ==Philosophy== To summarize, the key philosophical components of life in the Wolnch Authority are: #'''Community & Fellowship'''. It is important to belong. It is important to have relationships with others. It is important to be invested in the well-being of the community and those within your communities. Healthy Communities are healthy for everyone involved. Nobody is an island. #'''Administration'''. Everything is part of a greater whole. It is important for life to have structure. Efficient and holistic bureaucracy means less stress on the individual. Apolitical state structures provide stability. #'''Education'''. It is important to be educated. The purpose of education is to become an expert in a practical field. Education is a desirable trait. It is good to be an expert in more than one field. Education is meant to be present during all stages of life. It is fulfilling to be good at something. #'''Duty'''. It is good to work. There are no small jobs. Everyone's work is important. Work is created by the collective state, therefore it must be useful to the state. It is my duty to accomplish the goals set for me. Do not resent authority. #'''Recreation'''. It is good to spend time away from work regularly. Recreation is important socially. Recreation can make you a better citizen. Art is a celebration. Restfulness is important to a healthy life. It is good to spend time thinking rather than doing regularly. #'''Defense'''. External violence is not frightening, but it is a problem that must be solved. There are better ways to get what you need than to take it. Improving oneself is more impactful than temporary aggression. Violence is not abhorred, but the Wolnch are not experts in this. When on the defense, working with your peers as a whole to protect the community and state is the appropriate response. Flee if it would be more useful to do so. #'''Unity'''. Strength of community depends on unity. Uniformity in some aspects of life is necessary to prevent divisiveness. It is important to preserve a core culture. #'''Service'''. It is fulfilling to find new ways to improve life for those around you outside of your regular duties. It is fulfilling to volunteer. ==Biology== Biologically speaking, Wolnch are a small bipedal race. They are hunched over somewhat, where four dexterous tentacle-like feels dangle down. The two forward ones are used for manipulation, while the lower two can perform extremely fine motor tasks in close proximity. Often the larger ones will hold an object in place while the lower two perform complex operations on it. Both feelers provide exceptionally strong haptic feedback. The facial structure of Wolnch contains two eyes, a larger one near the top of the face used for seeing objects at a distance and a smaller lower one used for seeing objects up close, especially ones being manipulated by the feelers. The eyes are flanked by protected nasal ports which can emit low humming melodies. Below the lower eye are a mess of feelers (lighter than the main four) that make up the mouth. To eat, they secrete an acidic saliva solution from glands at the root of the feelers, which break down the food until it can be absorbed through pores in the feelers. The diet of Wolnch consists of soft fruit, jellies, and herbs. Surrounding the face are three horns, two lower and one upper. Prior to developing proper agriculture techniques, these horns would be used to dislodge fruit from higher bushes and for digging (such as for nests). Groups of Wolnch could assume a circular defensive position around nests to form an effective barricade against predators. A bone tail used to serve as a defensive measure but has dulled over generations and is more used for balance. They have powerful hind legs that are springy, allowing them to hop or land from heights. ==Culture== ===Language=== Wolnch possess an entirely distinct form of language used exclusively for musical purposes. This kind of language does not translate into sentences or words but can communicate themes and nuance. In this way, musical culture has traditionally put an emphasis on poetic compositions of these themes similar to the use of metaphor. Following their ascension into the interstellar community, this tradition has seen some adaptation by introducing new foreign ideas. ===Life & Work=== Wolnch live to around 160. Maturity takes around 20 years to reach, and mandatory schooling (With breaks for work experience) lasts until they are 30. It is culturally acceptable to re-enter school periodically through life and being part of a supportive community makes it easier to take breaks from work. Multidisciplinary focus to allow for cyclic work schedules. Rural positions are almost exclusively cyclic positions that are treated similar to a midway point between work and vacation, providing a way to recover from the stresses of city life. ===Entertainment=== Recreation is a pillar of Wolnchi culture. Wolnchi do not have a consumption-based system of entertainment, instead devoting themselves to socializing, community entertainment, rest, creative pursuits, and environmental immersion. Tourism is widely used by most members of Wolnchi society. ===Identity=== A central, uniform culture is a celebrated concept in Wolnchi society, but not to the point of monotony. Different groups market a diversity of "flavours" of Wolnchi culture. ===Relationship With State=== State Bureaucratism is integrated into the everyday Wolnchi culture. Every citizen is considered to be part of the bureaucracy rather than separate like other races might. Understanding the administration //SENTENCE FRAGMENT ===Communities=== Community is very important for Wolnch. Beyond the all-encompassing state membership, many sub groups exist. These focus on volunteer work, recreation, academic pursuits, travel, art, and even just companionship. It is important to have groups to support you and you in turn support the groups. Family are very close, but raising children is done usually within the support of groups the parents belong to. Cultivating strong community ties is important so that your child has the best early life it can, and to lessen the burden of suddenly needing to care for a child. ==Realm== ===Chlar=== A lush green fertile planet with dense cities & expansive integrated agriculture. ==History== ===Establishment=== The Wolnch are not a violent race by nature, and as such very few large-scale conflicts have arisen. Hierarchies emerged early as a means to coordinate groups of Wolnch for food gathering and self-defense, but as the principles of individualism were slow to appear in Wolnch society these cultural foundations were mostly unfettered by corruption. Once more individualist thought did arise, a robust, integrated and historically dynamically adaptable governance system prevented it from causing abuse. Advancement into space exploration and colonization brought with it uncertainty and danger. Attacks were committed by [[pirate|pirates]] and slavers (notably [[Zaretians]] included) on fringe worlds. With no tradition of military combat behind them, it was felt unlikely that the creation of a military force would be successful if an existential threat loomed. The first solution was to contract out military protection. Private military groups were consulted and for a long period of time mercenary companies developed lasting partnerships with the otherwise pacifist Wolnch. While there were incidents of abuse by the protecting forces, competition for contracts with the Wolnch was fierce enough and record keeping thorough enough to enforce honest policies. Time spent on Wolnch fronts was very lucrative for international mercenary reputation and many now high-end companies have spent time building up positive scores with the trustworthy Wolnch state. The mercenary solution was very irregular and as Wolnch territory expanded proper coverage became harder, and mercenary decadence was on the rise from the success of this preventative strategy. The next policy was an agreement with the city state of Doisu, who shared some similar values to the Wolnch philosophy. Automated defense forces would be purchased in bulk long term contracts at reduced rates in return for Wolnch manufacturing partnerships for the many small custom components used in the Doisu automated defense industry. A healthy relationship also built over maintenance of the complex and advanced defense forces. These contracts of mutual assistance would continue for fifteen years, slowly phasing out many of the mercenary forces. Still, fifty percent of the defense forces were mercenary based. ===Trouble Looms=== Forty years ago, the Doisu Wars between the Betel Recyclers and the Doisu City State would ultimately result in the annexation of the Doisu by the Recyclers. The Wolnch had been supporting the Doisu economically during the war, and the sudden turnaround of the war at Planet Betel and the horrific Redemption Program would catch them off guard. The Betel were thorough in securing the Doisu assets and population. After the perceived soulless massacre of Betel Home Braves during the war, the Doisu Wars were a vengeful conflict and Betel did not look kindly on the incident, and especially not the Wolnch, who became a new scapegoat for the crimes committed by the now-annexed Doisu. A cold war of sorts existed between the two. As Betel recovered from the war, the Helm began buying out the phased-out mercenaries and harassed Wolnch space. These mercenaries were very familiar with the how the defense of Wolnchi territory operated and had the upper hand. The conflict served to damage or destroy many of the Doisu automated systems, which could no longer be repaired or replaced. While outright conflict did not seem to be on the table, it was clear that the Wolnchi were in trouble. ===Taking Sides=== ''Needs some revising since it was originally written'' News began to reach the Wolnchi that the Betel were seeking Peacekeeper membership. This would mean that the Betel would have a safety net to support them even if a conflict with the Wolnch went awry. In response, the Wolnchi attempted to sabotage the partnership by tipping off the Warlords of meetings between the Betel and Luminarians and arranging for Asanian infiltration. This backfired after Warlord intervention failed to sabotage talks and merely encouraged their entry. The Wolnch had provided valuable intelligence however and had gained what goodwill could be had from Warlords. Despite Zaretian Slaver attacks in days gone by, they were not the type to maintain grudges, and Wolnch officials saw no other option than to reactively join up with another alliance. Warlord conquests had left other neighbours in rough shape in past years, and annexations of smaller powers was a threat that hung over the sector. Those who survived the conquest were getting antsy, and chaos was leading to small wars breaking out between smaller nations. A meeting was established with Lord Varthos, a General within the Zaretian Monarchy who was overseeing the Aeverian front on behalf of the Warlords. Varthos knew that with the disappearance of the Margan the war had become more strained. The Wolnch offered him an easing of the tensions of a war on multiple fronts through logistical support and supplanting the lost manufacturing from more troops being conscripted into the Zaretian military through the homefront. Varthos's time on the Aeveria front had shown him the utility of a well-educated civilian front as well, and so he petitioned King Breys for their admittance into the Warlord Pact. King Breys with the support of the other members of the pact allowed it. The stipulation was made however that this was not permission for militarization let alone war along the Betel front, fearing the opening of a new front. It would not be until the Repzork began pushing into Recycler territory that the Wolnch would get anywhere near the Betel. Even then, this was only to attempt to keep the beleaguered advance supplied deep within hostile Recycler territory. The signing of the Warlord Pact was somewhat controversial at the time, however the brutality and aggression of the Betel served to discredit the Peacekeeper's supposed role of "Paragons of Virtue", making them out to be just as bad as the Warlords in addition to being hypocrites. Many also saw the decision as positive, hoping that their role within the Pact could serve to affect positive changes from within by being the honest middleman they became for those caught up in the war. In either case, unity was felt to be of more value than divisiveness, and by now most Wolnch have accepted their place in the war. ==Epic War Involvement== Thus far, the Wolnch have not been directly involved militarily since signing the Warlord Pact. They have taken three primary non-combat roles within the organization. #'''Manufacturing''': Strong manufacturing traditions of small and complex goods has made Wolnch valuable in producing critical wartime components for other Warlord war machines. Most Warlord races promote or possess militarist traditions, favouring strength over fine control and higher education in manufacturing engineering techniques. They also have much more positive relations with trade partners to obtain necessary resources. #'''Administrative Integration''': Warlord forces have found that occupied and annexed systems and nations are less than cooperative, hampering the value of controlling systems by requiring oppressive occupying forces to coerce any kind of value from these territories. Wolnch have stepped in as honest brokers between the otherwise untrustworthy and hated Warlords. This is accomplished by extending the robust system of Wolnch bureaucracy to these troublesome systems. Wolnch academic traditions also produce an immense quantity of qualified administrators for alien cultures. Wolnch #'''Logistics''': Given the first two roles, the Wolnch were in a prime position to assume a logistical role in keeping Warlord forces supplied. Wolnch city building traditions of dense cities with large distances in between, strong trade partnerships, and historical usage of automated systems for physical labour has made them well suited to this position. In particular, the Authority has found a valuable niche as the modern support structure for the [[Skrey Nation]] Despite their initial involvement hinging on hostile Recycler relations, after entering the Pact the Wolnch have had little to do with them, instead focusing on supplying the fronts against many other Peacekeepers where the war has had a much heavier toll. Their presence is focused more on the internal affairs of the Warlords than the external. ==Military== Prior to signing the Warlord Pact, protection of the Wolnch territories was subcontracted out to the city-state of Doisu (See History). Forty years after the defeat of the Doisu, they still retain skeletal automated defenses of mixed reliability. The signature Doisu technology has been impossible to comprehend and requires materials next to impossible to find outside of the former Doisu territory annexed by the Betel. Wolnch and foreign hired mechanics attempt to keep major systems running in an almost ritualistic fashion, but the decay seems inevitable. While a few mercenaries are kept on call for small tasks, the Warlord Pact has been an excellent deterrent for any major attacks by their neighbours. Small garrisons of Warlord forces are present, but are primarily skeleton crews Wolnch have still refrained from armed combat roles due to their physical weakness in that department but have been experimenting with manufacturing small spaceships of war using the resources produced from subdued Betel worlds. The ability to escort their own logistics and protect them against small craft attacks would strengthen their logistical utility. [[Category:Inactive]] 8vaeyydmwnhjosroa8pf1d7s0if8cdb Xenochytrid 0 1503 17001 16223 2021-08-04T03:17:14Z RaptorChu 30471271 Purged Biomatter and replaces with Xenochytrid(s) 17001 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore 2012-02-21 12-25-04.png|260px]] |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = |data2 = |label3 = |data3 = |label4 = Homeworld |data4 = N/A |label5 = Notable for |data5 = Biology, adaptability, numbers |label6 = Strengths |data6 = Specific strengths vary between Hives, but all are known for their vast numbers and ability to adapt to almost any situation. |label7 = Weaknesses |data7 = Typically weak on an individual level. Require constant biomass to sustain themselves. Majority of forces express little to no strategic ability. |header8 = |label9 = Lifespan |data9 = |label10 = Height |data10 = |header11 = Leadership |label12 = Government |data12 = Hivemind |label13 = Known Hives |data13 = Four |label14 = |data14 = |label15 = |data15 = |header16 = Statistics |label17 = Population |data17 = Innumerable |label18 = Technology |data18 = Bioengineered equipment and assimilated machinery. |label19 = Size |data19 = Unknown |header20 = |label21 = |data21 = |label22 = |data22 = }} '''Xenochytrid''', also known as '''XE-CH''', are an aggressive bio-mechanical species of unknown origin. Comprised of a substance known as biomass which resides in vast, living communities known as 'hives', xenochytrid travel from planet to planet like an organic tsunami, consuming all organic matter in their wake so as to grow and evolve. Though seemingly incapable of creating conventional technology, the hives make use of bioengineering to produce various organic tools and weapons and can integrate machinery into themselves, allowing xenochytrid to make use of starships, their primary form of transportation between planets, as well as vehicles, weapons, and other forms of technology. Incapable or unwilling to reason, xenochytrid are hostile to all non-Xenochytrid life and attack anything and everything indiscriminately, making them a threat to all life in the known galaxy. Xenochytrid were first identified several decades before the start of the [[Great War]] when a spore of Hive Fafnir crashed upon and swiftly overwhelmed a small research colony. In the years that would follow, several hives, including Apophis, Piru, Cronen, and Tiamat, would be identified in various locations across the region. Due to their slow and gradual advance, the Xenochytrids were considered a minor threat by most of the major powers that would eventually become the [[:Category:Peacekeepers|Peacekeeper's]] and [[:Category:Warlords|Warlords]]. This changed with the [[Infestation of Rotunin]], in which billions perished following the infestation of a heavily-defended and urbanized colony. In the aftermath of Rotunin, several dedicated task-forces would be created to combat the threat, most notably the [[Anti-Xenochytrid Task Force]], which to this day continues the fight against the swarms even as the [[Great War]] intensifies. == History == The origins of theXenochytrid are a matter of intense debate among scientist and historians across the interstellar community; multiple theories have been proposed over the years in an effort to explain where and how they came to be, but without any conclusive evidence, they have proven impossible to confirm with any certainty. The popular theory is that the swarms were created artificially by an alien race and were either set loose on purpose or breached containment and escaped. Many modern empires have been accused of creating the hives as superweapons, though these accusations have been rejected in all cases. Others believe that the Xenochytrid evolved under very specific circumstances, but as no taxonomical equivalent has been discovered, this is rejected by many xenobiologists. Extragalactic origins have also been proposed, as has the [[Abyssal Space (branding)|Abyssal Space]]. Certain groups have taken a more superstitious view of the Xenochytrids, believing them to be demons or evil spirits that have materialized in the material realm. Some [[Repzork]] hold to the belief that the Xenochytrids are connected to the Nygalara, an ancient monster of the [[Oltavaran Faith]] that is said to be working to undo creation. The [[Virisus]] of the Cult of Legion are a notable exception, claiming instead that the Xenochytrids are benevolent beings that seek to unite and uplift the galaxy as one harmonious consciousness in service to their god, Legion. This cult would play an instrumental role during the [[Necraal Schism]] and continues to operate from the shadows, spreading the Xenochytrids wherever they roam. Whether Legion was a figment of Hor'or's imagination, a leader of one of the hives, or even a supreme organism that controls the hives, remains unknown. Other cults have emerged elsewhere in the fringe regions of interstellar space, some going as far as to propagate infestations and sacrificing individuals to their gods. === Notable Encounters === ==== Pre-[[Great War]] ==== [[Image:Spore 2010-02-13 14-25-13.png|200px|right|thumb|The battle at Research Base 738.]] '''Encounter Codename: Outbreak''' The earliest recorded Xenochytrid outbreak occurred decades before the start of the [[Great War]] when a spore of Hive Fafnir crashed upon Mitacen, a colony of the Mardle Empire. While the spore was still dormant, Research Base 738 sent out a team of scientists to gather samples of the then-unknown organisms for study. Shortly after the samples were brought back to the facility, the Xenochytrids, including the samples, became active, leading to the deaths of much of the facility's staff. Xenochytrids from the spore soon attacked and overwhelmed the facility, as well as a nearby settlement, killing all but a handful of colonist who managed to escape on a cargo ship. The Mardle initially attempted to cover up the incident, but subsequent attacks by Fafnir on nearby colonies made concealment impossible, and other empires soon began efforts to study the new alien threat. '''Encounter Codename: Gauntlet''' A spore landed near the capitol of the Flewrit colony of Qualiot, prompting the colonist to send a mercenary to investigate the crash site. By the time the mercenary arrived, the swarm had already produced a sizeable colony with numerous maturing birthers. Dozens of warriors emerged to attack the mercenary, who narrowly escaped in time to warn the Flewrits. Hours away from reinforcements and lacking the manpower necessary to eliminate the hive, the Flewrits evacuated the planet. Much of the populace managed to escape, though Qualiot itself was deemed a total loss. '''Encounter Codename: Laboratory''' Three weeks after the fall of Qualiot, the Salatrans began studying the Xenochytrids in the hopes of uncovering a weakness. They recovered samples various colonies and brought them to a facility on Phytaurs. Not long after they were brought to the facility, several mutariors escaped and infected both researchers and other creatures being held within the facility, leading to an outbreak. Before the creatures could escape the facility, a lockdown was initiated, though at the cost of most of the facility's staff. Instead of immediately destroying the facility, the Salatrans decided to observe the Xenochytridsthrough what remained of the installation's camera systems while maintaining a strict perimeter around the base. The information gathered from these observations would later be provided to the fledgling Peacekeeper Alliance, which was established less than two weeks later. After a month of observation, the installation, and all Xenochytrids within, were terminated. '''Encounter Codename: Blight''' [[Image:Spore_2015-02-01_18-05-48.png|275px|right|thumb|Repzork forces hold their ground against the Xenochytrids.]] A derelict frigate seeded with a spore from the Tiamat hive crashed on the Repzork frontier colony of Nalg-11. Repzork forces were caught completely by surprise by the infestation, leading to the fall of two nearby outposts. A distress signal was sent out while the defenders held their ground for as long as possible. Fortunately for the Repzork, the freezing conditions and limited biomass in the area hindered Tiamat's efforts to grow, and the hive was soon unable to replenish its losses. Repzork forces then rallied and pushed the Xenochytrids back to their landing site, quickly destroying the hive with whatever weapons they had available. Reinforcements arrived roughly an hour later and promptly quarantined the planet and all personnel as they began investigating the swarms. In the months that followed, more planets fell under attack by Tiamat, prompting Imperial Command to assign the 500th 'Purity of Flames' armada with the task of purging the infestation. Sector 05-4, also known as Quarantine Zone Black, the sector containing all planets known to have been attacked by the Xenochytrids, was established thereafter, and all civilians were evacuated as the 500th went on the offensive. ==== Great War Era ==== ===== Year 2===== [[Image:Spore 2010-02-13 14-14-09.png|200px|left|thumb|The Defense line at Ozelion.]] '''Encounter Codename: Assault''' What would become the first major engagement between Peacekeeper forces and the Xenochytrids occurred two years after the start of the Great War on the sparsely-populated [[WBI|Minomit]] colony of Ozelion. A cruiser with a spore from Fafnir crashed in a lush jungle near the planet's environment. The nearby biomass allowed for a large colony to develop at an unprecedented pace. The colony was evacuated by a nearby WBI fleet that beamed down all of its forces for a last-ditch effort to save the planet. After a lenghty engagement that saw the destruction of most of the defenders, air support arrived, enabling the Minomits to establish a perimeter around the hive, which was then destroyed by an orbital strike, ending the infestation and marking the first known victory against the swarms. '''Encounter Codename: World Eater''' As the [[First Battle of Aserai]] was underway, the [[Dragoneteran]] colony of Dralix ceased communications. Believing the blackout to have been caused by the Zaretians, the Dragoneterans sent a small force to the planet once Aserai had been secured, they instead discovered that the planet had been overwhelmed by the Xenochytrids. Several teams were sent down to search for survivors. All of the ships soon vanished, but were later spotted attempting to leave, only to be shot down when they did not respond to communication requests. One of the teams soon reestablished contact, stating that they had been pulled down by a tendril and needed extraction. A team was sent down and successfully recovered the team. The planet was subsequently quarantined, but rather than bombing it, the king decided to keep the colony for study. ( I know we Retconned this event but I would like to propse we keep it. Will talk about at the next meeting I attend -Chu) '''Encounter Codename: Ractia Infestation''' Several Xenochytrid spores landed on the [[Kastalian]] colony of Ractia in quick secession, sparking a widespread infestation. A distress signal was sent out and was soon answered by a mercenary who agreed to provide assistance to the Kastalians. Despite the defenders having vastly superior armor and weapons, the Xenochytrids were simply far too numerous for them to contain. After defending themselves against countless waves of warriors, reinforcements arrived and evacuated the surviving Kastalians. ===== Year 3===== '''Encounter Codename: A Need for a Virus''' During the [[Dragoneteran-Tegotian War]], the Dragoneterans discovered that the [[Tegotians]] were establishing a base within Monarchy territory. With most of their troops already on the front lines or defending the core worlds, the Monarchy looked into weaponizing the Xenochytrids. Using samples gathered from Dralix, Feverclan, and other infected planets, they developed an airborne virus that could mutate organic matter into Xenochytrid organisms. A spy successfully infiltrated the Tegotian compound and deployed the virus, which created a much larger infestation than was initially intended. Several spores escaped, infecting other Tegotian-occupied colonies, delaying Tegotian forces for several weeks. The incident remains the first and so far only time that a Peacekeeper has weaponized the Xenochytrids. The Dragoneterans initially attempted to hide their involvement, but were soon found out and condemned by the Peacekeepers. The monarchy destroyed the remaining virus samples and all research pertaining to the project. The use of the Xenochytrids as a weapon was thereafter banned. In the weeks that followed, it was noted that certain Hives, notably Apophis and Fafnir, were using a virus similar in nature to the Dragoneteran weapon, leading many to believe that the hives had successfully integrated the virus into their biology. ===== Year 4===== '''Encounter Codename: Turn on You''' A Cronen spore landed near the [[Skrey Nation|Skrey]] outpost of Heatwave, which was located on one of the Skrey's arid colonies. Not knowing what the Xenochytrids were at the time, the Skrey sent out a scouting team to investigate. The scouts were promptly attacked, though some managed to escape back to the outpost. The Skey attempted to hold back against the swarm, but were quickly outnumbered and overwhelmed, the survivors escaping on a Behemoth transport. Though the planet was lost, the primitive nature of most Skrey vessels made it difficult for Cronen to spread, preventing a full-scale infestation within Skrey territory. '''Encounter Codename: Contract''' Amid an ongoing skirmish between the Skrey and Cronen on the planet of Eghan, a [[Repzork]] fleet, which had been secretly monitoring the Skrey since their attack on a WBI colony several months prior, stepped in to assist the Skrey. Though unwilling to receive their help, the Skrey begrudgingly accepted their offer. The two forces successfully eliminated the hive shortly thereafter. The Repzork used the opportunity to get in touch with the leaders of Tazorag, the ruling Skrey clan, and after lengthy negotiations, inducted the Skrey into the Warlord Pact. [[Image:Spore 2010-02-13 17-05-18.png|200px|right|thumb|The destruction of Rotunin's capital city.]] '''Encounter Codename: Survival''' A major turning point in the growing fight against the Xenochytrids occurred at Rotunin, a wealthy corporate colony that was located in neutral space. Though its dealings with both Peacekeeper and Warlord officials made an invasion by either side unlikely, the planet still maintained formidable defenses, including a private army and anti-orbital batteries, which led officials to believe that the planet was immune to all but a large-scale invasion. Their sense of security was shattered when a carrier containing a massive spore of Fafnir began approaching the planet. Though orbital defenses had managed to break the ship apart, this only resulted in a shotgun-like effect that spread Xenochytrids across a much wider area than it would have otherwise. The densely-packed ecumenopolis provided more than enough biomass for Piru to establish a sizeable colony. Panic swept across the planet as civilians attempting to flee, clogging the streets and making colonists easy prey for the swarms. Unable to stem the tide, the defenders abandoned the planet, which was bombarded a few days later. News of Rotunin's destruction swept through both Peacekeeper and Warlord channels. It was at the time the largest and bloodiest infestation to date, with many estimating that billions had died over the course of the attack. It shattered the notion that the Xenochytrids were only a threat to lightly-defended colonies, prompting civilians and public officials across the region to push for their nations to devote more resources to combating the swarms. Within the Peacekeeper Alliance, the destruction of the Xenochytrids became a part of their mission to protect the weak, and deliberations began as to how to best handle the crisis. After several days of deliberations, the Peacekeepers founded the [[Anti-Xenochytrids Task Force]], or '''AXTF''', with the goal of protecting Peacekeeper and neutral colonies from the swarms. Drawing troops and equipment from most of the Alliance's members, the AXTF's diverse arsenal allows it to combat the Xenochytrids no matter the circumstances. Since its inception, the ABTF has proven instrumental in curtailing the swarm's spread, with many planets having been saved by their efforts. The creation of the ABTF has since led to many copy-cat groups forming. These are generally located in neutral space and accept members from both Peacekeeper and Warlord powers. With less funding and equipment, many such groups have collapsed shortly after their creation; however, a few have survived and have risen into prominence, though they still cannot compare to the ABTF. [[Image:Spore 2010-02-13 18-00-19.png|200px|left|thumb|The Task Force beams down, ready to fight.]] ===== Year 8===== '''Encounter Codename: Judgement Day''' The AXTF's mettle was tested when a spore from Fafnir landed on a colony deep within Diab territory. With most of the AXTF's forces elsewhere, it was up to a local Diab contingent to contain the infestation, which had already established a foothold on the planet. Within the contingent was a small group of Diab bio-troopers, namely Specialist Heimdall, widely considered to be one of the best specialist the empire has to offer. After fighting through the colony, Heimdall successfully infiltrated the hive and planted a bomb inside the hive, destroying the hive and ending the infestation. '''Encounter Codename: Orbital''' The Zaretian colony of Hilshir was attacked by a never-before-seen 'organic battleship' from which hundreds of organisms emerged. The Zaretian defenders fought back, but quickly discovered that many of the vessels systems, including the shields and some of the gun batteries, remained operational. The combined assault of the vessel and the growing swarm of Xenochytrids overwhelmed the unprepared defenders, who were forced to cede the planet. ===== Year 10===== [[Image:Spore 2011-03-29 16-59-22.png|200px|right|thumb|Xenochytrid tendrils burst from the ground.]] '''Encounter Codename: The Horror Taldrin was a small Acropolan colony located on the fringes of their empire. Far from the Great War and the Conkirites, the planet was lightly-defended and was considered to be of little priority. This would ultimately prove to be its downfall when Apophis attacked the colony. Unable to repel the invaders, the colony was soon overran, leading to the deaths of most of the planet's population. =====Year 11===== '''Encounter Codename: Sentience''' A Fafnir spore landed on the Flytal colony of Yintil. The governor sent a distress signal and received a swift response from the ABTF, who arrived in time to prevent the swarm from overwhelming the colony. A pitched battle ensued, with the Xenochytrids slowly being pushed back until the sudden arrival of infected Necraal. The Necraal, who had somehow retained their sanity despite their condition, outmaneuvered and routed the panicked task-force, who suffered heavy casualties as they were repelled from the planet. The attack caused media hysteria and baffled Peacekeepers and Warlords alike. Similar attacks soon took place elsewhere, casting suspicions upon the Necraal, who denied any involvement. Their suspicions were confirmed with Necraal scientists defected and revealed that King Hor'or had begun worshiping an entity known as Legion and had been splicing Xenochytrids and Necraal DNA to create hybrid soldiers. These revelations led Crown Prince Bael'thir Anduish'ent'mar to instigate a [[Necraal Split|coup]] against his father with the aid of the Pact. The ensuing civil war would see the majority of the AXTF deployed to Necraal space to assist in containment efforts as Hor'or began to use the Xenochytrids against invading Warlord and Peacekeeper armies. This culminated in the [[Battle of Ivn]], where Hor'or deployed dozens of spores across the Necraal homeworld, producing the largest infestation in known history. Though the ABTF evacuated thousands of Necraal, they and the Warlords were unable to save the planet, which had to be bombarded into a lifeless husk. The ABTF suffered heavy casualties over the course of the campaign, putting much of the task force out of commission for months as they rebuilt their strength. Those who were still at operational strength would begin efforts to hunt down the newly-formed [[Virisus]] and monitor planets surrounding Necraal space for any signs of infestation. Observers would soon note that some Xenochytrid organisms had seemingly begun developing psychic powers similar to those of the Necraal. '''Encounter Codename: Crystalline Horror''' A [[Delani Republic|Delani]] expeditionary fleet came across a massive deposit of valuable resources on an unnamed planet in the far reaches of their territory. Four fire teams were sent down to the planet's surface. Unbeknownst to them, a Xenochytrid colony laid dormant beneath the surface, and awoke upon sensing the intruders. Three of the four terms were overhelmed, with the final group narrowly evacuating the planet. ===== Year 12 ===== '''Encounter Codename: Hunted''' A spore of Piru landed on a sizeable Nepharian colony. Initially, the Nepharians appeared victorious; the spore was quickly contained and destroyed. In truth, some of the Xenochytrids had survived by burying themselves deep underground. As the hive festered, mutariors moved to the surface and infected several individuals, but did so in a way that showed no outward symptoms. This allowed the host to gather near strategic locations undetected. It was then that the hive launched a second attack, emerging directly into the colony's capital. With the aid of their infected hosts, the XenochytridS were able to subdue the city's defenders, and eventually, the planet. '''Encounter Codename: The Biological Assault''' An Aeverian colony fell under attack by the swarms of Apophis. The ABTF soon arrived to combat the threat, and after suffering considerable losses while evacuating the colonist, bombarded the swarms from orbit. Once the hive had been sufficiently suppressed, ground forces were deployed to eliminate stragglers. After over three weeks of continued engagements with surviving elements of the hive, the planet was deemed safe for recolonization. == Biology == [[Image:BioMatter Hive.png|thumb|400px|right|A Xenochytrid colony.]] All Xenochytrids are comprised of billions of microscopic organisms collectively referred to as biomass. Under normal circumstances, biomass is inert, typically appearing as a black, semi-solid substance with no defined shape. When exposed to organic matter, the biomass becomes active, and exhibits behavior similar to that of terran slime molds; individual cells will join together to form a single, conscious organism. Each biomass cell contains the genomes of tens of thousands of species whose genetic material has been assimilated in the swarm and modified to suit the swarm's needs, sometimes to the point that the progenitor is impossible to identify. This extreme degree of genetic diversity allows biomass to form into one of many hundreds of different Xenochytrid varieties and further modify them to suit specific situations. Xenochytrids can range in size from a balled fist to skyscrapers and can take both animalistic or humanoid forms. As well as various 'natural' adaptations such as extra appendages, wings, claws, or a carapace, biomass is capable of creating biological replicas of various tools and weapons used by sapient races. These adaptations can range from razor-sharp bone swords to 'bioguns' which propel [[acid]] or spikes towards their target. Additionally, the Xenochytrids are capable of interfacing with and integrating technology into themselves. This allows the Xenochytrids to make use of guns and vehicles, up to and including starships, which act as their primary form of transportation between planets, though they are seemingly incapable of producing said equipment themselves. Most researchers believe that the Xenochytrids learned how to produce organic tools by constantly integrating their mechanical counterparts. It remains uncertain to what extent the Xenochytrids can replicate sentient technology. Xenochytrid colonies revolve around birthers, large structures from which emerge the various organisms that protect and feed the birthers. Individual birthers are connected to one another by tendrils, forming vast 'cities' that can encompass an immense area. Birthers also produce roots that dig deep into the earth to siphon water and minerals to help sustain the hive. Colonies require a steady supply of biomass in order to expand their reach and create more organisms. To meet this need, the Xenochytrids have created numerous 'feeder' creatures which travel behind warriors and consume the dead, including deceased Xenochytrids, and any other organic matter they come across. These materials are converted into biomass which is then regurgitated back into the colony. Though most feeders are not designed for combat, some are, and often make use of powerful spiked appendages to pull prey into their maws. The Xenochytrids can mutate living organisms into infected hosts through a variety of methods. Foremost among them is the Mutarior, a small, worm-like creature that digs into a target and hijacks its nervous system while pumping the host body with mutagenic cells. Infected hosts generally support the warrior organisms and often have unique mutations derived from their biology. A variant mutarior can also be shot out of a biogun. Birthers and certain organisms can also produce an airborne virus similar to the one utilized by the Dragoneterans against the Tegotians, though it is easily scrubbed by air filters. The intelligence of the Xenochytrids has proven impossible to determine. While basic organisms generally express little to no tactical thinking and have no regard for their own well-being, more advanced specimens can perform complex maneuvers and sometimes possesses a modicum of self-preservation. Biomass can reliably use integrated technology and, most notably, can utilize the [[faster-than-light]] engines of a starship and a ship's navigation data to pinpoint planets ripe for colonization. At the same time, the Xenochytrids have never been shown to communicate with outsiders and have no culture to speak of. Their behavior has often been compared to that of insects such as ants or basic computer A.Is that can perform only a set number of tasks, which many interpret as evidence that the hives are an artificial creation. Though every Xenochytrid organism is by and large expendable, many are more resilient than is generally perceived. Due to their cellular makeup, organisms can lose a large percentage of body mass and survive so long as they retain their cranium and are capable of limited locomotion. Additionally, many organisms boast bullet-resistant hides and/or biological armor and possess limited regenerative abilities, especially when near birthers. The most effective weapons against the swarms are those that prevent regeneration and destroy large portions of the creatures' body at once, such as explosive ammunition, [[plasma]], [[acid]], and [[fire]]. [[Biological weapons]] have proven almost entirely ineffective in the long-term as the creatures rapidly adapt to viruses and bacteria. Xenochytrids have thus far shown aggression to all non-Xenochytrid lifeforms with the sole exception of the [[Virisus]], Necraal whose DNA was spliced with that of Biomass. Based on documents leaked by Necraal who had defected from the hybridization program as well as field reports from various ABTF operatives, the Xenochytrids show no deliberate aggression towards the Virisus, instead treating them as they would any other Xenochytrid organism. Necraal documents also claim that many Virisus would feel homicidal urges or a desire to consume non-Virisus and felt as though they were being watched at all times. Many Virisus would attempt to resist these urges, but found it more difficult as time progressed. Those who gave in had a tendency to gradually lose their sanity, occasionally reverting to an animalistic mindset. Due to the difficulty retrieving live Virisus for study, research into this phenomenon was limited until the return of Crown Prince Bael'thir and the subsequent schism within the Virisus' ranks. === Planetary Assimilation === The process of 'colonizing' a planet begins when a spore -a starship loaded with a large amount of biomass- crashes upon the planet's surface. The once-dormant biomass then activates and begins producing birthers and Xenochytrids. The Xenochytrids travel around the crash site to eliminate any resistance and gather material for the fledgling hive. This state is where the Xenochytrids are at their most vulnerable, as depending on the colony and the size of the spore, they are unlikely to have the numbers sufficient to overwhelm the inhabitants. Once the Xenochytrids have established a sizeable colony, the next phase begins. The birthers begin pouring out hordes of warriors and feeders to spread across the region. As the warriors fight the planet's inhabitants, birthers gather more organic material and begin establishing new birther colonies. The colonies begin reaching into the earth and absorbing materials as specialized organisms begin carving out a network of tunnels. Some of these tunnels are dug beneath enemy positions to assist the warriors. All the while, the birthers emit a toxic smog that gradually sweeps across the land and chokes out the air. If allowed to expand, the swarms will render the planet uninhabitable for non-Xenochytrids life, by which point most if not all resistance has been eliminated. Most of the planet's surface will be covered in biomass and birthers, each connected to one another in a titanic web of tendrils and tunnels. If starships were abandoned or captured, the Xenochytrids will seed the ships with new spores and send them to new worlds to spread the infection. Meanwhile, once the hive is free of threats, the colony will begin to enter into a dormant state. The production of new organisms will cease, and the remaining warriors and feeders will return to the birthers to be converted back into biomass. They are replaced by durable 'guards' which will patrol the colony and release pheromones to help wake the colony if they detect a threat. Over a period of several months, much of the colony will begin to move into the underground tunnels. In their place, plant-like organisms will dot the surface to absorb solar radiation. Once this process is complete, the hive will enter into stasis, and is effectively harmless to the outside world unless it is provoked. == Hives == The Xenochytrids do not exist under a single ruling body. Instead, the swarms are divided into numerous sector-spanning communities known as hives. Each hive has its own distinct identity, with biological and even behavioral traits derived from what it has consumed. Hives actively evolve to better combat their current prey items; for example, Fafnir has developed many adaptations to better combat the Diabs, while Tiamat has evolved to fight the Repzork and Saracin. Additionally, hives can create unique organisms not found in any other hive to suit particular needs. Hives evolve at an unprecedented rate, ensuring that they can keep up with races known for rapid technological adaptations such as the [[Asanian Syndicate]]. Little is known about the inner-workings of the hives. Their command structure in particular is poorly understood; it is widely believed that the birthers issue orders to command organisms, which then control the swarms directly through a mixture of pheromones, telepathic commands, and vocalizations. The loss of either birthers or command can temporarily disorient nearby Xenochytrids, but the swarms can quickly recover by producing replacements if biomass is available. How individual colonies are able to remain in contact, as evidenced by their shared evolution, remains unclear. Hypothetical 'queen' organisms, theorized to be the organisms directing the hives, have never been found, and if they do exist, are likely deep in unexplored space. Encounters between hives are rare, but in most recorded circumstances, end in bloodshed. Each hive possesses a unique set of pheromones used to distinguish members of one hive from another. If the pheromones do not match, Xenochytrids will immediately begin attacking and consuming one another. If non-Xenochytrid organisms approach, both hives will generally cease fighting each other and turn their attention towards the interlopers. The sole exception to this behavior are the Virisus, who are able to move between hives with seeming impunity. With most technical documents from the splicing program having been lost, it is not known how Necraal scientists achieved this. Thus far, five hives have been identified: Fafnir, Apophis, Tiamat, Cronen, and Piru. === Fafnir (XE-CH01) === Fafnir is the largest and most prolific of the hives, making them the public image of the Xenochytrids for much of the galactic community. Almost every race in the local galactic sector has engaged Fafnir on at least one occasion, implying that the hive may have dozens or even hundreds of colonies scattered throughout the region. Given their vast size and expansive genetic heritage, some believe that Fafnir may be the oldest of the known hives, if not the progenitor of the Xenochytrid species. More so than any other hive, Fafnir emphases 'quantity over quality'. The majority of Fafnir's organisms are typically humanoid, small, and sinewy, with relatively little musculature compared to other hives. This makes Fafnir's organisms very weak individually, but allows them to be produced in vast numbers. Fafnir organisms can be easily identified by a distinct, twisted horn present on all members of the hive. This horn is remarkably strong, and is often used as a weapon to stun or knock over targets. Fafnir organisms have been known to enter into a collective frenzy when in the face of fierce resistance, during which their speed, strength, and aggression are heightened to the point that they may fight each other if no prey are to be found. After such frenzies, it is not uncommon for warrior organisms to expire, presumably from the intense strain placed on their bodies, shortly thereafter. It is believed that this trait was derived from the Diabs, whose frenzy was likely integrated into the swarm. === Apophis (XE-CH02) === Apophis was first identified seven years before the start of the Great War. Since then they have menaced the Aeverias, Zaretians, Luminarians, and to a lesser extent the Repzork, Karahotdoum, Acropolan, and formerly, Warbot Industries. Apophis is notable for displaying a heightened degree of intellect compared to other hives in how it chooses its targets. In the early years of the war, Apophis attacked anything and everything with no apparent rhyme or reason; but as the war progressed, the hive began to push further and further into Zaretian space, presumably due to the fact that the bulk of the Monarchy's forces were being sent against other powers and thus could not retaliate against it. Though it still attacks other targets, it does so less frequently, and seems to deliberately avoid fortified positions on some occasions, indicating that the hive is likely capable of reading and interpreting radio transmissions and computer data besides navigation coordinates. Xenochytrids of Hive Apophis can generally be identified by their serpentine or insect-like forms. The latter forms consists chiefly of warrior organisms which use powerful legs or wings to rush towards their targets, which they will then attempt to shred apart in a flurry of claws and teeth. Certain organisms possess a natural carapace to protect them from ballistic gunfire, though they have no defense against energy weaponry. Serpentine organisms are oftentimes feeders or specialized warriors equipped with ranged weapons or various abilities designed to support their allies, such as vomiting clouds of black 'dust' to render enemies blind. Serpentine organisms have also been observed to ambush and strangulate prey. === Piru (XE-CH03) === Piru was discovered ten years prior to the start of the war by the Holy Nepharian Empire. Since then, Piru has attacked the Nepharians, Repzork, Wingle, Gronians, TmC, Asanians, and prior to the Exodus, the Rach. Piru has expressed a preference towards multi-cultural empires such as the TmC or Repzork likely due to the greater genetic diversity within their ranks. Consequently, Piru has integrated a vast number of assimilated traits into its forces, occasionally outright replacing baseline Xenochytrid material with what it has consumed. Piru organisms, with a few notable exceptions, resemble the creatures they have consumed. For example, Piru executien inherit traits from Chromorum, while Litheron take traits from Repzork or Aumpnuuk. Behemoths take these traits and scale them up, often with grotesque results. This can induce an 'uncanny valley' affect known to disturb most observers. Almost all organisms possess multiple arms, a tendency they produced after fighting the TmC on multiple occasions. Organisms often dispatch prey with either pure brawn or razor-sharp claws. === Cronen (XE-CH04) === Cronen was first catalogued thirteen years before the start of the war, and have in that time attacked the Nepharians, Wingle, TmC, Skrey, Necraal, and to a lesser extent the Repzork, Gronians, Warbot Industries, and the Betel. The hive's sphere of influence has significant overlap with Piru, resulting in unusually frequent encounters between the two which serve as the foundation for research into how hives interact with one another. Cronen has an alien anatomy even in comparison to other Xenochytrids; their genome is extensively mutated and notably unstable, with the hive producing seemingly random mutations at a rate far faster than any other hive. Likewise, the genetic material they have acquired through assimilation has been modified to the point that identifying the source of a specific trait is effectively impossible. Researchers speculate that Cronen's instability could have been the result of exposure to an unknown biological weapon that, though it did not eliminate the hive, irreparably damaged Cronen's DNA, culminating in the hive as it is today. Owing to their genetic instability, Cronen specimens have no uniform design; all recorded creatures have been deformed and disjointed, often appearing as a random assortment of body parts that have been joined together with little rhyme or reason. No two specimens look exactly alike, and it is not uncommon for Cronen organisms to spontaneously mutate, such as by producing new limbs, while in an engagement. Their mutagenic properties have also made Cronen alarmingly robust, as most organisms often possess redundant vital systems and can spontaneously heal from non-lethal wounds, though it has been observed that organisms cannot heal themselves indefinitely and will need to eventually consume biomass. Cronen specimens have also expressed an unprecedented degree of savagery towards both their prey and each other, as larger organisms have been known to consume smaller creatures without warning. Combined with their disfigured appearance, Cronen has been noted as one of the more difficult hives to fight, as they tend to unsettle or outright terrify inexperienced soldiers, necessitating that veterans and seasoned troops be sent against the hive. === Tiamat (XE-CH05) === Tiamat first appeared three years before the start of the war, and has thus far attacked the Repzork, Saracin, Diabs, Magello, Necraal, and to a lesser extent the Betel, Xeverra, and TmC. Though seemingly a younger hive due to its late appearance, Tiamat has expanded at a breakneck pace, implying that the hive may have acquired a large stockpile of vessels from an unidentified source in unexplored space. The hive has also earned a reputation for its extensive use of behemoth and ranged organisms. Tiamat organisms are effectively the opposite of Fafnir; whereas Fafnir emphasizes numbers above all else, Tiamat focuses on quality. Tiamat specimens are large and muscular, and often possess bullet-resistant carapace armor and large spikes and/or needle guns for puncturing powered armor. The assimilated traits that Tiamat has integrated into its ranks compliments this, such as using the durable scales of the Repzork or the four-armed form of the Saracin for incorporating more weapons unto each specimen. This does produce a notable downside in that each organism requires more biomass to produce, which some have theorized may be driving Tiamat's aggressive expansion. ==Organisms== ===Warriors=== Warriors come in a multitude of forms, from the lowly Ramorphinds to the powerful Litheron. They all share a common purpose, kill anything that moves, so that the Feeders can consume it. ==== Melee Warriors==== {| class="wikitable" ! Name ! Picture ! Description |- |Biofeeder |[[Image:BioFeeder.png]] |Biofeeders harvest the dead to convert them to biomass. Fragile and weak, they avoid confrontations, but if cornered, will defend themselves with tooth and claw. |- |Elvernok | |Elvernok are small organisms barely larger than a balled Diab fist. They climb unto armored prey and tear into any weak spots they find in an attempt to burrow into their prey and shred them from the inside out. |- |Imteril |[[Image:Imteril.png|130px]] |Imteril are fast, diminutive organisms which act as cannon fodder and harassers. |- |Ramorphind |[[Image:Ramorphind.png‎]] |Ramorphind are the mainstay Xenochytrid warrior. |- |Fenlatile |[[Image:Fenlatile.png|130px]] |Fenlatile are believed to act as scouts and often herald an incoming attack. |- |Goltair |[[Image:Goltair.png]] |Goltair will swoop unto prey and attempt to pick them off the ground; if successful, their prey will be dropped into the midst of the horde. If they cannot take up their prey, they will instead viciously claw at their prey's face. Recent developments have seen some Goltair produce acidic spittle that they will use against their foes. |- |Flintaros |[[Image:Flintaros.png|130px]] |The Flintaros' numerous appendages allow it to take on multiple prey in close range. |- |Gaularin |[[Image:Gaularin.png]] |Gaularin are stronger and more durable ramorphind. |- |Slicaurs |[[Image:Slicaurs.png]] |The Slicaurs is a common sight against races which make heavy use of melee weapons. |- |Favernok |[[Image:Favernok.png]] |Believed to be a derivative of the either the Slicaurs or the Goltair, Favernok are fast-moving organisms which ram and vomit upon their prey in much the same way as the Margan Plaguespreader. The vomit contains a corrosive acid that melts prey into a slurry that is then consumed and brought back to the birthers. |- |Galtanar |[[Image:Galtanar.png‎|130px]] |Galtanar are ambush predators which flank their pray and impale them on their spiked appendage. |- |Charotid |[[image:Charotid.png]] |Charotid are aggressive warrior-feeders. Much of their body is comprised of a single, massive maw lined with numerous teeth. They used their spiked appendages to drag prey into their maw, where they are then converted into biomass. If its tentacles are severed, it will charge prey and attempt to swallow them whole. |- |Drulgr | |Drulgr are organisms which initially began as a mutation within the Piru hive, but which have since spread to the other hives following the Necraal schism. Armed only with powerful muscles, they knock down prey and relentlessly pommel them until nothing but a bloody pulp remains. It is believed that the Drulgr was an attempt by the hive to counter powerful energy shielding. |- |Blitsarkin |[[image:Blitsarkin.png]] |Blitsarkin are creatures of pure brawn. Using their muscular arm, they ram and pommel anything that stands in their way. |- |Litheron |[[image:Litheron.png]] |Fast and agile, Litheron chase down prey and maul them with tooth and claw. |- |Executien |[[Image:Executien.png]] |Executien often appear late into an invasion and act as shock troops. |- |} ==== Ranged Warriors ==== Ranged organisms use organic firearms to support the melee-based warrior organisms. Most ranged warriors do not possess melee weapons, though this is not universal. {| class="wikitable" ! Name ! Picture ! Description |- |Norintii |[[Image:Norintii.png‎]] |Norintii are relatively weak organisms which shoot poisonous spines. |- |Shokzar |[[Image:Shokzar.png‎|130px]] |Shokzar are evolved Fenlatile armed with needle guns and powerful blades. They often work alongside flocks of Goltair. |- |Soldin |[[Image:Soldin.png‎]] |Soldin are armed with either a short-ranged acidic cannon or a weapon which fires specialized mutarior organisms. |- |Blastarin |[[Image:Blastarin.png]] |In place of hands, Blastarin are equipped with two rapid-fire spine weapons. They produce ammunition by consuming organisms and converting some of the resulting biomass into more needles; the remaining mass is saved to be deposited back into a birther. |- |Soldezar |[[Image:Soldezar.png‎]] |Soldezar are organisms equipped with shoulder-mounted, anti-vehicular acid cannons. |- |Artil |[[Image:Artil.png]] |Artil act as living artillery platforms. Armed with an acid cannon, they stay far behind most organisms to lob projectiles from afar. |- |} === Behemoths === Behemoths are immense organisms that operate as siege engines, using powerful ranged weapons and brute force to smash through opposition. {| class="wikitable" ! Name ! Picture ! Description |- |Tangrashir |[[Image:Tangrashir.png]] |Tangrashir behave similarly to typical ranged warriors, standing behind the warriors and providing support via a massive acid cannon. |- |Gortralk |[[image:Gortralk.png]] |Gortralk are incredibly aggressive organisms that charge headlong into enemy positions, absorbing gunfire with their powerful carapace as they target vehicles and fortifications. They have been noted to sometimes pick up vehicles and throw them at the nearest prey. |- |Halgotral |[[image:Halgotral.png]] |Surprisingly fast and agile for their size, Halgotral are large warrior-feeders that use their numerous spiked tendrils to impale prey and pull them into the Halgotral's maw. |- |Gargantual |[[Image:Gargatual.png]] |Gargantuals provide long-range support by spewing volatile acid at groups of prey. |- |Sarchrinon |[[Image:Sarchrinon.png]] |A rare sight, Sarchrinon are the largest feeder-type organisms on record. Typically appearing only on densely-populated planets or very late into an infestation, they protect birther-colonies when not harvesting the dead. Their spindly forms are adapted to dispatch infantry and battlesuits. |- |Jentrillion |[[Image:‎Jentrillon.png‎]] |Jentrillion use their spiked limbs to impale vehicles and structures, tearing open holes that allow warrior organisms to eliminate the occupants. |- |Behemeroth |[[image:Behemeroth.png]] |Behemeroth are powerful shock units which first appeared following the Necraal schism. They are heavily armored, incredibly muscular, and are armed with a powerful acidic cannon, making them one of the swarm's most powerful and versatile behemoths.. |- |} === Command Organisms === Command organisms enact the will of the hives. Larger and more powerful command organisms hold sway over larger swarms. {| class="wikitable" ! Name ! Picture ! Description |- |Telegon |[[Image:Telegon (1).png]] |The lowliest command organism, Telegon are a common sight in any Xenochytrid infestation, and are roughly equivalent to a Gaularin in terms of brawn. |- |Horde Captain |[[Image:Horde Captain (3).png]] |Horde captains are armed with both razor-sharp claws and organic weapons loaded with armor-piercing spines. |- |Hive Lord |[[Image:Hive Lord.png]] |Hive lords are sometimes accompanied by an entourage of horde captains and are equipped with more powerful weaponry. |- |Terrorkin |[[image:Terrorkin.png]] |Terrorkin are immense organisms that command individual battles. Their weapons evolved for eliminating vehicles and battlesuits, leaving their minions to dispatch infantry. |- |Primal |[[image:Primal.png|120px]] |Primals first appeared during the Battle of Ivn and were the first Xenochytrid specimen confirmed to possess psychic abilities. They are a rare sight, appearing only during major infestations, but those that have shown themselves have proven to be fearsome opponents capable of directing tens of thousands of organisms at a time. Rumors circulate that Primals were a result of Virisus experimentation, though this remains unconfirmed. |- |} ===Mutants=== Xenochytrids also contain a variety of creatures mutated by the Mutarior organism. {| class="wikitable" ! Name ! Picture ! Description |- |Mutarior |[[Image:Mutarior.png]] |Mutariors share a relatively uniform design regardless of their hive of origin, with the exception of Cronen, whose mutariors are as diverse as any other organism of the hive. |- |Diab Mutant |[[Image:Mutated Diabloian.png]] |Mutated Diabs retain their strength and are notably more prone to entering into a frenzy than a normal Diab. |- |Mutant Dragonetera |[[image:Mutant Dragonetera.png|130px]] |Infected Dragoneterans behave similarly to Goltair but are armed with two acid launchers. |- |Mutant Bloodspender |[[image:Mutant Bloodspender.png|130px]] |Observed during the Laboratory incident, little is known of infected Bloodspender behavior. |- |Mutated Salatran |[[image:Mutated Salatran.png|130px]] |Infected Salatran behave identically to ramorphind. |- |Skrey Mutant |[[image:Biomatter-infected Skrey.png]] |Most infected Skrey are a result of Cronen, and as a result suffer from the same severe genetic alterations that permeate through the rest of the hive. |- |Nepharian Mutant |[[Image:Neph Mutant.png|130px]] |Likely as a result of the Nepharian's radiation-influenced anatomy, infected Nepharians, regardless of hive, are visually similar to specimens of Cronen in that they resemble a random assortment of body parts. |- |Delani Mutant |[[Image:Delani_Mutant.png]] |Delani mutants typically possess disproportionately long limbs and behave as ambush predators, capturing prey and bringing them to feeders to be devoured. |- |The Eye in the Dark |[[Image:Mutated Battlesuit.png]] |The Eye in the Dark refers to an unnamed individual mentioned in leaked Necraal documents. One of, if not the very first Virisus to retain their sanity, the individual was loaded into an assimilated battlesuit and sent to an infected planet to see how the colony would respond. The Eye maintained contact for the next several hours, confirming that the hive had accepted him, but shortly thereafter vanished without a trace, never to be found again. The Eye has since faded into legend, with many Necraal claiming that they have either fought the Eye or that they have seen it staring at them from their communicators. Some believe that the Eye in the Dark is capable of resurrection, though how it would be able to get a new suit after being killed is unknown. |- |} [[Category:Neutral]][[Category:Species]][[Category:Public Access Page]][[category:Biochemical Weapon]] qvfz86jcqacqk6ouvo3747119czzihz Xenochytrid (Branding) 0 1534 16744 2021-05-16T01:30:40Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16744 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Xenochytrids 0 1567 17015 2021-08-25T20:36:41Z RaptorChu 30471271 Redirected page to [[Xenochytrid]] 17015 wikitext text/x-wiki #REDIRECT [[Xenochytrid]] o4fvy3nenah85oy5pylqn6gf7cfcl37 Xenocytrid 0 1501 16090 16088 2021-03-31T22:19:01Z Amaker1450 26550035 Redirected page to [[Xenochytrid]] 16090 wikitext text/x-wiki #REDIRECT [[Xenochytrid]] o4fvy3nenah85oy5pylqn6gf7cfcl37 Xenocytrids 0 1502 16108 16084 2021-04-02T00:13:53Z Amaker1450 26550035 Changed redirect target from [[Xenocytrid]] to [[Xenochytrid]] 16108 wikitext text/x-wiki #REDIRECT [[Xenochytrid]] o4fvy3nenah85oy5pylqn6gf7cfcl37 Xer 0 612 17066 17064 2021-11-17T03:10:21Z Amaker1450 26550035 17066 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = -Insert picture here- |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Orbital Characteristics |label1 = Rotation Period |data1 = 8.0205 Earth days 192 hours, 29 minutes, 31 seconds |label2 = Orbital Period |data2 = 8.0205 Earth days 393.0045 Earth days (Gal) 49 Xer days (Gal) |label3 = Eccentricity |data3 = 0.008 |label4 = Semimajor Axis |data4 = ~1,000,000 km |label5 = Axial Tilt |data5 = 0.001 degrees |label6 = Satellites |data6 = n/a |header7 = Atmosphere |label7 = Atmospheric Composition |data7 = ~72.5% nitrogen ~25% oxygen<br /> ~1.5% carbon dioxide ~1% water vapor, other trace gases |header8 = Surface |label8 = Surface Gravity |data8 = .2417 g (average) |label9 = Atmospheric Pressure |data9 = 3.23 atm at sea level |label10 = Surface Composition |data10 = ~15% land ~85% ocean |label11 = Average Temperature |data11 = 296 degrees K 23 degrees C<br /> 73 degrees F |header12 = Physical Characteristics |label13 = Diameter |data13 = ~11600 km |label14 = Mass |data14 = .2 Earth masses |label15 = Density |data15 = N/A |label17 = Albedo |data17 = .33 |label18 = Age |data18 = 4.37 billion years }} <!-- 322829658 --> =System= ==Star== ===Gerrus=== ===Solar Rails=== ==Planets== ===1=== ===2=== ===Gal=== A large gas giant approximately 122,000 km in diameter and 206 times as massive as Earth, Gal is the third planet from Gerrus, completing an orbit roughly every 393 days. It is believed to be a rogue planet, entering the system soon after planets began to form. As a result, many planetoids were swept into its orbit, either falling into Gal, getting ejected, or colliding to form larger moons. Eventually, the debris surrounding Gal formed four large moons in a stable 1:2:4:8 Laplace resonance; the rest consisted of asteroids in unstable orbits that usually wound up colliding with Gal or one of its moons or being ejected. Gal's four major moons are all tidally locked, with the same side always facing Gal. Gal is whitish in color, owing to water vapor clouds in its upper atmosphere. Its orbital incline or roughly 24 degrees, combined with a speedy 12 hour rotation, result in magnificent bands across Gal, along with intense storms. The lightning from such storms can easily be seen from many of Gal's moons. Gal itself reflects a large percentage of sunlight, influencing the evolution of life on Xer. In the early days of Xeverra space exploration, one of the main concerns was finding a way to shield machinery and personnel from the intense radiation produced by Gal's magnetosphere. Later on, it was skimmed as a plentiful source of hydrogen, helium and water vapor to be converted into fuel for outgoing and incoming ships. Its powerful gravitational pull is also useful in accelerating or decelerating spacecraft; ships can 'slingshot' around the planet to conserve time and fuel. ====Brulik==== At 6,800 km and .14 Earth masses, Brulik is the smallest of Gal's four major moons, though it is still larger than some planets. Due to the tidal forces of Gal and its other moons, Brulik is extremely geologically active, hosting hundreds of active volcanoes that eject gases such as sulfur dioxide and carbon dioxide daily. Most of these gases are swept away by Gal's magnetosphere, leaving Brulik with a thin atmosphere of ionized molecules and molecular compounds. Due to constant volcanism making exploration dangerous, Brulik was largely ignored by the Xeverra during early space missions in favor of Molla and Torred. ====Molla==== The second largest of Gal's moons, Molla is 8,500 km in diameter and .15 times as massive as Earth. Similar to Xer, it is an oceanic world, though it is distinct in the fact that it is far cooler due to a thinner atmosphere, barely averaging freezing. While it has its own magnetosphere, its ice-covered poles are left vulnerable to radiation, resulting in spectacular auroras. Beneath Molla's surface, an impressive array of aquatic life has developed; differences between Xer and Molla's equivalent of DNA indicate that they evolved separately. ====Xer==== ====Torred==== ====Other moons==== ===4=== ====Moons==== ===5=== ====Moons==== ===6=== ====Moons==== ===7=== ====Moons==== [[Category:The Xeverra]][[Category:Legacy Lore]] joox6e1kwg9q4rspkeftso810uwmqt4 Xeverra 0 1153 11901 2020-01-10T13:19:54Z Amaker1450 26550035 Redirected page to [[The Xeverra]] 11901 wikitext text/x-wiki #REDIRECT [[The Xeverra]] gzgredx2gxyxc3121o5zo8emziubsgj Xeverran 0 849 7958 2018-04-29T06:58:58Z Amaker1450 26550035 Redirected page to [[The Xeverra]] 7958 wikitext text/x-wiki #redirect [[The Xeverra]] lu65mr5cwfy6shfs0ym5ry2m7ht2bbd ZAABET ลอตเตอรี่ยี่กีเล่นเช่นไร สมัครแทงหวยยี่กี 88 รอบ พร้อมสูตรแม่นๆ 0 1642 18470 2023-01-18T17:31:52Z HamishHowton 30712846 Created page with "<br>หวยยี่กีเล่นเช่นไร สมัคร[https://zaalotto.com แทงหวยยี่กี] 88 รอบ พร้อมสูตรแ..." 18470 wikitext text/x-wiki <br>หวยยี่กีเล่นเช่นไร สมัคร[https://zaalotto.com แทงหวยยี่กี] 88 รอบ พร้อมสูตรแม่นๆสามารถเลือกใช้บริการ แทงหวยยี่กี 88 รอบ ผ่านทางเว็บไซต์ ZAABET ได้ทุกงวด ในแบบการเล่นที่ง่าย ให้เลือกใช้บริการ สลากกินแบ่งยี่กี ถึงวันละ 88 รอบ พร้อมสูตรการคำนวณ หาเลขเด็ด สลากกินแบ่งยี่กี แบบแม่นๆที่สามารถเอาไปใช้คำนวณ หาเลขเด็ด หวยยี่กี ได้ทุกรอบ พเพื่อนำไปใช้เสี่ยงดวง ลอตเตอรี่ยี่กี โดยสามารถสมัครสมาชิก เพื่อใช้บริการ และก็ทำความรู้จัก วิธีการเล่น ลอตเตอรี่ ยี่กี เล่น ยัง อย่างไร ถึงที่เหมาะนี่ หวยยี่กีเล่นเช่นไร หวยยี่กี เล่นยังไง กรรมวิธีเล่น สลากกินแบ่งยี่กี หรือลอตเตอรี่จับยี่กี ที่เปิดให้บริการ บนเว็บสลากกินแบ่งออนไลน์ วันละ 88 รอบ หรือมีชื่อกัน ในชื่อ ลอตเตอรี่ปิงปอง ที่มีต้นกำเนิด มาจากเกมไพ่พนัน ในประเทศจีน ที่จะนำเอาไพ่ 12 ใบ ใส่ลงไปในกล่องทึบ รวมทั้งทำเลือกไพ่ 1 ใบขึ้นมา หากแม้ทายผลถูก ก็จะได้รางวัลไป แล้วก็ทางเว็บไซต์หวยออนไลน์ ได้เอามาประยุกต์ และจากนั้นก็เปิดให้บริการ หวยยี่กี ถึงวันละ 88 รอบ และก็ยังสามารถร่วมทาย ผลรางวัล หวยยี่กี ได้ทุกรอบ โดยทางเว็บไซต์ ZAABET ได้เปิดให้บริการยิงเลข หรือร่วมทายผล สลากกินแบ่งยี่กี ในแต่ละรอบได้ฟรี แบบไม่จำกัด ปริมาณครั้ง ด้วยการกรอกเลข 5 ตัวลงไป ดังที่ปรารถนา รวมทั้งจะนำเอาเลขที่ถูกยิงเข้ามา ปริมาณ 20 ชุดขึ้นไป มาคำนวณหาผลบวก เพื่อนำไปใช้ออกรางวัล หวยยี่กี ในรอบโน่น แต่ว่าถ้ามีการยิงเลข ไม่ถึง 20 ลำดับ ระบบจะกระทำคืนโพย แล้วก็เครดิตให้ในทันทีทันใด และหากยิงเลขได้ชั้นที่ 1 รวมทั้งชั้นที่ 16 ก็จะได้เงินรางวัล ตามข้อตกลงที่เจาะจง สมัครแทงหวยยี่กี 88 รอบ สมัครแทงหวยยี่กี 88 รอบ สามารถลงทะเบียนสมัครสมาชิก ไม่กี่ขั้นตอน ผ่านทางเว็บ ZAABET เพื่อใช้บริการ แทงหวยยี่กี 88 รอบ ได้ทุกเมื่อเชื่อวัน วันละ 88 รอบ แล้วก็สามารถลงทะเบียนได้ฟรี ไม่เสียค่าใช้จ่าย สำหรับการสมัครสมาชิก แล้วก็เลือกใช้บริการ แทงหวยยี่กี ได้แต่ละวัน รอบๆแรก จะเปิดให้บริการ ในเวลา 06.00 น. ไปตราบจนกระทั่งเวลา 03.45 น. ของอีกวัน หรือจวบจนถึงครบ 88 รอบ ซึ่งในแต่ละรอบ จะเปิดให้บริการ รอบละ 15 นาที รวมทั้งออกรางวัลในทันทีทันใด สามารถยิงเลข สลากกินแบ่งยี่กี ในแต่ละรอบได้ 2 นาที ก่อนผลรางวัล หวยยี่กี ในรอบนั้นออก โดยสามารถเลือกใช้บริการ แทงหวยยี่กี 88 รอบ ได้วันแล้ววันเล่า ในแบบการเล่นที่ง่าย อย่างในต้นแบบการเล่น แบบหวย ให้ได้เลือกใช้บริการ ได้ทุกปริมาณ ตั้งแต่ 1 บาทขึ้นไป ทั้งเลข 3 ตัวตรงโต๊ด เลข 2 ตัวบนด้านล่าง รวมถึงเลขวิ่งบนด้านล่าง ให้ได้เลือกใช้บริการทุกงวด ด้วยราคาการจ่ายที่สูง ถึงบาทละ 850 พร้อมติดตาม สูตรสลากกินแบ่งยี่กี แม่นๆเหมาะสมนี่ สูตรหวยยี่กีแม่นๆ สูตรหวยยี่กี แม่นๆสามารถคำนวณ หาเลขเด็ด หรือจำนวน หวยยี่กี เพื่อนำไปใช้เสี่ยงดวง แทงหวยยี่กี ได้ทุกรอบ โดยเราได้เก็บ สูตรการคำนวณ ลอตเตอรี่ยี่กี แบบแม่นๆมาแบ่งปัน ให้ทุกคน ได้ใช้ประโยชน์คำนวณ หาเลขเด็ด สลากกินแบ่งยี่กี ได้ทุกวี่ทุกวัน และก็ทุกรอบ เพื่อเพิ่มความตรงไปตรงมา ให้กับจำนวน ก่อนใช้ประโยชน์เสี่ยงดวง โดยจะนำเอา ผลของการออกรางวัล สลากกินแบ่งยี่กี จากรอบก่อน มาใช้คำนวณ หาเลขเด็ด หวยยี่กี ในรอบถัดไป ตามสูตรการคำนวณ ดังนี้ สูตรหวยยี่กีที่ 1 สามารถคำนวณ หาเลขเด็ด สลากกินแบ่งยี่กี ได้ทุกงวด ที่จะนำเอา ผลของการออกรางวัล เลข 3 ตัวบน หวยยี่กี จากรอบก่อน มาใช้คำนวณ เพื่อหาเลขเด็ด หรือเลขเด่น ลอตเตอรี่ยี่กี ในรอบถัดไป โดยจะมีวิธีการคำนวณ ตามสูตรการคำนวณ ดังต่อไปนี้ 1. นำเอาเลขหลักร้อย + 1 = ผลลัพธที่ 1 2. นำบทสรุปที่ 1 + 1 = ผลที่ 2 ฉะนั้น คำตอบที่ได้ เป็นเลขเด่น จากเลขหลักหน่วย ของอีกทั้ง 2 คำตอบ สูตรลอตเตอรี่ยี่กีที่ 2 สามารถคำนวณ หาเลขเด็ด หวยยี่กี ได้ทุกงวด ที่จะนำเอา ผลการออกรางวัล เลข 2 ตัวบน ลอตเตอรี่ยี่กี จากรอบก่อน มาใช้คำนวณ เพื่อหาเลขเด็ด หรือเลขเด่น สลากกินแบ่งยี่กี ในรอบต่อไป โดยจะมีวิธีการคำนวณ ตามสูตรการคำนวณ ดังต่อไปนี้ นำเอาเลขหลักสิบ + เลขหลักหน่วย = ข้อสรุปที่ปรารถนา ด้วยเหตุนั้น บทสรุปที่ได้ เป็นเลขเด่น จากเลขหลักหน่วย ของผลที่ต้องการ สรุป สลากกินแบ่งยี่กี เล่นอย่างไร สามารถเลือกใช้บริการ แทงหวยยี่กี 88 รอบ ในทุกรอบ ในแบบการเล่นที่ง่าย โดยเราได้นำแนวทางการเล่น มาแบ่งปัน ให้ทุกคนได้เรียน และก็ใช้ประโยชน์ได้จริง บนเว็บไซต์ลอตเตอรี่ออนไลน์ และสูตรการคำนวณ ลอตเตอรี่ยี่กี แม่นๆซึ่งสามารถใช้ประโยชน์คำนวณ หาเลขเด็ด ไปเสี่ยงดวง สลากกินแบ่งยี่กี ได้ทุกรอบ และก็ยังเพิ่มความถูกต้องได้อีกด้วย โดยสามารถลงทะเบียนเป็นสมาชิก เพื่อใช้บริการ เเทงลอตเตอรี่ออนไลน์ ทุกชนิด ผ่านทางเว็บไซต์ ZAABET ได้ทุกงวดตรงนี้<br> 5pecibpqjjquo3gd19wnywh565e1ewx ZAABET เว็บไซต์หวยออนไลน์ลำดับที่หนึ่ง มีระบบที่ยอดเยี่ยม 0 1653 18491 2023-02-16T10:12:50Z HamishHowton 30712846 Created page with "<br>ZAABET เว็บลอตเตอรี่ออนไลน์ที่ได้รับความเชื่อถือจากผู้ใช้มากย..." 18491 wikitext text/x-wiki <br>ZAABET เว็บลอตเตอรี่ออนไลน์ที่ได้รับความเชื่อถือจากผู้ใช้มากยิ่งกว่าหนึ่งล้านคน เป็นเว็บไซต์ที่เติบโตเป็นอันดับหนึ่ง เราต้องการให้คุณเป็นครอบครัวที่มั่งคั่งด้วยกัน ZAABET ให้บริการหวยออนไลน์ หวยรัฐบาลทุกชนิด ยี่กี ลาว ฮานอย มาเลย์ รวมทั้ง GSB คุณสามารถเดิมพันได้ตลอด 1 วันไม่ว่าจะด้วยคอมพิวเตอร์หรือผ่านโทรศัพท์เคลื่อนที่ สมัครฟรี. ปลอดภัย ฝาก-ถอน ด้วยระบบอัตโนมัติที่ทันสมัยที่สุด นอกเหนือจากนี้ยังมีเลขเด็ด ผลสลากกินแบ่ง สูตรหวย สูตรหวยยี่กี เลขเด็ดมหาธาสา เลขดอปพิกุลทอง ทำนายฝัน ตรวจหวย ตรวจหวยรัฐบาล สถิติหวย สลากกินแบ่งออมทรัพย์ GSB โปรแกรมหวย เจาะนำโชค ตัวเลข รวมทั้งอื่นๆถึง หวยรัฐบาลไทย อีกหนึ่งกิจกรรมที่คนไทยเกิดมาพร้อมกับ แล้วก็เติบโตมาด้วยกันคือสลากกินแบ่งไทยซึ่งเป็นเกมที่โชคลาภในบ้านพวกเรามาหลายสิบปี เป็นอีกทั้งเกมเดาตัวเลขและเป็นความหวังของคนจำนวนไม่น้อยที่จะกลับวิกฤตให้เป็นโชคดี มีผู้คนจำนวนมากที่ทำเงินได้มากมายจากการเดิมพันสลากกินแบ่งรัฐบาลไทย หวยรัฐบาลออกแต่ละวันที่ 1 แล้วก็ 16 ของเดือน เว้นเสียแต่ตอนที่ 1 ม.ค. ซึ่งเปลี่ยนเป็นวันที่ 30 ธ.ค. ซึ่งเร็วกว่า 2 วันก่อนหน้า เนื่องมาจากเป็นวันขึ้นปีใหม่ ซึ่งเป็นตอนที่ 16 ค. กลายเป็นออกรางวัลวันที่ 17 ม.ค. เพราะว่าตรงกับวันอาจารย์ งวด 1 พฤษภาคม แปรไปออกรางวัลในวันที่ 2 พ.ค. เนื่องด้วยตรงกับวันแรงงานแห่งชาติ หวยมาเลย์ เราเสนออัตราการจ่ายที่สูงกว่าสำหรับทุกการเดิมพัน ด้วยเหตุนั้นจึงไม่มีส่วนลดเป็นเปอร์เซ็นต์ เราเปิดให้จ่ายตลาดออนไลน์แต่ละวันพุธ เสาร์ อาทิตย์ เปิดให้บริการจ่ายเงินตั้งแต่ 01.00 น. (เวลาไทย) พวกเราปิดเป็นครั้งสุดท้ายเวลา 18:00 น. ระบบจะคืนโพสต์รวมทั้งให้เครดิตผู้ใช้ในเรื่องที่ตลาดหุ้นไม่ขยับเขยื้อนภายใน 1 ชั่วโมง แนวทางสำหรับในการดูผลลอตเตอรี่มาเลย์: [https://zaaheng.com ผลหวยยี่กี] ใช้ผลปิดตลาด Nikkei 225 เวลาเช้าเพื่อออกรางวัล นำหลักหน่วยและก็จุดทศนิยมของราคารางวัลที่ 1 มาเพื่อให้รางวัล 3 หลักบน แล้วก็นำจุดทศนิยมของราคารางวัลที่ 2 มาออกรางวัลที่ 2 ข้างล่าง ลอตเตอรี่ลาว หวยลาว หรือ หวยพัฒนา หรือ สลากกินแบ่งรัฐบาล มีการจับรางวัลทุกวันจันทร์และก็วันพฤหัสบดี เวลา 20.30 น. ทางช่อง 1 เปิดรับการจ่ายเงินตั้งแต่วันเสาร์ 01.00 น. (เวลาเมืองไทย) ปิดรับงวดท้ายที่สุดเวลา 20.00 น. หนึ่งชั่วโมงจะไม่นับว่าเป็นรางวัล ถ้าอยากได้ดูผลหวยลาวให้ใช้หน้า Digital Lottery และของขวัญเป็นตัวเลข 4 หลัก โดยจะนำ 3 หลักท้ายที่สุด 3 หลักบน รวมทั้ง 2 หลักล่าง<br> r7y8ehnx0bbhgnyu0vh4ja3o3pqdftp ZMS Ascendant 0 1016 17176 11999 2021-11-17T17:24:56Z Amaker1450 26550035 17176 wikitext text/x-wiki {{ShipInfo | image = [[Image:Ascendant.jpeg|400px]] | name = Ascendant-Class Battleship | role = Assault Battleship | built = [[Cethos FleetYards]] | length = 4.5km | 1stapp = Invasion of Aserai | inservice = Invasion of Aserai - Operation Shattered Helm | race = [[Zaretian Monarchy]] | preceded = [[ZMS Omen]] | succeeded = [[ZMS Dominion]] }} {{Quote|On the order of the King, these ships will be our ambassadors, not with words or treaties, but with fire and blood.|King Breys}} The Ascendant-Class Battleships were a class of Assault Battleships built for the Zaretian Monarchy's Navy. The Ascendant-Class was the largest and most heavily armed warship in the Pre-Norsus Era built for the Monarchy's Navy. The first ship of her class, the ZMS King Ascendant was laid down mere months after the Battle of Zetta Secundus, alongside her sister ships, the ZMS Torrent, ZMS Novax and ZMS Plan B. These ships were ordered in response to the heavy capital ships employed by the Peacekeepers and were designed with the traditional role of brawling with enemy capital ships in slugging fights. The design of the ship was personally overseen by General Rex'Abilion, a hardline conservative within the Navy, but suffered from considerable pushback from progressive elements. Much like other Monarchy Ships designed during this period, its design showed the strategic confusion that dominated Zaretian naval construction in the Pre-1st Norsus Era. The Ascendant-Class first saw operation during the Invasion of Aserai, engaging in point blank battles with Dragoneteran capital ships. Since then, the Ascendant-Class has been involved in multiple battles during the pre and post 1st Norsus Era. Production of the Ascendant-Class was officially canceled after Operation Isomer. ==Development== ===Origin=== After the loss at Zetta Secundus, it became apparent to the Monarchy that the technological disparity between the Aeveria Confederation and the Zaretian Monarchy had nullified the numerical superiority the Monarchy had enjoyed. The more recent ship designs, the Oppressor-Class Cruiser, and Misery-Class Frigate were designed against the numerous Rach raids, and were not suited to engage heavy Aeverian assets. Pre-War ships like the Galaxy-Class Battleship and Infinity-Class Cruiser also lacked enough firepower to defeat heavy Aeverian assets as well. The Admiralty was split on how to deal with the threat, progressives within the Admiralty advocated for the research and development of newer strikecraft and munitions, with the idea that utilizing strikecraft to disable and destroy Aeverian capital ship beams, would reduce the need to expose Zaretian ships to long-range beam fire, and thus preserve ships. Conservatives, however, advocated for a new frontline battleship to replace the old Omen-Class Battleship, with bigger and more numerous railguns, backed up by heavier armor, to outfight and defeat multiple Aeverian capital ships and intimidate any likely adversaries. Lord Rex'Abilion, capitalized on his fame and managed to secure resources from King Breys to begin the construction of the next generation battleship. Many pre-war era design philosophies, such as logistical independence, ease to maintain, of naval shipbuilding was thrown out. Lord Rex'Abilion's main design goal was to mount as much firepower and armor on a ship frame, with no regard to logistical demand. Its design was as bulldog as the man itself, well suited to Rex'Abilion's aggressive, unsubtle practice of warfare. ===Initial Prototype=== Rex'Abilion's first prototype ship was designed with a main armament of 2 Pattern 127 Superheavy Railguns, the largest railgun cannon mounted on a battleship for its time and its secondary battery consisted of Pattern 75 Railguns in four triple-barreled turrets. The ship was primarily protected with armor exceeding that of the Galaxy-Class Battleships. However, computer simulations identified problems with the ship's combat effectiveness. The Initial Prototype was essentially undergunned for her size and role especially against hardened peacekeeper designs, and thus the design was revisited and refined. The ship's secondary battery was doubled, supplemented by a new tertiary battery of Pattern 45 Railguns in 12 dual-barreled turrets. Four torpedo launchers were installed, each capable of firing a swarm of torpedoes. Finally, the point defense suite was enhanced with several flak turrets. The firepower of the prototype would come close to double that of the Galaxy-Class Battleship. ===Finalized Prototype=== At this stage, the budget had blown out to seven times the initial estimate. Many within the admiralty were also concerned over the ship's combat endurance, with its extensive weapons suite and insufficient ammunition storage meant that the ship could potentially run out of ammo within 10 minutes of combat. Another major concern was that despite the enhanced point defense suite, the ship would be extremely vulnerable to long-range torpedo strikes by heavy peacekeeper bombers. The Ascendant-Class would have been placed on indefinite hold and eventually canceled, were it not for a routine inspection by King Breys. During his inspection, Breys was enamored with the design and firepower of the ship and demanded its immediate mass production. Unable to refuse, the Admiralty began mass production of the Ascendant-Class in time for the Invasion of Aserai. ==Service History== ===Invasion of Aserai=== The Ascendant-Class first saw action against the Dragoneteran Monarchy during the invasion of Aserai. The ships, ZMS King Ascendant, ZMS Novax and ZMS Plan B participated in the Invasion as part of their operational trials. Initial deployments against the pre-war era Dragoneteran Monarchy proved favorable, with the Ascendant-Class battleship's firepower able to sink or cripple most Dragoneteran Capital Ships. However, when the Aeverians and Rach attacked Monarchy positions during the closing moments of the invasion revealed multiple key weaknesses. The heavy armor of the Ascendant-Class was still insufficient to protect the ship against Aeverian beams. The Ascendant-Class also lacked long-range firepower, making it vulnerable to long-range hit and run attacks by Rach vessels as well as the newly popular shock jump tactics being employed by the Aeverians. Rex'Abilion managed to suppress the reports of the Ascendant-Class weaknesses, and begun work to address the issues brought up. But, King Breys, upon hearing the news, proclaimed that every Fleet will have at least 4 Ascendant-Class Battleships. The Navy, hoping to produce more of the battle-proven Galaxy-Class Battleships, had to reallocate resources to producing the much more expensive, more logistically dependant and less proven Ascendant-Class. ===Operation Burning Lance=== The Ascendant-Class Battleships participated during the Aeverian Invasion also known as Operation Burning Lance. As shown during the Invasion of Aserai, Ascendant-Class Battleships were extremely vulnerable to the shock jump tactics employed by the Aeverians. Many Ascendant-Class Battleships were lost to Aeverian Hunter-Killer teams including the ZMS Plan B and ZMS FaceBreaker. This issue was exacerbated when the Luminarian Rebels joined in the fray. Luminarian ships boasted extensive armoring, backed up with long-range beam fire that surpassed that of Aeverian beams. More and more Ascendants were lost during the course of Operation Burning Lance, and even Rex'Abilion accepted that the age of brawling was over, and worked alongside the Admiralty to kill the production of the Ascendant-Class Battleship, and all remaining battleships were mothballed and their crews reassigned. ===Operation Shattered Helm=== [[File:King Ascendant Nu-Zartar.jpeg|thumb|right|300px|The ZMS King Ascendant and ZMS Intervention at Nu-Zartar.]] The remaining Ascendant-Class Battleships were involved in the battle for Nu-Zartar, also known as Operation Shattered Helm. As the Monarchy scrambled to redirect forces from other fronts to repel the combined Aeverian and Luminarian push, the remaining Ascendant-Class battleships were reactivated to defend Nu-Zartar. Approximately 15 Ascendant-Class battleships were involved in the battle, and only 2 Ascendants survived the battle, the ZMS King Ascendant and the ZMS Heliosphere. 6 were sunk to direct engagements with opposing warships, 4 were sunk to peacekeeper strikecraft attacks, 2 were scuttled after being caught in a solar eruption and the ZMS Royal Sovereign was captured by Luminarian Forces. ===2nd Norsus Era=== The remaining Ascendant-Class ships were placed in unmaintained reserve until the 2nd Battle of Norsus. With the need for raw resources to rebuild the Fleets stationed in the Aeverian front, these ships were decommissioned and towed to the Cethos Fleetyards and were scrapped. ==Armaments== ===Standard=== {| class="wikitable" ! Weapon Type ! Amount |- | Pattern 127 Superheavy Railguns | 2 |- | Pattern 75 Railguns | 8x3 |- | Pattern 45 Railguns | 12x2 |- | Apocalypse Torpedo Battery | 4 |- | Pattern 20 CIWS | 16 |- | Pattern 40 Flak System | 8 |- | Gatekeeper Interceptor Launch Ports | 4 |} ==Notable Ships== {| class="wikitable" ! Ship ! Builder ! First Action ! Fate |- | [[ZMS King Ascendant]] | Cethos Fleetyard 8 | Invasion of Aserai | Scrapped for resources |- | [[ZMS Heliosphere]] | Cethos Fleetyard 32 | Battle of the Gorroagh Pocket | Scrapped for resources |- | [[ZMS Nevermore(ABS-65) | ZMS Nevermore]] | Cethos Fleetyard 12 | Battle of Nevara | Sunk by the AS Richelieu and AS Vektanis during the Battle of Nevara |- | [[ZMS Zartar's Might]] | Cethos Fleetyard 14 | Battle of Nevara | Sunk by strikecraft from the AS Norfolk and LNCr Prodigious during Operation Shattered Helm |- | [[ZMS Royal Sovereign]] | Cethos Fleetyard 32 | Battle of the Gorroagh Pocket | Captured by Luminarian Forces during Operation Shattered Helm |} [[Category:Zaretian Ships]][[Category:Page]][[Category:Legacy Lore]] kl1qimxi88ne1awi4xhd1nuqg1rz2rp ZMS Nevermore(ABS-65) 0 1034 17177 11998 2021-11-17T17:25:07Z Amaker1450 26550035 17177 wikitext text/x-wiki {{ShipInfo | image = [[Image:ZMS Nevermore's Last Stand.jpeg|400px]] | name = ZMS Nevermore | class = [[ZMS Ascendant]] | 1stapp = [[Battle of Nevara]] | inservice = [[Battle of Nevara]] | faction = [[Zaretian Monarchy]] | commander = Rear Admiral Genzis | fate = Sunk by the AS Richelieu and AS Vektanis during the Battle of Nevara }} ZMS Nevermore (ABS-65) was an [[ZMS Ascendant|Ascendant]]-class Battleship of the Zaretian Monarchy's Navy during the Great War. Nevermore was constructed in Cethos Fleetyard 12, alongside her sister ship, ZMS King's Wrath (ABS-66) during Year 5 of the Great War, and was completed just as the Aeverians began Operation Burning Lance. In the course of the Nevermore's five-month career under its sole commanding officer, Rear Admiral Genzis, Nevermore conducted only one offensive operation, codenamed Suckerpunch. The Nevermore and her escorts were supposed to lead the 23rd Fleet's entry into the disputed system of Nevara and take out the Aeverian 864th Fleet's command ship, the Bastion-Class Command Carrier, AS Centaur, taking out Aeverian command in the system and allowing the Monarchy to quickly suppress the remaining defenders in the system. ==Service History== Nevermore finished her shakedown trials at the Cethos Fleetyard, and was assigned to the 23rd Fleet, led by Vice Admiral Ran'ta. Her first and only operation begun in Year 7 of the Great War, alongside her escort ships, the Cruisers, ZMS Salami, ZMS Overbearing Commander and the frigates, ZMS My Button is Bigger, ZMS Incisor and ZMS Wardog were to quickly decapitate the Aeverian chain of command by destroying the Aeverian Flagship, the AS Centaur. When Nightshade Operatives located the AS Centaur, operating near the planet of Geven, Vice Admiral Ran'ta ordered Rear Admiral Genzis to proceed with the operation. Thanks to precise coordinates obtained from the Nightshade Operatives, Nevermore and her Battlegroup managed to jump in close proximity to the Centaur and her escorts. The initial salvo from the Nevermore managed to sink the Frigates, AS Savo and AS Republic, and heavily damaged the Cruiser, AS Cadmus. Admiral Benham, seeing the disparity in firepower between his escorts and Genzis's Battlegroup, ordered the Centaur to crash jump towards the shadow of the planet Rhianne's Fall. Genzis immediately ordered his ships to expend one of their sprint drive charges to catch up with the Centaur, opting to leave the damaged Aeverian escorts in fear that a hunter-killer team was inbound. However, this time he did not have the advantage of precise jump coordinates, and as such chose the safe option to jump about 45 minutes away from the Centaur's estimated exit point. Upon jumping into the Shadow of Rhianne's Fall, Genzis ordered the AWACS equipped ZMS Blind Bat to jump in and jam Aeverian communications and sensors. At the same time, Task Force 73, consisting of the cruisers, AS Decantus, AS Vikrant, AS Shepeshkaf, the frigates, AS Agathon, AS Eisenhower and AS Nauticus and the AWACS equipped AS Herophilus reinforced the Centaur. Both sides would use their AWACS vessels to jam communications and sensors, leaving both sides reliant on visual sensors to identify targets, which was further hindered as the battle took place in the shadow of Rhianne's Fall. 30 minutes later, Nevermore activated her auxiliary floodlights, locating the AS Agathon and opened fire on her, scoring hits on her bridge and engines, crippling her. The Nevermore was then subjected to beam strikes from the Vikrant and Shepeshkaf, her port side torpedo magazines were penetrated, and caused a series of secondary explosions that destroyed both her port side torpedo batteries and 2 Pattern 75 Railgun turrets. Although damaged, Nevermore managed to train her guns on the Shepeshkaf, subjecting it to a barrage of railgun shots, but her turret's muzzle flash caused the Aeverians to identify and locate her, and she, in turn, became the target of most of the Aeverian fire. Overbearing Commander, who had lost all maneuverability from a beam strike by the Eisenhower, crashed into the Nevermore's bridge, injuring Genzis himself and killing most of his bridge crew. However, as the Nevermore took most of the fire, her escorts, the Salami and Incisor to evade fire and crippled the Decantus. However, with most of the bridge in ruins, internal communications in the Nevermore broke down, and messages from the other Monarchy Vessels were fragmented due to debris blocking direct laser communication. This caused the Nevermore's gunnery officer to misidentify the Salami as an Aeverian ship, opening fire on her. In response, the Salami returned fire on the Nevermore, opening up her frontal cannons and disabling the Nevermore's turret. Furthermore, due to extremely low visibility, the AS Shepeshkaf narrowly missed a head-on collision with the Nevermore, and as she pulled away, fired her 6 beams straight into the Pattern 127 Superheavy Railguns, completely crippling them, and set off a multitude of internal fires and secondary explosions within the Nevermore. Genzis, eventually managed to regain control of the Nevermore, seeing most of his escort fleet in tatters, signaled all remaining vessels to withdraw. In the meantime, he ordered the Nevermore to crash jump back towards Zaretian lines. The Nevermore would exit subspace at Geven, a far distance away from friendly Zaretian lines. Genzis wanted to make another crash jump, but engineering was on fire, and the crash jump severely damaged the reactor, making a crash jump an unsurvivable prospect. The Nevermore's damage control team attempted to contain the internal fires within the ship but did not manage to regain control of engineering when the AS Richelieu and AS Vektanis jumped in. Despite being hopelessly outgunned and unable to flee, Genzis decided to fight, rather than surrender as demanded by the Aeverians due to standing orders to not let battleships fall into peacekeeper control. He was heard to say "We'll stand and fight, they'll sink us, and that'll be all". The last remaining Pattern 75 Railgun and torpedo battery opened fire on the Richelieu, before the combined 16 beams from both Aeverian cruisers penetrated the Nevermore, causing a reactor meltdown and exploding, causing the Nevermore to split into 6 distinct chunks. Out of the 7232 men on board, only 14 were rescued by Aeverian marines. ==Summary of Combat Actions== {| class="wikitable" ! Battle Involved ! Ship ! Class ! Fate |- | Battle of Nevara | AS Savo | Arcadia-Class Frigate | Sunk |- | Battle of Nevara | AS Republic | Arcadia-Class Frigate | Sunk |- | Battle of Nevara | AS Cadmus | Skybound-Class Cruiser | Damaged |- | Battle of Nevara | AS Agathon | Hazelia-Class Frigate | Damaged |} [[Category:Zaretian Ships]] [[Category:Named Zaretian Ships]] [[Category:Page]][[Category:Legacy Lore]] lby1cdrya1neasyy250pbbwlzj6e3je ZMS Summit 0 1019 17178 12000 2021-11-17T17:25:15Z Amaker1450 26550035 17178 wikitext text/x-wiki {{ShipInfo | image = [[Image:Summit.jpeg|400px]] | name = Summit-Class Frigate | role = Assault Frigate | built = [[Cethos FleetYards]] | length = 768m | 1stapp = Operation Shattered Helm | inservice = Operation Shattered Helm - Present | race = [[Zaretian Monarchy]] | preceded = [[ZMS Misery]], [[ZMS Onslaught]] | succeeded = N/A }} {{Quote|Finally, something usable.|General Varthos}} The Summit-Class was a class of frigates built for the Zaretian Monarchy's Navy. The class was designed during Operation Burning Lance, as a result of dissatisfaction with the earlier frigates of the Onslaught and Misery Classes. The design was based on lessons learned from combat with the Aeveria Confederation and the Luminarian Rebels as well as adopting many design characteristics of modern frigates from both empires. The Zaretian Monarchy's Navy commissioned more Summit-class frigates than any other frigate class during the post-2nd Norsus era, and the design was generally regarded as highly successful. Summits could perform a wide variety of mission profiles, including, long-range convoy escort, independent assault operations, and quick reaction reinforcements. Highly contrasting the earlier pre-1st Norsus era frigates, which were highly specialized, and a lot less flexible. The Summit-Class first saw action during the battle of Nu-Zartar, also known as Operation Shattered Helm. Although it was a successful design, it was not enough to turn the tides in the Monarchy's favor. Since then, the Summit-Class has participated in every major fleet engagement in the post-2nd Norsus era, and has become the main frigate of the Zaretian Monarchy's Navy. ==Development== ===Origin=== Throughout Operation Burning Lance, the Zaretian Monarchy suffered devastating losses in the face of a combined Aeverian and Luminarian push. Although the Monarchy was still able to replace these losses, for the time being. However, the loss of industrial power in the areas seized by the peacekeepers meant that the Monarchy's Navy was unable to replenish their losses anymore. No longer could the Monarchy rely on quantity over quality if it was to continue the war. A new doctrine was required in the face of the oppressive peacekeeper threat. New ships and equipment had to be created to face the peacekeepers on even terms. Even the staunchest of conservatives within the admiralty realized that it was no longer feasible to continue the pre-war era doctrines. As such, the Monarchy's Navy embarked a widespread Fleet Modernization Program to bring both the active and reserve fleets to modern standards shown by the Aeveria and Luminarians. One such project of the Fleet Modernization Program was to update the severely out of date frigate lineup. Many mass produced frigates in the Monarchy's Navy were simply inferior to their peacekeeper counterparts. The main reasons were that most frigates were designed to deal with the threat of Rach raids during the pre-1st Norsus era, and were simply unsuited to deal with hardened targets that the Aeverians and Luminarians had. Additionally, a number of frigates were over-specialized for their role, and were extremely vulnerable when operating outside. Naval designers went to work prototyping the next-generation frigate under the codename FLOTSAM. Initial design work took many cues from the Aeverian Hazelia and Arcadia-Classes and Luminarian Vigilant-Class, focusing primarily on the ability to conduct independant operations, fulfill multiple mission profiles and the capability to effectively engage at any range. Additionally, it was also a priority to include a hangar bay to carry strikecraft capable of engaging peacekeeper beams without danger to the frigate itself. ===Initial Prototype=== [[File:Zaretian Summit Frigate Prototype.png|thumb|right|300px|Initial Summit-Class Prototype.]] The first iteration of the Summit-Class was built upon an armored expanded variant of the Misery-Class. Sporting 8 Pattern 45 Railguns in 4 dual-barrelled turrets as it's primary battery, alongside 6 Pattern 20 CIWS and 2 Pattern 40 Flak System as its point defense network. Long-range firepower came in the form of 2 Apocalypse Torpedo Batteries. The prototype was also armed with an experimental beam jammer and a hangar bay capable of holding up to 14 Avenger MKIIIs. It was primarily protected with beam dispersant-ablative armor plating. Initial tests proved disappointing. The ship lacked enough firepower to effectively engage Peacekeeper vessels, its point defense network had gaps in coverage at its sides. Furthermore, 2 Torpedo batteries were simply not enough to overcome recent Peacekeeper advances in their point defense network. The design team went back to the drawing board. The ship's experimental beam jammer was removed to allow for the mounting of 4 Pattern 27 Autocannons and 8 more Pattern 20 CIWS on 2 external riggings. Additionally, the torpedo batteries were increased to 4 and moved to the external rigging instead of the underside of the ship. In order to accomodate the increased need for ammunition storage, the hangarbay capacity was reduced to 7 Avenger MKIIIs. ===Finalized Protoype=== The final prototype of the ship tentatively called the Summit-Class, had merged both the Onslaught-Class and Misery-Class into a single vessel. The Summit, much like many ships of its generation, had a much higher logistical requirement for its operation compared to its predecessors, but this was no longer a concern as the Monarchy was fighting a defensive war, and had easy access to well established logistic routes. Although lacking in anti-ship firepower compared to the Vigilant-Class, and less effective in anti-munition and anti-strikecraft capabilities then the Arcadia-Class, the Summit was a well needed replacement for the aging frigate lineup and the vessel was fast-tracked to mass production in hopes that it would be able to stem the tide. ==Service History== ===Operation Shattered Helm=== The first major engagement the Summit-class participated in was Operation Shattered Helm. 46 Summit-Class frigates participated throughout the 8 month long conflict. As a relatively new vessel, most of the commanders of the Zaretian Navy were unaccustomed to the new doctrines and strategems the Summit was designed to be used with, leading to several losses in the opening battles. It didn't take long for the defenders of Nu-Zartar to realize how adaptable the Summit was in comparison with the older frigates. Many commanders appreciated the adaptableness the summit provided, allowing them to withhold their capital vessels for more important objectives. Despite it's growing popularity amongst the Navy, more Summit frigates were not sent to the Nu-Zartar front, and were instead requisitioned by Admiral Helios for the 18th fleet in preparation to defend the inner worlds, as it became apparent that Nu-Zartar was lost. Of the 46 Summit-Class frigates involved, 16 were sunk in direct engagements with opposing warships. 7 were sunk by peacekeeper strikecraft attacks, 4 were scuttled after heavy damage and 3 were sunk by mine strikes. Only 16 Summits survived the battle. ===2nd Battle of Norsus=== When the 2nd Battle of Norsus broke out, the Summit-class had essentially replaced the older Misery and Onslaught-Class frigates and served as the main frigate for several frontline fleets. More than 300 Summit-Class frigates participated in the ensuing conflict, participating in many different battles and fulfilling a myriad of roles. In comparison with their earlier performance during Operation Shattered Helm, Summit frigates experienced a lower loss exchange ratio. This was mostly attributed to a general increase in familiarity with the new doctrine by Zaretian naval commanders, alongside improvements in damage control training conducted. ==Armaments== ===Standard=== {| class="wikitable" ! Weapon Type ! Amount |- | Pattern 45 Railguns | 4x2 |- | Pattern 27 Autocannon | 4 |- | Apocalypse Torpedo Battery | 4 |- | Pattern 20 CIWS | 14 |- | Pattern 40 Flak System | 2 |- | Gatekeeper Interceptor Launch Ports | 6 |} ==Notable Ships== {| class="wikitable" ! Ship ! Builder ! First Action ! Fate |- | [[ZMS Intervention]] | Cethos Fleetyard 66 | Operation Shattered Helm | Active |- | [[ZMS Mirage]] | Cethos Fleetyard 62 | 2nd Battle of Norsus | Destroyed by the LNC Overwhelming during the 2nd Battle of Norsus |- | [[ZMS Conservator]] | Cethos Fleetyard 66 | Skirmish at Veldora | Scuttled during the 2nd Battle of the Gorroagh Pocket |- | [[ZMS Ice]] | Cethos Fleetyard 69 | Battle of the Solomon Nebula | Sunk at the Batoh Dockyards due to Rach Saboteurs |} [[Category:Zaretian Ships]][[Category:Page]][[Category:Legacy Lore]] 65724pxgfs4foqijssqlaqjxk96suul Zanforrin 0 596 17183 6551 2021-11-17T17:27:19Z Amaker1450 26550035 17183 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = -Insert picture here- |caption = |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Orbital Characteristics |label1 = Rotation Period |data1 = 1.059 Earth days 25 hours, 24 minutes, 58 seconds |label2 = Orbital Period |data2 = 157.219 days 148.460 Zanforrin days |label3 = Eccentricity |data3 = 0.022 |label4 = Semimajor Axis |data4 = 0.448 au |label5 = Axial Tilt |data5 = 12.6897 degrees |label6 = Satellites |data6 = 11 |header7 = Atmosphere |label7 = Atmospheric Composition |data7 = ~81.4% nitrogen ~17.3% oxygen<br /> ~1.3% carbon dioxide, water vapor, helium, other trace gases |header8 = Surface |label8 = Surface Gravity |data8 = 19.927 m/s2 at equator (2.0313 g) 20.029 m/s2 at poles (2.0417 g)<br /> 2.0348 g (average) |label9 = Atmospheric Pressure |data9 = 1.2272 atm at sea level |label10 = Surface Composition |data10 = ~35% land ~65% ocean |label11 = Average Temperature |data11 = 271.5 degrees K -1.65 degrees C<br /> 29.03 degrees F |header12 = Physical Characteristics |label13 = Diameter |data13 = 14701.607 km (1.1525 Earth diameters) |label14 = Mass |data14 = 2.7028 Earth masses |label15 = Density |data15 = 9.7213 g/cm3 |label17 = Albedo |data17 = .26 |label18 = Age |data18 = 11.932 billion years }} <!-- 322829658 --> = Physical Description = == Atmosphere == Zanforrin's atmosphere primarily consists of nitrogen and oxygen, with traces of carbon dioxide, water vapor, and several noble gases. Notably, Zanforrin's gravity allows it to retain helium in its atmosphere, contributing greatly to nuclear fusion research through the atmospheric collection of helium-3 in the Zn's pre-space era. Due to the lower energy output from Zollos, photosynthetic plants and bacteria are generally less active, producing less atmospheric oxygen. == Surface == == Satellites == = Life = == Plants == == Animals == [[Category:Page]][[Category:Legacy Lore]][[Category:Transmetallic Confederation]] 5cpk4sfi4hospxpxrcpfu7oh3yu0nyf Zaretian 0 710 5765 2016-10-10T05:59:05Z Drag0n0us 3365896 Redirected page to [[Zaretian Monarchy]] 5765 wikitext text/x-wiki #REDIRECT [[Zaretian_Monarchy]] 5qo6ff9okqcfa2186ulpd0b0zdl69wc Zaretian (Branding) 0 1550 16767 2021-05-16T04:05:43Z Amaker1450 26550035 Created page with "[[Category:Page]][[Category:BrandingHold]]" 16767 wikitext text/x-wiki [[Category:Page]][[Category:BrandingHold]] hku2bdhg3oahz36mzthf8tkd4zb10rq Zaretian Monarchy 0 60 17159 14486 2021-11-17T17:15:05Z Amaker1450 26550035 /* Ultra Heavy */ 17159 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore 2012-02-21 12-25-04.png|260px]] |caption = "The Might of the Universe rests upon us" |captionstyle = font-size: smaller; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = Summary |label2 = Faction: |data2 = Warlord |label3 = Homeplanet: |data3 = Zartar |header8 = Biology |label9 = Lifespan: |data9 = 500-1000 Earth Years |label10 = Species: |data10 = Unknown |header11 = Economy |label12 = Currency |data12 = Zaretian Coins |header14 = Governing body |label15 = Founding Members |data15 = House of Sovereign |label16 = Government |data16 = Monarchy |label17 = Current King/Queen |data17 = King Breys |label18 = Former King/Queen |data18 = Moscassin |header19 = Statistics |label19 = Archetype |data19 = Warrior |label20 = Main territory |data20 = The Colonial Zaretian Prime |label21 = Color |data21 = Green and Black |label22 = Military |data22 = Conscripted |label23 = State |data23 = Expanding |label24 = Population |data24 = Unknown |label25 = Notable for |data25 = Empire Size, Goals, Age, Army |label26 = Technology |data26 = Futuristic |label27 = Empire Size |data27 = Thousands of Planets }} == History == == Culture == == Biology == [[File:The zaretian body.png|left|550px]] The Zaretians are a race of bipedal omnivorous reptiles, the average Zaretian stands at around 5 to 7 feet tall. They have a very similar set up to humans; two eyes, two arms, two legs and a humanoid upright stance, but unlike humans they have tails to keep them balanced. Facial feature wise, they resemble many earth lizards. Zaretian's eyes are wide set, giving the Zaretian 240 degree vision a feature that creatures of prey are given, but as a consequence the Zaretians can't see directly in front of it. Often Zaretians will turn their heads to see what's in front of them. Zaretians are diurnal creatures, their vision is typically adapted to daylight conditions, with color vision and more advanced visual depth perception than most. They have multiple-layers of special skin, one layer which is called the outer layer shields the other layers of the Zaretian's skin this layer is the green part of their skin, a layer of skin that stands directly above the outer layer is called the Tendious-layer is a special skin layer that's harder than the outer layer, it's purpose is to shield the major blood vessels and organs, it's the black colored area of the skin. There's a third layer of skin under the other 2 layers known as the Inner-Layer, this layer is incredibly soft and hosts all the major blood vessels that the other layers of skin protect. It's generally unknown what the main purpose of this layer is serve as a cushion for the major organs under it. Zaretian blood is very different from many Earth animals, it starts out bright red, but as time goes on it decays in a matter like many dead creature. As stated before it starts out bright red but as time goes on it gets darker and darker until it's black. By this time all cells are dead and it'd be nearly impossible to state which Zaretian's blood it belonged to. This is often called 'Drakenin Goo' because by the time Zaretian's blood reaches this state it's very sticky, hard to move and smells horrible, the only known way to remove it is to remove whatever surface it's sticking to. As stated before, Zaretians are omnivorous, but they often eat fruit from Zartar and other approved places instead of meat. Because, most Zaretians are the on the go type and fruits require no cooking and they can just take a bite out of one. Another reason is that fruits provide vitamins, and other key chemicals for the body that meat can't. Zaretians can live off of one meal for months because their digestion process is very slow, so the Zaretian food demand is very low. They produce sexually, with the Zaretians having male and female. Male Zaretians process a pair of forked Hemipenises which are held within' the body at all times until they are needed, then they are forced out of the body. Zaretians only use one of them at a time. Both genders of Zaretian's reproductive organs are shielded by the Tendious-later, keeping 3 scales that retract when mating occurs and fall back into place when the mating is complete. Unlike most other reptiles, Zaretians are Ovoviviparous giving birth to their young live instead of in eggs. == Characters == === Generals === ==== Gancarda ==== "Serve the King, and he'll lead you into imperfection" - Gancarda to a interviewer '''Status:''' Active </br> '''Age:''' 391</br> '''Title:''' The Knight of Zartar</br> '''Family in army:''' None</br> Gancarda is one of the oldest and most memorable Generals in the Zaretian Army. He's one of the least sinister Generals out there, since he believes that this long war has made the Zaretians savages and blood thirsty and will often in spite of their reputation will often spare a army if they surrender or tell his forces to avoid firing at civilians. With the death of Vipenite, he has become the King's decorated Servant, making him the replacement for High General. Gancarda rose through the ranks of the Elite Guard to commander and after serving the former King Moscassin, he was promoted by King Breys to General when he took over because of his experience in the battlefield and overall level-headedness in mostly every situation those who oppose Zartar throws at him. Another thing that made him famous was that he was the first General out there to fight, when the Great War began. Defeating the Rach until he was in a faithful battle with the Rach Commander General Gorach. He described the battle a few years later "Gorach was a worthy opponent, if only his people had given in we wouldn't have to destroy them. While I don't approve of slavery, it's a great alternative for those who fear death to the point they would give away their freedom, their pride, their honor... now I sound like Atles..." Now a days he's the General against the Gronian campaign. ==== Vipenite ==== "He was a great General in his time, he won't be forgotten" - King Breys on VipeNite's death '''Status:''' Deceased</br> '''Age:''' 129</br> '''Title:''' The King's Favorite</br> '''Family in army:''' N/A</br> VipeNite was the King's assistant and acted as High General before his death at the hands of the Nepharians. He started as a sergeant with the leadership of a Commander but lacked the bravery. He survived many battles without even firing a shot, he just commanded his team from the back of the group. Eventually his cowardice was noticed by the Superiors who commanded him and he was almost executed for not serving the King with honor and for the deaths of his squad when they were ambushed. But when the King caught wind of the execution he decided to give him a second chance as a commander since there was a shortage of them because they attempted to rebel against the new rule of Breys and they were killed in a short firefight. A job where they didn't expect him to be on the front lines getting shot at. He proved himself by brown-nosing Breys, winning many battles, he was promoted to a new rank that Breys made up on the spot: High General (giving him control over the rest of the Generals) this angered the rest of the current generals for a period of time before they folded in and went with the commands of King Breys.When the Great War came around he was Gancarda's replacement in the Rach front, when the Homeworld was finally invaded and the Rach were pushed off their homeworld, he turned what was left of the planet into a fortress. And the Rach that were too slow were enslaved. Afterwards he worked in the crusade against the Diabloians for a short time until he was given a mission that would be impossible to get wrong, take out a Nepharian base and use it as the staging ground for the Nepharian invasion front, VipeNite was trilled when he learned that he could be facing another race of bible-humpers. But his plans of using holo-troopers went wrong he was caught by surprise by a team of Nepharian commandos and killed. The king was grieved of this lost, while the rest of the generals were glad of his death in secret. General Gancarda was given the rank of High-General when the King learned of his demise. ==== Lord Atles ==== "Hmph, this war would be over by now if I lead the Zaretian Frontier... If only these Rebel could get something done for once instead of throw rocks at tanks with their damn picket signs up demanding 'unity' and 'peace', cowards" - Atles to a interviewer '''Status:''' Active</br> '''Age:''' 523</br> '''Title:''' Lord of Warriors</br> '''Family in army:''' None</br> [[File:Spore 2012-08-07 10-19-31.png|170px|thumb|right|General Atles]] Atles, was the son of a former General who was killed when King Breys took over, when he was young he was obsessed with his father's work as a General and soon as he got older and older, got bitter about the state of the empire and the leadership, such as when the former King was talked out of the Monarchy's Conscription act, which would force children from birth into hard cold soldiers or at General Gancarda shows of mercy. He is a proud loather of many things that other empires base themselves around such as religion, nature, joy of others and love, one thing Atles would love doing more than anything is crushing the souls of his foes before he kills them. He also rarely enjoys anything, the only emotions Atles ever feels is rage (Joy only comes with the suffering of others), because of this he's also disliked by many of the Generals. He also dislikes them back for not sharing his beliefs, Atles is also often accused of being a traitor or assisting the foes of the Monarchy because of his 'the empire would be better if I ran it' attitude. Atles leads the front against the Diabloians since the start of the war. ==== Peacha ==== "No comment" - Peacha to interviewer '''Status:''' Active</br> '''Age:''' 183</br> '''Title:''' King's Favorite assassin</br> '''Family in army:''' CorZu (Brother), Xenia (daughter)</br> Peacha started out during the age of King Moscassin, as a assassin. She would work long missions alone and hope to get extracted by the army. When King Breys finally took over the empire she thought of rebelling against him and his rule but, she at the time was just a grunt. So she continued serving the mad King Breys until he noted her stealth abilities, he decided to form a entire military division around her incredible stealth skills, so the Night Shade division was born, but though she inspired it, she wasn't in command of it. Another Stealth oriented General known as General Axe lead it with his over-sized ego. She was disappointed in the choice of leadership but she reminded herself that she was just another grunt. When General Axe made a fatal decision of unavailing the Nightshade division (which is supposed to remain strictly hidden) he was executed. When another needed to take the initiative of the head of the division she was promoted to Axe's spot and made the head of the Nightshade division, ever since it was just a team of 20 Zaretians. Now it's a small army of up to thousands of Night Shade agents, including the sub-division that her brother CorZu made and the Nightshade Elites.She's pure of heart compared to many of the other Generals, making stealth and ambushes her main attack method because it lowers soldier casualties. But due to these tactics she often goes against Gancarda for dishonorable tactics. She's had many doubts about the sanity of the King due to the long war going on and his growing erratic decisions, but in truth she's just a grunt. She fights in the Luminarian front as she did when they first declared war. ==== Lord Rex'Abilion ==== "Everyone in the army looks up upon me" - '''Status:''' Active</br> '''Age:''' 328</br> '''Title:''' </br> '''Family in army:''' Tes'Abilion (His brother)</br> Rex Abilion was a Elite in the army before he was promoted to a Commander then a full on General. He's a famous icon among the Zaretian people due to the battle of Res, when he was a commander. He saved the planet from a full on pirate attack by sacrificing his own ship so that the pirates wouldn't get away with the goods. He was believed to be killed by the pirates but a few weeks later he returned to the Monarchy unharmed. He told people that he managed to survive the ship's destruction by sheer will power (when actually he escaped through a escape pod). It was put forward that he be promoted by Gancarda and Peacha to the King and so he was promoted to the General rank. Because of his fame and new General status, he's become more proud of his abilities and became arrogant and condescending, he also expects to be liked by all of the people of the Monarchy. Due to his arrogance, he started the war between the Zaretians and the Gronians when he invaded a planet and threatened to enslave all of the Gronians. Instead of taking the front against them he now leads the Diabloian front. ==== General Varthos ==== "A new era has started. Hopefully the older Generals will be able to keep up..." - Varthos to Peacha on Zartar's Capital Day. [[File:Spore 2012-08-07 10-19-44.png|170px|thumb|right|General Varthos]] '''Status:''' Active</br> '''Age:''' 203</br> '''Title:''' Lord of the 18th battalion</br> '''Family in army:''' None </br> Varthos was a Commander under General VipeNite before his death. He wasn't the most brutal commander out there compared to the Generals, but he's willing to sacrifice his forces just to defeat a enemy in addition he's very reckless (which he calls risk taking). He has a charismatic personality, which has made him one of the favorites among the Generals. Mostly the ones that don't hate everything. Since Ganos was demoted from the General rank, he now leads the front against the Aeveria Confederation. === Commanders/Admirals === ==== Admiral Helios ==== "Serving the monarchy is such a troublesome task, if you're one of those tools Breys and Gancarda keeps making 'Generals' " - Helios to interviewer '''Status:''' Active</br> '''Age:''' 700</br> '''Title:''' None</br> '''Family in army:''' None</br> Admiral Helios (formerly known as General Helios before stepping down and being succeeded by General Bore'Ock) commands the large and mighty 18th fleet the second largest Zaretian war fleet. He's the oldest Admiral in the Zaretian army. He's highly respected by his fellow Zaretians and feared by his enemies. He was leading the space offense against the Delanians, until the Gronianss attacked the Zaretians (and some other races) in full force, forcing the 18th Fleet to relent. Now Helios runs the defensive operation, meaning he protects the many Zaretian planets against the many enemies of the Zaretian monarchy while the other fleets go off and commence the grand offense. It's a stressful job, but Helios can handle it. But during one faithful defensive movement against a fleet of Madarian ships, the capital warship he was in was destroyed. He managed to escape by his right arm was pinned under some debries, a Wave Trooper helped him remove his arm so he can escape. Even though Zaretians can regenerate lost limbs it's a very slow process and can easily take years to complete and his right arm was his writing hand, so the Zaretians used their experimental cyborgnetic programs to give him a temporary arm. Now he continues to lead as the most popular Zaretian Admiral out there. And unlike the other Commanders, Helios serves under none. Since he defends the Monarchy against foes. ==== Ganos ==== '''Status:''' Active</br> '''Age:''' 183</br> '''Title:''' The Sniper</br> '''Family in army:''' None</br> Ganos was formerly one of the Generals during the middle years of the war, until he was demoted for insubordination. Now he serves under the very General he loathed for as long as he served as a General, Atles. But when he did serve as a General he made his mark as a worthy combatant as he used fear tactics to scare his foes into surrendering, he also took no prisoners, executing armies one by one if he was in a bad mood. He's also very cocky and egotistical. Which is one of the reasons why he was against General Atles, they both are highly arrogant. When they were actually paired with each other they would attempt to flaunt their arability as leaders and try their hardest to make themselves seem better. Eventually this rivalry got Ganos demoted when he recently ignored orders by High General Gancarda, and threw the battle away. Instead of having him executed, Gancarda convinced the King to spare him and demote him down to a rank that Ganos loathed; a Commander. And all the forces under him were evenly divided to the other Generals. ==== Bore'Ock ==== '''Status:''' Active</br> '''Age:''' Unknown</br> '''Title:''' None</br> '''Family in army:''' Tales (brother)</br> Bore'ock was one of the commanders under General VipeNite before his death, he now serves under Lord Atles. He's one of the more laid back commanders out there, preferring to relax and enjoy the battlefield or scenery (before it gets destroyed), this attitude has angered Atles for a variety of reasons. A reason that Bore'Ock became a Commanders because like many of the other Commanders and Generals out there, he can lead well but unlike them he's a able soldier and a great pilot. His specialty is piloting mechs. Due to his incredible abilities as a mech pilot he has been chosen to pilot the experimental ZMC. His brother Tales made the design of the mech and CorZu perfected it. Tales and Bore'Ock want to get transferred to Admiral Helios. ==== Tales ==== '''Status:''' Active</br> '''Age:''' Unknown, but younger than Bore'ock</br> '''Title:''' None</br> '''Family in army:''' Bore'ock (brother)</br> Tales (full name Tale'ock) while not technically a Commander is regarded as one due to him taking every situation seriously and always completing them fully and without a single complaint (a trait that is very hard to come by in the army). He's CorZu's personal assistant assisting him in his many designs and ideas and even making one or two designs and letting CorZu take credit. He's also a very intelligent engineer and a incredible logician, though he chooses not to get shot, since that puts back his work several work days. Though unlike his brother he's very timid and at times over thinks things. But Like his brother Bore'ock he's a great pilot. Also designed the ZMC and helped CorZu perfect it. Tales and Bore'Ock want to get transferred to Admiral Helios. === Elites === ==== Vario'Vese ==== "Piss off" - Vese to a interviewer '''Status:''' MIA</br> '''Age:''' N/A</br> '''Title:''' The Best Elite the Empire has to offer.</br> '''Family in army:''' None</br> Vario'Vese is a Zaretian Elite apart of the Night Shade division and is one of the best at his work. Vario began as a intelligent and skilled Nightshade and impressed the generals through assassination, sabotage, kidnapping and blackmail. Personality wise he is emotionally cold and ruthless and generally doesn't like when other people talking, he likes to work alone but is willing to work in teams if his team mates aren't idiots and can handle things on their own and also due to this, he's highly used to not getting any support at all and missions where he has to get himself out of (that means zero extraction from the Zaretian army) he is also a part time mercenary, something that isn't usually allowed in the army but there's a exception with him; long as he doesn't do any missions what-so-ever against the empire he can remain a mercenary. He also has involvements with the Zaretian Elite, now commando Lyeria seeing that they were partners and Lyeria also trained Vario all the skills he knows in mech piloting. He is skilled in shooting mostly every type of gun (shotgun, machinegun, SMG) but usually sticks to his 2 revolers and his small Anti-personal SMG, his Revolers are modified Zaretian pistols and can easily put a hole and kill any unarmored creatures in less than 2 shots and his Anti-personal SMG has very little recoil and is made for gunfights should he get in one, it can hold and fire 60 rounds but the SMG has a chance of over-heating and jamming if fired too much and can rip organic targets armored or unarmored to shreds. While Vario is highly skilled in shooting guns and stealth, he isn't so good when it comes to melee combat and can easily be beaten in a one on one fist fight against any foe even Zaretian. Vario is also a highly skilled mech pilot, he pilots the fast and powerful Purgatory, a custom made Zaretian mech made for speed and firepower, and unlike other Zaretian mechs; It's painted black instead of green. Purgatory is armed with 2 Plasma Auto-rifles and a long ranged missle launchers and heavy boosters. Purgatory is very powerful and is stronger and faster than most of the other Zaretian mechs (except the Armored Core which is on a equal level to it and the Universal Colossus, Revenant and Overlord) and Vario can piilot it really well (thanks to his training by Lyeria). And something that is very rare with Zaretian mechs is that Purgatory can be controlled by Voice/AI something that was once limited to the Armored Core.Vario can call Purgatory through his radio and Purgatory will be transported by a Zaretian Lifter straight to where Vario wants it or Purgatory can be orbitally dropped. ==== Sai'Ax ==== "The best Zaretian racer slash pilot reporting for duty, General" - Sai'Ax's generic greeting message for Generals '''Status:''' MIA</br> '''Age:''' N/A</br> '''Title:''' The Queen Racer</br> '''Family in army:''' N/A</br> Sai'Ax wasn't the best Elite out there, she's cowardly, has bad reflexes, and worst of all she's horribly irresponsible. But she makes up for these flaws by being one of the best pilots the Monarchy has out there. If it's a mech, tank, fighter ship, or even the Shadow of Domination, she'll operate it like a expert. Which is the reason why she's a Elite, despite those few aforementioned flaws she's a great leader and level-headed about most dangers. She's also a excellent mechanic able to fix any machinery on the fly with ease. But since her uses are limited aside from vehicle work she at times is left behind on the ship and in bases, so she often puts her skills to the test by entering many galactic races and flaunting her skill and more importantly making her ego bigger. She has her own frigate she named 'ego boost' which is fast enough to outrun most ships and armored enough to survive a good hit if one of them manages to get a shot in. She often works as a pilot to the Generals, her ship is fast and armored enough to get them to point A and B should the need arise. Right now she's off duty, since Elites that has served long enough or gained the affections of the Generals can take breaks for periods of time. She's been sighted in neutral territory working as a Star Racer. She along with Vario'Vese, Jaydoc, Xenia and Janor'Artious are currently MIA after a classified mission titled operation banshee. ==== Jadoc ==== "No." - Jadoc rejecting a interviewer '''Status:''' MIA</br> '''Age:''' 123</br> '''Title:''' None</br> '''Family in army:''' N/A</br> Jadoc (full name Jadoc'Homotos) is a Zaretian Nightshade Elite, he's one of Peacha's favorites. Personality-wise he's childish in most situations (that don't involve combat) but when the time comes he's a serious Elite much like the Generals expect the Elites to be. He'sfriends with a lot of the other notable Elites, aside from Vario'Vese who he hates with a passion, one of his best friends is Xenia the daughter of his boss Peacha. He was once one of the Night Shade division, wasn't one of the best Night Shades out there, but he had drive. But after a mission that Peacha issued to assassinate enemy leaders, a majority of the Night Shade Elites were killed, aside from Vario'Vese and Xenia who succeeded in their missions. There was a emergency recruitment drive, 1/5's of the Night Shade divisions were promoted to Night Shade Elites, Jadoc was one of them. He received his training and was at the top of his class. But his first mission was disastrous. On a mission to recover information secretly from enemy forces he was spotted and gave away his team. They escaped but, this made Peacha and some of the other Generals frown upon him. But he made up for it in his second mission where he assassinated a small empire's leader so they could be enslaved. He along with Vario'Vese, Sai'Ax, Xenia and Janor'Artious are currently MIA after a classified mission titled operation banshee. ==== Xenia ==== "I am Peacha's daughter, anything else..." - Xenia '''Status:''' MIA</br> '''Age:''' 213</br> '''Title:''' None</br> '''Family in army:''' Peacha (Mother)</br> Xenia is General Peacha's only daughter (only child as well) and she follows in his mother's footsteps and became a Night Shade. After dedicating almost her entire young life to the army she finally reached the next step in her mother's footsteps, a Night Shade Elite. She's had a mission success ratio of 4.2 she tries her best to get a successful mission, then hides the ones that fail. She's a great friend of the other Zaretian Elite Jadoc and Janor'Artious while she dislikes Vario'Vese and is neutral about Sai'Ax. Secretly, Peacha her mother planned on starting a special team of Elites, with her as the leader. The members of this team were originally Jaydoc, Vario'Vese, Sai'Ax and Janor'Artious. But on their first mission, they went MIA. It's unknown if they're alive or not. Peacha isn't saying any details, though she sends out other Night Shades to search for the team or any clues about their where-abouts. === Rouges/Rebels === ==== Vanos'Vrarock ==== "Ah, being a mercenary is such hard work... especially when you start a 'stereotype' that every Zaretian enjoys rampant 'teabagging'. I know I only did it 'once' and now it's all over the Galaxy... I feel 'proud'... " - Vanos to a dead body '''Status:''' MIA</br> '''Age:''' 417</br> '''Title:''' That Zaretian Mercenary</br> '''Family in army:''' None</br> == Astrology == The Monarchy's territory consists of thousands of planets each acquired through different means (Conquest, Colonization, Purchase), and its numbers of Slave States vastly increasing it's size, arguably making it one of the most expansive civilization in the Galaxy. King Breys and his cohorts is constantly striving to bring The Monarchy ever lasting rule to the Unknown Regions of Cyrannus and indeed beyond the galactic rim. The entire population of the Monarchy would be nigh impossible to count, but estimates range from ten quadrillion to the more likely thirty five to forty quadrillion inhabitants. Most heavily populated worlds are supplied by supplies and resources from other Monarchy held worlds, meaning that planets can support high populations, without falling into disorder or anarchy. The Monarchy, due to it's large size has a lot of planets listed as their own. To keep things organized, most of the Monarchy's planets are divided in six different Sectors, represented by there own Governors the planets play a vital role in the history and economic of the Monarchy. Zartar will be mentioned specifffically, as it is the most important planet. === List of Sectors === ==== ''Sector 00/01: The Royal Zaretian Prime'' ==== The very heart of the Monarchy it contains the fewest planets of any of the other sectors (A merely twenty planets) but the Royal Prime is reserved for the Elites and upper Class of the Monarchy. It sits in the very core of the Monarchy because it is where it started, it contains the Zaretian home world Zartar. Most Civilians are strictly not allowed within' this sector without special reason or else unless they're workers or servants. There are far stricter rules and regulars for Aliens. The main reason why the Prime is more exclusive than the other Sectors is that the Monarchy is filled with undesirables, and is very crowded. With the Prime supposed to serve as a paradise for the wealthiest, the Generals, sometimes even diplomats on route to speak with King Breys personally. The Royal Prime is also heavily defended, due to being in such proximity to Cetho, the Military Capital of all Zaretian forces, also due to if the Royal Prime falls so will the Monarchy and everything it believes in, and everything it came to build. Also, to keep out the pilgrims. ==== ''Sector 02: Military Capital Cetho'' ==== The Sector strictly dedicated to Military operations, unlike the other Sectors which each have their compact little piece of the Monarchy, the Military Capital spans over a good 40% of the Monarchy, and every Military planet is considered to be apart of this sector. Like the Royal Zaretian Prime civilians are strictly not allowed inside of the Military Capital and if one unauthorized ship even drifts near a planet they will be fired upon by the Land-to-Orbital cannons or by any active ships in the vicinity. ===== Cetho ===== ''"Heh, any 'enemy' of the Monarchy got a big pair if they come anywhere near Cetho. You know 'why'? Because that's where all the soldiers are"'' Without a doubt the Zaretian Military Stronghold. Cetho is a massive arctic planet which is five times the size of Zartar or Earth. It is the training grounds for mostly all of the Zaretian Monarchy's Forces (Serving around 60%, with the other 40% divided among Zartar and [[File:500781801110.png|195px|thumb|left|Planet Cetho]] several other planets). The large planet has great use for it's thousands of training centers and barracks. It contains many battalions of both fresh and veteran soldiers in what they dubbed 'residential sections' Cetho also serves as a factory world, building most but not all of the Zaretian Vehicles, Mechs and ships. After construction they are sent out to the other Zaretian worlds/forces and assigned pilots and are used in active combat. Though the Monarchy is also finding ways to create vehicles on the battle front, making mass construction of vehicles on other worlds somewhat redundant. While some of the Army's forces can't be built on the spot (such as the Crasher Mobile Fortress). It is also worth noting that some of Cetho serves as a testing ground for experimental Zaretian weapons, and houses many of the Monarchy's greatest minds and weapon makers. Cetho is also where most of the diplomatic meetings take place in the Diplomatic center in the north, most recently there was a meeting between the Asianians and the Volunteering Monarchy Commanders/Generals. Speaking of which, most of the General's operate and deploy forces straight from Cetho. ==== ''Sector 03: Inner Zaretian Prime'' ==== Every planet that surrounds the Royal Zaretian Prime is considered to be apart of the Inner Zaretian Prime. It is in fact the safest part of the Monarchy [[File:Spore 2012-08-06 20-00-50.png|195px|thumb|right|A Colony in the Inner Prime]] due to it being so far away from the Outer Prime, which is considered to be the most prone area for attack. Much of the inner prime is residential colonies or agricultural worlds (farming fruits and other Zaretian meals) There's much disagreement over which planets should be considered to be apart of Sector 00/01 because of the proximity of the two cuts of the Monarchy. Certain Governors within The Royal Prime state that certain high grossing planets within' the Inner Prime should be vacated, refurbished and declared apart of the Royal Prime. Many officials within the Inner Prime disagree stating that planets that are of Sector 01 are final. King Breys ruled that for now no new planets will be added to the Royal Prime without his say. ==== ''Sector 04: Outer Zaretian Prime'' ==== The sector 'Outer Prime' consists only of new planets being currently developing and rests on the outer rings of the Monarchy's rule. Planets that were recently conquered by the Monarchy and are being 'adjusted' for civilian life are also considered to be apart of the Outer Prime. Though at this point in the war most planets conquered/colonized are turned into military worlds and are often considered to be apart of the Military Prime and the Outer Prime. A growing issue with workers/soldiers in the Outer Prime is that their planets are meat shields for the rest of the Monarchy because the foes of the Monarchy are targeting the Outer Prime in order to dig into the Inner Prime and even the other sectors. King Breys has responded by increasing military presence in developing worlds and installing Anti-Orbital Cannons to help stave off attack. ==== ''Sector 05: Tyres Kingdom'' ==== ==== ''Sector 06: Cyres Unity'' ==== == Relationships == === Friendly/Allies === ==== Margan ==== '''''Status: Friendly (For Now)''''' "Hmph, our first Ally. And here we were for seeing them as useless, being in the warp really gave them balls."- Lord Vathos. The very first race the Monarchy met during the very first days of the war. During a diplomacy meeting between the Monarchy and the Margan the species known as the Rach appeared and attacked both forces, hoping to get an assassination on King Breys(Which his death in the early days of the war, could have easily changed a lot of things). The Margan share an similar hatred of the Rach which goes so much deeper. While the Zaretians declared a long and bloody war against many of what are now called "Peacekeepers" the Margan sat back doing absolutely nothing. This made the general opinion of them change from Mighty empire to pink cowards, it gotten so bad that the Monarchy considered cutting ties with the Margan. Then all of that changed when after a bloody war with the Rach the Zaretians got the exact location of the Rach home world and launched a vicious invasion of their stealthed world. The Margan also joined in the invasion while Zaretian forces were given a strict 'Open Fire' order if any of the Margan got in the way. Eventually the Rach were pushed into a pocket dimension known as 'The Warp' the Margan followed behind them and the Zaretians figured that they all died. Ten Years later the Margan return, along with the Rach and declare war against most of the other Peacekeepers and helped take the load off of the Monarchy. King Breys demands that there be a meeting between the two species. === Neutral === === Enemies === == Military == The army of the Monarchy is unmatched by any race in the Epic War, it is the Monarchy's main goal. Their forces are split up into several 'Divisions', with the main division being nick named The King's Finest,. Which is the backbone of the Monarchy's forces, being all purpose and housing trillions of trillions of forces of every gender and racial group. There are several more division such as the Wave Division, Elite Division and the House of Sovereign.. Their armies are no stranger to war, and neither are their enemies. [[File:Spore 2012-05-21 12-13-43.png|595px|thumb|right|A Zaretian Firebase]] The Monarchy is unmatched on land combat mixing both Infantry, Mechs and Vehicles in their main attack force. With every soldier from General to Lowly Grunt being heavily organized and trained to follow orders. While their land armies are incredibly powerful and diverse, their air and space are trumped by more technology advanced species such as the Lumarians, or the Aeveria. === Divisions === ==== The King's Finest ==== The largest Division of the Monarchy's mighty army and the Back Bone of all military operations. It makes up a good 60% of the entire Zaretian force, consisting of a uncountable force. Every General and Soldier in the army starts here, nobody starts at General in the army. Unlike the Peacekeepers forces, all Zaretians in the King's Finest are drafted. There's a criteria for recruitment, you must be a healthy male or female Zaretian and must have no former injuries or any disabilities and must be -considered- an adult. The most important thing in the King's finest is Hierarchy. For each army or armed force deployed, they are commanded by a General or a Commander under a General. If there is an armed forced operation there has to be an Leader. === Unit Profiles === ==== Infantry ==== ==== Vehicles ==== ===== Light ===== ====== Mauler Light Tank ====== The Mauler is the de facto MBT of the Monarchy's army. While it's almost inferior in almost every way to the far more powerful Payne, it's popular within the Monarchy's main army because of it's easy to mass produce and it's far smaller than the bulky giant. Which means it's far more versatile in many more situations than the Payne.[[File:Spore 2012-08-03 17-36-35.png|370px|thumb|left|Two Maulers Ready to engage a Aeveria Samuel]] While it's not as powerful or armored as several of the Heavy or in some cases Medium Class vehicles. But for a light tank it's far more armored than most other species, and in most cases it will come victorious in an one on one encounter against tanks such as the Rach MBT or the Gronian G1-67, while falling short to tanks such as the Aeveria. Which in most cases the Mauler is assisted by several other vehicles of the same model. Weapon-wise the Mauler is armed with double Gauss Cannons, these cannons are direct fire and often are accurate enough in most close-to medium ranged encounters. It isn't used outside of close or medium range which most of the time during mid ranged combat the shot will lose velocity and do a quarter of the damage. Which is why the main tactic for the Mauler is to flank other tanks and deliver close range blasts to the vital areas of a tank. Every Mauler has a crew of three Zaretian pilot, one to operate the main guns, another to operate the tactical information systems and targeting, finally the last pilot is used to maneuver and operate the treads. ====== Hunter Ghost ====== The all favored scouting vehicle is known as the Hunter Ghost. It is rumored to be the fastest hovering vehicle of all of the Monarchy's army. -To be finished later- ===== Medium ===== ===== Heavy ===== ===== Ultra Heavy ===== [[Category:Uncategorized]][[Category:Legacy Lore]][[Category:Page]][[Category:Zaretian Monarchy]] ggdpuoyvx9mv10yg7drqnj4nvv1evwr Zaretian Monarchy (Branding) 0 1537 18421 18420 2022-06-09T21:25:04Z Amaker1450 26550035 /* Infantry */ 18421 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = [[File:Spore 2012-05-21 12-13-43.png|400px|]] |caption = ''"One World, One People, One King"'' |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label2 = Creator |data2 = |label3 = Active: |data3 = |label4 = Founding Document |data4 = |label5 = State Religion |data5 = |label6 = Allegiance |data6 = Warlord |label7 = Capital |data7 = Zartar |label8 = Member Races |data8 = |label9 = Lingua franca |data9 = |label10 = Sporecast |data10 = |header11 = Administration |label12 = Government |data12 = Dynastic Monarchy |label13 = Current Dynasty |data13 = Breys |label14 = King |data14 = Breys I |label15 = Queen Consort |data15 = |header16 = Economy |label17 = Economic Model |data17 = State capitalism |label18 = Currency |data18 = |label19 = Primary Economic Hub |data19 = |header20 = Armed Forces |label21 = Current Lord General |data21 = Gancarda |label22 = Headquarters |data22 = Cethos |label23 = Recruitment |data23 = }} '''DISCUSSION/PROPOSALS MOVED TO [[Talk:Zaretian Monarchy (Branding)|DISCUSSION PAGE]]''' == History == === Prehistory === === Unification === === Early Dynastic Rule === === Titanus Era & Donda Dynasty === === Moscassin Dynasty === === Breys' Coup === === Modern History === == Astrography == == Government & Politics == == Demographics == == Culture == == Technology == == Military == === Branches === ==== Crown Army ==== ==== Crown Navy ==== ==== Hand of the King ==== ==== Orbital Drop Command (ODC) ==== ==== Orbital Defense Forces (ODF) ==== ==== Sovereign Guard ==== ==== Crown Intelligence Services ==== === Basic Infantry === ==== Conscript ==== ==== Marauder ==== ==== Ravager ==== ==== Arsonist ==== ==== Bandit ==== ==== Mugger ==== ==== Brute ==== === Elite Infantry === ==== Wave Trooper ==== ==== Stormtrooper ==== ==== Orbital-Drop Trooper (ODT) ==== ==== Guardian ==== ==== NBC Trooper ==== ==== Sovereign Trooper ==== === Vehicles === ==== Tanks & Armored Vehicles ==== ==== Walkers ==== ==== Oceancraft ==== ==== Aircraft ==== ==== Starships ==== == Foreign Relations == [[Category:Page]][[Category:BrandingHold]][[Category:Warlords]] 5veug8sfsqnkegqriajylxblu8eroqw Zaretian Theatre 0 1093 17199 13714 2021-11-17T17:34:18Z Amaker1450 26550035 17199 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= Ongoing |territorychanges= * Majority of Zaretian territorial gains during the first six years of the war lost to the Peacekeepers & Gronian Imperium. * Nu-Zartar and most nearby colonies captured by Peacekeeper forces. <br/> * [[Norsus]] 'claimed' by the [[Gronian Imperium]] following the [[Second Battle of Norsus]].<br/> * Zaretians descend into [[Zaretian Civil War|civil war]]<br/> |side1= [[:Category:Peacekeepers | Peacekeeper Alliance]]<br/> * [[Aeveria Confederation]]<br/> * [[Luminarians]]<br/> * [[Karahotdoum Empire]] * [[Dragoneteran Monarchy]] (Limited support) |side2= [[:Category:Warlords | Warlord Pact]]<br/> * [[Zaretian Monarchy]]<br/> * [[Margan Empire]]<br/> * [[Repzork Empire]]<br/> * [[Necraal]]<br/> * [[Saracin Empire]]<br/> |side3= [[Gronian Imperium]] |side4= |commanders1= Aeverian Leaders<br/> * Entus <br/> * Tuscannon <br/> * Elthin <br/> * Ezora <br/> * Atoppos the Great<br/> Luminarian Leaders <br/> * Aslai<br/> * Urotos <br/> |commanders2= * General Varthos<br/> * General Peacha<br/> |commanders3= |commanders4= |forces1= Aeverian Forces<br/> * 342nd Fleet<br/> * 501st Fleet<br/> * 196th Fleet<br/> * 290th Fleet<br/> Luminarian Forces<br/> *2nd BattleFleet |forces2= Zaretian Forces<br/> * 789th Fleet<br/> * 7th Fleet<br/> * 5th Fleet<br/> * 72nd Fleet<br/> * 54th Fleet<br/> |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }} == Background == == Course of the War == === Years 1-5: Raid on Zartar to Operation Downfall === ''Main pages: [[Raid on Zartar]], [[Operation Stormbreaker]], [[Operation Downfall]]'' === Years 6-7: Karahotdoum Invasion & Operation Burning Lance === ''Main page: [[Operation Burning Lance]], [[Operation Watchtower]], [[Battle of the Thethea Nebula]], [[Battle of the Gorroagh Pocket]]'' === Year 8-9: Luminarian Invasion === ''Main page: [[Battle of Balis]], [[Operation Fissure]], [[Battle of Hethos]], [[Bombing of Thales]], [[Operation Black Ice]], [[Operation Isomer]]'' === Year 10-12: Karahotdoum Breakthrough, Gronian War, Rigni Campaign === ''Main page: [[Operation Isomer]], [[Defense of Quantum Gate Beta]]'' === Year 13-14: Invasion of Nu-Zartar === ''Main page: [[Battle of Nu-Zartar]]'' === Year 15-16: Second Battle of Norsus & Margan Return === ''Main page: [[Second Battle of Norsus]]'' ===Year 17-Present: Civil War === ''Main page: [[Zaretian Civil War]]'' [[Category:Conflicts]][[Category:Legacy Lore]][[Category:Page]] 4rjtii785gsfqmtc10949cswpd49ej4 Zaretians 0 828 7444 2018-03-28T15:50:41Z Amaker1450 26550035 Redirected page to [[Zaretian Monarchy]] 7444 wikitext text/x-wiki #redirect [[Zaretian Monarchy]] 19vau5gtj5khq82gw1r2c8ftiy2tf2y Zjauntyvasis System 0 669 5150 5146 2016-07-08T18:55:33Z Amaker1450 26550035 Redirected page to [[Kovas System]] 5150 wikitext text/x-wiki #Redirect [[Kovas_System]] jy2eesns2fu0d5wm98i90sjqcofl2bd Zn 0 699 5754 2016-10-10T05:51:11Z Drag0n0us 3365896 Redirected page to [[Transmetallic Confederation]] 5754 wikitext text/x-wiki #REDIRECT [[Transmetallic_Confederation]] 5kqugwjfor8hzg28154cb9280wzcomy Zorock Republic 0 511 6070 6068 2017-06-27T18:32:01Z Amaker1450 26550035 Redirected page to [[Confederation of Derahs]] 6070 wikitext text/x-wiki #REDIRECT [[Confederation of Derahs]] igmqhargohx0v9f2pet8tan3q5h2ogf Zykorus 0 597 5143 2863 2016-07-08T18:49:18Z Amaker1450 26550035 Redirected page to [[Zykorus System]] 5143 wikitext text/x-wiki #REDIRECT [[Zykorus_System]] adr8mq1vrnlgd5hrmbks17wpn66a5we Öhgyag Kurultai (Branding) 0 1606 18387 18386 2022-05-25T15:31:34Z Amaker1450 26550035 /* Law Enforcement & Military */ 18387 wikitext text/x-wiki {{Infobox |bodystyle = border-spacing: 2px 5px; |above = {{{name|{{PAGENAME}}}}} |image = |caption = |captionstyle = font-size: small; |headerstyle = background: {{{color|#DEDEE2}}}; color: {{{color text|#000}}}; |header1 = General Information |label2 = Creator |data2 = Voltara |label3 = Active: |data3 = |label4 = Founding Document |data4 = |label5 = State Religion |data5 = |label6 = Allegiance |data6 = [[Warlords]] |label7 = Capital |data7 = Öhgyag |label8 = Member Races |data8 = |label9 = Lingua franca |data9 = |label10 = Sporecast |data10 = |header11 = Administration |label12 = Government |data12 = Confederacy |label13 = Central Authority |data13 = Öhgyag Kurultai |label14 = Current Grand Marshal |data14 = |label15 = Current Kaiser |data15 = |header16 = Economy |label17 = Economic Model |data17 = |label18 = Currency |data18 = |label19 = Primary Economic Hub |data19 = |header20 = Armed Forces |label21 = Current Supreme Commander |data21 = |label22 = Headquarters |data22 = |label23 = Recruitment |data23 = }} The '''Öhgyag Kurultai''' is a nation located in the [[Kentaurs Sector]] comprised of two distinct species: the [[Tzia]] and the [[Jalahi]]. The Kurultai was established by the Dak'ghar Compromise, which saw the three superpowers of Öhgyag: Khonghan, Ulthubag, and Jangzhim, merge into a single entity following the Bulgamandi nuclear disaster and the subsequent discovery of alien life. Soon after uniting Öhgyag, the Kurultai set its sights on exploring the stars, intent on enriching its coffers and becoming a part of the wider galactic community. Early supporters of the [[Warlord Pact]], the Kurultai believes that all nations reserve the right to dictate their own affairs and that interstellar organizations such as the [[Peacekeeper Alliance]] are inherently corrupt and imperialistic. In their view, those who wish to exist among the stars should be ready to defend that right through military might rather than forcing other nations to bend to their will. The states which comprise the Öhgyag Kurultai are independent of one another and manage their own internal affairs. Foreign relations, the military, and internal disputes are handled by the Kurultai, a parliamentary body made up of elected officials from each state. The Kurultai elects the prime minister, the official head head of government and the Kurultai's public representative. == History == ''See also: [[History of the Öhgyag Kurultai]]'' === Origins === Both the [[Tzia]] and [[Jalahi]] evolved on Öhgyag, where the two species had developed a symbiotic relationship. Packs of Jalahi would protect the nests of Tzia from intruders; in exchange, the Tzia would provide the Jalahi a portion of their meals. This relationship persisted for millions of years up until two species began developing sapience. The more numerous and social Jalahi were the first to organize into communities and employ tools, rendering the Tzia unnecessary. While some tribes welcomed the Tzia as equals or even revered them as guardian spirits, most instead repurposed the larger, more powerful Tzia as laborers and beasts of burden, setting the stage for millennia of servitude and frequent warfare between Jahali slavers and independent Tzian groups. The tide turned against the Jalahi when improvements in medical care and food production brought about by an industrial revolution within the Tzian kingdom of Ulthubag saw an unprecedented population boom among the Tzia. These developments were swiftly exported to the kingdom's allies, and while the Jalahi had several opportunities to claim technologies for themselves, conservative groups, perceiving these foreign ideas to be a threat to their way of life, resisted modernization. Ulthubag rapidly militarized and initiated the Wars of Revenge, a period of nearly four centuries of sporadic warfare in which an estimated 50% to 70% of the global Jalahi population was wiped out before a technological stalemate and declining public support among the Tzia brought an end to hostilities, leading to a treatment which formally banned slavery across the planet. === Dak'ghar Compromise === Ulthubag emerged a global power following the Wars of Revenge, but a combination of political infighting and revolts would weaken its influence, allowing the Jalahi state of Jangzhim to assert itself on the international stage. At the same time, the predominantly Tzian Khonghan Republic, an ideological opponent of both Ulthubag and Jangzhim, emerged. These three competed for control over Öhgyag until the development of nuclear armaments brought an end to direct warfare. Thousands of warheads would be developed over the next several decades. A global disarmament movement arose to call for an end to hostilities, but their demands went unheeded, as none of the powers were willing to cooperate. In 2BT (Before Treaty), an aircraft transporting a 50-megaton warhead to the Ulthubag capitol of Bulgamandi broke apart as it approached the city, causing the bomb to fall out and detonate upon impact. The resulting explosion leveled much of the city and evaporated millions, including most of Ulthubag's political and military leadership. The confusion paralyzed Ulthubag's military, narrowly preventing the incident from sparking all-out nuclear warfare. In the aftermath, both Khonghan and Jangzhim provided material and financial aid to Ulthubag, which organized a new provisional government. The explosion triggered a global protest movement calling for the great powers to disarm their nuclear arsenals and to begin formal peace talks. After military forces began to mutiny and disable the weapons themselves, the powers agreed to host talks in the city of Dak'ghar. Here, Ulthubag revealed that they had discovered an alien vessel buried in the deserts of Ulaasbitor and were in the process of building a functional faster-than-light engine. This revelation shifted talks towards ensuing preparedness and unity in the face of any potential alien threat. Nearly two years of negotiations would lead to the Dak'ghar Compromise, which founded the Kurultai, a federal governing body which would manage both foreign and interstate affairs whilst allowing each state to hold their own laws and customs. Those few who did not sign the pact were then coerced into compliance. === Interstellar Era === Seventeen years of development would see the the first reliable faster-than-light engine and the exploration of nearby star systems. It was soon agreed that habitable planets would be divided between the states, ensuring that no one nation controlled the whole of a planet's resources. These early colonies were predominantly inhabited by those who sought to distance themselves from the Kurultai, which exercised strict control over most colonies. Tensions came to a head when the colony of Zahgzhep ceased paying its dues to the Kurultai and was soon joined by many of the other colonies, prompting a military standoff. Khonghan stepped forward as a mediator and negotiated the Zahgzhep Accords, which recognized some of the colonies as new states, granted further autonomy to the rest, and adjusted tax rates. First contact with a sapient alien species took place when Hiyalan explorers discovered the Ruchek, an insect-like species which was rapidly expanding towards the Kurultai. Öhgyag assumed hostile intent and launched a preemptive attack against the Ruchek. The victorious albeit costly conflict proved to be an important learning experience for the young Kurultai, which modernized its military using reverse-engineered Kuchek technology, and cemented tactical nuclear weaponry as a core aspect of Öhgyagan doctrine. === Great War === == Astrography == The Kurultai currently resides within the [[Kentarus Sector]], with Öhgyag residing within the [[Gulzumahn]] star cluster, a particularly large and dense star cluster which the Kurultai is in the process of conquering. The slowly-expanding core of Kurultai space contains the majority of the member states and their urbanized colonies, which are protected by sizeable patrol fleets and an expansive array of sensors. Beyond these defenses resides the majority of Öhgyag space, which is comprised of fledgling settlements, outposts, and military facilities. The Öhgyag has little regard for the environment one way or the other, focusing solely on what resources planets can provide; as a result, even some of the most inhospitable worlds have been colonized to exploit the materials therein. == Government & Politics == ''Main Page: [[Kurultai]]'' The federal authority of Öhgyag, formally known as the '''Kurultai''', is a bicameral parliamentary body which oversees interstate, foreign, economic, and military policy, but which otherwise holds no authority over the affairs of individual states. Each state possesses its own governing body, laws, and constitution. The Kurultai is currently comprised of the House and the Council: * The Senate represents the interests of individual settlements, which can hold a variable number of seats depending on their population. While most representatives are elected, some are instead appointed by their governments as a democratic election is not mandatory for legitimacy. * The Council is made up of officials who directly represent the ruler(s) of each individual state within the Kutultai. Each state, regardless of population, can only hold three seats on the council. After an election, both bodies elect members from within their ranks to fill various ministerial positions, including the Financier, Foreign Minister, Interior Minister, Internal Security Chief, the War Chief, and the Chief Councillor, who acts as the head of state. === Member States === The Kurultai currently recognizes almost two dozen member states. Of these, Ulthubag, Khonghan, and Jangzhim, informally referred to as the 'triad', exert the most influence over Öhgyag. While this gives outsiders the impression of unity, in reality the members of the triad often represent vastly different interests and compete against one another for influence over potential supporters and allies. Most states are categorized both by which members of the triad they support and according to their political ideology. ===== Unionist ===== Unionists are jingoists which seek to strengthen the Kurultai, reasoning that greater centralization would strengthen the nation's interstellar standing. For many within the party, their goal is to see the Kurultai become the sole governing authority of the nation. During their formative years, the Unionists were extremely xenophobic, considering all alien life to be a potential threat. In modern times, as the Kurultai continues to explore the stars, only a shrinking minority still hold to this belief. * Khonghan * Otguhl * Barzamun * Ogluk * Hiyalu * Uchugh * Tül ===== Mediators ===== Mediators are traditionalists who uphold the autonomy of the states while simultaneously opposing any efforts to weaken the Kurultai. Scientists and merchants at heart, the Mediators prefer to avoid direct conflict and to instead establish strong, lucrative alliances with alien powers. They are by no means pacifistic, however, and have a record of both supporting war when it furthered their interests and targeting defenseless, primitive societies for 'experimentation'. * Ulthubag * Tazorag * Zolglii * Khersgyr * Zahgzhep * Tsogalag ===== Isolationists ===== Isolationists advocate staying out of interstellar politics unless there is a direct threat to the Kurultai. They simultaneously the centralist views of the Unionists and the scientific endeavors of the Mediators, making the Isolationists bloc a vital tiebreaker in deadlocked sessions. * Jangzhim * Tulbok * Gahzriig * Gautmaa * Izhpahn ===== Conglomerate ===== Conglomerates favor downsizing or outright replacing the Kurultai, which they deem to be a threat to the autonomy of the states. It is comprised of a group of settlements which were not satisfied with the Zahgzhep Accords. A small organization upon its formation, a lack of support from the members of the triad and internal feuding over policy has largely prevented the Conglomerate from achieving any of its stated goals. * Astabok * Ilyaji * Xurgui === Law Enforcement & Military === The Internal Security Chief of the Kurultai holds authority over the agencies which prosecute crimes against the Kurultai, referred to internally as crimes against Öhgyag. The jurisdiction of these enforcers encompass all of Öhgyag space, but states hold considerable oversight over the agency's activities. For local disputes, each state maintains their own law enforcement agency to uphold the law. The nature and structure of these organizations vary considerably between states. In theory, the Kurultai holds a monopoly on the use of military force so as to reduce the possibility of a civil war. The War Chief of the Kurultai, who answers specifically to the Council, is the official commander of the [[Öhgyag Armed Forces]], or OAF. In practice, however, some states circumvented this rule by creating 'Internal Security Forces', which while equipped like an army, officially functioned as a militarized police force which held no power outside of its own borders. Rather than demanding that the organizations be disbanded, the Kurultai integrated them as territorial defense formations and required that each state send a certain percentage of recruits to the OAF alongside the volunteers they directly receive. A mix of private and public corporations provide the OAF with much of its arsenal with the notable exception of starships, which are exclusively constructed at OAF facilities. == Culture == ==Economy== ==Demographics== ==Technology == ==Foreign Relations== === Warlord Pact === === Peacekeeper Alliance === === Neutral Powers === [[Category:Page]][[Category:Amaker]][[Category:Warlords]] flldwynfm0l0g6thxftw6sgawjm6007 ข้อดีของหวยออนไลน์ ZAABET การเดิมพันออนไลน์แบบที่แทงง่ายเเละสบายที่สุด 0 1631 18446 2022-12-20T09:09:01Z HamishHowton 30712846 Created page with "<br>จุดเด่นของลอตเตอรี่ออนไลน์ ZAABET การพนันออนไลน์อีก 1 แบบอย่างที..." 18446 wikitext text/x-wiki <br>จุดเด่นของลอตเตอรี่ออนไลน์ ZAABET การพนันออนไลน์อีก 1 แบบอย่างที่แทงง่ายเเละสบายที่สุด แทงหวยออนไลน์เป็นเยี่ยมในต้นแบบการพนันแบบออนไลน์ที่หลายท่านพอใจ แม้ว่าจะเป็นแค่เพียงการพนันจำนวนถึงแม้ว่าก็สามารถคว้าเงินกำรางวัลจากเว็บไซต์มาทีละจำนวนมากๆได้ เวลานี้ผู้คนเริ่มพอใจเกี่ยวกับการแทงหวยออนไลน์กันมากยิ่งขึ้น ซึ่งพวกเราจะมาทำความเข้าใจ และคุณลักษณะเด่น พร้อมทางสมัครอีกด้วย ลอตเตอรี่ออนไลน์ ทำความเข้าใจการแทงหวยออนไลน์กับ ZAABET หวย ในอดีตสมัยลอตเตอรี่เป็นการเรียกอีกอย่างหนึ่งของสลากออมสินรัฐบาล เป็นอภิธานศัพท์อย่างหนึ่งของการเดิมพันเสี่ยงทายปริมาณที่จะออกรางวัลให้กับเลขที่ปรากฏ หรือ สลากกินแบ่ง ในประเทศไทยจะมีการนำออกเลขของล็อตเตอรี่หรือสลากกินแบ่งในวันที่ 1 รวมทั้ง 16 ของทุกเดือน สลากกินแบ่งออนไลน์ เป็นที่ชื่นชอบมากมายก่ายกองเวลานี้ ซึ่งการแทงหวยออนไลน์ จะไม่เหมือนกับการสลากออนสินรัฐบาล ด้วยเหตุว่าเล่นง่ายไม่ว่าท่านจะอยู่ที่ใดก็สามารถแทงได้ มาพร้อมการเเทงลอตเตอรี่ที่นานาประการไม่ว่าจะเป็น ลอตเตอรี่ยี่กี สลากกินแบ่งลาว สลากกินแบ่งฮานอย สลากกินแบ่งไทย รวมถึงลอตเตอรี่หุ้นยอดฮิตไปทั่วทั้งโลกอีกด้วย ซึ่งรวมอยู่ในเว็บเดียวอีกด้วย จัดว่าน่าดึงดูดเป็นอย่างมากเลยก็ว่าได้ เว็บแทงหวยออนไลน์มีอะไรไห้เล่นบ้าง หวยไทย หวยยี่กี ลอตเตอรี่ลาว สลากกินแบ่งฮานอย สลากกินแบ่งหุ้น 11 ไฮโล เกมส์โป้ก้อย เป่ายิ้งฉุบ แทงหวยออนไลน์เป็นเลิศในแบบการพนันแบบออนไลน์ที่คนจำนวนมากชอบใจ 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ทาง[https://zaahuay.com สมัครแทงหวย]ออนไลน์ ZAABET.com กรอกเบอร์โทรศัพท์ คอยเลขอ้างอิงทาง SMS ตั้ง Username แล้วก็ Password เพิ่มบัญชีธนาคาร รอข้าราชการตรวจดูข้อมูล รวมทั้งอนุมัติข้างใน 5 นาที<br> k8pb547kb4i9qc0vup0o80gzljlcrqr ความแตกต่างระหว่างพนันออนไลน์ กับหวยออนไลน์ 0 1633 18450 2022-12-21T00:00:47Z HamishHowton 30712846 Created page with "<br>มั่นใจว่าไม่มีผู้ใดที่ไม่รู้ว่าในขณะนี้นั้นการเล่นพนันออน..." 18450 wikitext text/x-wiki <br>มั่นใจว่าไม่มีผู้ใดที่ไม่รู้ว่าในขณะนี้นั้นการเล่นพนันออนไลน์มีนานัปการแบบอย่างเป็นอันมาก มันทำให้เพศผู้เล่นเองมีสิทธิ์ได้เลือกเล่นตามความชำนาญของตัวเอง แม้กระนั้นในทางตรงกันข้ามการ แทงหวย แบบออนไลน์ก็เป็นอีกหนึ่งที่เลือกที่มีบทบาทมากขึ้นขณะนี้ ซึ่งจริงๆแล้วการเล่นทั้งสองชนิดนี้น่าจะมีความแตกต่างกันอยู่บ้างไม่เยอะมากก็น้อย โดยหากว่าตามหลักเรื่องจริงเลยก็คือ จำต้องอาศัยดวงด้วยกันทั้งสอง แม้กระนั้นการเล่นลอตเตอรี่สำหรับชาวไทยเองจะมีความคิดเห็นว่ามันไม่ได้ผิดกฎหมายอะไรเท่าไรนัก เนื่องมาจากขนาดเมืองเองก็ยังมีการให้บริการพวกนี้อยู่เลย มันก็เลยทำให้ผู้เล่นคนไม่ใช่น้อยพึงพอใจและก็เลือกที่จะ แทงหวย กันเยอะขึ้นเรื่อยๆในทุกวี่วัน โดยวันนี้พวกเราจะมานำเสนอรูปแบบของการเล่นทั้งสองแบบนี้กันว่ามีความแตกต่างกันมากไม่น้อยเลยทีเดียวน้อยแค่ไหน ความแตกต่างระหว่างพนันออนไลน์ กับหวยออนไลน์ 1.พนันออนไลน์ แม้เอ๋ยถึงพนันออนไลน์คนไม่ใช่น้อยจะคิดถึงอะไร ก็คงมีพวก พนันบอล, คาสิโน, บาคาร่า, เกมสล็อตออนไลน์ ถูกไหมขอรับ ถึงแม้ว่าจะไม่มีผู้ใดนึกถึงหวยเลยเพราะเหตุว่ามีความรู้สึกว่าการเล่นลอตเตอรี่นั้นเมืองก็ให้การยอมรับสารภาพรวมถึงเปิดอย่างเสรี รวมทั้งมันคงจะไม่ผิดถ้าเกิดผู้เล่นเองมีสิทธิ์เลือกในการเล่นจากที่ใดลำดับหนึ่ง โดยเวลานี้นั้นจำพวกของพนันออนไลน์ที่พวกเราได้กล่าวมาข้างต้น ก็จึงควรบอกไว้ก่อนเลยว่ามันยังเป็นสิ่งที่ผิดกฎหมายสำหรับเมืองไทย แต่ว่าสำหรับหลายๆประเทศทั่วทั้งโลกนั้นให้การเห็นด้วยรวมถึงเปิดเล่นได้อย่างเสรีกันแล้ว แต่ถ้าเราดูย้อนกลับไปในมุมของคนไทยเอง การเล่นพนันออนไลน์นั้นยังคงจำเป็นจะต้องอาศัยอะไรหลายๆอย่าง ทั้งยังเรื่องของวิชาความรู้สำหรับเพื่อการเล่นพนันชนิดๆและก็ดูราวกับว่าจะยุ่งยากกว่าการเล่นสลากกินแบ่งนั้นเอง 2.สลากกินแบ่งออนไลน์ น่าไว้วางใจเลยว่าชาวไทยพวกเราส่วนมากอาจไม่มีผู้ใดไม่ทราบลอตเตอรี่ เพียงแค่จะรู้จักมันในรูปใดเท่านั้นเอง ด้วยเหตุว่าในขณะนี้ลอตเตอรี่ก็แบ่งได้หลากหลายชนิดอาทิเช่น สลากกินแบ่ง, หวยใต้ดิน, [https://zaa1688.com หวยไทย] สลากกินแบ่งออนไลน์ และไม่ว่าจะเป็นต้นแบบใดก็ตาม การ แทงหวย ยังคงเป็นสิ่งหนึ่งที่คนไทยโดยมากยังคงให้การเห็นด้วยและเลือกที่จะเล่นกัน เพราะเหตุว่ามันเกือบจะไม่ต้องทำความเข้าใจอะไรมากไม่น้อยเลยทีเดียวเลย เพียงแต่ท่านมีเลขเด็ดในใจ หรือรู้เลขเด็ดมาจากไหน ก็สามารถที่จะเลือกซื้อได้ตามความชำนาญของตัวเอง มันก็เลยทำให้คนที่ลุ่มหลงการเสี่ยงโชคหลายๆคน ยังคงให้ความมั่นใจแล้วหลังจากนั้นก็เลือกที่จะเล่นหวยกัน และจำนวนของผู้เล่นก็ยังคงมากขึ้นอย่างสม่ำเสมออีกด้วย ดังต่อไปนี้ไม่ว่าจะเป็นการเล่นสลากกินแบ่งดีแล้วหรือการเล่นพนันออนไลน์จำพวกอื่นๆก็ดี ผู้เล่นควรมีสติสำหรับเพื่อการเล่นให้มากไม่น้อยเลยทีเดียว เพื่อไม่ต้องสูญเสียเงินโดยสูญปล่าว ควรมีกฎระเบียบและก็วางเป้าของตัวเองในการเล่นไว้ ด้วยวิธีการสุดง่ายเท่านี้ ท่านเองก็จะสามารถสร้างรายได้จากการลุ้นโชคทุกหมวดหมู่ได้แล้ว<br> 8fl36zpifi1md5oyx3m0iq6kc8su8in ซื้อลอตเตอรี่ฮานอย ประเทศเวียดนาม ซื้อเลขเด็ดกับ ZAABET เว็บไซต์ลอตเตอรี่ออนไลน์ ยอดจ่ายสูง 0 1643 18472 2023-01-19T14:07:45Z HamishHowton 30712846 Created page with "<br>ซื้อหวยฮานอย ประเทศเวียดนาม ผ่านเจ้ามือเว็บไซต์สลากกินแบ่ง..." 18472 wikitext text/x-wiki <br>ซื้อหวยฮานอย ประเทศเวียดนาม ผ่านเจ้ามือเว็บไซต์สลากกินแบ่งออนไลน์ ด้วยระบบการขายของผ่านหน้าเว็บไซต์ ที่มีความปลอดภัยทั้งยังระบบ ด้วยระบบการฝากเงิน และ การถอนเงิน ผ่านแบงค์ไทย สามารถฝากเงินด้วยการด้วยระบบ E-BANKING ให้ความสบายสบายสำหรับการ ซื้อลอตเตอรี่ออนไลน์ แบบการเล่นลอตเตอรี่ของคนทันสมัย เล่นง่ายไม่เป็นอันตราย เพียงแต่ใแค่ใช้โทรศัพท์เคลื่อนที่เพื่อซื้อสลากกินแบ่งฮานอย ลอตเตอรี่ฮานอย ประเทศเวียดนาม สลากกินแบ่งฮานอย ประเทศเวียดนาม เป็น Lottery(ล็อตเตอรี่) เป็นสลากกินแบ่งที่มีต้นกำเนิดมาจาก เมืองหลวง ของประเทศเวียดนาม เป็นการพนันนชนิดหนึ่งด้วยการลุ้นโชค จากการทายเลขเด็ดของสลากกินแบ่งฮานอย แล้วลงทุนซื้อสลากกินแบ่ง เพื่อหาผลกำไรจากเลขลอตเตอรี่ที่ซื้อไป และรู้เรื่องเพลินใจจากการเช็ดกผลรางวัล ของการซื้อสลากกินแบ่งฮานอย สำหรับฮานอยถือว่าเป็นเกมทายผลเลข เพื่อแลกเปลี่ยนกับเงินรางวัลกับการเดิมพันกับ สลากกินแบ่งออนไลน์ เป็นอีกหนึ่งในการพนันยอดนิยมในฮานอย พื้นที่ประเทศเวียดนามได้กำหนด ซื้อลอตเตอรี่ฮานอย จากเลขเด็ด โฮกาสถูกสูงกว่า ซื้อหวยฮานอย จากเลขเด็ด ได้ลุ้นผลรางวัลเร็วกว่า และก็สบโอกาสถูกรางวัลสูง อีกข้อดีเป็นเล่นง่ายดายเสียยิ่งกว่า หวยรัฐบาลไทย ซึ่งมีความแตกต่างอย่างแจ่มแจ้งเจนเป็น ลอตเตอรี่ฮานอย จะมีการได้ผลรางวัลลอตเอตรี่แต่ละวันในแต่ละเดือนไม่เหมือนกับ หวยรัฐบาลไทย ซึ่มมีการออกรางวัล เพียง 2 ครั้ง ต่อเดือน ได้แก่การใช้เวลาหลายวันกว่า ซื้อหวยฮานอย ผู้คนก็เลยนิยมหันมาพนันลอตเตอรี่ฮานอยออนไลน์กันมากมาย เมื่อซื้อเลขเด็ดจากฮานอย ท่านจะสามารถ[https://xn--72c0ah9byax7e9d.net ตรวจผล หวยฮานอย]ลอตเตอรี่ได้จาก ผลการจับฉลากฮานอย มีการอัพเดททุกๆวัน โดยผู้ชำนาญเส้นด้ายการออกรางวัลหวยฮานอย ของประเทศเวียดนาม ที่สุดยอดและจากนั้นก็ประสิทธิภาพของภาพ ซื้อเลขฮานอยเด็ดๆกับเว็บไซต์หวยออนไลน์ ZAABET จ่ายเงินให้สูง ซื้อเลขฮานอยเด็ดๆกับเว็บไซต์ลอตเตอรี่ออนไลน์ ชำระเงินให้สูง บริการดีให้แก่ท่านภาพยอดเยี่ยม แล้วหลังจากนั้นก็ความใส่ใจกับลูกค้า ซื้อลอตเตอรี่ฮานอยออนไลน์ โดยผ่าน เจ้ามือรับซื้อออนไลน์ ยอดเยี่ยมในเครือข่ายการพนันออนไลน์ ให้บริการลอตเตอรี่ฮานอย หรือ ลอตเตอรี่ออนไลน์อื่นๆอย่างเช่น หวยลาว หวยไทย รวมทั้งอีกหนึ่งหวยที่ชี้แนะ ที่ผู้คนนิยมซื้อไม่น้อย มีหลายประเทศให้เลือกพนัน เป็น หวยหุ้นจากหลายประเทศ ถูกเอามาเอาไว้ภายในเว็บหวยออนไลน์ที่ได้รับความนิยม ซื้อสลากกินแบ่งฮานอย เวียดนาม ซื้อเลขเด็ดกับเว็บสลากกินแบ่งออนไลน์ ยอดจ่ายสูง ได้ถูกรับสารภาพว่าเป็นเว็บไซต์ที่นำเข้าลอตเตอรี่ฮานอย จากประเทศเวียดนาม ที่มีความน่าวางใจที่สุด มีคุณภาพช่ำชองเส้นด้าย ลอตเตอรี่ออนไลน์ และจากนั้นก็ การพนันถูกต้องตามกฎหมายอีกมากมาย สลากกินแบ่งฮานอยสบโอกาสได้รับเงินรางวัลสูงล้นหลาม เมื่อเทียบกับหวยไทย แต่ว่าหวยรัฐบาลได้ให้ยอดจ่ายที่สูงกง่า แม้กระนั้นตรวจผลรางวัล 2 ครั้งต่อเดือนซึ่งเสียเวล่ำเวลาไปมากไม่น้อยเลยทีเดียวกับการคอยลุ้นผล ลอตเตอรี่ฮานอยออนไลน์ ก็เลยเป็นลู่ทางอีกทางที่ได้รับความชอบใจไม่น้อยเลย มีการซื้อสลากกินแบ่งบนเว็บไซต์ผ่าน เจ้ามือรับซื้อออนไลน์ (ZAABET) ก็เลยมีความสบาย รวมทั้งสบาย เหมาะสมกับผู้ที่รู้สึกชื่นชอบการเล่นสลากกินแบ่งออนไลน์<br> gg5ffrksebyvpnktv2ritr73ah1qvei ซื้อหวยใต้ดินผ่าน ZAABET เว็บลอตเตอรี่ออนไลน์ มีลอตเตอรี่ให้เลือกเยอะแยะ 0 1656 18497 2023-02-19T01:21:44Z HamishHowton 30712846 Created page with "<br>รู้หรือเปล่าว่าในทุกวันนี้นั้นไม่ว่าการให้บริการใดๆแม้กระ..." 18497 wikitext text/x-wiki <br>รู้หรือเปล่าว่าในทุกวันนี้นั้นไม่ว่าการให้บริการใดๆแม้กระนั้น ล้วนจำต้องคิดถึงความสบายสบายของผู้รับบริการสูงที่สุด แล้วก็นั้นก็รวมถึงเรื่องที่เกี่ยวข้องกับการซื้อหวยที่เราจะมากล่าวถึงกันในวันนี้ด้วย โดยทั่วไปปกติแล้วหากต้องการจะให้คนอีกหลายคนคนึงถึงเค้าหน้ารวมทั้งต้นแบบการเล่นของหวยก็น่าจะเป็นในลักษณะของการเขียนใส่กระดาษหรือเขียนใส่โพยสลากกินแบ่งใช่ไหมละครับ นั้นนับได้ว่าเป็นแนวทางการเล่นลอตเตอรี่ที่สุดแสนจะคลาสสิกเป็นอย่างยิ่ง ทั้งการเล่นในต้นแบบสำหรับการเล่นอย่างงั้นเราเองก็ไม่อาจจะรับรู้หรือรับประกันได้เลยว่าเมื่อเราถูกรางวัลขึ้นมาแล้วทางเจ้ามือหวยเขาจะรับผิดชอบพวกเราแบบครบถ้วนบริบูรณ์หรือเปล่า ซื้อหวยผ่าน ZAABET เว็บไซต์หวยออนไลน์ มีสลากกินแบ่งให้เลือกล้นหลาม โดยการที่เราจึงควรมาเสี่ยงกับเจ้ามือหวยอย่างนั้นก็อาจไม่ใช่เรื่องที่ดีสักเยอะแค่ไหน ซึ่งจะต่างจากการที่เรามาสมัครสลากกินแบ่งในรูปแบบของออนไลน์เพราะการเล่นในรูปแบบนี้นั้น ขั้นต่ำๆพวกเราเองก็สามารถที่จะตกลงใจสำหรับการเล่นได้ง่ายยิ่งกว่าด้วยเหตุว่าเว็บกลุ่มนี้เขาได้สร้างระบบโครงสร้างรองรับกันมาอย่างยอดเยี่ยมและคงจะไม่มีการหลอกลวงเกิดขึ้นอย่างไม่ต้องสงสัย เพราะหากว่าเขาจะมาทุจริตคุณก็ต้องเสียชื่อเสียงของทางเว็บไซต์ไซด์ทั้งถ้าหากว่าเสียชื่อเสียงแล้วลูกค้าต่างพากันทยอยหนีดูแล้วก็อาจจะไม่คุ้มเงินที่ต้องจ่ายเพื่อทำระบบสักมากมายก่ายกองแค่สักแค่ไหน โดยต้นแบบการสมัครสลากกินแบ่งเพื่อเล่นหวยใต้ดินหรือหวยรัฐบาลนั้น ก็ดูอย่างกับว่ามิได้มีวิธีการหรือขั้นตอนที่ยุ่งยากมากสักเท่าไรนัก เพียงแค่เข้าข้างหน้าเว็บไซต์ไซด์เลือกลงทะเบียน และกรอกข้อมูลให้ครบถ้วนบริบูรณ์ตามที่มีการให้คำปรึกษา เพิ่มเงินอย่างน้อยเข้าระบบ เพียงเท่านี้ท่านก็สามารถเลือกแทงหวยได้ทุกต้นแบบตามที่ใจต้องการ แทงหวยไทย ([https://zaaheng.com https://zaaheng.com/]) ไม่ว่าจะเป็น สองตัวบน สองตัวข้างล่าง สามตัวบน สามตัวด้านล่าง ฯลฯ ซึ่งแบบการเล่นนั้นก็ไม่มีความแตกต่างจากหวยใต้ดินเลยแม้แต่น้อย แต่ว่าการสมัครลอตเตอรี่เพื่อเล่นกับทางเรานั้นท่านเองจะได้รับเงินที่ถูกรางวัลจำนวนมากกว่าการแทงหวยใต้ดินเป็นอันมาก พูดได้ว่าคุ้มเสียมากกว่าคุ้มเนื่องจากบางทีอาจจะไม่มีหวยใต้ดินที่ไหนจะกล้าจ่ายได้มากเท่านี้อย่างแน่นอน อีกทั้งระบบและตัวอย่างการเล่นของพวกเรานั้นก็มีวิธีการแล้วหลังจากนั้นก็ขั้นตอนที่สุดแสนจะง่ายดาย นั้นก็เลยทำให้พวกเราเชื่อแบบการเล่นหวยใต้ดินหรือหวยรัฐบาลผ่านระบบออนไลน์นั้นจะตอบปัญหานักเสี่ยงโชคทุกเพศ ทุกวัย อย่างแน่นอน<br> aelldssgqc1ggdkoz0fc1gppa2wxvtl ทางตรวจหวยลาว ลอตเตอรี่ลาววันนี้ออกอะไร มองยังไง นี้บอกคุณได้ 0 1639 18464 2023-01-16T23:51:46Z HamishHowton 30712846 Created page with "<br>ณ เวลานี้การเล่น " หวยออนไลน์ " บอกเลยว่าเล่นได้ง่าย และจากนั้..." 18464 wikitext text/x-wiki <br>ณ เวลานี้การเล่น " หวยออนไลน์ " บอกเลยว่าเล่นได้ง่าย และจากนั้นก็ มีความมากมายหลายอย่างมากมาย มีให้เลือกแทงอีกทั้ง หวยหุ้น หวยลาว ลอตเตอรี่ฮานอย ลอตเตอรี่ยี่กี จำนวนมากแนะเต็มไปหมด จนกระทั่งเลือกกันไม่ถูกอย่างยิ่งจริงๆเพราะว่าถ้าหากว่าเป็นแบบนั้น บทความนี้เลยขอจุดโฟกัสกันไปที่ หวยลาว กันก่อน ผู้คนจำนวนมากปรารถนาทดสอบแทงหวยลาวมองดู แต่ว่าอาจจะมึนๆกันอยู่ ไม่รู้เรื่องจะว่าออกรางวัลตอนไหน ตรวจลอตเตอรี่อย่างไร ซื้ออย่างไร วันนี้เลยจะมาบอกว่า สลากกินแบ่งลาววันนี้ออกอะไร และ แนวทางตรวจลอตเตอรี่ลาว ยังไง ไปดูกัน ลอตเตอรี่ลาว คืออะไร สลากกินแบ่งลาววันนี้ออกอะไร มองยังไง สลากกินแบ่งลาว เป็น ตัวอย่างการแทงหวยอีกหนึ่งจำพวก โดยสลากกินแบ่งลาวจะมีชื่อเรียกอีกหนึ่งโด่งดังเช่น สลากปรับแก้ หรือสลากกินแบ่งพัดทะท้องนา ที่มีการจัดการจำหน่ายโดยรัฐวิสาหกิจ กระทรวงการคลังในประเทศลาว ซึ่งราคาจัดจำหน่ายในประเทศจะอยู่ที่ 1,000 กีบ โดยตีเป็นเงินไทยจะราวๆ4 บาทแค่นั้น สำหรับในการออกรางวัลของสลากกินแบ่งลาว จะมีการออกรางวัลวันแล้ววันเล่าจันทร์ แล้วก็วันพฤหัสบดีของทุกอาทิตย์ รวมทั้งจากออกรางวัลประมาณ20.30 น. ตามเวลาในประเทศไทย วิถีทางตมั่งมีลอตเตอรี่ลาว ตรวจที่แห่งไหน ในส่วนของการตรวจผลสลากกินแบ่งลาววันนี้จะสามารถตรวจได้ไม่ยาก โดยสามารถตรวจผลของการออกรางวัลได้ทางสถานีส่งสัญญาณโทรทัศน์ของประเทศลาว ทั้งยังยังสามารถรับมองถ่ายทอดสดการออกผลรางวัลได้ทาง Youtube และก็ Facebook Live ได้เหมือนกัน ขั้นตอนการแทง สลากกินแบ่งลาว ทำยังไง เน้นแทงเลข 2 ตัว มากกว่าแทงเลข 3 เหตุเพราะการแทง 2 ตัว จะได้ช่องชนะพนันมากยิ่งกว่าการแทงเลข 3 ตัวนั่นเอง พินิจพิจารณาลอตเตอรี่ลาววันนี้ จากสถิติการออกรางวัลก่อนหน้านี้ แล้วนำ[https://xn--72c0ah9byax7e9d.net สถิติ หวยฮานอย]การออกรางวัลก่อนหน้า มาคำนวณด้วยสูตรต่างๆ เลือกลงพนันตามคนเล่นพนัน หรือผู้ที่แทงหวยลาวอยู่เป็นประจำ เพราะเหตุว่ามากมายแล้วผีพนัน รวมทั้งเหล่าคอสลากกินแบ่งที่แทงหวยลาวอยู่เป็นประจำ ชอบมีสูตรการแทงต่างๆเพื่อได้ทราบว่า หวยลาววันนี้ คืออะไรบ้างกับ หวยลาว ที่พวกเราอามาฝากกันในบทความนี้ สหายๆคงรู้กันแล้วว่า หวยลาว เป็นอย่างไร แล้ว ลอตเตอรี่ลาววันนี้ออกอะไร ดูอย่างไร จากข้างบนจะลงความคิดเห็นว่าการแทงไม่ใช่เรื่องยากเลยใช่ไหม แถมบอกกันตรงๆเลยจ๊ะ สลากกินแบ่งลาว เนี่ย จังหวะถูกรางวัลง่ายดายยิ่งกว่า หวยรัฐบาลไทย ซะอีก ไม่เชื่อก็ไปทดลองเล่นกันดูได้เลยจ้ะ<br> l61bnik5nnj2unds5uklf7yruy8x3io ทายลอตเตอรี่ กรรมวิธีการเดาแบบมีหลักการ เปิดเผยกลยุทธ์ไม่ลับระดับเซียนลอตเตอรี่ 0 1652 18489 2023-02-15T18:26:10Z HamishHowton 30712846 Created page with "<br>ทายลอตเตอรี่ กระบวนการทายแบบมีหลักสูตร เปิดเผยกลเม็ดไม่ลับ..." 18489 wikitext text/x-wiki <br>ทายลอตเตอรี่ กระบวนการทายแบบมีหลักสูตร เปิดเผยกลเม็ดไม่ลับระดับเซียน เมื่อใกล้ถึงวันหวยออก ผู้คนจำนวนไม่ใช้น้อยต่างเพียรพยายามหาเลขเด็ดจากแหล่งบอกหวยต่างๆช่วงนี้ในโลกอินเตอร์เน็ต ก็มีแหล่งเช่นกัน บางเว็บมีเพจใบสลากกินแบ่ง หรือท่านสามารถหาได้จากเว็บไซต์อื่นๆวันนี้เราจะมาแนะนำหลักสูตรการคำนวนเลขเด็ดที่ท่านไม่สมควรพลาด สิ่งที่นักบอกหวยดัดแปลงก็คือ สูตรสำหรับการคิด พร้อมเมคนิคที่ใช้ได้จริง เดาลอตเตอรี่ กรรมวิธีทายสลากกินแบ่งแบบมีหลักสูตร เผยกลเม็ดไม่ลับระดับเซียน เดาสลากกินแบ่ง วิธีการทายแบบมีหลักสูตร เผยกลเม็ดไม่ลับระดับเซียน คุณไม่อาจจะรู้ผลสรุปของมันได้เลย เลขที่ออกก็มีตั้งแม้กระนั้น 000 – 999 คุณก็แค่สุ่มจำนวนให้ถูกจาก 1 ล้านแบบ เพื่อเป็น 1 ใน 1.4168% นั้นให้ได้จาก 100% แม้ว่าจะรู้ว่าวิถีทางถูกเบอร์เป็นไปได้ยากมากมาย แต่ว่าเงินรางวัลหลักล้านมันช่างล่อใจอย่างมาก ก็เลยหยุดการเสี่ยงนี้มิได้ ข้อแรกจะต้องทำความเข้าใจและก็เห็นด้วยก่อนว่า ไม่มีผู้ใดผู้ใดกันแน่ในโลกที่จะถูกหวยทุกงวด ถ้าเกิดมีคนบอกว่าทำเป็น ขอให้เดาไว้ก่อน ว่าเกิดเหตุเหลวไหล หรือโป้ปดมดเท็จเพื่อหวังผลอะไรบางอย่าง เนื่องจากว่าสลากกินแบ่งนั้นโดยความเป็นจริงแล้วคือเรื่องของโชคหรือลาภมากกว่าจะมากำหนดหรือกะเกณฑ์ได้ แบบอย่างจากเซียนสลากกินแบ่ง แบบอย่างสลากกินแบ่ง 40 ชุด ลงทุน 9,000 บาท จะต้องมีทุน 3 เท่าเป็น 27,000 (เริ่มควรฝึกฝนจาก 90 หรือ 900 บาทก่อนขอรับ 10 งวดผ่านแล้วพอหลังจากนั้นก็ค่อยฝ่า) เล่นสลากกินแบ่งรอบแรก ลงทุน 40 ตัวๆละ 300 บาท เป็นเงิน 12,000 บาท หัก 25% 3,000 บาท จ่าย 9,000 บาท ถูก 300 บาทคูณ 70 ได้เงิน 21000 กำไร 12000 บาท พวกเราจะแทงหวยเช่นไร วิธี[https://myanmarhuay.com แทงหวยออนไลน์]ไห้มีประสิทธภาพ พวกเราจะแทงหวยอย่างไร กระบวนการแทงหวยออนไลน์ไห้มีประสิทธภาพ เราจะมาชี้แนะเเนวทางในการแทงหวยของท่านไห้มีคุณภาพ ไห้มากขึ้นไปอีก ดังนี้ ย้อนกลับมาเลขลอตเตอรี่ออก กล่าวอีกนัยหนึ่งให้ดูสถิติการออกสลากกินแบ่งย้อนไปนั่นเอง เพราะว่าคุณไม่อาจจะรู้ได้เลยว่าสลากกินแบ่งจะออกอะไร ด้วยเหตุดังกล่าวก็จะต้องมาศึกษาสถิติของสลากกินแบ่งว่าเลขไหนออกหลายครั้งที่สุด เกลื่อนกลาดกระจุยกระจายการเสี่ยงในการซื้อสลากกินแบ่ง การจะซื้อสลากกินแบ่งให้ถูกนั้น คุณจึงควรรู้จักกระจุยกระจายการเสี่ยง แม้เงินที่ได้มาจะน้อยแม้กระนั้นช่องทางสำหรับการถูกหวยมีมาก ดังเช่น คุณจะซื้อเลข 9 คุณก็จำเป็นต้องเลือกซื้อแบบ 19 ประตู ดังต่อไปนี้ 09, 19, 90, 91 ฯลฯ วางแผนแทงหวยให้ดี กำหนดแผนการซื้อลอตเตอรี่ให้ดี แล้วจะไม่มีคำว่าขาดทุน โดยใช้ชั้นเชิงแบบ Martingale หลักของอุบายนี้เป็นการที่ลงเงินในอัตราเยอะขึ้นเรื่อยๆ 2 เท่า เมื่อไม่ถูกสลากกินแบ่ง คุมอารมณ์ไห้ดีเมื่อซื้อหวย อย่าหัวร้อน เล่นเพื่อความเพลิดเพลิน<br> 5z7l60xvusvqf21v8blh8dsr6r2338r ลอตเตอรี่ยี่กี มาจากไหน เพราะอะไรถึงได้รับความนิยม 0 1637 18460 2023-01-15T14:47:41Z HamishHowton 30712846 Created page with "<br>หวยยี่กี มาจากไหน เพราะอะไรถึงเป็นที่นิยม ถ้าเกิดคุณเล่น Facebook..." 18460 wikitext text/x-wiki <br>หวยยี่กี มาจากไหน เพราะอะไรถึงเป็นที่นิยม ถ้าเกิดคุณเล่น Facebook , Twitter คุณจะมองเห็น ลอตเตอรี่ยี่กี ผ่านๆตา บ่อยครั้ง จนกระทั่งคุณอาจจะเริ่มสงสัยว่าสลากกินแบ่งยี่กีคืออะไร สลากกินแบ่ง ยี่กี มาจากไหน ด้วยเหตุใดถึงเป็นที่ชื่นชอบ รวมทั้งการเลือก ซื้อลอตเตอรี่ยี่กี เป็นการเล่นลอตเตอรี่อะไร เพราะอะไรไม่เคยเห็น ไม่เคยรู้มาก่อนหน้านี้ ซึ่งแม้คุณไม่ใช้คนที่เลือกเล่น ลอตเตอรี่ออนไลน์ ก็น่าจะไม่ใช่เรื่องแปลกที่คุณอาจจะไม่เคยรู้ลอตเตอรี่ยี่กี เพราะการเล่นสลากกินแบ่งยี่กี ดีที่สุดในการเล่นลอตเตอรี่ ยอดนิยมในเว็บ ZAABET ลอตเตอรี่ออนไลน์ ลอตเตอรี่ยี่กี มาจากไหน ทำไมถึงเป็นที่นิยม แต่ว่าสำหรับนักเล่นการพนันที่ประทับใจ ซื้อสลากกินแบ่งออนไลน์ อยู่แล้ว จะเข้าจิตใจว่าเพราะเหตุใด สลากกินแบ่งยี่กี ถึงได้แปลงเป็นหวยที่ได้รับความนิยม และวันนี้ เราจะมาพานักพนันไปทำความรู้จัก หวยยี่กีกัน ว่าต้นกำเนิดการเล่นลอตเตอรี่ยี่กีนั้น มาจากที่ไหน ทำไม่ถึงเป็นที่นิยม แล้วก็เพราะเหตุใดลอตเตอรี่ยี่กี ก็เลยเป็นลอตเตอรี่ที่เป็นกระแสเยอะแยะขนาดนี้ รวมทั้งว่า หวยยี่กีนั้น มีการเสี่ยงมากน้อยแค่ไหน เพื่อนำไปเยี่ยมในตัวเลือกการตัดสินใจ ก่อนเลือกเล่นสลากกินแบ่งยี่กี การเล่น ลอตเตอรี่ยี่กี อันที่จริงแล้วก็เป็นเพียงแต่หนึ่งแบบการเล่นหวย ที่นักการพนันสามารถเลือกแทงได้เพียง ผ่านทางเว็บไซต์ ลอตเตอรี่ออนไลน์ แค่นั้น แนวทางในการเลือกซื้อลอตเตอรี่ยี่กี จะเป็นการเลือกเล่นลอตเตอรี่ ที่เสี่ยงดวงกับปริมาณต้นแบบหนึ่ง เดิมที ลอตเตอรี่ ยี่กี มาจากไหน จุดเริ่มแรก ของสลากกินแบ่งยี่กี เป็นการนำเอาการออกรางวัลสลากกินแบ่ง ของเมืองจีน เอามาเลือกวางเดิมพัน โดยการเล่นสลากกินแบ่งชนิดนี้ จะเป็นการเล่นสลากกินแบ่งด้ามจับจำนวน จากลูกปิงปอง เป็นการเสี่ยงทายเลข เพื่อนักพนันเลือกแทง และทำให้การเล่นสลากกินแบ่งชนิดนี้ ได้รับการพัฒนามาเรื่อยจนถึงเว็บไซต์สลากกินแบ่งออนไลน์ ได้นำเอาหวยประเภทนี้ เข้ามาให้เลือกแทง ซึ่งจากขั้นตอนการเล่นของสลากกินแบ่งยี่กี ก็กระตุ้นแล้วส่งผลให้มีการเกิดชื่อเรียกลอตเตอรี่ยี่กีอีกหนึ่งชื่อเป็น หวยจับยี่กี หรือ หวยยี่กี ที่เป็นชื่อเรียกจุดหมายถึงการเข้าจับกุมตัวเลข เพื่อเอามาออกรางวัลนั่นเอง หากแม้จึงควรบอกก่อนว่า ผลของการออกรางวัลของลอตเตอรี่ยี่กีนั้น จะเสร็จการออกรางวัลที่อ้างอิงจากเว็บหวย ที่นักพนันเลือกแทงแต่ละเว็บไซต์เท่านั้นเอง เพราะเป็นการจับเลข ของหวยแต่ละเว็บไซต์ หากนักเสี่ยงโชคเลือกแทงเว็บไซต์หนึ่ง จะไม่สามารถมาเช็คผลของการออกรางวัลอีกเว็บไซต์หนึ่งได้ เนื่องจากว่าเป็นการเลือก ซื้อสลากกินแบ่งออนไลน์ คนละเว็บกัน เพราะฉะนั้น แม้นักพนันต้องการจะเลือกเล่นหวยยี่กี ก็จำเป็นต้องเลือกเว็บที่ดี ที่ปลอดภัย ไม่เสี่ยงโดนโกง เพื่อไม่ให้กำเนิดปัญหาด้านการล็อคผลปริมาณได้นั่นเอง หวยยี่กีจะเป็นลอตเตอรี่ที่มีการออกรางวัลวันแล้ววันเล่า ผ่านทางเว็บไซต์ลอตเตอรี่ออนไลน์ การออกรางวัลของหวยยี่กี จะเป็นการออกรางวัลที่ออกวันละ 88 รอบ หวยยี่กีจะออกรางวัล ทุกๆ15 นาที จะใช้ขั้นตอนการเล่นหวย เอามาเลือกแทงหวยยี่กีแต่ละรอบ การแทงหวยยี่กีนั้น จะใช้แนวทางการ แทงหวยยี่กี ในแบบอย่างหวย นักพนันสามารถเลือกแทง ลอตเตอรี่ 3 ตัวบน , 2 ตัวบน , [https://huayzaa999.com หวยชุดเวียดนาม] 2 ตัวด้านล่าง จากการเลือกแทงหวยยี่กีได้เลย รวมถึง การเลือกแทงหวยตัวเดียว หรือที่นักเล่นการพนันเรียกกันว่า สลากกินแบ่งวิ่ง ก็สามารถเลือกแทงได้อย่างเดียวกัน แม้เลือกแทงหวยยี่กี ผ่านทางเว็บ ลอตเตอรี่ออนไลน์ ของเรา จะมีการออกรางวัลลอตเตอรี่ยี่กี ที่ตีราคาให้สูงถึง บาทละ 950 ก็เลยไม่แปลกเลยที่การเล่นสลากกินแบ่งยี่กี จะดีที่สุดในการเล่นลอตเตอรี่ ที่ค่อนข้างจะเป็นที่ชื่นชอบ เนื่องจากแทงเพียงแค่บาทเดียว ก็ได้ช่องทางได้กำไรจากการแทงได้ถึง 950 บาท แล้ว สรุป ลอตเตอรี่ ยี่กี มาจากไหน จุดเริ่มแรกของการเล่น ลอตเตอรี่ ยี่กี นั้น มากมายก่ายกองจากหวยของ เมืองจีน แม้กระนั้นเมื่อมาอยู่ในตัวอย่างการ ซื้อลอตเตอรี่ออนไลน์ การเล่นสลากกินแบ่งยี่กี ก็จะอ้างอิงจากการเล่นหวย ที่นักเสี่ยงดวงในประเทศไทยถูกใจเล่น เป็นการเปลี่ยนแนวทางการเล่นลอตเตอรี่มาเรื่อยจนกระทั่งมาเป็นการซื้อ หวยออนไลน์ ที่นักเสี่ยงโชคสามารถเล่นได้ง่าย แล้วก็แนะนำสำหรับนักเล่นการพนันที่ปรารถนาเลือกซื้อหวยยี่กี ให้เลือกซื้อกับเว็บไซต์สลากกินแบ่งที่ปลอดภัย ไม่เสี่ยงโดนโกง เชื่อถือได้ และก็มั่นคงทางด้านการเงิน ให้นักพนันเลือกแทงหวยยี่กี กับเว็บสลากกินแบ่งอันดับแรกๆ แค่นั้น แม้ต้องการที่จะมองขั้นตอนการเล่นสลากกินแบ่งยี่กีเพิ่ม หรือดูเลขเด็ด เพื่อเอาไปเล่นลอตเตอรี่ยี่กี กระบวนการพินิจพิจารณาผลรางวัล สามารถมองเพิ่มจากเว็บไซต์หวยของพวกเราได้เลย<br> 9pzpmiz8qwa3hnpyvzjglg7ka7od9vq ลอตเตอรี่ลาวออกกี่นาฬิกา ตรวจผลรางวัล พร้อมแนวทางเล่นหวยลาวงวดนี้ 0 1635 18457 2023-01-14T09:14:25Z HamishHowton 30712846 Created page with "<br>ลอตเตอรี่ลาว ออกกี่นาฬิกา ตรวจผลรางวัล พร้อมวิธีการ หวยลาว ง..." 18457 wikitext text/x-wiki <br>ลอตเตอรี่ลาว ออกกี่นาฬิกา ตรวจผลรางวัล พร้อมวิธีการ หวยลาว งวดนี้ สามารถตรวจผลรางวัล และเลือกใช้บริการ สลากกินแบ่งลาว แบบออนไลน์ ผ่านทางเว็บไซต์ ZAABET ได้ทุกงวด ในแบบการเล่นที่ง่าย พร้อมตรวจผลของการออกรางวัล ทุกงวด ที่มีการออกรางวัล รวมทั้งยังสามารถติดตาม แนวทาง ลอตเตอรี่ลาว ในงวดนี้ ไปใช้เสี่ยงดวง โดยสามารถสมัครสมาชิก เพื่อใช้บริการ สลากกินแบ่งลาว แบบออนไลน์ และก็ตรวจผลรางวัล หวยลาว ออกกี่นาฬิกา ถึงที่เหมาะนี่ หวยลาวออกกี่โมง ตรวจผลรางวัล พร้อมช่องทางเล่นสลากกินแบ่งลาวงวดนี้ ลอตเตอรี่ลาวออกกี่นาฬิกา สลากกินแบ่งลาว หรือลอตเตอรี่แก้ไข สลากปรับแก้ จากประเทศลาว ยอดฮิต เป็นอย่างยิ่ง บนเว็บสลากกินแบ่งออนไลน์ โดยลอตเตอรี่ลาว จะมีการออกรางวัล ในเวลา 20.30 น. ตามเวลาไทย และก็มีการออกรางวัล ถึงอาทิตย์ละ 3 วัน หรือทุกวี่ทุกวันจันทร์ วันพุธ รวมถึงวันศุกร์ สามารถรับมองผลของการออกรางวัล หรือถ่ายทอดสด ผลการออกรางวัล ทางสถานีส่งสัญญาณโทรทัศน์ แห่งชาติลาว ช่อง 1 (ทชล.1) แล้วก็ไลฟ์สตรีมต่างๆได้ทุกงวด ที่มีการออกรางวัล ตรวจผลรางวัลหวยลาว ตรวจผลรางวัลหวยลาว สามารถตรวจผลของการออกรางวัล หวยลาว หรือสลาก ลอตเตอรี่ปรับแก้ ผ่านทางเว็บ ZAABET และก็ทุกงวด ที่มีการออกรางวัล ถึงที่กะไว้นี่ วิธีการหวยลาวงวดนี้ วิถีทางลอตเตอรี่ลาวงวดนี้ สามารถติดตาม และคำนวณหาเลขเด็ด เพื่อนำไปใช้เป็นแถวทาง สำหรับเพื่อการเสี่ยงดวง หวยลาว ในงวดนี้ รวมทั้งทุกงวดได้ ด้วยสูตรสลากกินแบ่งลาว สูตรการคำนวณ แม่นๆที่จะเพิ่มความแม่นยำ ให้กับจำนวน ก่อนใช้ประโยชน์เสี่ยงดวง รวมถึงจะนำเอา ผลของการออกรางวัล ลอตเตอรี่ลาว ลอตเตอรี่ปรับปรุง ในงวดก่อน มาใช้คำนวณ หาเลขเด็ด หวยลาว ในงวดถัดไป ตามสูตรการคำนวณ ดังนี้ ทางสลากกินแบ่งลาวที่ 1 สามารถคำนวณ หาเลขเด็ด ลอตเตอรี่ลาว ที่จะนำเอา ผลของการออกรางวัล เลข 4 ตัว สลากกินแบ่งลาว จากงวดก่อน มาใช้คำนวณ หาเลขเด็ด ลอตเตอรี่ลาว ในงวดถัดไป โดยจะนำเอา ผลการออกรางวัล เลข 4 ตัวเป็น3603 มาใช้สำหรับเพื่อการคำนวณ นำเอาเลขหลักร้อย x 2 = ผล แล้วนำเอาเลขหลักหน่วย ของผล + หลักพัน + หลักร้อย + หลักสิบ + 1 = คำตอบที่ 1 6 x 2 = 12 2 + 3 + 6 + 0 + 1 = 12 แล้วนำเอาเลขหลักสิบ x 2 = ผล แล้วนำเอาเลขหลักหน่วย ของผล + หลักร้อย + หลักสิบ + หลักหน่วย + 1 = บทสรุปที่ 2 0 x 2 = 0 0 + 6 + 0 + 3 + 1 = 10 แล้วหลังจากนั้น นำเอาเลขหลักหน่วย x 2 = คำตอบ แล้วนำเอาเลขหลักหน่วย ของผล + หลักสิบ + หลักหน่วย + 1 = ผลสรุปที่ 2 3 x 2 = 6 6 + 0 + 3 + 1 = 10 ด้วยเหตุดังกล่าว แนวทางเลขเด็ดที่ได้เป็น2, 0 วิธีทางสลากกินแบ่งลาวที่ 2 สามารถคำนวณ หาเลขเด็ด สลากกินแบ่งลาว ที่จะนำเอา ผลการออกรางวัล เลข 3 ตัวบน สลากกินแบ่งลาว จากงวดก่อน มาใช้คำนวณ หาเลขเด็ด สลากกินแบ่งลาว ในงวดถัดไป โดยจะนำเอา ผลของการออกรางวัล เลข 4 ตัวเป็น603 มาใช้ในการคำนวณ นำเอาเลขหลักร้อย x 5 + 3 = ข้อสรุปที่ 1 6 x 5 + 3 = 33 แล้วนำเอา เลขหลักสิบ x 3 + 3 = คำตอบที่ 2 0 x 3 + 3 = 3 ต่อมา นำเอาเลขหลักหน่วย + 4 + 3 = ข้อสรุปที่ 3 3 + 4 + 3 = 10 ฉะนั้น ทางเลขเด็ดที่ได้ซึ่งก็คือ30, 03 สมัครหวยออนไลน์ สามารถสมัครสมาชิก สมัครลอตเตอรี่ออนไลน์ เพื่อเลือกใช้บริการ หวยออนไลน์ ทุกชนิด อีกทั้งหวยรัฐบาล หวยฮานอย หวยมาเลย์ ลอตเตอรี่ยี่กี ลอตเตอรี่หุ้นไทย และ[https://myanmarhuay.com หวยหุ้น]ต่างประเทศ อีกหลายหมวด ให้เลือกใช้บริการ ได้ทุกงวด ในแบบการเล่นที่ง่าย และก็ราคาการจ่ายที่สูง โดยสามารถลงทะเบียนเป็นสมาชิก เพื่อใช้บริการ สลากกินแบ่งออนไลน์ ทุกชนิด ได้ฟรี และก็มีขั้นตอน สำหรับเพื่อการลงทะเบียนเป็นสมาชิกที่ง่าย เพียงไม่กี่ขั้นตอน ที่พร้อมเปิดให้สมัครเป็นสมาชิก ตลอด 1 วัน สรุป หวยลาวออกกี่นาฬิกา ลอตเตอรี่ลาว หรือสลากปรับปรุงแก้ไข ลอตเตอรี่ออนไลน์ จากประเทศลาว ที่มีการออกรางวัล ในเวลา 20.30 น. ของทุกวี่ทุกวันจันทร์ วันพุธ รวมทั้งวันศุกร์ โดยสามารถเลือกใช้บริการ และตรวจผลของการออกรางวัล หวยลาว ได้ทุกงวด ที่มีการออกรางวัล พร้อมติดตามช่องทาง สลากกินแบ่งลาว เพื่อนำไปใช้เสี่ยงดวง หวยลาว แบบออนไลน์ ผ่านทางเว็บไซต์ ZAABET ได้ทุกงวด ในตัวอย่างการเล่นที่ง่าย โดยสามรถยนต์ลงทะเบียนสมัครสมาชิก เพื่อใช้บริการ ลอตเตอรี่ลาว และหวยออนไลน์ ทุกจำพวก เหมาะสมนี่<br> slf3ywzq72xzxcic1ror88gms90ntep วิถีทางสมัครสมาชิกรวมทั้งวิธีทางหาเลขเด็ดสลากกินแบ่งฮานอย 0 1658 18501 2023-02-20T16:27:00Z HamishHowton 30712846 Created page with "<br>สำหรับ ลอตเตอรี่ฮานอย ที่เรารู้จักใบหน้ากันอย่างดีเยี่ยมเล..." 18501 wikitext text/x-wiki <br>สำหรับ ลอตเตอรี่ฮานอย ที่เรารู้จักใบหน้ากันอย่างดีเยี่ยมเล่นง่าย เล่นได้ทุกวี่วัน มีลุ้นแบบไม่ยั้ง สำหรับผู้ใดกันแน่ที่ต้องการจะสมัครสมาชิกในเว็บไซต์ลอตเตอรี่ออนไลน์ ก็สามารถสมัคร ฟรีได้เลยซึ่งมีวิธีการสมัครง่ายๆ ทางสมัครสมาชิกเล่นลอตเตอรี่ฮานอยเว็บ ZAABET.com กดเข้าหน้าเว็บ ZAABET.com กรอกชื่อ-ชื่อสกุลให้ถูกอันที่จริง ผลหวยยี่กี ([https://huayzeed.com huayzeed.com]) กรอกชื่อแบงค์ ของพวกเรา กรอกเลขบัญชี ของพวกเรา จากนั้นก็กดเข้ามาเป็นสมาชิกได้เลย และจากนั้นก็ฝากเงินฝากบัญชีแล้วหลังจากนั้นก็เริ่มแทงหวยฮานอยกันได้เลย ข้างในเว็บ ZAABET.com ก็ได้มีขั้นต่ำสำหรับการแทงเริ่มแทงที่ 1 บาทก็ได้สำหรับ เราก็บางทีอาจจะทดสอบฝึกซ้อมแนวทางการแทงพื้นฐานก่อนค่อยขยับตัวเองไปเรื่อย ข้อที่น่าจะมองเอาไว้ก่อนเล่นหวยฮานอย ทางระบบจะปิดรับการพนันในเวลา 18.00 น.( ตามเวลาในประเทศไทย) ทางระบบจะเปิดรับการเดิมพันในทุกวัน ทางระบบ จะกระทำเปิดรับการพนันตั้งแต่เวลา 20:00น.-18:00น. ของวันประกาศผลตามเวลาไทย หนทางลงทะเบียนเป็นสมาชิกรวมทั้งแนวทางหาเลขเด็ดหวยฮานอย ซึ่งทั้งปวงนี้ก็สามารถเก็บข้อมูลไว้ได้แบบฟรีๆแบบเดียวกัน ถ้าหากคนใดกันแน่ที่ต้องการจะเล่นหวยฮานอยแล้วได้กำไรเพิ่มขึ้นเรื่อยๆ ก็ต้องมีสูตรรวมทั้งเคล็ดวิธีในการเล่น ก็จะสามารถช่วยให้สบโอกาสสำหรับการถูกรางวัลมากยิ่งกว่ากลเม็ดปกติ เป็นทางการหาทางสำหรับในการรวมทั้งเพราะเหตุว่าจะช่วยให้หนทางสำหรับเพื่อการถูกรางวัล หวยออนไลน์ ที่มากขึ้น ดังเช่นว่า หาจากต้นตะเคียน สถานที่ศักดิ์สิทธิ์ ลอตเตอรี่เด็ดแม่ช้า หวยเด็ดเจ้าพ่อปากแดง รวมถึงแหล่งข้อมูล ตามเว็บ ตามเพจต่างๆก็มีเลขเด็ด เลขดังให้เราได้ติดตามก็มาก รึไม่ก็มีสูตรสำหรับการคำนวณสลากกินแบ่ง ไม่ว่าจะสูตรโบราณ สูตรในเวลานี้ มีให้เลือกอย่างใหญ่โตตามความเชื่อถือและจากนั้นก็เลื่อมใสของพวกเรา<br> 9p3eibllhgxsuk2ac9913r1dfiv1f3w วิธีแทงหวยจับยี่กีที่ ZAABET ให้ถูกรางวัล 0 1644 18474 2023-01-20T10:40:23Z HamishHowton 30712846 Created page with "<br>หากอยากได้เริ่มในการแทง จับยี่กี ให้สำเร็จตามเป้าหมายแน่นอ..." 18474 wikitext text/x-wiki <br>หากอยากได้เริ่มในการแทง จับยี่กี ให้สำเร็จตามเป้าหมายแน่นอนว่าเรา ควรต้องศึกษาถึงขั้นตอนการสำหรับในการแทงหวยให้เข้าใจซะก่อนมานะมีน้ำใจเวลา สำหรับเพื่อการเรียนรู้ถึงกรรมวิธีเล่นให้ดี เอื้อเฟื้อถึงการดูอัตราการออก หรือดูสถิติประกอบกับการแทงหวยชนิดนี้ ก็จะมีผลให้ท่านสามารถบรรลุความสำเร็จ สำหรับในการแทงหวยจำพวกนี้ได้ไม่วุ่นวายใจอีกต่อไป สามารถที่จะเริ่มสำหรับการแทงไม่ยาก รวมทั้งได้โอกาสประสบความสำเร็จ ในการแทงได้อย่างแน่แท้ รากฐานท่านก็จึงควรทำความเข้าใจก่อนว่า จับยี่กี เป็นยังไงและมีพื้นฐานเริ่มต้น สำหรับการให้บริการมาจากไหน ก็จะทำให้ท่านมีความเข้าใจรวมทั้งสามารถเริ่ม สำหรับในการแทงจัด สลากกินแบ่งจับยี่กีออนไลน์ ได้ บรรลุผลสำเร็จได้มากมากขึ้นเท่านั้นเอง ขั้นตอนการแทงหวยจับยี่กีที่ ZAABET ให้ถูกรางวัล ซึ่งถ้าทำความเข้าใจง่ายๆสลากกินแบ่งจำพวกนี้หรือเรียกอีกอย่างว่าสลากกินแบ่งปิงปองนั้น ก็คือรูปแบบของการแทงหวย ซึ่งมีวิธีการสำหรับการทาย ในเรื่องของผลการออกหวยปิงปองนั่นเอง ซึ่งทำความเข้าใจง่ายๆหวยปิงปอง จะใช้ไพ่จีนปริมาณ 12 ใบ และจากนั้นก็เอามาใส่กล่องที่เป็นกล่องทึบ ไม่อาจจะแลเห็นข้างในปริมาณหนึ่งกล่อง กรรมวิธีการเล่นเจ้ามือจะทำเลือกไพ่ มาปริมาณหนึ่งใบจากทั้งนั้น 12 ใบ แล้วหลังจากนั้นให้นำที่เลือกมาหนึ่งใบ กระทำการหย่อนยานลงไว้ในกล่องแล้วหลังจากนั้นก็ให้ท่าน เลือกแทงว่าจำนวนที่อยู่ในกล่องนั้น เป็นตัวเลขใด ขั้นตอนการสำหรับเพื่อการหนทางในทางการศึกษาเรียนรู้ และก็ทำความเข้าใจ ก็มีเพียงเท่านี้ยิ่งถ้าเกิดสามารถเข้ามา ใช้บริการผ่านทางวิถีทาง สำหรับในการแทงหวยออนไลน์ผ่านทางเว็บไซต์ กรรมวิธีสำหรับในการเล่นหวยพวกนี้ ก็ยิ่งง่ายเข้าไปใหญ่ เราก็แนวทางการสำหรับเพื่อการออกหวยนั้น ไม่ได้มีความแตกต่างจากการแทงหวยใต้ดิน ซึ่งมีวิธีการสำหรับการแทงเป็น 2 ตัวบน 2 ตัวข้างล่าง 3 ตัวบน 3 ตัวด้านล่างหรือจะวิ่งบนเลขตามเลขคู่ ก็สามารถที่จะเลือกแทงได้ราวกับจิตใจ แล้วก็สามารถตรวจดูในเรื่องของแบบอย่าง สำหรับในการออกได้ว่าเว็บไซต์ หรือระบบที่ถูกดีไซน์ลอตเตอรี่ปิงปอง มาจะไม่มีการฉ้อฉลคุณอย่างแน่แท้ สามารถตรวจทานถึงปริมาณสำหรับการออกได้โดยง่าย ก็เลยเป็นหวยที่น่าดึงดูดเป็นอย่างยิ่ง ขณะนี้แถมของที่จำเป็นที่สุด เว้นเสียแต่ท่านจะทำความเข้าใจถึงกับขนาดตอนการเล่นให้ดีและก็แจ่มชัด เรียนดูสถิติสำหรับเพื่อการออกแล้วละก็แน่นอนว่าเรา จำเป็นต้องเลือกแทง จับยี่กี ผ่านทางเว็บที่มีความน่านับถือได้ ยิ่งสมัครผ่านทางเว็บซึ่งมีอัตราการจ่ายที่สูง มีความน่านับถือเท่านี้ท่านก็สามารถที่จะ ไปถึงเป้าหมายในการแทงหวยจำพวกนี้ ได้อย่างแน่แท้วันใดก็ตาม ถ้าท่านเบื่อในการ[https://zaahuay.com แทงหวย]หุ้น แทงหวยมาเลย์หรือลอตเตอรี่ฮานอย แทงหวยของรัฐบาลไทยแล้วไม่ประสบความสำเร็จ หรือต้องการจะทดสอบแทงหวยชนิดอื่น มองดูแนะนำให้ตกลงใจในการแทงการันตีว่าไม่ผิดหวัง<br> bvf3t6hgoh401u2er9ewr8ilmg9srmn สมัยปัจจุบันนี้คนเขาเล่นหวยออนไลน์ผ่านทางโทรศัพท์โทรศัพท์มือถือกับทาง ZAABET กันแล้ว 0 1647 18480 2023-01-22T20:01:10Z HamishHowton 30712846 Created page with "<br>ในตอนนี้รูปแบบของการแทงหวยนั้น มีการแปรไปจากสมัยเก่าอย่าง..." 18480 wikitext text/x-wiki <br>ในตอนนี้รูปแบบของการแทงหวยนั้น มีการแปรไปจากสมัยเก่าอย่างมาก ไม่จำเป็นที่ท่านจึงควรแทงหวยผ่านทางเจ้ามือแบบในอดีตอีกต่อไป ไม่มีความจำเป็นที่ต้องส่งโพยสลากกินแบ่ง ที่เป็นกระดาษที่สามารถที่จะวิเคราะห์ได้ ซึ่งในอดีตสมัย การที่จะทำตำรวจจะบุกจับเจ้ามือแทงหวย ก็มักที่จะบุกจับจากโพยต่างๆที่ส่งกันนั่นเอง ก็เลยทำให้หลายต่อหลายๆคน พบเจอปัญหาในการไม่สามารถที่จะแทงหวยได้เนื่องจากว่าการแทงหวยไม่ถูกกฎหมายในประเทศไทย เพราะว่าเป็นหวยนั่นเอง ยุคนี้คนเขาเล่นสลากกินแบ่งออนไลน์ผ่านทางโทรศัพท์มือถือกับทาง ZAABET กันแล้ว ดังนี้ไม่ว่าใครก็ตามที่เคยประสบพบเจอกับปัญหาสำหรับในการที่จะแทงหวยไม่ได้เพราะเหตุว่าเจ้ามือถือแบบในอดีตนั้นไม่มีอีกต่อไป เพราะว่าในเวลานี้ท่านสามารถเข้ามาใช้บริการสำหรับเพื่อการแทง ลอตเตอรี่ออนไลน์ ผ่านทางเว็บต่างๆด้วยเหตุนี้ท่าน ก็เลยไม่จำเป็นที่จะต้องมีโพยลอตเตอรี่ ก็สามารถที่จะล็อกอินเข้ามาในระบบสมาชิกรวมทั้งทำการ แทงหวยได้ทุกชนิด ทุกหมวดหมู่ ผ่านทางเว็บผ่านทางเครือข่ายออนไลน์ได้อย่างสะดวกสบาย ก็เลยไม่สามารถแตะตัวตนได้ อุปสรรคต่อการถูกจับจับ จากตำรวจ ก็เลยไม่มีอีกต่อไปก็เลยสามารถ เข้าใช้บริการได้ตลอด 24 ชั่วโมง ข้อจำกัดสำหรับในการแทงหวย แบบในยุคเก่านั้น สามารถที่จะแทงได้ถึงแม้ว่าหวยใต้ดินของรัฐบาลไทยแต่อย่างเดียว แม้กระนั้นขณะนี้เมื่อเปลี่ยนแปลงมาใช้บริการ หวยออนไลน์ ท่านสามารถใช้บริการสำหรับการแทงหวยทุกชนิดทุกจำพวก ผ่านทางเว็บที่ให้บริการ สำหรับเพื่อการแทงหวยได้เลย จะแทงหวยหุ้น ก็มีหวยหุ้นทั่วทั้งโลก ให้ท่านสามารถแทงได้ ไม่ว่าท่านจะแทงหวยไทย หวยหุ้นอังกฤษ ลอตเตอรี่หุ้นดาวโจนส์ หวยหุ้นจีน ลอตเตอรี่หุ้นประเทศญี่ปุ่น หรือสลากกินแบ่งหุ้นจำพวกใด ก็สามารถเลือกแทงได้อย่างจุใจ หรือจะแทงหวยของประเทศเพื่อนบ้าน ซึ่งสามารถแทงได้เกือบทุกวัน ต้องการแทง[https://zaaheng.com หวยเวียดนาม] หวยมาเลย์หรือลอตเตอรี่ลาว ก็สามารถที่จะแทงได้อย่างจุใจ ไม่มีข้อจำกัด ซึ่งสามารถที่จะแทงได้ เพียงแต่เดือนละสองครั้ง แค่เพียงสลากกินแบ่งของรัฐบาลไทย แค่เพียงหนึ่งเดียวอีกต่อไป ฉะนั้นก็เลยสามารถใช้บริการได้ดีเยี่ยม สบายมากมาย ไม่ว่าท่านติดขัดปัญหาอะไรก็แล้วแต่สำหรับการใช้บริการอยู่สถานที่ ตำบลไหน ขอเพียงแต่มีโทรศัพท์เคลื่อนที่ที่สามารถ เชื่อมต่ออินเตอร์เน็ตได้ สามารถเชื่อมตัวโทรศัพท์มือถือ ของท่านกับเว็บไซต์ที่ให้บริการ สำหรับในการแทงหวยออนไลน์ ท่านก็สามารถใช้บริการได้อย่างไม่มีปัญหาอย่างแน่แท้ ก็เลยไม่มีข้อจำกัดในเรื่องของ การใช้บริการ สามารถที่จะดูสถิติ สลากกินแบ่งออนไลน์ ผ่านทางเว็บไซต์อีกต่างหาก และถ้าหากเป็นเว็บแทงหวยที่ดี รวมถึงสมควรท่านก็สามารถที่จะ ตรวจลอตเตอรี่ทุกชนิด ทุกจำพวก โดยไม่จำเป็นที่จะจำเป็นที่จะต้องติดตาม หรือรุ่นอยู่หน้าจอ ในการที่จะดูผลสลากกินแบ่งออนไลน์ตลอด 1 วัน ก็สามารถที่จะอัพเดทในเรื่องของ ผลลอตเตอรี่ทุกจำพวก ทุกจำพวก ผ่านทางเว็บได้อย่างสะดวก ก็เลยมีความสบายความสบาย ในเรื่องเกี่ยวกับการใช้บริการ สำหรับการแทงหวยออนไลน์ ที่แตกต่างจากอดีต อย่างเห็นได้ชัด ก็เลยไม่เป็นที่น่าฉงนใจอะไร ที่คนในในขณะนี้ก็เลยหันมา แทงหวยออนไลน์มากกว่าแทงกับเจ้ามือแบบในอดีตกาล<br> jr6oil9n0gul88row94znq24a92w4tq สลากกินแบ่งฮานอยคืออะไร พร้อมขั้นตอนการเล่นลอตเตอรี่รากฐาน 0 1641 18468 2023-01-17T20:48:43Z HamishHowton 30712846 Created page with "<br>หวยฮานอย เป็นยังไง มาทำความรู้จักกับสลากกินแบ่งฮานอยพร้อมศ..." 18468 wikitext text/x-wiki <br>หวยฮานอย เป็นยังไง มาทำความรู้จักกับสลากกินแบ่งฮานอยพร้อมศึกษาการเล่นรากฐาน เพราะเหตุว่า อะไรถึงหวยฮานอยได้แปลงเป็นที่นิยมของคอลอตเตอรี่ไทย มาดูเลย สอนเล่นลอตเตอรี่ฮานอยอ่านจบเล่นได้เลย ไม่ยากเหมือนอย่างที่คิดลอตเตอรี่ฮานอยสามารถเล่นได้วันแล้ววันเล่าเน้นความถี่สำหรับการออกรางวัล เหมาะสมกับคนที่เล่นลอตเตอรี่เเต่เล่นไม่เยอะแยะ อยากเล่นนานๆเป็นเกมการลุ้นเลขที่ดีเยี่ยมที่สุด ลอตเตอรี่ฮานอยจะมีอีกชื่อหนึ่งเรียกว่าลอตเตอรี่เวียดนาม ซึ่งเป็นเกมเป็นการลุ้นโชคโดยใช้เลขการออกรางวัลของ หวยเวียดนามมาเป็นเลขรางวัลสำหรับการเล่นบนออนไลน์ ซึ่งสลากกินแบ่งฮานอยจะออกรางวัลแต่ละวันไม่เว้นวันหยุด ในตอนราว 6 นาฬิกาเย็นตามเวลาประเทศไทย สลากกินแบ่งฮานอย เป็นยังไง ไม่เหมือนกับสลากกินแบ่งไทยยังไง พูดถึงหวยหรือหวยรัฐบาลไทยที่ออกรางวัลเดือนละ 2 ครั้ง คนจำนวนไม่น้อยอาจรู้จักดีกันดีอยู่แล้ว เมื่อเอามาเล่นออนไลน์หวยใต้ดินสามารถเล่นได้หลายแบบอีกทั้ง 3 ตัวบนด้านล่าง 2 ตัวบนข้างล่าง เล่นได้ทั้งยังวิ่ง และยังมีเเบบโต๊ด ซึ่งมีความเหมือนกับหวยฮานอยของเวียดนามทุกๆอย่าง แตกต่างที่วิธีการออกเพียงแค่นั้น ถึงแม้หวยฮานอยกับหวยจะเป็นหวยที่มีวิธีการแทงเลขที่คล้ายคลึงกัน แต่หวยฮานอยออนไลน์มีความจำกัดให้แทงได้แค่เพียงเลขวิ่ง เลข 2 ตัวรวมถึง เลข 3 ตัวเพียงแค่นั้น โน่นเป็น 3 ตัวบน, 3 ตัวโต๊ด, 2 ตัวบนด้านล่าง รวมทั้งเลขวิ่งบนด้านล่าง ไม่เหมือนกับสลากกินแบ่งไทยที่สามารถแทงได้ทั้งยัง 3 ตัวบน ข้างล่าง แล้วก็โต๊ดได้ ทำให้ลอตเตอรี่ไทยมีความหลากหลายสำหรับในการเล่นมากยิ่งกว่า เอาง่ายๆก็คือ สลากกินแบ่งไทยมีความมากมายของจำนวนหลายชิ้นมากกว่า ถึงแม้ว่าคุณลักษณะเด่นของสลากกินแบ่งฮานอยเป็น การออกรางวัลทุกวัน สำหรับคอสลากกินแบ่งที่รังเกียจการคอยแทงเลขเดือนละ 2 ครั้งของหวยใต้ดิน หวยฮานอยก็จะเป็นอีกวิถีทางหนึ่งในการเสี่ยงดวงกับปริมาณได้ การออกรางวัลของลอตเตอรี่ฮานอยออนไลน์ สลากกินแบ่งฮานอยออนไลน์ แต่ละวัน จะออกเลขอ้างอิงมาจากเมืองฮานอยประเทศเวียดนาม โดยเลขที่จะเอามาเป็นรางวัลจะเป็นส่วน 3 ตัวด้านหลังและ 2 ตัวข้างหลัง ของขวัญพิเศษ (Đặc biệt) แล้วก็รางวัลลำดับแรกๆ (Giải nhất) รางวัลพิเศษ (Đặc biệt) จะเป็นเลขที่ใช้ออกรางวัล 3 ตัวบนและก็ 2 ตัวบน รางวัลอันดับที่หนึ่ง (Giải nhất) จะเป็นเลขที่ใช้ออกรางวัล 2 ตัวด้านล่าง หวยฮานอยมีการลุ้นแตกต่างจากหวยบางส่วน โดยคุณสามารถแทงได้ 3 แบบ เช่น 3 ตัวบน หรือโต๊ด 2 ตัวบน หรือด้านล่าง เลขวิ่งบน หรือข้างล่าง การอ่านผลลอตเตอรี่ฮานอย แต่ละงวดของการออกรางวัลของลอตเตอรี่ฮานอยให้มองดูเพียงแต่ 2 ช่องบน โดยช่องข้างบนสุดจะเป็นรางวัลพิเศษของ หวยฮานอย แล้วหลังจากนั้นก็ช่องถัดมาเป็นรางวัลลำดับต้นๆ การอ่านผลลอตเตอรี่ฮานอย ผลหวยฮานอยออนไลน์มีอยู่ 6 แบบที่เป็นรางวัล 6 ต้นแบบ หวยฮานอย เป็นยังไง 3 ตัวบน ใช้ผลจากเลข 3 ตัวข้างหลังตรงของ รางวัลพิเศษ (Đặc biệt) จากแบบอย่างเป็น 951 3 ตัวโต๊ด ใช้ผลจากเลข 3 ตัวข้างหลังของ รางวัลพิเศษ (Đặc biệt) ที่สลับกันได้ 6 แบบ อย่างเช่น 951, [https://tanghuayzaa.com เว็บแทงหวยออนไลน์] 915, 159, 195, 519, 591 2 ตัวบน ใช้ผลจากเลข 2 ตัวข้างหลังของ รางวัลพิเศษ (Đặc biệt)เป็น51 2 ตัวด้านล่าง ใช้ผลจากเลข 2 ตัวข้างหลังของ รางวัลลำดับที่หนึ่ง (Giải nhất)คือ07 เลขวิ่งบน ใช้จำนวนใดเลขหนึ่งของ 3 ตัวบน ถ้าเข้าแค่เพียง 1 ตัวก็คือถูกรางวัล ตัวอย่างเช่น วิ่งเลข 9 ก็จะได้เงินตามจำนวนบาทที่เจาะจงของแต่ละเว็บ เลขวิ่งข้างล่าง ใช้ปริมาณใดเลขหนึ่งของ 2 ตัวข้างล่าง ถ้าหากเข้าเพียงแค่ 1 ตัวก็คือถูกรางวัล อาทิเช่น วิ่งเลข 5 หากแม้ออกรางวัล 07 ก็คือผิดรางวัล ซื้อลอตเตอรี่ฮานอย จ่ายสูงที่สุดในประเทศ มาแรงจริงๆ ซื้อ ฮานอย ที่ตรงนี้ จ่ายแรงคุ้มเงินลงทุนแน่ๆหวยฮานอย บาทละ 850 โอนเร็ว ปลอดภัย เชื่อมั่นได้เลย ค้ำประกันเรื่องความปลอดภัย คอสลากกินแบ่งทุกคน ห้ามพลาดข้อเสนอดีๆถ้าเพื่อนพ้องๆพึงพอใจสามารถสมัครเลยตรงนี้ สมัครหวยออนไลน์ วันนี้รับโปรดีๆมากไม่น้อยเลยทีเดียว อย่างเช่น สมัครสมาชิกวันนี้รับเงินโบนัสในทันทีทันใด สูงสุด 1000 บาท เลือกซ่าเบท เว็บลอตเตอรี่ ZAABET ซื้อหวยออนไลน์ นี้โดยตรงกับเว็บไซต์ที่มีคุณภาพยอดเยี่ยม สลากกินแบ่งฮานอย มาแบ่งปันฟรี ที่ตรงนี้เล่นง่าย มากับระบบที่เล่นง่าย ระบบไม่เป็นอันตราย อัตราการจ่ายสูงสุดในประเทศ ไม่ทดลองไม่ได้เเล้ว<br> k39utayf7burkvjjb9md0bm7l7m4taz หนทางซื้อสลากกินแบ่งให้ถูก แทงไม่ยาก เพียงแต่คุณจำเป็นต้องรู้ 3 กลเม็ดนี้ 0 1646 18478 2023-01-22T01:31:28Z HamishHowton 30712846 Created page with "<br>สวัสดีลูกพี่ลูกน้องนักเล่นการพนัน สำหรับใครกันแน่ที่เล่นส..." 18478 wikitext text/x-wiki <br>สวัสดีลูกพี่ลูกน้องนักเล่นการพนัน สำหรับใครกันแน่ที่เล่นสลากกินแบ่งมานานมากไม่ว่าจะเป็น หวยรัฐบาล หวย หรือ หวยออนไลน์ แม้กระนั้นโชคไม่ค่อยจะเข้าข้าง ไม่เคยถูกรางวัลเลย พวกเราต้องการจะพูดว่าโน่นไม่ใช่เรื่องแปลกอะไรเลย เนื่องจากว่าเอาเข้าจริงๆเปอร์เซ็นต์สำหรับในการถูกรางวัลของการเสี่ยงโชคกับลอตเตอรี่ มีเปอร์เซ็นต์ที่น้อยมากๆ1000000 ใบ จะมีลอตเตอรี่ที่ถูกรางวัลเพียง 14,168 คิดเป็นเพียงแต่ 1.4168% เพียงแค่นั้น แม้กระนั้นถึงจะจังหวะสำหรับในการออกรางวัลจะน้อย แต่ว่ามันก็มีแนวทางเพิ่มหนทางอย่างมีเหตุผลอยู่ ซึ่งในเนื้อหานี้พวกเราเลยเอา แนวทางซื้อสลากกินแบ่งให้ถูก ด้วย 3 กรรมวิธีการซื้อลอตเตอรี่ มาฝากกัน 3 ทาง แนวทางซื้อสลากกินแบ่งให้ถูก กลวิธีเหล่านี้พวกเราสามารถใช้ได้ทั้งกับ หวยรัฐบาล ที่ออกเดือนละ 2 ครั้ง หวย หรือ ลอตเตอรี่ออนไลน์ ได้หมดเลย โดยเรามีวิธีการมาฝาก 3 เทคนิค ดังต่อไปนี้ 1. การใช้ข้อมูลสถิติมาคำนวณหาปริมาณ ข้อมูลจะเป็น สถิติลอตเตอรี่ ที่มีการออกรางวัลของสลากกินแบ่งแบบย้อนไป ซึ่งพวกเราไม่อาจจะประมาณได้ว่าหวยจะออกเลขไหนเป๊ะๆเพราะฉะนั้นเราควรต้องเรียนสถิติของปริมาณ ซึ่งเราจะเน้นรางวัล สองตัวข้างล่าง ว่าในจำนวน 00 – 99 จะมีตัวเลขไหนที่จะออกหลายครั้งที่สุด ซึ่งรวมจากสถิติลอตเตอรี่ย้อนไป 2 ปี มีทั้งหมด 480 งวด เมื่อมองดูจากสถิติเลขท้ายสองตัวด้านล่างที่ออกย้อนไป 2 ปีที่ล่วงเลยไป มากถึง 480 งวด แต่ละเลข (00-99 = 100 ปริมาณ) คงจะเฉลี่ยออกเป็นปริมาณคร่าวๆ4.8 หรือ 4 – 5 ครั้ง และก็ ในเมื่อเราเข้าใจแล้วว่าเลขไหนออกบ่อยครั้งที่สุด เราก็จะมุ่งความชอบใจไปที่เลขที่ออกน้อยที่สุดไหมเคยออกเลย เนื่องจากสำหรับการออกเลขแบบแรนดอม เลขแต่ละตัวได้โอกาสออกได้เท่าๆกัน ด้วยเหตุนี้เลขไหนที่ออกต่ำที่สุดจะสบโอกาสกำเนิดได้มากกว่าตัวที่ออกมาล้นหลามแล้ว 2. ทางกลาดเกลื่อนการเสี่ยง การซื้อลอตเตอรี่ที่ดีนั้น คุณจำต้องเกลื่อนกลาดการเสี่ยงสำหรับในการซื้อลอตเตอรี่ ถึงแม้ว่าผลกำไรที่ได้จะน้อยกว่า แต่ก็เพิ่มหนทางสำหรับการถูกหวยได้มากขึ้นอย่างเดียวกัน อาทิเช่น คุณมีเลข 9 เป็นเลขหลักสำหรับการซื้อเลข คุณก็เลือกซื้อแบบ 19 ประตู ดังต่อไปนี้ 09, [https://zaa1688.com เว็บแทงหวยออนไลน์] 90 ,19 ,91 ,… ,98 ,99 ซึ่งวิธีการแบบนี้จะเพิ่มจังหวะสำหรับในการถูกเลขได้มากขึ้น และก็ที่สำคัญก็คืออย่าเปลี่ยนเลขหลายครั้ง หากแม้คุณชื่นชอบเลขไหนก็น่าจะลงเลขนั้นจนกว่าจะถูก เนื่องจากเช่นไรจำนวนก็ออกเพียงแต่ 0 – 9 ยังไงวันนึงมันก็จำเป็นต้องออกเลขที่คุณพยายามซื้อมาตลอดอย่างแน่แท้ 3. การซื้อหวยตามความศรัทธา ซื้อเลขตามปฏิทินจีน ถึงแม้เลขบนปฏิทินจีนที่เรารู้จักกันนั้นยังหาที่มาเป็นหลักเป็นแหล่งไม่ได้ ถึงแม้เหล่าเซียนหวยจำนวนมากก็นำเลขที่ได้มาใช้แทงหวยในลักษณะต่างๆทั้งยังสลากกินแบ่งไทย ลอตเตอรี่ต่างถิ่น ซึ่งหวยในปฏิทินจีนก็ให้โชคกันมาหลายงวดสิ่งเดียวกัน ซื้อเลขตามรูปการณ์สำคัญ ไม่ว่าจะมีเหตุสำคัญอะไร สีสันอย่างหนึ่งที่ห้ามให้ขาดเลยเด็ดขาดก็คือชาวลอตเตอรี่ที่ตีเลขได้ทุกจังหวะ ซึ่งคนใดกันมีความรู้การตีเลขสูงก็จะได้เปรียบกว่าคนอื่นอยู่บ้าง ซื้อเลขตามความฝัน ส่วนมากชอบตีเลขความฝันในคืนก่อนสลากกินแบ่งออก หรือความฝันเด่นๆของตนเองหรือคนใกล้ตัว เป็นต้นว่า ฝันมองเห็นพระวิฆเนศวร ฝันมองเห็นทองคำ ขอหวยกับสิ่งศักดิ์สิทธิ์ บางคนที่มีความเชื่อในสิ่งศักดิ์สิทธิ์ หรือคุณครูดัง ก็จะไปขอโชคลาภตามแต่จังหวะแล้วก็ความเหมาะสม เมื่อคุณนำทางเหล่านี้ไปใช้ จะช่วยเพิ่มวิถีทางสำหรับเพื่อการเสี่ยงดวงของคุณได้อย่างแน่แท้ ผู้ใดกันที่ไม่ค่อยถูกหวย ทดลองเอาหนทางกลุ่มนี้ไปใช้กันมองได้นะ ค้ำประกันว่าช่วยได้แน่นอนไม่เยอะแยะก็น้อยอย่างไม่ต้องสงสัย<br> p0ce3zbvyr24g4i3202oqqyk63oc7mm หนทางแทงหวยยี่กี มั่งมีแน่ๆสูตรทำเงินหาเลขเด็ดแม่นๆ 0 1645 18476 2023-01-21T07:10:20Z HamishHowton 30712846 Created page with "<br>ช่องทางยี่กี รวย หาเลข เเนวเลข หาเลขทำงเินเล่นสลากกินแบ่งยี..." 18476 wikitext text/x-wiki <br>ช่องทางยี่กี รวย หาเลข เเนวเลข หาเลขทำงเินเล่นสลากกินแบ่งยี่กีได้กำไร สามารถทำตามอย่างได้เลย ไม่ยากเหมือนอย่างที่คิด ทดสอบเลย ZAABET จัดมาให้เเล้วตรงนี้ ประกันหวังผลได้แน่นอนสมัครเล่นสลากกินแบ่งยี่กี ราคาดี พร้อมใช้สูตรเด็ดทำเงินได้เลยนี้ ZAABET เว็บไซต์สลากกินแบ่งดี คุณภาพยอดเยี่ยม ได้รับการยินยอมพร้อมใจรับจากคอสลากกินแบ่งมากมายหลายท่าน สมัครฟรีได้เครดิตพิเศษ อยากได้สูตรทำเงิน เข้ามาอ่านได้เลยวันนี้ เว็บไซต์ของพวกเรา ได้มีการส่งต่อสูตรเด็ด ปราบเงินจากสลากกินแบ่งยี่กีวันนี้ รับรองว่าสำเร็จ เพราะ วันนี้พวกเราเอาสูตรที่ได้ผลดีบ่อยมาให้เพื่อนๆได้ใช้ประโยชน์งาน สมัครเเทงเลขฟรี ทำเงินได้กำไรได้ง่ายยิ่งกว่าเเน่นอน โดยยิ่งไปกว่านั้น สมัครเล่นนี้ ด้วยเหตุว่า จะได้รับเงินรางวัลสำหรับในการพนันที่มากกว่า ทำให้ลดปัญหาเรื่องการขาดทุนไปได้อีก ทางยี่กี ร่ำรวย รับเต็มๆทำตามอย่างได้ทุกวี่วัน หนทางยี่กี มั่งคั่ง สูตรหาเลขวิ่งตัวเดียว สูตรคำนวณในการหาเลขวิ่ง รวมทั้งเลขวิ่งตัวคู่ สำหรับใช้ในการแทงหวย ยี่กี ให้พวกเราหารอบก่อนหน้านี้ว่าออกอะไร โดยมีสูตรการคำนวนเป็นให้นำจำนวนเเตละตัวมาคำนวณดังนี้ เลขร้อยบน + สิบบน + สิบข้างล่าง + 4 ได้เท่าไร? นำเลขหลักหน่วยเป็นเลขวิ่งในรอบต่อไป แบบอย่าง: เป็นต้นว่า ยี่กีรอบ 13 ผลลอตเตอรี่ออก 356 48 เอามาเข้าสูตร 3+5+4+4 = 16 ได้เลข 6 ไปวิ่งรอบถัดไป อย่างเช่น ยี่กีรอบ 14 ผลสลากกินแบ่งออก 373 92 เอามาเข้าสูตร 3+7+9+3 = 22 ได้เลข 2 ไปวิ่งรอบถัดไป ทางยี่กี รวย ปักหน่วยบน สูตร ลอตเตอรี่ยี่กี สูตรเด็ดปักหน่วยบน สามารถได้กำไรได้เลยเพียงทำตาม โดยมีวิธีการทางการคำนวณดังต่อไปนี้ หลักร้อยบน+หลักสิบบน = ข้อสรุปนับต่อไปอีกสี่ตัว นำเลขที่ได้ไปแทงยี่กีรอบถัดไป ปักหลักบน หรือ รูด19 ประตูบน ดังนี้ลอตเตอรี่ยี่กีไม่มีสูตรคงที่ 9 – 10 รอบควรแปลงสูตรหนึ่งรอบ แบบอย่าง1 : 122 21 = 1+2 = 3,4,5,6,7 แบบอย่าง2 : [https://tanghuayzaa.com เว็บแทงหวยออนไลน์] 345 98 = 3+4 = 7,8,9,0,1 แบบอย่าง3 : 474 93 = 4+7 = 1,2,3,4,5 ตัวอย่าง4 : 397 04 = 3+9 = 2,3,4,5,6 สูตรยี่กี่ ด้านล่างแม่นๆ(สูตรรูด 19 ประตู 2 ตัวข้างล่าง) สูตร จับยี่กี สูตรนี้ใช้เลข 3 ตัวบน แล้วหลังจากนั้นก็ 2 ตัวข้างล่าง ของสลากกินแบ่งยี่กีรอบเดี๋ยวนี้ เอาเลข 2 ตัวด้านล่าง มาหารด้วยเลข 3 ตัวบน ข้อสรุปได้มากมากแค่ไหน ใช้ปริมาณด้านหลังสามตัวจากด้านหลังไปหน้าเป็นเลขที่ใช้ลงทุนในรอบต่อไป … ต่อไปให้นำเฉพาะทศนิยมไปรูด 19 ประตู หาพิกัดด้านล่าง ตัวอย่างงวดตอนนี้ สามตัวบนออก รางวัลหมายความว่า299 สองตัวด้านล่างออกรางวัลหมายคือ85 … ให้เอา 85 มาหารด้วย 299 ให้กดใช้เครื่องคิดเลขจะ ได้ 0.284280 รูด 19 ประตู 2 ตัวด้านล่างด้วยเลข 2,8,4 หมายเหตุ: ดึงมารูด ครั้งเดียว หากผลที่เกิดมานั้น ซ้ำกัน ได้แก่ หารแล้ว ได้ผลลัพธ์ 0.4663 รอบถัดไปรูดเป็น4 6 3 ไม่ต้องรูด 6 ซ้ำ … ถ้าเกิดเศษส่วนทศนิยม น้อยกว่า 3 จำนวน อย่าเล่น ดังเช่น คำนวณแล้ว ได้ผลลัพธ์ 0.9000 / 0.3336 ฯลฯ สรุป ทางลอตเตอรี่ยี่กีแม่นๆวันนี้พวกเรา ZAABET ได้พรีเซ็นท์ลอตเตอรี่ยี่กีให้คุณได้รู้จะ และได้รวมรวมสูตรยี่กี มานำเสนอให้คุณได้นำไปใช้เพื่อเพิ่มจังหวะสำหรับการถูกรางวัล เราเป็นแค่เพียงตัวช่วยที่จะเพิ่มช่องทางให้แด่ท่านได้ถูกรางวัล แต่ว่าถ้าว่าคุณมิได้เข้ามาร่วมเล่น คุณก็จะไม่ได้อะไรเลย ซื้อสลากกินแบ่งออนไลน์ กับเว็บไซต์ NINJA ได้รับ โปรโมชั่นเด็ดๆมาก ไม่ว่าจะเป็น ซื้อมาพวกเราจ่ายหนัก เข้ามาสมัครเเล้วใช้บริการ คุณสามารถเป็นเจ้าของเงินล้าได้จาก โปรแจ๊คพอเพียงตแตกแจก ล้าน ZAABET ชื่อนี้ใครๆก็รู้จัก<br> 8xu1ei3ko9r4j04rx8v30rdv891lwme หวยมาเลย์ออนไลน์เป็นอย่างไร เล่นอย่างไรให้คุ้ม 0 1650 18486 2023-01-25T12:01:07Z HamishHowton 30712846 Created page with "<br>หวยไทย ลอตเตอรี่หุ้น หรือแม้แต่ลอตเตอรี่เพื่อนบ้านอย่างหวย..." 18486 wikitext text/x-wiki <br>หวยไทย ลอตเตอรี่หุ้น หรือแม้แต่ลอตเตอรี่เพื่อนบ้านอย่างหวยลาว ลอตเตอรี่ฮานอย บางครั้งก็ดูเหมือนจะยังไม่ตอบปัญหาคอลอตเตอรี่สักเท่าไรนัก ถ้าเกิดผู้ใดกันแน่ที่กำลังมองหาหวยตัวใหม่ๆมาเล่นแก้เบื่อลอตเตอรี่เดิมๆแล้วล่ะก็ สลากกินแบ่งมาเลย์ออนไลน์ น่าจะเป็นอีกหนึ่งตัวเลือกที่สามารถแก้เบื่อได้อย่างยอดเยี่ยม หวยมาเลย์ออนไลน์เป็นอย่างไร สำหรับเหล่าคอหวยทั้งหลายย่อมมองดูการเล่นลอตเตอรี่แตกต่างไปจากคนอื่นๆ เพราะมันมิได้เป็นเพียงสิ่งที่เรียกว่าการพนัน แต่ว่ามันเป็นการลงทุนที่พวกเราจำเป็นต้องรอมองว่าหวยตัวไหนที่ได้ผลตอบแทนสูง คุ้ม น่าลงทุน เหมาะสมกับเงินในกระเป๋าเรา ซึ่งสลากกินแบ่งมาเลย์น่าจะเป็นอีกหนึ่งตัวเลือกที่น่าสนใจด้วยผลตอบแทนที่มากถึงบาทละ 4,500 เกือบจะเป็นหวยที่จ่ายแพงเป็นอันดับหนึ่งเลยก็ว่าได้ ก็เลยไม่แปลกที่ใครๆต่างพอใจในการเล่นลอตเตอรี่มาเลย์ออนไลน์ ที่สามารถเล่นได้อย่างสะดวกสบายตามเว็บไซต์รับแทงหวยออนไลน์ชั้นยอด เพียงแต่สัมผัสจอแล้วคอยผลรางวัลเพียงเท่านั้น แม้ว่าขณะนี้สลากกินแบ่งมาเลย์จะยังรู้จักไม่เป็นที่แพร่หลายมากสักเท่าไรนัก เนื่องจากว่ารู้จักกันเพียงภาคใต้ตอนล่างของไทยเสียส่วนมาก ถึงแม้การที่มีลอตเตอรี่มาเลย์ออนไลน์เกิดมาก็ทำให้บรรดานักพนันทั่วทุกทิศได้ทราบจะเจ้าลอตเตอรี่ตัวนี้กันมากขึ้นรวมทั้งสบโอกาสได้สัมผัสถึงกลิ่นของสลากกินแบ่งทุนต่ำกำไรสูงจนตราบเท่าใครๆต่างก็ต้องขอทดลองถูกเบอร์มาเลย์สักหนึ่งครั้งในชีวิต เว้นเสียแต่ผลตอบแทนที่สูงลิ่วแล้ว ต้นแบบการออกรางวัลที่มากมายก็เป็นตัวล่อตาล่อหัวใจให้คนต่างก็ต้องการทดสอบถูกหวยมาเลย์กับเขาบ้าง เพราะยิ่งมีรางวัลมากจังหวะถูกก็เพิ่มขึ้นเรื่อยๆเมื่อเอามาประยุกต์กับวิถีทางเล่นหวยใต้ดินของบ้านเราเข้าแล้ว ยิ่งทำให้ตัวเลือกและจากนั้นก็จังหวะได้รางวัลต่างมากขึ้นไปอีก เดิมหวยมาเลย์เองก็ออกรางวัลด้วยเลข 4 ตัวที่ช่วยให้ผู้เล่นได้ช่องถูกหวยกันเยอะขึ้นเรื่อยๆ ยิ่งถ้าหากว่าแทงแบบ 5 ตัวโต๊ดแล้วล่ะก็ หนทางที่จะถูกรางวัลก็จะสูงมากขึ้น แถมอัตราการจ่ายก็มากยิ่งกว่าลอตเตอรี่ไทยรวมทั้งลอตเตอรี่ตัวอื่นๆ5-8 เท่า พูดได้ว่าคนใดโดนลอตเตอรี่ 5 ตัวโต๊ดเข้าไปบาทละ 10 แล้วล่ะก็มีเงินต่อทุนกันยาวๆเพียงแค่มีเลขเด็ดในใจ 5 ตัวเท่านั้นพอเพียง ยิ่งไปกว่านี้ลอตเตอรี่มาเลย์ยังมีหลักมากกว่าลอตเตอรี่บ้านเราอีก 1 หลัก หมายคือหลักพัน ก็เลยค่อนจะเหมาะสมกับคอลอตเตอรี่ไทยยิ่งนักเพราะสามารถวางแบบวางเดิมพันกันได้ตามมุ่งหมาย อยากได้เยอะแค่ไหนก็จัดไป โดยเฉพาะผู้ที่ชอบใจเล่นหวยปักหลักบอกเลยว่าไม่สมควรพลาดลอตเตอรี่ตัวนี้อย่างมากมาย ถึงในเวลานี้ลอตเตอรี่มาเลย์จะยังไม่ค่อยมีการกล่าวถึงในวงการคนขายหวยเท่าไรนัก แม้กระนั้นด้วยกำไรสูงในอนาคตเป็นไปได้ว่าสลากกินแบ่งจำพวกนี้จะเข้ามาแบ่งแยกพื้นที่หวยบ้านเราอย่างแน่แท้ เพราะเหตุว่าเทคโนโลยีตอนนี้ทำให้เราได้รู้จะสลากกินแบ่งกันมากยิ่งขึ้นแล้วก็สามารถแทงหวยออนไลน์ได้อย่างไม่ยากเย็นแค่เพียงถือสมาร์ทโฟนขึ้นมาแล้วแทงไปตามใจอยากได้ สลากกินแบ่งมาเลย์ออกกี่นาฬิกา วันไหนบ้าง สำหรับสลากกินแบ่งมาเลย์จะมีรอบการออกรางวัลถี่กว่าบ้านเรา วันลอตเตอรี่ออกเป็นวันพุธ, วันเสาร์ รวมทั้งวันอาทิตย์ เวลา 18.00 น. จัดเต็มกันไป 3 ครั้งต่ออาทิตย์ พ่วงด้วย Magnum หรือสลากกินแบ่งนัดพิเศษที่จะจัดขึ้นในวันพิเศษจริงๆตามประเทศมาเลเซีย ส่วนเวลาออกดอกออกผลรางวัลเป็น 18.00 น. ด้วยเหมือนกัน สลากกินแบ่งมาเลย์ออนไลน์ เล่นเช่นไร สำหรับผู้ที่ยังไม่เคยเล่นหรือเป็นมือใหม่ฝึกฝนเล่นสลากกินแบ่งมาเลย์แล้ว คงจะรู้สึกงงงันๆมึนๆกันบ้างว่าเจ้าหวยประเทศนี้เขามีวิธีการเล่นอย่างไร อัตราการจ่ายดีไหม แล้วพอเพียงมาเป็นหวยมาเลย์ออนไลน์ในไทยจะแตกต่างจากเดิมจำนวนมากหรือเปล่า ข้อแรกควรต้องขอทำความเข้าใจซะก่อนว่าสลากกินแบ่งชนิดนี้ถูกต้องตามกฎหมายของประเทศมาเลเซีย กรรมวิธีเล่นคล้ายกับหวยไทย ต่างกันเพียงแค่จำนวนหลักมีอยู่ 4 หลัก ในช่วงเวลาที่ลอตเตอรี่ไทยมีมากถึง 6 หลัก ก็เลยทำให้สลากกินแบ่งมาเลย์ได้โอกาสถูกมากยิ่งกว่าลอตเตอรี่บ้านเรา แล้วก็การซื้อหวยมาเลย์นั้นจะซื้อกี่หลักก็ได้ไม่มีความจำเป็นที่ต้อง 4 หลักเสมอ ก็แค่อาจจึงควรจ่ายค่าสลากกินแบ่งในอัตราที่สูงกว่าซื้ออีกทั้ง 4 ตัวเพียงแค่นั้น นอกจากนี้การแทงหวยมาเลย์แบบ 3 ตัวก็ยังมีลูกเล่นมากเข้าไปอีก ซึ่งรางวัลของลอตเตอรี่มาเลย์จะแบ่งได้ดังนี้ รางวัลเลข 4 ตัว ปริมาณ 23 รางวัล เช่น รางวัลที่ 1 เรียกว่า A1 รางวัลที่ 2 เรียกว่า B1 รางวัลที่ 3 เรียกว่า C1 รางวัลที่ 4 เรียกกว่า Special มีทั้งสิ้น 10 รางวัล รางวัลที่ 5 เรียกว่า Consolation มีทั้งผอง 10 รางวัล ทางเล่นหวยมาเลย์พื้นฐาน รางวัลที่ 1 4 ตัวตรงหมายคือA 1 รางวัลที่ 2 4 ตัวตรงซึ่งก็คือB 1 รางวัลที่ 3 4 ตัวตรงเป็นC 1 การแทง 4 ตัวตรงครั้งเดียว ตรวจได้ 3 รางวัลเป็นA1, B1, C1 เรียกว่า Small หรือชุดเล็ก การแทง 4 ตัวตรงครั้งเดียว ตรวจได้ 5 รางวัลหมายความว่าA1, B1, C1, Special รวมทั้ง Consolation เรียกว่า Big หรือชุดใหญ่ การแทง 3 ตัวตรง เป็นการทายเลข 3 ตัวตรงของ A, B และ C การแทง 3 ตัวโต๊ด เป็นการทายเลข 3 ตัวตรงของ A, [https://huayzaa999.com เว็บแทงหวยออนไลน์] B หรือ C โดยสามารถสลับตำแหน่งได้ ขอเพียงมีเลขสามตัวที่ระบุไว้เท่านั้นเอง การแทง 2 ตัวตรง เป็นการทายเลขท้าย 2 ตัวตรง ของ A, B หรือ C สุดแต่เฉพาะเจาะจง การแทง 2 ตัวคู่โต๊ด เป็นมีเลข 2 ใน 3 ตัวชุดในที่สุดของ A, B หรือ C สลับตำแหน่งได้ การแทง 3 ตัวตรง N เป็นการเล่น 3 ตัวตรงครั้งเดียว ตรวจได้ 3 รางวัลเป็น A1, B1 รวมทั้ง C1 การแทง 3 ตัวโต๊ด N เป็นการเล่น 3 ตัวโต๊ดครั้งเดียว ตรวจได้ 3 รางวัลเป็น A1, B1 และก็ C1 วิ่งเป็นการมีเลขตัวเดียวอยู่ในเลขสามตัวข้างหลังของ A, B หรือ C โดยไม่กำหนดตำแหน่ง ทางเล่นลอตเตอรี่มาเลย์แบบกลับทุกประตู แทงเลขไม่ซ้ำกัน ตัวอย่างเช่น 5678 ชุดหนึ่งสลับกันได้ 24 ตัว (24 ประตู) แทงเลขไม่ซ้ำกัน 1 ตัว อย่างเช่น 5567 ชุดหนึ่งสลับกันได้ 12 ตัว (12 ประตู) แทงเลขไม่ซ้ำกัน 2 ตัว เป็นต้นว่า 5566 ชุดหนึ่งสลับกันได้ 6 ตัว (6 ประตู) แทงเลขไม่ซ้ำกัน 3 ตัว ตัวอย่างเช่น 5556 ชุดหนึ่งสลับกันได้ 4 ตัว (4 ประตู) เมื่อต้องการจะแทงให้คูณเข้าไปด้วยจำนวนชุดกลับไปทุกประตู ดังเช่น 5678 ชุดละ 10 ก็จะเป็น 10 x 24 = 240 อื่นๆอีกมากมาย ด้วยลูกเล่นที่มากมายและไม่ค่อยคุ้นหน้ากับคอหวยไทยมากเท่าไรนัก แนะนำว่าควรทำการศึกษาเรียนรู้และทำการค้นคว้าให้รู้เรื่องอย่างละเอียดเสียก่อน เพื่อลดการเสี่ยงในการลงทุน อัตราการจ่ายเงินรางวัล แทงแบบ 4 ตัวตรง รางวัล A1 จ่ายบาทละ 4,500 รางวัล B1 จ่ายบาทละ 4,500 รางวัล C1 จ่ายบาทละ 4,500 แทงแบบชุดเล็ก 4 ตัวตรงครั้งเดียว ตรวจได้ 3 รางวัล รางวัล A1 ออกตรงจ่ายบาทละ 3,000 รางวัล B1 ออกตรงจ่ายบาทละ 2,000 รางวัล C1 ออกตรงจ่ายบาทละ 1,000 แทงแบบชุดใหญ่ 4 ตัวตรงครั้งเดียว ตรวจได้ 5 รางวัล รางวัล A1 ออกตรงจ่ายบาทละ 2,000 รางวัล B1 ออกตรงจ่ายบาทละ 1,000 รางวัล C1 ออกตรงจ่ายบาทละ 500 รางวัล Special ออกตรงจ่ายบาทละ 250 รางวัล Consolation ออกตรงจ่ายบาทละ 75 แทงหวยมาเลย์แบบ 3 ตัว สามารถแทงได้เหมือนกับหวยไทยทุกๆสิ่งทุกๆอย่าง มีให้เลือกอีกทั้ง 2-3 ตัวโต๊ด, 2 ตัวตรง, วิ่ง โดยเฉพาะอย่างยิ่งการแทงแบบ 3 ตัว จะเป็นการแทงในตำแหน่ง A, B, C ซึ่งผู้เล่นจำเป็นต้องเฉพาะเจาะจงให้แจ้งชัด โดยอัตราการจ่ายจะเป็นดังนี้ แทง 456 ช่อง A 10 x 10 จะได้เงินรางวัล 7,000 แทง 456 ช่อง B 10 x 10 จะได้เงินรางวัล 7,000 แทง 456 ช่อง C 10 x 10 จะได้เงินรางวัล 7,000<br> pkkq8zsub40zxj78mkg6mena4to1zrp เพราะเหตุใดคนนิยมสมัคร ZAABET หวยออนไลน์เพื่อแทงหวยฮานอย 0 1636 18458 2023-01-14T23:51:03Z HamishHowton 30712846 Created page with "<br>เป็นที่ทราบดีว่าเมื่อพวกเรา สมัครสลากกินแบ่งออนไลน์ เพื่อเ..." 18458 wikitext text/x-wiki <br>เป็นที่ทราบดีว่าเมื่อพวกเรา สมัครสลากกินแบ่งออนไลน์ เพื่อเริ่มในการแทงหวยผ่านทางเว็บไซต์ ZAABET พวกเราสามารถที่จะแทงหวยได้มากมายหลายจำพวกกว่าในสมัยโบราณ ในอดีตการแทงหวยใต้ดินพวกเราสามารถที่จะเลือกแทงแต่ว่าหวยของรัฐบาลไทย ที่สามารถแทงได้เพียงแต่เดือนละสองครั้งเป็นทุกวันที่ 1 แล้วก็วันที่ 16 แต่อย่างเดียว ไม่สามารถแทงหวยได้ทุกวี่ทุกวันหรือเดือนละบ่อยมาก และเมื่อมีการปรับปรุงให้สามารถที่จะแทงหวยหุ้นได้ก็สามารถที่จะแทงได้ถึงวันละ 4 ครั้งนั่นเอง ถึงแม้เมื่อมีการที่พวกเราจะสามารถใช้บริการในการแทงหวยออนไลน์ได้ ก็ไม่มีความจำเป็นที่จะต้องแทงแต่ว่าหวยรัฐบาลไทยหรือลอตเตอรี่หุ้นอีกต่อไป เพราะอะไรคนนิยมสมัคร ZAABET หวยออนไลน์เพื่อแทงหวยฮานอย เมื่อเข้ามาใช้บริการ สมัครหวยออนไลน์กับทาง ZAABETแล้ว สำหรับในการแทงหวย แน่ๆว่าท่านสามารถที่จะเลือกแทงหวย ได้มากมายหลายหมวดหมู่มากขึ้นกว่าเดิม โดยเฉพาะการแทงหวยของประเทศเพื่อนบ้านต่างๆซึ่งพวกเราสามารถที่จะเลือกแทงได้ มากมายนานาประการประเทศ ไม่ว่าท่านต้องการจะแทงหวยของประเทศลาวก็สามารถทำเป็น หรือจะแทงหวยของประเทศมาเลเซียหรือแทงหวยของประเทศเวียดนามก็สามารถเลือกได้อย่างจุใจ โดยเฉพาะอย่างยิ่งการเลือกแทง[https://myanmarhuay.com หวยเวียดนาม] หรือที่เรียกอีกอย่างว่าลอตเตอรี่ฮานอย นับได้ว่าเป็นสลากกินแบ่งออนไลน์ที่ได้รับความนิยมมากมาย เพราะเหตุว่ามีข้อดีเยอะแยะมากมายหลายอย่างข้อ ซึ่งถามว่ามีลักษณะเด่นอะไรบ้างตามมามองดูกันดีกว่า ว่าเพราะอะไรลอตเตอรี่ฮานอยก็เลยเป็นที่นิยม มีจุดแข็งอะไร 1.การ สมัครหวยออนไลน์ สามารถที่จะเลือกแทง ได้วันละหลายรอบสามารถรองรับในสิ่งที่ต้องการของนักพนัน ที่อยากได้ที่จะแทงหวยได้วันละบ่อยครั้งหลายหลายรอบนั่นเอง 2.สามารถเปิดโอกาส ให้คอลอตเตอรี่ได้แทงหวยได้ถี่มากมากขึ้นกว่าเดิม เมื่อสามารถที่จะแทงหวยได้หลายที ก็เลยได้โอกาสได้ลุ้ กับผลของการออกสลากกินแบ่งได้มากมากขึ้น โดยเฉพาะอย่างยิ่งเซียนสลากกินแบ่งก็ได้ช่องทางที่จะแทงหวยและก็บรรลุจุดประสงค์ได้มากเพิ่มขึ้น 3.ต้นแบบสำหรับการแทงหวยฮานอย มีต้นแบบที่มากมายนอกเหนือจากที่จะสามารถแทง แบบ 3 ตัวบน 3 ตัวโต๊ด สองตัวบน สองตัวข้างล่าง ยังมีการแทงหวยแบบ 19 ประตู ให้สามารถเริ่มสำหรับการแทงหวยฮานอยได้อีกต่างหาก 4.การแทงหวยฮานอยนั้น มีอัตราการจ่ายที่สูงแถมยังสามารถที่จะเริ่มสำหรับเพื่อการแทงด้วยเงินที่ต่ำอีกต่างหาก 5.สามารถที่จะเริ่มสำหรับการแทง ด้วยการใช้โทรศัพท์เคลื่อนที่แค่เพียงเครื่องเดียว ก็สามารถเริ่มสำหรับการแทงหวยฮานอยได้แล้ว 6.สามารถตรวจลอตเตอรี่ออนไลน์ เมื่อแทงหวยฮานอยออนไลน์ผ่านทางเว็บโดยไม่ต้องติดตาม ในเรื่องเกี่ยวกับการถ่ายทอดสด ก็สามารถหาทางสำหรับในการแทงหวยฮานอยผ่านทางวิธีต่างๆได้มากมาย<br> qr4p7way9f2ebxhk2x6yodewqyfkz11 เพราะเหตุใดหลายคนจำต้อง สมัครสลากกินแบ่ง ZAABET เพื่อเล่นสลากกินแบ่งยี่กี 0 1634 18455 2023-01-13T18:45:16Z HamishHowton 30712846 Created page with "<br>ล็อตเตอรี่ยี่กี่ถือว่าเป็นหวยยอดฮิตเป็นอย่างมากตอนนี้ มัน..." 18455 wikitext text/x-wiki <br>ล็อตเตอรี่ยี่กี่ถือว่าเป็นหวยยอดฮิตเป็นอย่างมากตอนนี้ มันก็เลยทำให้หลายท่านเลือกที่จะ สมัครลอตเตอรี่ เพื่อเล่นหวยประเภทนี้ เพราะสามารถแทงได้ถึงวันละ 88 รอบ ก็เลยได้รับความพอใจจากคอสลากกินแบ่งที่ใช้บริการกันมาอย่างนาน สำหรับผู้ที่เคยรำพึงรำพันเรื่องที่เกี่ยวข้องกับการใช้บริการสำหรับการแทงหวยพวกอื่นๆแล้วมีปัญหาสำหรับการแทงแล้ว มีจำนวนครั้งสำหรับการแทงค่อนจะที่จะน้อย ตัวอย่างเช่น สลากกินแบ่งของรัฐบาลไทยซึ่งสามารถแทงได้เพียงแต่เดือนละสองครั้งเท่านั้นเอง หรือแทงหวยพวกอื่นก็อาจจะแทงได้เพียงแต่อาทิตย์ละสองครั้ง ก็ยังไม่สามารถที่จะรองรับในสิ่งที่ต้องการหรือความชอบใจของคอสลากกินแบ่งได้เป็นอย่างมากสุด ทำไมคนจำนวนไม่น้อยจำต้อง สมัครลอตเตอรี่ ZAABET เพื่อเล่นสลากกินแบ่งยี่กี โดยเหตุนั้นก็เลยมีการเปลี่ยนแปลงแล้วหลังจากนั้นก็แก้ไขเรื่องของสลากกินแบ่งยี่กี่ขึ้นมาเพื่อสามารถตอบโจทย์ความต้องการของผู้ที่คิดจะเข้ามา สมัครลอตเตอรี่ เพื่อเล่นล็อตเตอรี่จำพวกนี้โดยเฉพาะอย่างยิ่งนั่นเอง ก็เลยปรับปรุงแก้ไขให้มีการแทงหวยยี่กี่ให้สามารถที่จะเล่นได้ด้วย สลากกินแบ่งยี่กี่นั้นมาจากจีน เรียกอีกอย่างว่าสลากกินแบ่งจับยี่กี สำหรับแนวทางการเล่นก็เล่นง่ายง่าย ไม่สลับซับซ้อน ไม่ยุ่งยากทำให้ผู้เล่นสามารถเข้าถึงหวยประเภทนี้ได้เป็นอย่างดี อีกอย่างหนึ่งที่ทำให้ล็อตเตอรี่ประเภทนี้ได้รับความนิยมเป็นอย่างยิ่ง ก็บางครั้งอาจจะคือเรื่องของการเข้ามาแทง[https://zaaheng.com หวยยี่กี]่ แล้วก็สามารถคำนวณเรื่องของวิธีการสำหรับในการแทงแล้วประสบความสำเร็จ เป็นผู้ที่จะแทงหวยประเภทนี้ถูกได้อย่างสะดวกสบายโดยเฉพาะอย่างยิ่ง การยิงปริมาณหรือการใช้สถิติในการออกหวยจับยี่กีที่ผ่านมา ประยุกต์ใช้สำหรับในการคำนวณความถูกต้องสำหรับการแทงหวยพวกนี้ ได้อย่างดียิ่งรวมทั้งเหมาะสม ก็เลยทำให้สลากกินแบ่งจำพวกนี้ได้รับความนิยมเป็นอย่างยิ่งนั่นเอง สำหรับมือใหม่ที่พึ่งพิงจะ สมัครสลากกินแบ่ง ต้องรู้ไว้ก่อนเลยว่า ลอตเตอรี่ยี่กี่จะเปิดให้เล่นรอบหนึ่งห่างกันไม่เกิน 15 นาที วันหนึ่งรวมให้บริการทั้งหมด 88 รอบ โดยสามารถที่จะเริ่มเล่นได้ตั้งแต่เวลา 06.00 น. ไปจนกว่า 04.00 น. ของวันใหม่ โดยการแทงหวยจับยี่กีนั้น มีวิธีการเล่นมิได้ยากสามารถแทงได้ทั้ง 3 ตัวบน 3 ตัวโต๊ด 3 ตัวหน้า 3 ตัวด้านล่าง หรือเลขวิ่ง ก็สามารถที่จะแทงได้เช่นกัน ก็เลยมีวิธีการเล่นที่ไม่ต่างอะไรจากการแทงหวยประเภทอื่นแม้กระทั้งหน่อยเดียว ถ้าเกิดเรารู้จักบริหารจัดแจงเงินลงทุนสำหรับเพื่อการแทงให้ดีได้ควรวิถีทางที่จะมั่งคั่งจากการแทงหวยจับยี่กี่นั้นก็ไม่ไกลเกินเอื้อมอย่างแน่นอน ขอเพียงแค่ใช้สูตรในการแทงหวยจับยี่กีให้เข้าทุกรอบ ทำความเข้าใจสำหรับในการนำสูตรนำสถิติสำหรับในการออกสลากกินแบ่งจับยี่กีที่ผ่านมาดัดแปลงสำหรับเพื่อการแทง เท่านี้ก็สามารถบรรลุเป้าหมาย สำหรับในการแทงหวยยี่กีได้ และครั้งใดก็ตามแทงต้องมีสติสำหรับการแทง ถ้าเกิดเราสามารถบริหารจัดการก็สามารถที่จะเล่นได้ในระยะยาว ทั้งยังสามารถที่จะแทงให้ได้เงินอย่างเป็นเวลายาวนานอย่างแน่แท้<br> 6vaikcgwaos9afu9r2qv8pskic5bp3d เพราะเหตุไรแทงหวยแบบออนไลน์ ZAABET น่าเล่นกว่าหวยใต้ดิน 0 1640 18466 2023-01-17T20:20:48Z HamishHowton 30712846 Created page with "<br>แน่ใจว่าทุกวันนี้ผู้ที่เล่นหวยกันเป็นส่วนมาก ก็คงทราบรวมท..." 18466 wikitext text/x-wiki <br>แน่ใจว่าทุกวันนี้ผู้ที่เล่นหวยกันเป็นส่วนมาก ก็คงทราบรวมทั้งทราบกันอยู่แล้วเป็นอยู่แล้วว่า แนวทางของการ แทงหวย นั้น มีเพิ่มมากขึ้นเรื่อยๆในทุกวันนี้ รวมทั้งคนจำนวนไม่น้อยเองก็ยังคงสนใจกับการเล่นในตัวอย่างเดิมๆนั้นก็คือหวยนั้นเอง ซึ่งถ้าหากจะถามว่ามันเกิดเหตุที่ผิดแปลกไหมหากคุณยังเล่นสลากกินแบ่งพวกนี้อยู่ ก็บางทีอาจตอบได้เลยว่ามันไม่ได้เกิดเรื่องแปลกเลยหากแม้ติดนิดหนึ่ง เพียงแต่มันจะดีกว่าไหมหากเรามีทางเลือกสำหรับเพื่อการพนันวิถีทางอื่นที่ดีมากกว่า เป็นต้นว่าลอตเตอรี่ออนไลน์ที่พวกเรากำลังจะออกเดินทางมากล่าวถึง แล้วก็แน่นอนว่าหากคุณได้รู้ถึงคุณลักษณะรวมทั้งผลตอบแทนแล้ว ท่านเองบางครั้งอาจจะเปิดโอกาสได้อย่างไม่ยากเย็นเพื่อหันมาเล่น แทงหวย จำพวกนี้กันอย่างแน่นอน ทำไมแทงหวยแบบออนไลน์ ZAABET น่าเล่นกว่าหวย โดยสิ่งที่ดียิ่งกว่าของหวยออนไลน์ที่เห็นได้ชัดนั้นก็บางทีก็อาจจะคือเรื่องของอัตราการจ่ายนั้นเอง เพราะเหตุว่ามั่นใจว่าทุกคนที่เข้ามาเล่นลอตเตอรี่รวมทั้งเลือกที่จะเสี่ยงดวงแล้วนั้น ก็บางครั้งอาจจะจำเป็นจะต้องหวังเงินจากการเช็ดกรางวัลอย่างแน่นอนโดยก่อนหน้านี้อัตราการจ่ายของเว็บพวกเราเองก็มีมูลค่าที่ค่อนข้างจะสูงอยู่พอดี แม้กระนั้นเมื่อไม่นานก่อนหน้านี้ที่ผ่านมาอัตราการจ่ายก็ดูเหมือนจะเพิ่มเยอะขึ้นเรื่อยๆโดยหากแม้เป็นลอตเตอรี่เมืองของไทยแล้วสำหรับเลขท้าย 3 ตัวบนนั้น จ่ายสูงถึงบาทละ 900 กันอย่างยิ่งจริงๆถือเป็นการปรับเรยี่ห้อคาที่น่าตกใจอย่างยิ่งสำหรับคนที่เคยเล่นอยู่ เนื่องจากว่าถ้าหากจะเปรียบเทียบแล้วนับว่าเงินรางวัลเพิ่มขึ้นเรื่อยๆแบบก้าวกระโจนอย่างยิ่งจริงๆและนี้บางทีก็อาจจะเป็นเพียงแต่หนึ่งคำตอบเล็กๆซึ่งสามารถตอบคุณได้เลยว่าการเล่นแบบออนไลน์นั้น [https://zaalotto.com เว็บหวย] มันคุ้มกว่าการเล่นหวยสูงถึงเพียงใด ทั้งความสบายในการเล่นที่นับว่าเป็นมีความคล่องตัวเป็นอย่างมาก อีกทั้งการเสี่ยงก็เกือบเป็บศูนย์อีกด้วย นับว่าปลอดภัยแล้วก็สบายเพิ่มขึ้นเรื่อยๆอย่างยิ่งจริงๆเพราะเหตุว่าด้วยแนวทางเล่นนั้นชื่อมันก็บอกอยู่แล้วว่าเป็นหวยออนไลน์ นั้นก็แปลว่าไม่ว่าคุณอยู่ที่แหน่งใดเวลาใดก็ตาม สามารถที่จะเสนอโทรศัพท์หรือคอมพิวเตอร์เพื่อเข้าเว็บไซต์ไป แทงหวย ได้ตลอดระยะเวลาอย่างยิ่งจริงๆและนอกเหนือจากหวยรัฐบาลที่คนไม่ใช่น้อยต่างให้ความรู้สึกชื่นชอบกันแล้ว การเล่นในรูปแบบของหวยออนไลน์นั้นยังมีหวยจำพวกอื่นๆให้ท่านได้เล่าเรียนรวมทั้งเลือกเสี่ยงดวงได้อีกด้วย โดยที่ไม่ต้องคอยต้นเดือนรวมทั้งช่วงเวลากลางเดือน ก็สามารถมีสิทธิ์ลุ้นรางวัลได้ตลอดเวลาของแต่ละวันอย่างยิ่งจริงๆมันก็เลยเหมาะมากสำหรับคนที่รักและลุ่มหลงในการเสี่ยงดวง เนื่องจากมันสามารถที่จะสร้างรายได้ให้กับคุณได้ตลอดเวลาเมื่อคุณเองสบายที่จะเล่นนั้นเอง และก็หวยจำพวกอื่นๆที่ว่ามานั้น อัตราการจ่ายผลของขวัญก็มีมูลค่าที่สูงไม่แพ้กับหวยรัฐบาลเลยแม้แต่น้อย หากคุณหลงใหลสำหรับการพนันสลากกินแบ่งแล้ว การเล่นแบบออนไลน์ ก็เป็นอีกหนึ่งสิ่งที่คุณเองไม่สมควรพลาดเป็นอย่างยิ่ง<br> cjdlig26c7vae75t9c9rungv58tnpom เล่นลอตเตอรี่ออนไลน์ ZAABET ฝาก – ถอน เร็วใน 30 วิ 0 1655 18495 2023-02-18T05:41:04Z HamishHowton 30712846 Created page with "<br>สมัครเล่น ลอตเตอรี่ ออนไลน์ผ่านเว็บตรง ZAABET มีสลากกินแบ่งให้เ..." 18495 wikitext text/x-wiki <br>สมัครเล่น ลอตเตอรี่ ออนไลน์ผ่านเว็บตรง ZAABET มีสลากกินแบ่งให้เล่นมากกว่า 20 แบบ ไม่ว่าจะเป็น หวยรัฐบาล สลากกินแบ่งฮานอย หวยยี่กี ลอตเตอรี่มาเลย์ สลากกินแบ่งหุ้น ทั้งไทย และ ต่างชาติ หวยโจ๊กเกอร์ เปิดให้แทงกันได้ตลอด 24 ชั่วโมง รับแทงไม่ยั้ง แทงหวยออนไลน์ รับแทงไม่ยั้งไม่มีขั้นต่ำสำหรับเพื่อการแทง ลอตเตอรี่ออนไลน์ เปิดโอกาสให้ท่านสามารถ เลือกทายผลจำนวนที่ประทับใจ คุณสามารถเลือก แทงหวย ด้วยจำนวนเด็ดในแบบของคุณเอง โดยที่ไม่ต้องออกไปพบซื้อหวยจากภายนอกให้วุ่นวาย ด้วยเหตุว่าพวกเราได้เก็บรวบรวมหวยทุกแบบมาไว้ภายในที่เดียว เพียง [https://huayzaa999.com สมัครแทงหวย] กับพวกเรา คุณก็สามารถเริ่มแทง ลอตเตอรี่ออนไลน์ ได้ในทันทีทันใด ด้วยระบบฝาก – ถอน อัตโนมัติทุกการทำรายการของคุณ ไม่ต้องผ่านคณะทำงานอีกต่อไป ปฏิบัติงานผ่านระบบอัตโนมัติ ใช้เวลาเพียงแต่ 30 วินาที เงินของคุณจะถูกเปลี่ยนเป็นเครดิตอย่างฉับพลัน และสามารถ ถอนเงินออกได้ตลอดเวลาที่ประสงค์ ไม่มีกลั้นจะหลักแสน หรือ หลักล้าน ก็สามารถถอนออกได้ในทันทีทันใด เราเป็นผู้ให้บริการ เว็บหวย ที่เยี่ยมที่สุด มีการสนองตอบเร็วไวในทุกๆด้าน ไม่ว่าจะเป็น การอัพเดทข้อมูลผลหวย เรามีตาราง อัพเดทผลหวย ทุกประเภทอยู่ที่หน้าเว็บของพวกเรา รางงานผลตลอดทุกการออกผลรางวัล สลากกินแบ่ง สามารถเชื่อถือได้แน่นอน จุดแข็งของการแทง หวยออนไลน์ ZAABET อย่างที่หลายคนได้รู้กันดีตั้งแต่มีการเปิดให้แทง หวย ผ่านลักษณะของเว็บไซต์แทงหวยออนไลน์ ทำให้การ ทายผลลอตเตอรี่ สนุกและจากนั้นก็ท้าเยอะขึ้นเนื่องจากว่าทุกสิ่งทุกอย่างเปิดให้ผู้เล่นสามารถ ทำเป็นอิสระเยอะขึ้นเรามาดูกันว่าข้อดีของการแทงหวยออนไลน์ มีอะไรกันบ้าง อัตราจ่ายที่สูงกว่า อย่างที่พวกเรามองเห็นกันดีการ ซื้อสลากกินแบ่งออนไลน์ นั้นให้อัตราจ่ายที่สูงกว่าการซื้อ หวยออนไลน์ แบบปกติ ซึ่งตัวของสลากกินแบ่งออนไลน์นั้น สามารถแทงปริมาณกี่ชุดกี่แบบก็ได้ ไม่จำกัด และยังให้อัตราจ่ายที่สูงกว่า 2 – 3 เท่าจากสลากกินแบ่งแบบธรรมดาอีกด้วย เชื่อถือได้ การแทงหวยออนไลน์ นั้นมีแบบการเล่นเหมือนกันกับหวยโดยจะอิงจากการออกผลแบบ 3 ตัวบน 3 ตัวโต๊ด 2ตัวบน-ด้านล่าง รวมถึง เลขวิ่งบน ข้างล่าง ซึ่งจะอ้างอิงจากผลการออกล็อตเตอรี่ ของ หวยรัฐบาล โดยตรงทำให้ไม่สามารถหลอกลวงกันได้แน่ๆ มีเกมทายผลให้เล่นนานาประการกว่า เพราะเหตุว่าทางเว็บได้เก็บหวยทุกต้นแบบมาไว้ให้คุณในที่เดียว และรวมถึงเกมทายผลอื่นอีกไม่ว่าจะเป็น เกมตีไก่ เกมหัวก้อย มีให้เล่นครบจบในเว็บเดียว จุดแข็งของการแทง สลากกินแบ่ง นั้น ยังมีอีกมามายหลายประการนี่เป็นเพียงส่วนหนึ่งส่วนใดที่คุณจะได้รับการจารเล่นหวยผ่านเว็บไซต์หวยออนไลน์ ผู้ให้บริการเว็บทายผลหวยออนไลน์ ที่สุดยอดในปี 2022 นี้<br> r8j1lrlj5i3seu5mh9ios8a0qw6yafj เล่นหวยใต้ดินหรือหวยรัฐบาลออนไลน์ดี 0 1654 18493 2023-02-17T12:12:32Z HamishHowton 30712846 Created page with "<br>เล่นหวยหรือหวยรัฐบาลออนไลน์ดี? การเล่นลอตเตอรี่ในประเทศไทย..." 18493 wikitext text/x-wiki <br>เล่นหวยหรือหวยรัฐบาลออนไลน์ดี? การเล่นลอตเตอรี่ในประเทศไทยนี้ จะสามารถเล่นได้อยู่ 2 แบบร่วมกัน เป็นการเลือก ซื้อลอตเตอรี่ออนไลน์ ในแบบหวยใต้ดิน ผ่านทางเว็บ หวยออนไลน์ กับการเลือกซื้อหวยในแบบอย่างล็อตตาปรี่ ที่มีการลุ้นจำนวน 6 หลัก ที่ออกรางวัลโดยรัฐบาล ในประเทศไทย แต่ว่าการเลือกเล่นลอตเตอรี่อีกทั้งแบบหวยใต้ดิน และเลือก ซื้อล็อตเตอรี่ เป็นการเสี่ยงดวงกับหวย ที่ออกโดย หวยรัฐบาล ทั้ง 2 แบบ ที่มีการออกรางวัล ทุกวันที่ 1 รวมทั้งวันที่ 16 ของทุกเดือน เป็นการเลือก ซื้อหวยรัฐบาล ที่ต่างแบบอย่างกัน แม้กระนั้นในแต่ว่าไรมาแล้ว การเลือกเล่น หวยใต้ดิน เป็นการเลือกเล่นลอตเตอรี่ยอดนิยมมาก จนกระทั่งคนจำนวนไม่น้อยเริ่มถามว่า หวยรัฐบาลออนไลน์ ดีไหม ทำเงินได้มากมายใช่หรือเปล่า หวยรัฐบาลออนไลน์ ก็คือการเลือกซื้อหวยในต้นแบบหวยใต้ดิน [https://myanmarhuay.com หวยไทย] ซึ่งสำหรับผู้ที่มีปัญหา และก็ยังลังเลสำหรับเพื่อการเลือกเล่นนี้อยู่ สามารถทำความเข้าได้แล้วก็ตกลงใจ เปรียบเทียบต่างกัน สำหรับเพื่อการเลือกเล่นลอตเตอรี่อีกทั้ง 2 แบบอย่างได้เลย หวยรัฐบาล ออนไลน์ ดีไหม ทำเงินได้มากเท่าไร สำหรับนักพนันที่สงสัยว่า การเลือก ซื้อสลากกินแบ่งออนไลน์ หวยรัฐบาล ออนไลน์ ดีไหม และยังไม่กล้าเลือกแทง สามารถนำเอาอัตราการจ่ายของการซื้อ ลอตเตอรี่ออนไลน์ เอาไปประกอบกิจการตกลงใจในการเลือกซื้อลอตเตอรี่ได้ ซึ่งข้อมูลอัตราการจ่ายนี้ จะอ้างอิงจากใน เว็บลอตเตอรี่ ZAABET.com เว็บหวยออนไลน์ ชั้น 1 ที่มีการเลือกเล่นสูงที่สุดในประเทศไทย ในตอนนี้ หวยรัฐบาล 3 ตัวตรง จ่ายสูงสุด บาทละ 950 ซื้อหวยรัฐบาล 2 ตัว จ่ายสูงสุด บาทละ 98 แต่ว่าการ ซื้อหวย ในรูปแบบของ หวย นั้น จะมีตัวเลขสำหรับเพื่อการลุ้นรางวัลที่น้อยกว่า วิธีการสำหรับเลือกซื้อล็อตตาปรี่ ซึ่งการซื้อล็อตตาล้น โดยส่วนมากนักเสี่ยงโชคถูกใจเลือกซื้อกันเพื่อลุ้นรางวัลใหญ่ ที่มีการออกรางวัลเลข 6 ตัว ส่วนการซื้อเพื่อลุ้นเลข 2 ตัว และเลข 3 ตัวนั้น มีน้อยมาก ที่จะซื้อเพื่อลุ้นรางวัลเล็ก โดยมากแม้เป็นการลุ้นรางวัลเล็ก ถูกใจหันมาเลือกซื้อหวยใต้ดินกันหมด เพราะว่านอกเหนือจากจะมีอัตราการจ่ายรางวัลที่สูงแล้ว ยังสามารถที่จะซื้อเลขที่ถูกใจได้ง่ายดายเสียยิ่งกว่าการไปเลือกเลข จากแผงสลากกินแบ่ง ซึ่งเลขดัง เลขเด็ดส่วนใหญ่ ชอบราคาแพงขายที่แพงกว่าใบละ 80 รวมทั้งมักที่จะหายาก การเลือก แทงหวยใต้ดิน ถ้าหากเป็นการเล่นหวย 3 ตัวบน จะเป็นการลุ้นรางวัลเลข 3 ตัวด้านหลัง จากการออกรางวัลหวยรางวัลที่ 1 ของงวดต่างๆรวมทั้งการเลือกซื้อเลข 2 ตัวบน ก็สามารถตัดเลขเล่นได้ด้วยเหมือนกัน เป็นจำนวนมากนักเล่นการพนันที่ถูกหวย 3 ตัว ก็จะพ่วงถูกหวย 2 ตัวบนไปด้วย เพราะเหตุว่าโดยมากมักที่จะตัดเลขเล่นกันอยู่เป็นประจำ ส่วนเลขการออกรางวัล 2 ตัวด้านล่าง ก็ใช้ผลของการออกรางวัลหวย 2 ตัวล็อตตาปรี่ เอามาเป็นตัวเลขรางวัล การแทงหวยรัฐบาล หากอ้างอิงจากราคารางวัลหวย พื้นที่เว็บไซต์ของพวกเราได้อ้างอิงมาจากเว็บไซต์ ZAABET.com ถ้าหากนักพนันเลือกแทงเลขละ 100 บาท จะได้รางวัลตามนี้ ถ้าเลือกแทงกับเว็บไซต์สลากกินแบ่ง ZAABET.com แทง 100 บาท ถูกหวย 3 ตัวตรง ได้เงินจากการแทง 95,000 บาท แทง 100 บาท ถูกหวย 2 ตัว ได้เงินจากการแทง 9,800 บาท ซึ่งการ แทงหวยใต้ดิน ก็มีข้อดีตรงที่ว่า นักเล่นการพนันสามารถจะกำหนดราคา สำหรับการเลือก แทงหวยออนไลน์ แต่ละเลขได้ด้วยตัวเอง จะแทงหวยมากแค่ไหน ก็สามารถแทงได้ เริ่มการแทงหวยได้ตั้งแต่ทุน 1 บาท กำหนดกำไรที่มุ่งหมายได้ด้วยตัวเอง ทุนมากมายก่ายกองกำไรจำนวนมาก ทุนน้อยกำไรก็ลดน้อยลงมาหน่อย หากแม้ที่แน่นอนสบโอกาสสำหรับในการถูกรางวัลได้ง่ายมากกว่าการลุ้นสลากกินแบ่ง 6 ตัว แน่นอน สรุป หากแม้ต้องการทดลองเลือกแทง หวยรัฐบาล ในแบบหวยใต้ดิน เลือก ซื้อหวยรัฐบาล ในแบบอย่างที่ทำเงินได้ง่าย หาซื้อเลขที่ชอบใจได้ง่ายยิ่งกว่าการหาตามแผงสลากกินแบ่ง แนะนำทดสอบเลือกแทง สลากกินแบ่งออนไลน์ ผ่านทางเว็บสลากกินแบ่ง ZAABET.com เว็บไซต์ลอตเตอรี่ออนไลน์ ที่จะทำให้นักเสี่ยงดวงมี อิสระทางการ ซื้อสลากกินแบ่งออนไลน์ และสามารถทำเงินจากการเล่นลอตเตอรี่ ได้ง่ายดายมากยิ่งขึ้นกว่าเดิม สำหรับนักเล่นการพนันที่ยังสงสัยอยู่ว่า หวยรัฐบาลออนไลน์ ดีไหม ชี้แนะเลยว่า ให้ทดสอบพิสูจน์การเล่นด้วยตัวเอง และจะได้คำตอบเพื่อเป็นการรับรองอีกครั้ง ว่าเพราะเหตุใดการเล่นหวยใต้ดิน การเล่นลอตเตอรี่ออนไลน์ ถึงได้รับความนิยมมากที่สุด<br> ah1qehnh2zzctg1q6z8ygpkq2tfv8r2 เว็บไซต์ลอตเตอรี่ออนไลน์เล็งจ่ายค่าหวยด้วยเหรียญคริปโท ZOON 0 1648 18482 2023-01-23T14:24:18Z HamishHowton 30712846 Created page with "<br>ปี2022 นับว่า เป็นปีที่คริปโตเคอร์เรนซี่ และเกม NFT เลยก็ว่าได้ขอ..." 18482 wikitext text/x-wiki <br>ปี2022 นับว่า เป็นปีที่คริปโตเคอร์เรนซี่ และเกม NFT เลยก็ว่าได้ขอรับ เมื่อเจ้ามือหวยออนไลน์ เล็งนำคริปโตมาใช้จ่ายค่าสลากกินแบ่งและจากนั้นก็บริการต่างๆเพื่อเตรียมการสังคมขาดเงินสด ในอนาคตอันใกล้ ที่คนหันไปใช้เงิน รวมถึงสะสมสินทรัพย์ แบบดิจิทัลกันเยอะขึ้นเรื่อยๆ ซึ่งหนึ่งในความระทึกใจ ที่จะมาสร้างการปรากฏใหม่ ให้กับคอสลากกินแบ่ง ก็คือ การซื้อจ่ายค่าลอตเตอรี่ด้วย เหรียญ ZOON ที่เป็นเหรียญจากเกม CRYPTOZOON แล้วทำไมควรจะเป็นเหรียญนี้ เกมนี้ ก็เนื่องจากเกม CRYPTOZOON ในตอนนี้มันได้กลายเป็น เกมบล็อกศาสนาเชนลำดับที่หนึ่งของประเทศแล้วน่ะสิครับ เว็บหวยออนไลน์เล็งจ่ายค่าสลากกินแบ่งด้วยเหรียญคริปโท ZOON เบื้องต้นในเรื่องอะไรบ้าง? อย่างแรกเป็น ความน่าไว้ใจ มองดูจากยอดผู้เล่น ที่มีจำนวนไม่น้อย ก็คงจะรับประกันได้แล้วว่า เกมไม่แตก หรือถ้าเกิดทดลองดูกลุ่ม CRYPTOZOON ในเฟสบุ๊คจะลงความคิดเห็นว่า มีสมาชิกมาอัพเดตการเล่นเกมอยู่ตลอด ทำให้เกมมองมีความน่าไว้ใจมากยิ่งกว่าเดิมไปอีก รวมทั้งในขั้นต้นของเกมนี้ อีกอย่างก็คือ ได้เหรียญมากมาย ซึ่งเหรียญของเกมนี้ จะมีชื่อว่า ZOON ขอรับ รวมทั้งเหรียญนี้แหละ ที่เราจะเอาไปซื้อลอตเตอรี่ออนไลน์กัน ซื้อลอตเตอรี่ด้วยเหรียญ ZOON เป็นได้ไหม? เป็นไปได้แน่ๆครับผม ด้วยเหตุว่าเหรียญ ZOON ก็เป็นเยี่ยมในเหรียญคริปโตเคอร์เรนซี่ ซึ่งในเวลานี้มันกำลังเป็นเทรนด์มาแรงอยู่แล้ว ไม่ใช่เทรนด์ไหม่ขอรับ การใช้คริปโตจ่ายโน่นนี่ จ่ายตลาด จ่ายค่าใช้จ่ายสำหรับบริการแทนเงินสด เขาใช้กันมาเป็นปีๆแล้ว แม้กระนั้นที่ยังไม่เคยมีมาก่อนเลย ในบ้านเราก็น่าจะเป็น การใช้เหรียญคริปโตซื้อลอตเตอรี่นี่แหละ แวดวงลอตเตอรี่จำเป็นต้องสั่นสะเทือน! ด้วยเหตุว่าจ่ายค่าหวย รวมทั้งบริการได้ ด้วยคริปโตเคอร์เรนซี่ รวมทั้งหากว่าแคมเปญนี้มาขณะใด มั่นใจว่าจะมีลูกค้ามากยิ่งขึ้นเยอะแยะเลย เพราะเหตุว่าคอหวยที่พอใจคริปโต เล่นเกมบล็อกศาสนาเชน ในบ้านพวกเรา เวลานี้มีเยอะพอควร เพราะว่านอกเหนือจากจะเป็นการลงทุนที่สนุกสนาน ได้เหรียญมากไม่น้อยเลยทีเดียว พวกเรายังสามารถสะสมไว้ ซื้อลอตเตอรี่ออนไลน์ในอนาคตได้อีกด้วย ความน่าดึงดูดใจที่คนจะหันมาใช้เหรียญซื้อหวยกันมากขึ้นเรื่อยๆก็เป็นเพราะความร่าเริง มันจะเพิ่มแบบคูณสองขอรับ ความสนุกสนานร่าเริงเด็กแรกเกิดจากที่พวกเราหาเหรียญในเกม เล่นเกมบันเทิงใจด้วย ได้เงินด้วย CRYPTOZOON ลงทุนอย่างต่ำ 6,000 บาท ได้เหรียญวันละไม่น้อยกว่า 700 ซื้อสลากกินแบ่งจุกๆลุ้นรวยสองต่อ นี่ก็เป็นอีกหนึ่งไอเดีย หาเงินแทงหวยออนไลน์สไตล์เกมเมอร์ หาเงินจากอีกเกม เพื่อมาซื้อลอตเตอรี่ หรือจะเอาเงินจากถูกหวย ไปลงทุนในเกมก็เป็นไอเดียเยี่ยมๆไม่ว่าจะหวย หรือ CRYPTOZOON เล่นอะไรก็ได้ครับผม เวลานี้มันกำลังเดินทางมาแรง และก็ทั้งคู่อย่างมันมีความคล้ายกันตรงที่ ยิ่งลงทุนจำนวนมาก ช่องทางคืนทุนบวกผลกำไรยิ่งมาเร็วครับ ในตอนนั้นมีเว็บหวยออนไลน์หลายรายเลยจ้าขอรับ ที่เขามีคอนเซ็ปต์ใช้เหรียญ ZOON จากเกม CRYPTOZOON มาใช้ในการจ่ายค่าลอตเตอรี่ รวมทั้งบริการอื่นๆภายในเว็บไซต์ เพื่อมองมีลูกเล่นที่น่าสนใจ รวมทั้งยูนิคมากกว่าเจ้าอื่น และเหตุที่เป็นเหรียญสกุลนี้ เพราะว่าในตอนนั้นเกมกำลังดัง คนเล่นมาก เป็นเกมที่คนเล่ากันจำนวนมากว่า เล่นได้เหรียญ หรือเงินมากมายนั่นเอง ที่ผ่านมา เราเคยตื่นเต้น ไปกับลอตเตอรี่ระบบอัตโนมัติกันแล้ว ลอตเตอรี่ออนไลน์ที่เราซื้อกัน ได้สบาย 1 วัน โดยไม่ต้องพึ่งแอดไม่น มาถึงตอนนี้ ก็ไม่สนเท่ห์จิตใจแล้วขอรับ ที่เราจะซื้อลอตเตอรี่ได้ ด้วยเหรียญคริปโต ซึ่งในบทความก่อนหน้าที่ผ่านมา แอดไม่นได้เล่าถึงความเป็นไปได้ ในการนำเหรียญดิจิทัลอย่าง Dogecoin, [https://tanghuayzaa.com สถิติ หวยฮานอย] Binance, Ripple มาใช้สำหรับเพื่อการซื้อจ่ายหวย ถึงแม้ที่บางครั้งอาจจะเซอร์ไพร์สก็คือ มีเว็บไหนที่จะรับเหรียญ ZOON เป็นเจ้าแรก บางทีอาจชอบใจคอสลากกินแบ่ง สายเกมเมอร์บล็อกศาสนาเชน ไม่น้อยเลยใช่ไหมครับผม แน่ใจว่ามีหลายคนเลย ที่คอยให้เว็บสลากกินแบ่งออกระบบซื้อสลากกินแบ่ง ด้วยคริปโตสกุลต่างๆแต่ยังไงก็ตาม รวมถึงถึงตอนนี้ลอตเตอรี่ออนไลน์ ที่เราต่างคุ้นชินกันดี ก็ยังเป็นนัมเบอร์วันของความสบายอยู่ดี<br> jf7ek847qq60sr6gsoeq93gmgmq5dhv เสียเวลามาสมัครลอตเตอรี่ออนไลน์สักนิดสักหน่อย เพื่อผลตอบแทนที่คุ้มกว่า 0 1659 18502 2023-02-21T13:13:57Z HamishHowton 30712846 Created page with "<br>มันก็จริงอยู่ว่าการซื้อหวยใต้ดินหรือหวยรัฐบาลนั้นบางครั้ง..." 18502 wikitext text/x-wiki <br>มันก็จริงอยู่ว่าการซื้อหวยใต้ดินหรือหวยรัฐบาลนั้นบางครั้งอาจจะมิได้มีขั้นตอนที่ยุ่งยากอะไรมากสักเท่าไรนัก แค่เพียงคุณนั้นมีเลขดีดีสักตัวสองตัวก็สามารถที่จะสั่งซื้อได้ผ่านเจ้ามือหวยที่ท่านต้องแทงได้เลย แต่ว่าถ้าหากจะซื้อเป็นหวยรัฐบาลหรือสลากกินแบ่งที่พวกเรารู้จักมันก็บางทีก็อาจจะจำเป็นจะต้องเดินหาเลขนั้นกันอยู่พักใหญ่เพื่อได้เลขจากที่ปรารถนา มันก็จริงอยู่ว่าสำหรับผู้คนจำนวนไม่ใช้น้อยคงจะมีความรู้สึกว่าการเล่นอย่างงั้นเป็นแถวทางที่สบายมากที่สุดเพราะเกือบจะไม่ต้องลงแรงอะไรเท่าไรนัก แต่เมื่อยุคและก็สมัยมันได้เปลี่ยนไประบบอินเตอร์เน็ตก็เข้ามามีบทบาทสำหรับการดำรงชีวิตเยอะขึ้นเรื่อยๆมันก็เลยนำมาซึ่งการให้บริการสมัครสลากกินแบ่งออนไลน์ขึ้นมา เสียเวลามาสมัครลอตเตอรี่ออนไลน์สักหน่อย เพื่อผลตอบแทนที่คุ้มกว่า แต่ถึงแบบงั้นสำหรับผู้คนจำนวนมากที่อาจจะพึ่งรู้จักการเล่นหวยออนไลน์ก็อาจคิดว่าการสมัครลอตเตอรี่ออนไลน์นั้นอาจจะเกิดเรื่องที่ยุ่งยากและไม่ต้องทำ หากแม้ในความเป็นจริงแล้วถ้าหากเราจะเอ่ยถึงหัวข้อนี้อันที่จริงแล้วนั้นหากว่าคุณได้ทดลองลงทะเบียนเป็นสมาชิกมองดูมันก็ไม่ได้มีขั้นตอนอะไรที่ยุ่งยากเลยแล้วก็เพียงคุณสมัครเพียงแค่ครั้งเดียวก็สามารถใช้งานได้ตลอดอายุการใช้แรงงานและต่อจากนั้นในงวดรๆไปคุณเองก็จะเข้าเล่นสลากกินแบ่งได้ง่ายมากล้นหลามแค่เพียงเข้าหน้าล็อกอินปกติก็สามารถแทงหวยได้เลย อีกทั้งถ้าหากคุณเองได้ทดสอบสมัครสลากกินแบ่งออนไลน์และก็ได้เล่นแล้ว สิ่งที่คุณจะได้รับนั้นมันน่าจะคุ้มมากกว่าการเล่นหวยมากมายก่ายกองอยู่หลายเท่า เนื่องมาจากการทดแทนผลรางวัลนั้นมันล้นหลามกว่าการเล่นใต้ดินหลายบาทอย่างยิ่งจริงๆอาทิเช่นแม้คุณเล่นหวยเมื่อถูกรางวัลเลขท้ายสามตัว 10 บาท หวยชุดเวียดนาม ([https://huayzeed.com https://huayzeed.com/]) คุณอาจจะได้รับเงินราว 7,000-7,500 บาทแค่นั้น ถึงแม้ว่าในทางตรงกันข้ามถ้าหากว่าท่านเล่นลอตเตอรี่ออนไลน์ คุณอาจจะได้รับเงินสูงถึง 9,000 บาทอย่างยิ่งจริงๆรวมทั้งนี้ก็บางทีก็อาจจะเป็นความคุ้มถ้าหากเพียงคุณได้ทดลองสมัครรวมทั้งเล่นสลากกินแบ่งจำพวกนี้ ทั้งยังการบริการและการถอนเงินท่านเองก็สามารถทำเป็นตลอดเวลา ซึ่งไม่ต้องรอคอยให้เจ้ามือเดินมาจ่ายเรียกง่ายๆก็คือว่าสบายตอนไหนก็ถอนตอนนั้นได้เลย รวมถึงการเล่นนี้ถ้าหากคุณจะเล่นเพียงแต่มีเวลาว่างไม่ว่าจะตอนไหนก็ตามทีท่านเองยังสามารถเล่นได้ตลอดเวลา 1 วันอีกด้วย เพียงเท่านี้มันก็บางทีก็อาจจะเป็นตัวรับรองได้แล้วว่าการเล่นสลากกินแบ่งออนไลน์นั้นถึงบางโอกาสเองคุณอาจควรต้องเอื้อเฟื้ออยู่บ้าง แม้กระนั้นผลตอบรับที่ได้มานั้นมันจะคุ้มต่อตัวคุณเองมากยิ่งกว่าการเล่นสลากกินแบ่งประเภทอื่นอย่างแน่แท้ และหากว่าคุณกำลังลังเลที่จะเล่นก็ทดสอบเปิดใจดูขอรับ เนื่องมาจากเช่นไรสิ่งที่ได้มามันก็เยอะแยะกว่าของจำเป็นจำเป็นต้องเสียไปอย่างไม่ต้องสงสัย<br> d8tk2okqxfk2n81to7u83qlvvz89un7 แทงหวยลอตเตอรี่ลาว ผ่านเว็บหวยออนไลน์ ZAABET 0 1657 18499 2023-02-19T19:52:09Z HamishHowton 30712846 Created page with "<br>หนึ่งในบรรดาหวยที่สามารถเล่นออนไลน์ผ่านทาง เว็บลอตเตอรี่ ZAAB..." 18499 wikitext text/x-wiki <br>หนึ่งในบรรดาหวยที่สามารถเล่นออนไลน์ผ่านทาง เว็บลอตเตอรี่ ZAABET&nbsp;ได้ มีล้นหลามหลายหมวด สามารถที่จะเลือกแทงได้ตามวันในช่วงเวลาที่หวยชนิดนั้นให้บริการได้อย่างดีเยี่ยมนั่นเอง โดยเฉพาะหวยของประเทศเพื่อนบ้าน ซึ่งเราสามารถเข้ามาแทงออนไลน์ได้อย่างอิสรเสรีนั้น เดี๋ยวนี้พวกเราสามารถเข้ามาแทงได้โดยไม่มีปัญหาอะไรก็ตามไม่มีเรื่องเกี่ยวกับการโกง เนื่องจากหวยแต่ละประเทศมีการดำเนินงานในการออกรางวัลโดยรัฐบาลของประเทศนั้นๆซึ่งหนึ่งในบรรดาสลากกินแบ่งที่น่าดึงดูดอย่างใหญ่โตปัจจุบันนี้ก็อาจจะไม่พ้นสลากกินแบ่งลาว ซึ่งถือว่าเป็นลอตเตอรี่ของประเทศเพื่อนบ้านที่มีความน่าดึงดูดใจ แถมยังสามารถที่จะเข้ามาแทงหวยลาวได้อย่างจุใจ แทงหวยลอตเตอรี่ลาว ผ่านเว็บไซต์ลอตเตอรี่ออนไลน์ ZAABET สำหรับแนวทางการในการแทงหวยลาวผ่านทาง เว็บไซต์สลากกินแบ่ง นั้น ก็ง่ายไม่สลับซับซ้อน ไม่ยุ่งยาก เรียกได้ว่ามีวิธีการสำหรับในการแทงคล้ายกับการแทงหวยใต้ดินของรัฐบาลไทย เพราะฉะนั้นเรียกได้ว่าไม่ว่าใคร หวยยี่กี ([https://ruayzaa.com ruayzaa.com]) เคยใช้บริการในการแทงหวยใต้ดินของประเทศไทยพวกเรา การที่จะเริ่มเข้ามาสำหรับเพื่อการที่จะแทงหวยลาวก็เลยมิได้ยุ่งยากอะไร มีวิธีการสำหรับในการแทงไม่ต่างอะไรกัน มีตั้งแต่รางวัล สามตัวบน สามตัวบนโต๊ด สองตัวด้านล่าง สองตัวบน วิ่งบน วิ่งด้านล่าง ก็สามารถที่จะแทงได้อย่างง่ายดาย โดยมีอัตราการจ่ายที่สูงอีกต่างหาก เมื่อสามารถที่จะเลือกแทงหวยลาวได้แล้วก็สามารถที่จะ ร่วมลุ้นไปกับผลการออกลอตเตอรี่ลาวได้อย่างจุใจ โดยสลากกินแบ่งลาวหรือสลากปรับปรุง มันจะมีแผนการสำหรับเพื่อการออกรางวัลทุกวันพุธ ของอาทิตย์ในเวลา 20.30 น. ตามเวลาไทย ซึ่งจะมีการถ่ายทอดสดผ่านทางโทรทัศน์ของประเทศลาวนั่นเอง ซึ่งเราไม่มีความจำเป็นที่ต้องติดตามการถ่ายทอดสดอะไร ก็สามารถที่จะติดตามในเรื่องของผลของการออกลอตเตอรี่ลาวผ่านทาง เว็บลอตเตอรี่ ที่ท่านตกลงใจในการสมัครสมาชิกเข้ามาเพื่อเริ่มสำหรับในการ แทงหวยลาวนั่นเอง ฉะนั้นก็เลยถือว่าเป็นสลากกินแบ่งที่น่าสนใจเป็นอันมาก แถมยังมีอัตราการจ่ายที่สูงอีกต่างหาก ถือว่าเป็นหวยลาว เป็นหวยที่ได้รับความนิยมเยอะแยะ เนื่องจากว่าสามารถที่จะนำสัตว์ต่างๆมาเป็นตัวแทนของจำนวน ซึ่งพวกเราสามารถที่จะแนวทางสำหรับการแทงหวยได้ง่ายๆไม่ยุ่งยากสามารถที่จะเข้ามาร่วมสำหรับเพื่อการแทงหวยลาว โดยไม่ต้องเดินทางไปยังประเทศลาวอะไร ขอเพียงแค่ลงทะเบียนผ่านทางเว็บที่ให้บริการ สำหรับในการแทงหวยลาวออนไลน์ ก็สามารถใช้บริการได้ทั้งยังการแทงหวยรวมถึงการตำหนิดตามผลของการออกลอตเตอรี่ลาวได้เป็นอย่างดีอีกด้วย<br> m9vjvo7p88buqygqevg1xnoo76eqd7i แทงหวยออนไลน์ ควรจะตรวจตราอะไรบ้างก่อนเล่นหวย 0 1638 18462 2023-01-16T05:30:37Z HamishHowton 30712846 Created page with "<br>ไม่ว่าการที่เราจะเลือกซื้อเลือกใช้อะไรอย่างใดอย่างหนึ่ง เ..." 18462 wikitext text/x-wiki <br>ไม่ว่าการที่เราจะเลือกซื้อเลือกใช้อะไรอย่างใดอย่างหนึ่ง เดี๋ยวนี้นั้นแน่ๆว่าหลายคนเองก็น่าจะจำเป็นต้องเล่าเรียนข้อมูลทุกๆอย่างให้ดีกันเสียก่อน ดังต่อไปนี้ก็เพื่อตัวเองนั้นได้รับสิ่งที่ดีดีเข้ามาใช้งานหรือทำอะไรก็แล้วแต่แม้ว่าจุดหมายนั้นๆเพราะฉะนั้นแล้วการเลือก แทงหวยออนไลน์ ตามเว็บไซต์ต่างๆนั้น หลายคนเองก็ถูกใจต้องหาข้อมูล [https://tanghuayzaa.com ตรวจผล หวยฮานอย] เรียนรู้ และรู้เรื่องเว็บพวกนั้นให้เยี่ยมที่สุด และมั่นใจว่าผู้ให้บริการต่างๆพวกนั้นสามารถป้อมจิตใจได้ รวมทั้งทางเว็บไซต์เองก็มีการเงินป้อมอาจจะมากพอ นั้นก็เป็นเพราะเหตุว่าหลายๆคนเองก็อาจไม่ได้อยากรับการเสี่ยงที่อาจจะมีการเกิดขึ้นได้จากเว็บไซด์ที่ไม่น่าเชื่อถือ ด้วยเหตุว่าเวลาไหนก็ตามที่ท่านตกลงปลงใจลงเงินทุนไปเพื่อ แทงหวยออนไลน์ แล้ว ก็อาจจะอยากได้ที่จะได้รับเงินหรือรับผลตอบแทนเมื่อถูกรางวัลอย่างไม่ต้องสงสัย นั้นก็เลยทำให้ใครๆมากมายคนควรต้องแล้วก็ถูกใจเล่าเรียนข้อมูลที่ได้มาจากเว็บพวกนั้นกันซะก่อน แทงหวยออนไลน์ ควรจะตรวจดูอะไรบ้างก่อนเล่นหวย หากแม้ก็ใช่ว่าทุกเว็บที่ท่านเลือกเล่นนั้นจะไม่ปลอดภัยไปทั้งปวง เพราะตอนนี้เองหลายเว็บไซต์ไซด์ก็มีผู้ใช้งานรวมทั้งใช้บริการกันมากมาย ทั้งยังก็ยังมีผู้เล่นคนใหม่เข้ามาใช้งานกันอยู่เสมอเวลา โดยเฉพาะเว็บไซต์ ZAABET.com ของเราเอง ก็กำลังเป็นที่นิยมจากคนกลุ่มเยอะมากอีกด้วยในเวลานี้ นั้นก็บางทีอาจเป็นไปได้ว่า ในตลอดเวลาของการให้บริการนั้น ทางเว็บไซต์ก็ได้ตระเตรียมดูแลลูกค้าอย่างทั่วถึง ทั้งเงินสำหรับจ่ายรางวัลนั้นก็มีพอเพียงต่อลูกค้า แน่ๆว่าการเล่นเสี่ยงดวงชนิดนี้หลายๆคนเองก็คงจะหวังเงินเป็นอย่างแรงแน่ๆ และก็คนไม่ใช่น้อยก็คงจะเสนอคำถามอีกด้วยเหมือนกันขอรับว่า เราจะทราบได้เช่นไรว่าผู้ให้บริการรายไหนมองน่าไว้วางใจ มั่นคง และปลอดภัยอย่างมากที่สุด โดยการวิเคราะห์ดังที่กล่าวผ่านมาแล้วนั้นบางทีก็อาจจะเกิดเรื่องที่ตอบได้ยาก แต่หากจำต้องดูหรือรับรู้อันที่จริงแล้ว สิ่งที่ท่านเองเป็นผู้เล่นจะสามารถพอที่จะรับทราบได้จากการ แทงหวยออนไลน์ ก็คงจะมีแนวทางแล้วหลังจากนั้นก็ความเห็นดังต่อไปนี้ 1.ได้รับคำเสนอแนะจากเพื่อนพ้อง แน่นอนว่าการบอกกันปากต่อปากบางครั้งอาจจะเป็นอะไรที่ทำให้พวกเรานั้นกำเนิดความไว้วางใจได้เป็นอย่างมาก เพราะเหตุว่าเมื่อเรามองเห็นได้ว่าเพื่อนฝูงของพวกเรานั้นใช้เงินลงทุนและก็ได้เงินกลับมาจริง เราเองก็น่าจะเบาใจในประเด็นนี้ได้แล้วอย่างแน่แท้ เนื่องจากว่ายังไงซะพวกเราก็น่าจะผิดทุจริตเป็นอย่างแน่ 2.รีวิวตามหัวข้อหรือกรุ๊ปต่างๆก็เป็นอีกหนึ่งในตัวเลือกที่น่าสนใจ ด้วยเหตุว่าการที่พวกเราได้รับทราบบางสิ่งบางอย่างจากคนที่ไม่รู้จัก หากแม้อาจจะสามารถเชื่อใจรวมทั้งวางใจได้ก็แค่น้อยนิด แต่ว่าเมื่ออ่านเจอหลายๆบทความเข้า เราเองก็อาจจะเกิดความเชื่อมั่นและมั่นใจในเว็บไซต์ต่างๆพวกนั้นได้ด้วยเหมือนกัน 3.ตรวจดูจากเว็บไซต์ไซด์และระบบที่ดีพอเพียง แน่ๆว่าข้อมูลส่วนตัวนั้นพวกเราก็บางทีอาจไม่อยากที่จะให้ใครกันแน่ได้รับรู้ ด้วยเหตุนั้นแล้วการที่มีเว็บไซต์ระบบที่ดีบางทีก็อาจจะเป็นอีกหนึ่งในสาเหตุที่ทำให้หลายคนเลือกใช้บริการ 4.การให้บริการจำเป็นที่จะต้องดีเลิศ การให้บริการจากพนักงานของเว็บไซด์ก็เป็นอีกหนึ่งในปัจจัยหลักอย่างใหญ่โต เพราะว่าขณะใดก็ตามที่พวกเราได้รับการบริการที่ดีเยี่ยม รวดเร็วทันใจ ก็อาจจะทำให้หลายๆคนตกลงปลงใจได้ง่ายมากยิ่งขึ้น<br> aew197s67qnaqzf0jole23vilc0i18k แนวทางเล่นหวยออนไลน์ให้มั่งคัง ฉบับพิสูจน์แล้วก็ใช้ได้จริง 0 1649 18484 2023-01-24T17:38:40Z HamishHowton 30712846 Created page with "<br>ลอตเตอรี่ หรือ หวยออนไลน์ กิจกรรมที่ได้รับความนิยม แล้วก็ ยั..." 18484 wikitext text/x-wiki <br>ลอตเตอรี่ หรือ หวยออนไลน์ กิจกรรมที่ได้รับความนิยม แล้วก็ ยังคงครื้นเครงอยู่เป็นประจำ ไม่ว่าเรื่องราวประเทศ เรื่องโลก เศรษฐกิจตำต่ำ การรบ สลากกินแบ่งยังคงเป็นกิจกรรมที่ขาดไม่ได้บนโลกนี้ โดยยิ่งไปกว่านั้นในประเทศไทย นักเสี่ยงดวง Never Die บอกเลย แน่ๆว่าการเสี่ยงดวงให้ถูกนั้น เป็นรื่องของโชค เรื่องของดวง ล้วนๆแต่ทว่ามันยังมีวิธีการ หลักวิธีการ ที่จะช่วยเพิ่มจังหวะในการถูกรางวัลให้กับนักเสี่ยงดวงได้เช่นกัน ซึ่งเรากำลังจะมาบอกเคล็ดลับพวกนั้นกันในเนื้อหาข้างล่างนับจากนี้ไป 9 วิถีทางเล่นหวยออนไลน์ให้มั่งคัง ฉบับพิสูจน์แล้วใช้ได้จริง กรรมวิธีการหยุดเล่นสลากกินแบ่ง กลเม็ดที่ว่านี้ก็คือ การหยุดเล่นนั่นเอง แนวทางลักษณะนี้จะชมรมกับ การวางแผนการใช้เงินของคุณในแต่ละเดือน เป็นแนวทางที่เซียนล็อตเตอร์ หลายคนใช้กัน การซื้อหวย หรือลอตเตอรี่ออนไลน์ นั้นจัดว่าเป็นการลงทุนอย่างหนึ่ง ด้วยเหตุผลดังกล่าว คุณจะลงทุนอะไรสักอย่าง มันจะต้องอยู่ในหนทางเงินของคุณด้วย หักค่าใช้สอยที่ควรต้องในชีวิตให้เป็นระเบียบเรียบร้อยก่อน เงินเหลือมากเพียงใด นั่นแหละคือเงินทุนของคุณ เลือกแทงหวยที่ถนัดเพียงแค่นั้น หวยออนไลน์บัดนี้มีให้เลือกแทงกันมากมายก่ายกองหลากหลายประเภท คุณควรจะเลือกแทงหวยที่คุณรู้จักดี รวมทั้ง ถนัดแค่นั้น ด้วยเหตุว่ามันจะส่งผลต่อความมั่นใจ และ ความมั่นใจ สำหรับเพื่อการเสี่ยงดวงของคุณ จาก[https://xn--72c0ah9byax7e9d.net สถิติ หวยฮานอย]แล้ว เวลาคุณไว้ใจในอะไรบางอย่าง สิ่งนั้นจะได้ผลตอบแทนที่ดีเสมอ แทงหวยด้วยเงินตนเองแค่นั้น มีเงินมากแค่ไหน แทงเพียงแค่นั้น อย่าไปยืมเงินคนอื่นมาเสี่ยงดวงเด็ดขาด เพราะนอกจากจะก่อให้คุณติดหนี้ติดสินแบบไม่ได้อะไรแล้ว การใช้เงินผู้อื่นมาเสี่ยงดวง ถือได้ว่าเป็นเรื่องอวมงคลอีกด้วย ใช้สถิติการออกรางวัลให้เป็นประโยชน์ การเลือกมองสถิติการออกผลรางวัลที่เคยออก จะสามารถช่วยสำหรับปรับตกลงเลือกปริมาณมาแทงหวยได้ง่ายมากขึ้น ทดสอบเรียนสถิติของสลากกินแบ่งหรือปริมาณ 00-99 ในแต่ละรอบเท่าที่ผ่านมาว่ามีตัวเลขไหนที่ออกหลายทีที่สุด หรือมองหาจำนวนที่ใกล้เคียง ที่อาจมีหนทางทายผลถูกได้ โดยจำนวนที่ออกต่ำที่สุดก็อาจมีวิธีทางถูกเบอร์ได้ไม่แพ้จำนวนที่ออกบ่อยด้วยเหมือนกัน จำเป็นต้องรู้จักกระจุยกระจายความเสี่ยง คุณจึงควรรู้จักกระจุยกระจายการเสี่ยง ถึงแม้การกลาดเกลื่อนการเสี่ยงจะทำให้คุณได้เงินรางวัลลดลง ถึงแม้มันเพิ่มวิถีทางการเช็ดกรางวัลที่มากขึ้น หนทางเลยเป็น เกลื่อนกลาดการเสี่ยงไปหลายๆจำนวน และซื้อเลยนั้นทุกงวด อย่าเปลี่ยนแปลงเลข เดี๋ยวมันจะถูกเอง สูตร Martingale สามารถใช้กับการแทงหวยได้ กลอุบายแบบ Martingale เป็นกลยุทธการทบเงิน ที่คุณสามารถลงเงินในอัตรามากยิ่งขึ้น 2 เท่า ถ้าหากว่าไม่ถูกล็อตเตอรี่ ก็กลับไปเริ่มลงเงินเท่าหนแรก การวางแผนแนวทางแบบนี้เป็น ไม่ว่าคุณจะขาดทุนกลับไปกลับมากแค่ไหน คราวต่อมาที่ถูกเบอร์ ก็จะได้กำไรมากยิ่งกว่าเสมอ หาสูตรการแทงที่ยอดเยี่ยมของตัวเองให้เจอ การเลือกใช้สูตร เป็นแถวทาง หรือ หลักสำหรับในการแทงหวย ซึ่งจะดีกว่าการสุ่มเลขพนันแบบเป็นไปไม่ได้ ที่อาจจะเป็นผลให้เสียเงินเสียทองลงทุนจำนวนมากไป หรืออาจใช้เกินงบประมาณที่มีอยู่ ถึงแม้ถ้ามีเลขแล้วหลังจากนั้นก็สูตรเด็ดๆสำหรับในการแทงหวยที่น่าไว้วางใจ จะสามารถช่วยสำหรับปรับให้ได้โอกาสในการมั่งคั่งได้ ให้มีความเห็นว่าการแทงหวยเป็นการลงทุน การซื้อหวยไม่ใช่การเดิมพัน ให้มีความเห็นว่ามันเป็นเกมส์ที่ให้ ความสนุกสนาน ความสนุก รวมทั้ง เป็นการลงทุนอย่างหนึ่ง มีได้แล้วก็มีเสีย ส่งผลกำไรรวมทั้งมีขาดทุน มันจะส่งผลต่อความรู้สึกของคุณอย่างแน่นอน กำหนดเป้าหมายสำหรับเพื่อการเล่นเสมอ การกำหนดจุดมุ่งหมายการเล่นลอตเตอรี่ออนไลน์ เป็นความจำเป็นจะต้องเสมอ คุณจำต้องทราบว่ามีงบประมาณแค่ไหน เล่นได้มากเพียงใด น่าจะหยุดเล่นเมื่อใด ถ้าเกิดวันนั้นคุณได้กำไรถึงกำหนดแล้ว ก็ต้องรู้จักเพียงพอ หรือ เสียไปเกินกำหนดรวมทั้งน่าจะหยุด เพื่อรักษาทุน เช่นเดียวกัน รวมถึงนี่เป็นหลักของการเล่น สลากกินแบ่งออนไลน์ ให้มั่งคั่งรวย คนใดที่เป็นนักเล่นการพนัน ทดสอบเอาแนวทางการพวกนี้ไปปรับใช้กับตนเองดู มั่นใจว่า การลุ้นโชคของคุณจะดีขึ้นอย่างไม่ต้องสงสัย อีกทั้งในด้านของการเช็ดกรางวัล แล้วก็ ความรู้สึกสำหรับเพื่อการเล่น หวังว่าบทความนี้จะมีคุณประโยชน์กับเพื่อนพ้องๆนักเสี่ยงโชคทุกคน<br> kpqbdbvx66i9b02ngfd522i7nz32wmv Talk:Arsenal of the Armed Forces of the Repzork Empire 1 1238 13124 12837 2020-05-28T05:00:25Z Amaker1450 26550035 13124 wikitext text/x-wiki ==== Types ==== {| class="wikitable" ! Name |- |Standard Grenade |- |Thermobaric Grenade |- |Incendiary Grenade |- |Plasma Grenade |- |Acid Grenade |- |Bio/Chemical Grenade |- |Sleeping Gas Grenade |- |Smoke Grenade |- |Shock Grenade |- |Electromagnetic Grenade |- |Marganite Grenade |- |} === Vehicle-Mounted Weapons === ==== Cannons ==== {| class="wikitable" ! Name ! Role |- |N3-GD-TG |Model-3 general-purpose ballistic cannon. |- |N5-2GD-TG |Model-5 dual general-purpose ballistic cannons. |- |N9-RC-TG |Model-9 anti-tank Railcannon. |- |N7-2RC-TG |Model-7 dual anti-tank Railcannon. |- |N2-LGD-TG |Model-2 general-purpose plasma bolt cannon. |- |N1-LAT-TG |Model-1 anti-tank laser cannon. |- |N13-2LAAT-TG |Model-13 dual anti-air laser cannons. |- |N4-LGD-SHTG |Model-4 superheavy Plasma cannon. |- |N4-LFD-SHWG |Model-4 Superheavy Walker Plasma Pulse Cannon. |- |N11-LTD-SHWG |Model-11 Superheavy Walker Plasma Beam Cannon. |- |} ==== Automatic Cannons ==== {| class="wikitable" ! Name ! Role |- |N18-HAI-TA |Model-18 anti-infantry heavy autocannon. |- |N4-2AI-TA |Model-4 dual anti-infantry autocannons. |- |N6-GD-TRG |Model-6 general-purpose heavy rotary cannon. |- |N15-2AA-TRG |Model-15 dual anti-air rotary autocannons. |- |N12-2LAI-TG |Model-12 dual general-purpose plasma autocannons. |} ==== Projector Cannons ==== {| class="wikitable" ! Name ! Role |- |N7-2ISD-TG |Model-7 dual incendiary saturation cannons. |- |N8-2ASD-TG |Model-8 dual acidic saturation cannons. |- |N15-2LSD-TG |Model-15 dual plasma saturation cannons. |- |} ==== Batteries ==== {| class="wikitable" ! Name ! Role |- |N4-3RC-SHTG |Model-4 tri-Barreled Superheavy railcannon battery. |- |N17-3LGD-SHTG |Model-17 tri-barreled superheavy plasma battery. |- |N10-LAT-SHTG |Model-10 Superheavy laser battery. |- |} ==== Artillery ==== {| class="wikitable" ! Name ! Role |- |N17-LRFD-AG |Model-17 light rapid-fire ballistic artillery cannon. |- |N4-HRFD-AG |Model-4 heavy rapid-fire ballistic artillery cannon. |- |N10-2SRFD-AG |Model-10 Dual siege rapid-fire ballistic artillery cannons. |- |} ==== Secondary Weapons ==== {| class="wikitable" ! Name ! Description |- | | |} ==== Defensive Equipment ==== {| class="wikitable" ! Name ! Role ! Description |- | | | |} === Aircraft-Mounted Weapons === {| class="wikitable" ! Name ! Description |- | | |- |} === Oceanic Weapons === {| class="wikitable" ! Name ! Description |- | | |- |} === Starship-Mounted Weapons === ==== Spinal Cannons ==== {| class="wikitable" ! Name ! Description |- | | |- |} ==== Batteries ==== {| class="wikitable" ! Name ! Description |- | | |- |} ==== Launchers ==== {| class="wikitable" ! Name ! Description |- | | |- |} ==== Point-Defense Guns ==== {| class="wikitable" ! Name ! Description |- | | |- |} 9pen7ntda43mwynnoja0f1s6pwm4mdm Talk:BSR-127 "Thunder" 1 1119 11451 2019-11-19T12:28:17Z Kylelck 30541006 Created page with "==Suppression: Accuracy vs Volume== When we talk about suppression, we tend to imagine a huge volume of fire, directed in a single vector, usually to pin down enemy elements...." 11451 wikitext text/x-wiki ==Suppression: Accuracy vs Volume== When we talk about suppression, we tend to imagine a huge volume of fire, directed in a single vector, usually to pin down enemy elements. In Luminarian military terminology, suppressive fire is fire that degrades the performance of an enemy force below the level needed to fulfill its mission. In order to achieve such an effect, suppressive fire has to threaten casualties to individuals who expose themselves to it. In many cases, this is done via firing a large amount of rounds usually via machine gun fire. However, this is unsustainable for more then a few minutes due to logistical issues. But there are several other ways that can suppress enemy forces, in fact, a single sniper, with a single shot is also capable of suppressing enemy infantry with ease. A single artillery shell can suppress few thousand square metres around its burst. When it comes to the current battlescape of the Zaretian theatre, we must take into account the level of protection of infantry forces, which can range from basic body armor to battlesuits. Furthermore, every single infantry is also equipped with a personal shield generator, protecting the user from a few shots. In comparison with 21st century technology, it is a lot harder to threaten casualties to individuals, especially with non-accurate, non-lethal fire. In fact, we can also see a difference in what it takes to suppress an enemy force based on its combat experience. Inexperienced troops will take cover and be suppressed immediately from the bullet cracks, whereas experienced troops will not be suppressed if they realise the fire is inaccurate. In the Zaretian theatre, Luminarian forces have noticed that even the greenest of zaretian infantry will not be suppressed just from the sound of gunfire or bullet impacts close to them, the only way to reliably suppress zaretian infantry is to land hits on their shields, creating a notable flash that most infantry tend to shy away from. However, it does not cause a casualty, and more experienced troops tend to ignore these shield flashes, only ducking into cover after their shield fails. Additionally, more experienced Zaretian infantry are equipped with battlesuits, and even if their shields fail, they can rely on their battlesuit's armor to deflect any low-caliber rounds. In order to suppress Zaretian Battlesuits, Luminarian forces have to employ heavy firepower, and with enough accuracy, within a short period of time. This has led the development of Luminarian guns to favor accuracy and stopping power over volume, especially when engaging experienced Zaretian infantry. 09umi39kvueqrw5lpl9v3xnrq3skbjl Talk:Betel Recyclers 1 1115 11347 11346 2019-11-15T04:20:30Z AmadeusReborn 30459495 11347 wikitext text/x-wiki Cheat sheet for Helm's Hold: '''Masarch Yut''' Smoothtalker, chuckles lightly at things, speaks wistfully of romantic ideals almost sarcastically. Doesn’t seem to have any personal agenda but plays the game. '''Epson Ithigart''' Very informal, gives the impression of someone out of his league. Does not exude confidence, but has a knack for getting things done and seen as approachable. Sort of blue-collar, forgets etiquette. Apologizes. '''Noro Revomin''' Friendly optimist, talks with his hands. Great memory for odd details. Defers to others. '''Harmi Kalodech''' In private can be nasty and intimidating. Something of a control freak. Likes to explain things explicitly. '''Nedor Hezeron''' One of the older members, but was never a big deal. Disgruntled Old Guard. Often sidelined. '''Achar Oprellik''' Idealist with lots of militant friends. Adventurer who spent time abroad fighting alongside the Karahotdoum against the Necraal. Likes to tell stories. Never seems to be alone. '''Zimri Spekdech''' Gossiper. Asks the right questions to get information, spreads rumours, blackmails. '''Sekno Vorniket''' Former fighter pilot on the Xeverran front. Advocates for pet projects, always wants something but charismatic. '''Ithor Wactnelt''' Just wants to do his job. Annoyed with politicking and many of his fellows. '''Wycho Levnechak''' Awkward and withdrawn. Tendency to speak in run on sentences or very short expressions. Has a lot to say but keeps it to himself…until he doesn’t. Observant. '''Nokro Kestoglat''' Conservative and independent. Doesn’t like being told how to think, one of the few who criticizes Visas. Thinks the Betel should have stayed neutral and talks about “this mess we’re in” '''Lerwi Fitiskel''' Energetic, always on board for some kind of scheme. Doesn’t have many big dreams of his own, but takes others ideas to extremes, even holding out faith for ideas others have given up on. '''Utnir Cozniket''' Large, tough industry titan who worked his way up through hard work. On the older side. Quickly changes mood abruptly. '''Werek Wirtnac''' Former Shield Captain on Xeverra Front, but has gotten nervous and anxious over time. Thinks in terms of absolutes. Bit of a Jingo. '''Eksur Paskotymin''' Older member. Selfless and loyal to those he believes in, but not one to follow blindly and will ask tough questions. Diligent. '''Golik Maelotumn''' Close ally of Nol Byervid and his advocate after his reign. A no-questions-asked yes man that gets stuff done and a bureaucrat at heart. Smiles. '''Bavur Trivac''' (Now HC) Careful, reformer, but patient. Tries to pursue unity. Good listener. Long term thinker and visionary. Lots in common with Visas, but quieter. '''Rough "cliques":''' '''Jingos''': Achar (dominates), Sekno, Werek '''Industrial''': Utnir, Harmi '''Reformers''': Epson, Golik (Former HC Nol's crony), Lerwi '''Old Guard:''' Eksur (dominates), Nedor, Nokro '''Manipulators''': Masarch, Zimri '''Independent/Bureaucrats''': Wycho, Ithor, Noro 71dywu20tu7oyv8o889pgnnrsp5uty8 Talk:Betel Sky Spears 1 1091 10821 2019-10-24T01:59:15Z AmadeusReborn 30459495 Created page with "Small note: found an old txt file that used SSV (Sky Spear Vessel) instead of RSC (Recycler Sky Commission). Not sure which I prefer but noting it for later." 10821 wikitext text/x-wiki Small note: found an old txt file that used SSV (Sky Spear Vessel) instead of RSC (Recycler Sky Commission). Not sure which I prefer but noting it for later. k5mywy1qvbnbf7xpyr6qvqtmx62aed2 Talk:Diab Front 1 1401 14651 14650 2020-12-02T20:26:58Z Amaker1450 26550035 /* Notes, etc = */ 14651 wikitext text/x-wiki == Proposed Timeline== === Year 4=== * Operation Stormbreaker - Empire of Diablos joins Peacekeeper Alliance and spearheads a major offensive aiming to relieve the Rach, who are on the brink of collapse, and decimate Pact military forces * Despite spectacular victories at the onset of the offensive, changes in Warlord tactics, attrition, & Asanian intervention (?) cripple Peacekeeper forces, who are forced to withdraw to defensive positions. === Year 5=== * Operation Downfall - Pact launches a counteroffensive, the largest thus far in the war, with the goal of ultimately invading Norsus. Repzork, Zaretian*, Necraal* and Margan (Reaper's Fist dynasty) forces launch an invasion of Diab space as part of the operation. * A number of outlying Diab colonies are captured before Pact offensive converges on Baltreos, a major, heavily urbanized colony. Both sides pour significant resources into the battle, which devolves into bloody house-to-house fighting on the ground. Pact forces ultimately succeed in capturing the planet. * A strategically minor but notable engagement takes place at the icy colony of Alvainos, home predominantly to underground mining facilities. Unaware of the scale of subterranean facilities, initial Pact landings end in disaster as Diab forces emerge from the ground. Though the Pact quickly attain air superiority, clearing the tunnels takes months even with the Repzork's expertise in subterranean warfare. Alvainos holds propaganda value for expressing Diab resolve and due to the fact that the inhabitants, largely unable to retreat, were killed to the last man. * Pact forces continue their advance until the Repzork suffer a significant defeat at Veos in which their Starbase is scuttled. Combined with mounting Diab resistance and news of the Rach being at the point of collapse, Pact forces consolidate their gains, creating the Diab foothold. Diab forces try and fail to repel the invaders. Reaper's Fist forces advance to Norsus. * Despite their losses and continued Pact harassment, a Diab detachment reaches Norsus in time to buy time for the Rach to evacuate into the Void. ===Year 6=== * With the Margan having vanished into the Void, Pact reinforces & reorganizes its forces in the foothold. No major offensive operations take place as both sides recuperate from Operation Downfall & due to Karahotdoum* intervention forcing the Pact to redirect some of its resources * Zaretian forces under General Gancarda invade Lichos (formerly Lichen) for its abundant natural resources; Lord Atlas soon commandeers the operation. Monarchy successfully capture the planet. === Year 7=== * Repzork High Chamber authorizes weaponization of Marganite crystals. * Pact forces launch a second attack at Veos, which sat at the edge of the Pact foothold. Pact successfully capture the planet, but not before the incident at Vigríar fortress, in which Diab forces held out for days despite constant artillery bombardment. Pact troops advanced to clear the facility on foot, only to have the garrison emerge and engage the attackers at melee range, spreading panic within Pact ranks and scoring several casualties. ===Year 8=== * Keros Offensive - Hoping to repeat Downfall, Pact forces launch a three-pronged advance into Diab space. The north prong, spearheaded by the aggressive Repzork 277th armada, reaches Embaelos, which had acted as a regional command center following the loss of Veos. The Diabs successfully lure the 277th's command fleet into an ambush and ultimately board the 277th's flagship, hospitalizing Field Marshal Likana Raldalvi in the process. Though reinforcements save the 277th and Embaelos is ultimately captured, Keros' momentum is lost soon after. ===Year 9=== * Operation Iron Gauntlet - Diab forces launch a counterattack against the Keros advance, stalling the offensive completely. Pact defenses initially hold, but cracks gradually form as Diabs take the initiative. ===Year 10=== * Battle of Helia - Iron Gauntlet begins a new phase as Diab forces break into the 'Keros salient'. Many of the fleets of the Repzork 14th armada are subsequently cut off from each other and the foothold. Fierce fighting ensues as the Repzork attempt to relieve the 14th. Field Marshal Zirnak Gilosa is mortally wounded by Diab shock troopers (a huge blow to the Repzork - Field Marshals very high up the chain of command, being only 2 rungs below the High Chamber itself). ===Year 11=== * Iron Gauntlet cont./2nd Battle of Baltreos - Pact forces make a hasty & disorganized retreat from Keros in the face of mounting casualties. Diabs take the chance to advance straight into the Pact foothold itself, focusing their efforts on the area around Baltreos, which had become the Pact's command center. The bloodiest fighting since OP. Downfall takes place. Next-gen Repzork technology takes part in the battle, including the Helia-class ''Hruthvar'' and ''Hruthvair'' dreadnaughts and a stationary 'Planet Cracker' antimatter railcannon (which both Helia-class vessels were also equipped with) situated on Baltreos' surface. * Though initially taken aback by the range and firepower of the planet cracker, Diab forces continued the attack. The battle took a turn when a badly-damaged Diab ship made a beeline towards the ''Hruthvar'', which turned to fire on the ship but underestimated the time it took to charge its main gun. The result was that the planet cracker fired just as the vessel impacted the ''Hruthvar''; the resulting detonation vaporized the Diab ship, but mauled the ''Hruthvar'''s bow, forcing the ship to retreat. In the ensuing chaos, Diab forces punched a role through the Pact's defenses and landed troops on Baltreos' surface. * Peacekeeper forces made rapid progress as they secured a landing zone and captured the port city of Avgorod, through which they planned an amphibious assault on the planet's railcannon. However, Field Marshal Likana Raldalvi authorized the use of an RS-18 Firestorm, a WMD that causes aggressive crystal growth over a vast expanse of land. Avgorod was completely enveloped in crystals, creating what is today known as the 'Demon's Scar'. Almost all personnel in the city at the time of detonation were killed. Diab forces withdraw from the Pact foothold as they are unable to make any further headway at Baltreos. * Though a victory for the Pact on paper, the Battle of Helia proves to be a political disaster for the Repzork. The prestigious 14th armada, among the largest to partake in the Great War up to this point, is reduced to less than half strength. The 277th and 355th also suffer tremendous losses. In total, the Repzork suffer over one billion casualties, with hundreds of millions dead, marking the past two years the bloodiest period in Repzork military history. Protests erupt across the empire as friends & families of the dead demand answers. Fully realizing the scope of the war they found themselves in, the High Chamber begins mobilizing the entire civilian population for war. * The Necraal Split* - Months after Baltreos, the Necraal civil war breaks out and spreads to the Pact foothold. The Pact attempt to subdue the loyalist but were unsuccessful. Necraal fighting strength is diminished significantly, but continues after the split under the leadership of Commandant Tor. ===Year 12=== * A lull falls on the front as both sides are once more too exhausted to commit to major offensives, but the Pact suffers another blow as some Zaretian troops are recalled to the mainland to shore up the defenses around Nu-Zartar. Diab forces make frequent low-intensity attacks to frustrate Pact defenders. Repzork alter chain of command, recalling the 14th and 277th to the mainland for replenishment, their places being taken by the 537th and 980th armadas. Sector Marshal Yuluvar Eras is sacked and replaced with Thalkae Xelnir, who immediately sets out to bolster the foothold's defenses. * War of the Mech King - An unusual engagement takes place when Pact forces discover a gigantic, abandoned walker buried partially underground on an otherwise dead planet. Diab forces intercept Pact communications and make a move to secure the machine before the Pact. Both sides wage a pitched battle over the machine, whose interior is guarded by robotic proxies of unknown origins. Zaretian forces, upon realizing that the Diabs were clearly winning, fought their way to the machine's reactors and overloaded them, destroying the walker. ===Year 13=== * War in the Shadows - Though officials in Diab high command push for another major assault, this time aimed squarely at the foothold's logistics facilities in and around Sevethos, the continual buildup of Repzork military forces due to mobilization puts all plans on hold as the Diabs attempt to assess the situation. Likewise, though the Pact also wants an offensive, the disasters of the previous years, changes in Repzork command, and the Peacekeeper's progress towards Nu-Zartar makes officials hesitant to commit until an opportunity presents itself. Low-intensity attacks continue as Diab Valkyries and Pact special operatives work to sabotage their respective enemies. ===Year 14=== * Emboldened by recent Peacekeeper victories, the Diabs surprise the Repzork by launching an attack at the Repzork mainland, near the logistics bases supplying the foothold. After initial shock, Repzork forces counterattack with numbers bolstered by mobilization. Foothold likewise takes Diabs by surprise by launching an offensive of its own in an effort to draw attention away from the mainland. ===Year 15=== * The sudden return of the Margan during the ongoing Second Battle of Norsus turns the tide completely in the Pact's favor as the Orion Dynasty launches an attack on the Diabs. Repzork forces at the mainland initiate Operation Sidewinder, encircling the Diab attackers and dealing a grievous blow before the Diabs are able to break free and retreat. The foothold's offensive continues and is bolstered by Pact and Margan reinforcements. ===Year 16=== - No proposals at this time- ===Year 17=== - No proposals at this time- === Notes, etc === (*) = If accepted for branding. If not, will be removed. The Pact's unrestricted use of chemical, biological, and Marganite-based munitions have turned many planets in and around the foothold into inhospitable wastelands in which personnel require protective equipment in order to survive. The worst areas resemble a cross between Kralkatorrik's Brand and a World-War 1 battlefield. Some planets are in the process of being slowly terraformed into a colder climate so as to slow the growth of Marganite infestations, even as their use in weaponry continues. Part of the reason for the continual back-and-forth stalemate is the Diab's expertise in offensive warfare running headlong into the Repzork's own expertise in defensive and attrition warfare. Well-established positions can prove exceptionally difficult to crack; conversely, as seen in Iron Gauntlet, if the Diabs strike before said defenses can be fully established, the Pact will likely shatter. Even as Repzork doctrine shifts towards more aggressive tactics (particularly for the navy), this dynamic continues. [I also personally like it so as to make it distinct from the 'island hopping' mobile warfare seen in the Zaretian theatre] In case any questions about the ''Hruthvar'' ramming incident come up: the vessel's antimatter railcannon has a two-stage projectile; the first phase simply pierces the ship, while the second phase sees the internal antimatter charge detonate. This was new, state-of-the-art technology for the Repzork, and as a result, officials still needed to familiarize themselves with the weapon, leading to the captain's botched decision to vaporize the Diab ship rather than trying to move out of the way. At the same time, Helia-class vessels are 25 kilometer (16 miles) in length, making the vessel slow in general. kyd32hiuw976g3ph06k8r9lodnucrq7 Talk:Diab Theatre 1 1252 13589 12905 2020-07-18T23:21:27Z Amaker1450 26550035 13589 wikitext text/x-wiki {{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= Year 04-Current |partof= [[Great War]] |notablebattles= |place= [[Empire of Diablos]] |result= Ongoing |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> * [[Repzork Empire]]<br/> * [[Magello Empire]]<br/> * [[Zaretian Monarchy]] (05-11)<br/> * [[Necraal Sovereignty]]<br/> * [[Margan Empire]]<br/> * [[Skrey Nation|Skrey Nation (auxiliaries)]]<br/> * [[Asanian Syndicate]] |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]] * [[Empire of Diablos]]<br/> |side3= [[Rathakern]] (06-09) |side4= |commanders1= Repzork Leaders<br/> * Sector Marshal Yuluvar Eras (05-11)<br/> * Sector Marshal Thalkae Xelnir (12-present) <br/> Magello Leaders<br/> * Captain Omard (†)<br/> * Captain Sethvo <br/> Margan Leaders<br/> * Apulon<br/> * Iliva <br/> Zaretian Leaders<br/> * Gancarda <br/> * Atlas <br/> Necraal Leaders<br/> * Tor'vath Alth'met'ker <br/> Skrey Leaders<br/> * Zimtuld |commanders2= * Admiral Korsair<br/> * Vice Admiral Valdir<br/> * Vice Admiral Maeya * Vice Admiral Astara <br/> * Vice Admiral Vokmair<br/> |commanders3= * Warmaster Moratoryan (†)<br/> * General Wraithbane<br/> * General Wreav (†)<br/> |commanders4= |forces1= Repzork forces:<br/> * 14th Armada<br/> * 277th Armada<br/> * 355th Armada<br/> * 537th Armada<br/> |forces2= Outer Fleet<br/> * 112th Fleet<br/> * 256th Fleet<br/> * 399th Fleet <br/> * 99th Fleet <br/> |forces3= Omnishia Battle Fleet<br/> |forces4= |casual1= Massive |casual2= Massive |casual3= Near-total |casual4= |other= |notes= }} 3nvaxxua29w1yzq88cxpocc4pdaiam9 Talk:Dragoneteran Monarchy 1 1065 17034 16998 2021-11-04T20:44:07Z RaptorChu 30471271 /* Monarchy Reform (Chu) */ 17034 wikitext text/x-wiki == Notes By Amadeus == Notes to explore later: I will argue that Dragoneteran Monarchy is a strong proponent of Positive Heroism. *Many non-ranking prominent public figures that capture the attention of the public, both fighters and diplomats. *Arena combat, triumph of the powerful against the collective masses *Individual mechs in military, as a rally point for the troops. *I think you could make a point about Divory and Dilona as a representation of the "The Strong are the Defenders of the Weak" theme. Also, Necraal relationship for the mechs could be interesting. The rebuilt homeworld adventure has a soldier giving exposition that the Dragoneteran were traditionally great traders and businessmen. They have numerous trade routes. But I get the sense that the xenophobic rhetoric of the people betrays a certain degree of isolation. Many comment on the fact that they haven't really traveled off world - maybe that's more a case of national mobility being low. A very substantial portion of the budget is devoted to the military. Military education begins in childhood, with the young lads being sent off to live at an academy where they will stay until adulthood. Normal education exists as well in a traditional classroom environment. The Octegonas is located on planet Vorarium. This is how they prove they are capable of becoming a Captain. There are other arenas, even on that planet, but the Octegonas is the most popular. === Monarchy Reform (Chu) === Less Dragon More economic Focused in the Great war, but still possess a strong defensive armada, capable of strong attacks in and around their Core worlds. Most individuals have not left the core worlds, and typically outsource their trader fleets. Only significant government officials and traders really see the world outside the core worlds Honorable and proud; Do unto others as you'd have them do unto you attitude, regardless of affiliation. While in their past they have a history of warring amongst each other, their interstellar endeavors have left them focused on their economy and trading, rather than conquest of the stars. That being said, they still have a strong warrior culture, where each of the core worlds sport an arena of sorts where soldiers train and compete for a chance to participate in the Yearly Tournament held on the Homeworld. Soldiers can rise in rank in these competitions, and each planet has its own kind of ranking system that can dictate an individuals ranking in the army (tentative) The Monarchy has a strong defensive core. They are content with fortifying their core worlds, but at the cost of lacking on prolonged offensive endeavors New Names? Sticking with the Monarchy ideology. Troctoran Monarchy [[Doramis Monarchy]] Rudeski Monarchy == Brief History == === Early History === First signs of tribal civilizations found the early Dragoneterans as nomadic warriors tribes, with an emphasis on honor and combat. The strongest warrior of each tribe was often the leader of that tribe, and could be challenged at anytime by another tribal. Regional tribes often fought amongst each other, but was not often in the form of a raid or to acquire resources. Tribes supported fighting between each other as a means to hone skills and test the strength of other tribes. After several hundred years of this, many of these tribes came together to form houses, and a similar cycle continued. Each house became unique with its integrated tribes, each with their own subcultures and attitudes. Again, infighting was common. Battles and wars between houses began as civilization developed, competing to determine the best and strongest house to lead them all. After little success, the house leaders , represented as the strongest warrior of each houses, met for the first time to form the Arena Council, and decided to create the Octegonas Tournament, an arena based competition that would pit the Houses best warriors against each other to determine a true leader (Monarch if you will), which would be advised by the Arena Council. While designed for the best warriors, anyone was allowed to participate in the tournament. The construction of the Octegonas brought the House Clans together for the for the first time in millennia, and fostered immense growth and economic development during this time. The tournament began just as soon as the construction was complete. Within a years time, a victor emerged from the fray, and the Monarchy began. The Octegonas remained a key cultural component for the Dragoneterans, where regular tournaments were held by the Arena council. Performance could lead to promotions in any aspect of the individual's life. The Arena Council themselves participated in the Octegonas every three years to determine if the current house representative remained or be replaced by a stronger warrior. The Monarch Tournament Occurred once every 15 years, unless the Monarch passed away during this time. === Zaretians and Vechtramil Conflicts === As the entered the Galactic community with strong economy and military, with little surrounding foes. The Octegonas was constructed on each of thier core worlds, and members of each houses tended to flock to a specific planet to call their own. Integration into the greater galactic community was difficult at first, due to their unorthodox methods and intimidating appearances. Once it was realized that they were a rather competent empire, respect seemed to follow, but also caught the idea of some warmongering empires, namely the Zaretian Monarchy. The Zaretian Attack on Aserai left the Monarchy feeling ashamed and dishonor due to the Nuverian Intervention. Rather than march an offensive of thier own, the Monarchy fortified its core worlds to prepare for future assualts. Shortly thereafter the Vechtramil Directorate launched an offensive against them after the events with the Bulorians. Even with the sudden death of their Monarch, the Dragoneterans were able to completely dismantled the opposition. After the conflict, a new Monarch was temporarily appointed until the dust had settled from the conflict. This caught the eyes of the greater Peacekeeper community, who offered them a chance to become a Combatant state as per peacekeeper recommendation, though left the idea of a protectorate state an option as well. The decision to accept the role of a Protectorate state over a combatant was extremly diffuclt for the Newly appointed Monarch and the Arena Council. While many were eager to fight on behalf of the Peacekeepers, much of the Monarchy's military powers were spent from the recent conflict, and were in no position to fight more. Despite the protests from several House leaders, the New Monarch ruled in favour of a protectorate state, at least until the empire was back on its feet. In the mean time, They would support the Peacekeepers logistically and economically. mqshrpq73gsmxu85sebq5ixqzir397j Talk:Empire of Diablos 1 1105 11497 10922 2019-11-24T04:02:16Z AmadeusReborn 30459495 11497 wikitext text/x-wiki *4 Big Clans + Diablos each with their own sphere *Led by an appointed Elder *Worried about aggressive expansion and coalitions, so aligned with PK bloc *Respect for older population and less for young *Culturally can only grow a beard after 100 *Age quickly toward end of life but maintain plateau of strength *Korsair's injuries occurred before the war *Pride in their weapons & their quality. *Lots of young people because of booming population, so they are sent off to war easily *The non-Empire clans might include some Warlord-aligned ones *Some clans joined up with the Empire after the Empire showed off its military might in the War *Other clans pretty ticked off that the Diabs aligned with PKs *Diabs DO NOT take orders. Nobody infringes on their sovereignty, but it's not a concern because of Diab self-confidence that even the Aeveria couldn't impose their will on them (this is where they differ from Warlords) *Diabs are sort of okay with imposing on others, but don't tend to see themselves as needing others. *Excessive civilian casualties can result in a Diab having his wings torn off as punishment. Capital punishment if malicious. It is a matter dealt with internally. *Opportunistic Omnivores, prefer meat. Typical rations quite large. nl0sb64y1odrmjk6pqb0e7fswzqjjlj Talk:Great War 1 1073 14738 14737 2020-12-10T02:37:18Z Amaker1450 26550035 /* Conflicts/Battles Requiring Revision/Removal [Due to above factors] */ 14738 wikitext text/x-wiki == Great War 3.0 Electric Boogaloo Hellworld Edition == This will probably be used chiefly by me for organizing but it's here - Amaker/Voltara === Known Participants === ==== Peacekeepers ==== * Unnamed Aeveria Replacement * Empire of Diablos * Kastalian Survivors * Sauran Solidarity [Pending changes?] * Rach Empire * Remusian Republic ==== Warlords ==== * Asanian Syndicate * Margan [Pending changes] * Repzork * Xeverra * Zaretian Monarchy ====Neutral==== * Holy Nepharian Empire * Nova Corporation * Transmetallic Confederation ==== Tertiary==== * IAE [WL-leaning] * Khasii [Neutral] * Delani Remnants [PK-Leaning] === Pending === * Karahotdoum Magistrate * Luminarian Rebels/Empire * Nalstros[?] * Biomatter/Anti-Biomatter Task Force * Gronian Imperium * Necraal Sovereignty * Virisus * Wingle Union === Declined === * Aeveria Confederation * Betel Recyclers [At least for now] * Wolnch Authority [At least for now] === Pending Review/Removal/Replacement === * Acropolan * Conkirite * Dragoneterans * Magello * Saracin * Scrapper Crabs (I will die on this hill we cannot completely remove them; they must remain, even if only in spirit) * Skrey * Tegotians * Rathakern/Reaper * Warbot Industries/Kelmir === Conflicts/Battles Requiring Revision/Removal [Due to above factors] === * Rathakern War (Participants: Rathakern/Diabs/Delani/Magello) * WBI Conflicts (Participants: WBI/Kelmir/Repzork/Margan/Necraal/Skrey) * Repzork-Betel War (Participants: Betel/Repzork/Xeverra/Sauran/Kastalians/Asanians/Aeveria/Karahotdoum/Zaretians. Most played a minor/supportive role) * War of the Mech King (Participants: Repzork/Diabs/Virisus/Magello. Will likely undergo drastic revision) * Warlord-Diab Front (Participants: Repzork/Diabs/Margan/Magello/Skrey/Necraal. Likely to simply remove latter 3 for convenience) * Operation Burning Lance (Peacekeeper Invasion that culminated in Battle of Nu-Zartar) (Participants: Zaretians/Luminarian Rebels/Aeveria) * Necraal Split (Participants: Necraal/Virisus/Biomatter/Repzork/Zaretians/Skrey) * Acropolan-Conkirite War (Likely to be removed) * Dragoneteran-Tegotian War (Likely to be removed unless we just rename the two participants) [Most notable feature was creation & deployment of Biomatter-based bioweapon by Dragoneterans. Do we want to keep this in some form?] * Skritrulk Uprising (Participants: Skrey/Gronians/Repzork) (Likely to be removed) * [Biomatter] Sentience Incident (Participants: ABTF/Biomatter/Pre-Virisus Necraal) * Dissolution of the Saracin Empire (Participants: Saracin Empire, undecided Peacekeeper) (May be removed) * Raid on Station SRD72 (Based on old adventure by Raptorzefier in which Rach ultimately discover that the Warlords know about Norsus' stealth generators) (Participants: Rach/Saracin) * [[Operation Downfall]] ([[Operation Sledgehammer]] & Invasion of Norsus) (Participants: All, see outdated wiki pages & their infobox for details) === Completed/Work-In-Progress === * Repzork-Sauran War (Begins in year 7 over Repzork weaponization of Marganite crystals) [WIP] == Notes/ideas/References == ===Betel=== ==== Fehgrov Battles & The Galderan Intervention==== From ''Mosalla The Awakened'' Biography https://docs.google.com/document/d/1KlqIMEqLThRnz_y1eH0iam3M1U9r-VlBxs9Aa3mYNJo/edit# *Xeverra 21st Attack School *Suggested that the Repzork were expanding to the region, and this operation was part of it. Repzork involved in this battle? *Difficult to capture, but Xeverra win out with few overall casualties *Surrounding regions are subsequently invaded using Fehgrov as a launch point. Suggestion that Repzork are even deployed from here. *Allusions to two main structures *Galdera struggles to defeat the Xeverra & Repzork on land, frequently routed *Galdera shift to space combat, intending to cut off the poorly supplied garrisons. *Molla was the closest Worldship to Betel Space *Xeverra unable to hold Fehgrov (Xeverra reinforcements were delayed due to the sudden arrival of Orsaron Knights in Repzork-occupied territory, which caused Xeverra to send aid to them first) *21st Attack School involved in both battles *Automated defenses scattered throughout Betel space remained even after Xeverran withdrawl, making certain areas dangerous to return to (parallels with marganite bombing by repzork) *Question: Was the 21st Attack School all it took? Or was this a miraculous and humiliating defeat of the Betel by a coordinated, formidable, but small group of aces? que2wgzou6klo9s17tuej5ul698nsoa Talk:Gronian Imperium 1 1072 12326 12324 2020-01-29T02:59:04Z AmadeusReborn 30459495 12326 wikitext text/x-wiki '''Third Kinder:''' *Long lived males *Placed on planets, think Imperium is smaller, no aliens *designed to be disposable infantry by Hyfon, good at picking up things. *dumb males, smart females *females live 20 years, live in tech nunneries *Medieval level tech amongst the males mostly *males periodically brought in for sexy fun times and sexy bread lines '''Some Gronian Civil War shennanigans:''' *Gaius horrified by wife's elimination of several civilian planets (trying to kill Margan) *Possibility for divorce *Wife steals heir *Aspis first to be destroyed by Margan *Wife goes to third kinders to muster an army, put them in power armour and carves out a region of space. This is a problem. *Agneta activated '''Agneta:''' *Not used militarily because of how horrifying their tactics are and their blatant non-comprehension of life *They're big, while drones are a bit smaller, they can be as big as double decker buses. *Discovered when the Crai'tal were given a world by the gronians and ran into them in the mines. They tried killing them, but then they started picking up the guns and it was realized they were sentient. Gronians come over and try to work things out, agneta think gronians saved them and have no problems with becoming a client kingdom (even if they don't really contribute all that much). *Willing to die for the gronians *Some are more sentient than others. *They have Queens *Gronians don't even realize they have acid suicide bugs with strong front armour '''On the Skrey conflict ending''' "House Aspis counter attacked and claimed victory. However the minor defeat was used by other skrey power brokers to rebel and descend the empire into chaos citing the defeat at the hand of the gronians who the perceived to be a weak race to warrant an overthrow. The Gronians for their part showed up to their home planet and a few other major Skrey worlds, saw that they were murdering each other in the streets said "Good job boys, we won." and left. This further proved the rebels right as the gronians were too "cowardly" to attack, thus the war effectively removed the Skrey as a galactic power for the time being." '''Map Stuff''' *Rogue Nationalist AI in the middle of territory *Green ones are client kingdom *Red conflicted *Black is third kinders [[File:WeakGronianMapArt.png|thumb]] 6m28qxfjter9q42dczmgsb8beyosh5r Talk:Holy Nepharian Empire 1 1186 12323 2020-01-29T02:51:10Z AmadeusReborn 30459495 Created page with "'''On Religion''' "Yah nepharian gods are more like- concepts and math. Imagine personifying islamic tessellation art over the surface area of the hindu pantheon. I've always..." 12323 wikitext text/x-wiki '''On Religion''' "Yah nepharian gods are more like- concepts and math. Imagine personifying islamic tessellation art over the surface area of the hindu pantheon. I've always figured their religion has flavorings from islamic, hindu and some buddhist traditions in terms of it bounds. Somewhat inspired by new wave spiritualism having obsessions with "ethnic" religions to try and be faux-mystical. A lot of their faith is convolution for convolution sake though, kinda like hinduism/shinto, there's a lifestyle mixed in. Despite the fact that it serves a pretty cynical purposes, it does have a pretty wholestic core of "the universe is you and you re it so be kind to others". I also imagine there's plenty of nepharians that sincerely take to that motto and are pretty cool dudes." '''On Government''' "I would say the people who run nepharian government see it as an empire but as soon as you exit that top, shadow echelon they would say they work more like a soviet-ish style republic focused on spiritual self-improvemet. Even then, the government doesn't have expansionist tenancies so much as they're just super cynical about their people and think "hey, if we didn't own this shit things could really fly off the rails"." q54ubty0hjn4mh7p8ptfo34nd10rbfb Talk:Karahotdoum Empire 1 611 2216 2014-11-16T06:36:58Z 91.200.13.5 Very good article post.Really thank you! Awesome. 2216 wikitext text/x-wiki Thanks a lot for the blog.Thanks Again. Great. dd9q8vdqersh9ou11ogqfbq7rj3mj4f Talk:Luminarian Navy 1 1116 11674 11383 2019-12-19T13:20:16Z Kylelck 30541006 11674 wikitext text/x-wiki ==Luminarian Ships Naming Conventions== Luminarian Ships are always named either after human qualities (translation) or an object. Luminarian ships are never named after a person, place or planet. This is mainly due to the need for preserving the unity of the rebellion as a whole. There were several attempts to name ships after people early on in the rebellion, but then the Representatives began arguing about which people should be honored. Which resulted in Admiral of the Fleet Lumira overriding the wishes of the Grand Assembly and instituted the current naming convention. However, battlegroups are named after the region of space where most of its personnel were recruited from, as a way of simplifying logistics when ships are returning for shore leave. ==Ship Status Classification== *Operational: Ship is capable of conducting a Combat Mission *Damaged: Ship is unable to conduct a Combat Mission without repairs. It can be further classified: **Mission Kill: Ship has suffered damage that has rendered it incapable of completing its mission. The ship however, can still function. **Mobility Kill: Ship has suffered damage that has rendered it immobile, both in-system mobility and inter-system mobility. **Firepower Kill: Ship has suffered damage that has rendered its weapon systems nonfunctional. *Sunk: Ship is lost, but is salvageable. *Destroyed: Ship is lost, unable to salvage anything meaningful. ==Frigates vs Destroyers== Luminarian ship classifications do not use the "Destroyer" classification unlike other races, instead, they utilize the "Frigate" for most vessels around the 250m-800m length range. This is mostly due to the distinct classification between a Destroyer and a Frigate during ancient times. The main distinction between a Destroyer and a Frigate during the Age of the Water Navy can be distinguished if a vessel can provide theatre wide air and missile defense for forces such as a carrier battle group. When evolving into a space-borne navy, the technology to create a vessel capable of providing theatre wide PDN was non-existent, leading to the use of the "Frigate" Classification and the removal of the "Destroyer" Classification. This continued up to the current 5th-generation vessels, where military analysts are currently considering classifying the LNFg Kataphraktoi as a true Destroyer class vessel due to its Quantum AAA Beam capabilities. ==Usage of Drones in the Luminarian Navy== Each Luminarian Vessel usually contains a fair number of drones that it uses for non-combat capabilities, such as long-range reconnaissance, retrieval operations or resource extraction. However, the use of drones in a combat situation is next to zero, owing to the prevalence of ECM in the Zaretian theatre. Utilizing drones in a high ECM environment is next to impossible, with only autonomous drones being capable of somewhat operating in such an environment. However, the Luminarian Navy avoids the use of autonomous drones. There is a program that is currently adapting 2nd generation strikecraft into ship-controlled drones, but the use of such strikecraft is only utilized in the Betel theatre, and not in large numbers. ==The 25== For most Luminarian StrikeCraft pilots, after their 25th combat sortie (a mission that involves a confirmed engagement with a hostile force), they are removed from frontline duty and transferred to the Helst Academies, to pass down their experience to newer pilots. Exceptions to the 25 do exist but are extremely rare. These exceptions are usually due to the pilots having severe disciplinary problems or are simply unable to teach well. Some pilots after their stint in Helst are allowed to return to the frontline due to their skills. The current record for the most combat sorties is at 184, with 421 confirmed kills, awarded to CDR Harkzmen of the 2nd BattleFleet, BattleGroup Telethia. ==Battlestations== A Battlestation is a ship classification of ships around 40-90km in length. The Luminarian Navy currently has 4 battlestations in varying operational stages. Each Battlestation was created as a byproduct of the ongoing operations at the J-2801 Anomaly. The Sarissa is a 42km long battlestation, built around a 20km long plasma beam. The Sarissa is the smallest battlestation currently fielded by the Luminarian Navy and is designed as a SuperCarrier variant, sporting extensive hangar decks as well as an extensive PDN. The Sarissa is currently under the 9th BattleFleet's remit. Sarissa has not been deployed on any fronts. However, if the Fehgrov Incident had lasted longer then a month, Sarissa would have been deployed to suppress either Helm's Hold or Fehgrov itself. Sarissa's current activation requirement would be the declaration of war with the Betel Recyclers, which it would be used to immediately decapitate any leadership elements. The Akontia is a 58km long battlestation, built around a 30km long plasma beam. The Akontia is designed as an Assault variant battlestation, sporting an extensive array of battery weapons and additional plasma beams mounted all around the hull. The Akontia is currently under the 1st BattleFleet's remit. Akontia has not been deployed on any fronts. Its current activation requirement would be the nullification of the Luminaria Armistice Agreement, which it would be used to combat the Empire's Battlestations. The Palintonos is a 72km long battlestation, built around a 43km long plasma beam. The Palintonos is designed as an Artillery variant battlestation, sporting an extremely devastating alpha strike beam capability and a dense PDN. The Palintonos is also the first battlestation to field Quantum Beams. The Palintonos is currently under the 2nd BattleFleet's remit. Palintonos has not been deployed on any fronts. However, unlike the other Battlestations it is currently activated under the command of Admiral Aslai due to the resurgence of the Margan Dynasties. Its current use is to eliminate high priority targets such as a Margan WorldShip or Zartar itself. The Aster is an 84km long battlestation, built around a 46km long plasma beam. The Aster is designed as a Command variant battlestation, sporting extensive communication, ECM, ECCM, Cyber warfare suites, alongside a varied suite of weapons and hangar facilities. The Aster is currently under the 3rd BattleFleet's remit. Aster has not been deployed on any fronts. Its current activation requirement would be the loss of communications with Naval Command, which it would be used to house the replacement Naval Command infrastructure and personnel. ==Assault Citadels== An Assault Citadel is a ship classification of ships around 90+km in length. The Luminarian Navy currently has 1 Assault Citadel in construction. Unlike their smaller brethren, Assault Citadels are built from the ground up as a warship, instead of a ship being built around a plasma beam. The Ataraxia is a 125km long Assault Citadel currently in construction. Detailed specifications are currently unknown, but it is designed to sport quantum plasma beams capable of engaging in intersystem warfare. Ataraxia's current design use is to serve as a mobile intersystem quantum plasma beam platform, providing direct fire plasma beam engagement to multiple theatres while avoiding direct retaliation. row9epf8mtvcbqjkzzdyftmg3c1u39s Talk:Main Page 1 1314 13586 13584 2020-07-17T15:35:43Z Amaker1450 26550035 /* The Rules */ 13586 wikitext text/x-wiki == Old Rules == # Before posting your race, make sure that you can fill out the sections of our entry form. You may also want to play some of the adventures in the Sporecast, or look at the wiki. Make sure that you spend some time not only on creating your race, but developing their culture. And please no inappropriate descriptions or species. # Please type out a very detailed culture and story to describe your race. Include things such as Military, Culture, Internal Affairs, History, Epic War involvement etc. If we feel that your description is lacking, we will tell you where and how to improve upon it. We love details details details! so put in any little thing about your race whether it be complex foreign relations or something as simple as how they say hello. # God-modding is not allowed. You race can be really powerful in one aspect, but if so they must also have a major weakness. Their specific strengths and weaknesses should be mentioned in your first post. # Every new member will have a probationary period after first posting their race’s information. To become a full member you must make at least an introduction adventure of acceptable quality. # Once accepted, please make a wiki entry with all your race’s information, these opening posts get very crowded so put everything you can on the wiki. # Do not spam or repeatedly bother other members, you will be removed from the club. This is a fun place to share ideas and races, not a battleground. Remember, Epic War not Flame War! # Before using another person’s race, be sure to ask them. Sometimes they will ask you to PM them the storyline before giving their consent. Overall, if you are using someone else's race make sure they know and don’t use their race in a way they don’t want you to. # Remember this isn't a solo thing. Conversation with other people on the Sporum/Chat Box is not only encouraged but often required. If you're making an adventure involving another person's race, you may want to ask them for their input on their race and ask advice on certain matters to make sure you got it right. # When making an adventure, post a link to it on this thread or PM Stryfe89. It will be added to the Sporecast. # Epic Story lines are encouraged. Maybe your Warlord race just found some crystal of immeasurable power and is going to use it to destroy a section of the galaxy, forcing the Peacekeeper races to move against them and destroy the crystal? Maybe you need to chase down some dangerous individual from either faction? Maybe the Grox are encroaching on your races territory with terrifying speed, forcing them to call on the help of their allies? The possibilities are endless. # Inner faction war isn't unheard of, but monitored. One Warlord race can attack another Warlord race, but it's generally understood that they'll band together when faced with a Peacekeeper. After all, they can be on the same side, but no one said they had to LIKE each other right? # Don't advertise your adventures on the thread if you’re not a member, this is not an adventure testing club. # You cannot ally the Grox or be allied to them. They are every race’s enemy. That means, your race’s history could include being attacked by the Grox, but you cannot defeat them, precede them, or befriend them. # You are allowed to make threads advertising your EAW adventures, but they must have links to the current thread. # You are not allowed to form any alliances beyond that of a Peacekeeper or a Warlord. # All new members are required to make a new page in the wiki and copy their form to it and make their page as detailed as possible. # No unexplained magic. This is a science fiction universe and as such non scientific things such as magic are limited. Certain types of mysticism and limited psychic abilities are allowed. If a suitable scientific explanation can be devised for what would appear to be magic powers then it may be accepted. q4l5m259m66t2wfopplsancdkjkebhe Talk:Named Planets 1 1303 13445 13329 2020-06-19T16:07:50Z AmadeusReborn 30459495 13445 wikitext text/x-wiki The ultimate goal: every named planet and every named character gets a fully-fledged wiki page - even the hard to pronounce TmC ones! Don't tempt me. - Amaker How DARE you provide extra lore Chu, all planet descriptions must be 3 syllables or less! -Amadeus eztkjn1dmk36gpkeah7si76tf4wc0k1 Talk:Operation Downfall 1 1595 17876 2022-01-24T07:24:40Z Amaker1450 26550035 Created page with "{{Conflict |prev= [[Operation Stormbreaker]] |conc= |next= Project Relevance |name= |image= |conflict= |date= Year 5 |partof= [[Great War]] |notablebattles= |place= Milky Wa..." 17876 wikitext text/x-wiki {{Conflict |prev= [[Operation Stormbreaker]] |conc= |next= Project Relevance |name= |image= |conflict= |date= Year 5 |partof= [[Great War]] |notablebattles= |place= Milky Way Galaxy |result= * Operation Sledgehammer: Decisive Warlord victory ** Peacekeepers suffer catastrophic casualties and are rendered largely incapable of supporting the Rach during the [[First Battle of Norsus|invasion of Norsus]].<br/> * Operation Downfall: Tactical Warlord victory/Strategic Warlord defeat ** Both Rach and Margan are lost in the [[The Void|Void]]. ** Norsus is occupied by Zaretian forces<br/> |territorychanges= |side1= [[:Category:Warlords | Warlord Pact]]<br/> * [[Margan Empire]]<br/> * [[Zaretian Monarchy]]<br/> * [[Saracin Empire]]<br/> * [[Repzork Empire]]<br/> * [[Necraal Sovereignty]]<br/> * [[Skrey Nation]]<br/> |side2= [[:Category:Peacekeepers | Peacekeeper Alliance]] * [[Rach]]<br/> * [[Aeveria Confederation]]<br/> * [[Empire of Diablos]]<br/> * [[Sauran Solidarity]]<br/> * [[Delani Republic]]<br/> * [[Kastalian Survivors]]<br/> * Warlord defectors<br/> |commanders1= Margan Leaders<br/> * Azakiah<br/> * Alo'kizan(†)<br/> * Ni'vola <br/> * Ilivia <br/> * Turos<br/> * Markila Farshot<br/> * Apulon<br/> Zaretian Leaders<br/> * Gancarda<br/> * Atlas<br/> * Varthos<br/> * Peacha<br/> * Ganos<br/> Saracin Leaders<br/> * Yalacin<br/> Repzork Leaders<br/> * Oltar Falklung<br/> * Yuluvar Erasa<br/> Necraal Leaders<br/> * Bael'thir Anduish'ent'mar<br/> * Scy'the<br/> * Var the Stareater<br/> Skrey Leaders<br/> * Bhatuzorig<br/> * Autguld<br/> * Burlgili<br/> * Ghiljag<br/> * Zimtuld<br/> |commanders2= Rach Leaders<br/> * Gorach<br/> * Cloudreaver<br/> * Kertak<br/> * Lasee <br/> * Kalaz<br/> * Chikov<br/> * Ulmar<br/> Aeverian Leadership * Velo<br/> * Elthin<br/> * Tuscannon<br/> Diab Leadership<br/> * Korsair<br/> * Valdir <br/> * Maeya <br/> * Astara <br/> * Drikar <br/> * Falmae <br/> Sauran Leadership<br/> * Maresar Barr<br/> * Lunéss'zru<br/> * Vakarai Uru<br/> * Markull Earu<br/> Defector leaders<br/> * Taimera (†) <br/> * Zaliim (†) <br/> * Oktora Dulog (†) <br/> |commanders3= |commanders4= |forces1= Margan Forces<br/> * Sacred Blade Fleet<br/> * Firewing Fleet<br/> * Oathkeepers Fleet<br/> * Radiant Dawn Fleet<br/> * Flamedancer Fleet<br/> * Faithful Chisel Fleet<br/> * Morning Star Fleet<br/> Zaretian Forces<br/> * 5th Fleet<br/> * 7th Fleet<br/> * 54th Fleet<br/> * 72nd Fleet<br/> * 789th Fleet<br/> Saracin Forces<br/> * Fervent Sabre Repzork Forces<br/> * 70th Combined Armada<br/> * 57th Combined Armada<br/> Necraal Forces<br/> * 5th Shock Fleet <br/> * 27th Shock Fleet<br/> * 31st Shock Fleet <br/> Skrey Forces<br/> * 50th Tazorag Fleet<br/> * 15th Tanzag Auxiliary Fleet <br/> * 7th Tanzag Auxiliary Fleet<br/> * 4th Otguhl Auxiliary Fleet<br/> * 20th Khonghan Auxiliary Fleet<br/> |forces2= Rach Forces<br/> * Home Defense Fleet<br/> * Skyborn Legion<br/> * 1st Fleet<br/> * 4th Fleet<br/> * 7th Fleet<br/> * 9th Fleet<br/> Aeverian Forces<br/> *47th Fleet<br/> *290th Fleet<br/> *195th Fleet<br/> *196th Fleet<br/> Diab forces<br/> * Outer Fleet<br/> ** 10th Fleet<br/> ** 112th Fleet<br/> ** 256th Fleet<br/> ** 399th Fleet<br/> ** 496th Fleet<br/> ** 523rd Fleet<br/> Sauran Forces<br/> * 2nd Gauntlet<br/> * 15th Ionizers <br/> * 23th Taiga<br/> * 19th Circle<br/> |forces3= |forces4= |casual1= Massive <br/> * Firewing Fleet destroyed. * 1 Ikatan-Class Starbase |casual2= Massive |casual3= |casual4= |other= |notes= }} ==Background== ''See also: [[Operation Stormbreaker]]'' The Rach had been largely uninvolved in Operation Stormbreaker. Though they still provided intelligence and harassed Pact positions, their military was near the brink of collapse and was incapable of large-scale offensive operations. Most troops had stayed behind to guard what remained of the empire, hoping that Stormbreaker would bring an end to the war. But with the operation's failure and Peacekeeper forces in full retreat, the Rach were now exposed, and the only thing that stood between Norsus and the Pact was the stealth generators scattered throughout the inner-rim colonies that concealed the Norsus system. But Rach command, with the knowledge attained from Station SRD72 years prior, knew that it was only a matter of time before the generators were targeted. If they were to fall, Norsus would be revealed, and the empire would undoubtedly be wiped out. Two weeks after the Peacekeepers had retreated, High Priestess Massachiah summoned Pact leaders to Holy Thereia to discuss the fate of the Rach. Despite the losses from Stormbreaker, the Pact was eager for vengeance, and had retained more than enough manpower to launch a counterattack of its own. The Warlords initially planned to launch an overwhelming assault targetting the Rach, aiming to bring down the stealth generators and Norsus in one swift blow that would essentially 'decapitate' Peacekeeper leadership. But this plan was soon rejected as, while most believed the operation would be successful, it would invite immediate retaliation from the rest of the Alliance, leading to potentially catastrophic losses. It was also felt by some that eliminating the Rach would not entirely cripple the Alliance, and therefore, the assault had to be larger in scope. Weeks of planning would lead to the development of the two-phase offensive, Operation Downfall. The first phase, code named Sledgehammer, would see the largest mobilization of Pact forces since the start of the war. These troops would be deployed in one vast offensive targeting the most powerful members of the Peacekeeper Alliance and would have the goal of tying down Alliance forces and causing as much death and destruction as possible, essentially 'bleeding' the Peacekeepers dry of materiel and soldiers while forces operating in Rach space hunt down and eliminate the stealth generators in what would be code named suboperation Pierce the Veil. Once the generators were eliminated, the second phase, Downfall, or the invasion of Norsus, would be commenced. Much to the disapproval of much of the Pact, Massachiah declared that the attack on Norsus would be carried out by all Margan Dynasties as a means of ensuring that the Rach were wiped out and that the event would be remembered as a grand, bloody spectacle throughout the galaxy. For Operation Sledgehammer, each front was divided into "wings" that each focused on a separate target. Each wing was accompanied by a Margan Dynasty. * Admiral Kiryusa Luok, General Varthos, Commandant Scy'the, and Generals Alo'Kizan and Ni'Vola would be deployed against the Aeveria. * General Siveris Halz and Admiral Xatka Yuvaki, Commandant Var, Grand Beyir Yalacin, War Chief Bhatuzorig, and General Apulon would be deployed against the Karahotdoum. While the bulk of Skrey forces would be deployed here, each wing of Sledgehammer retained an auxiliary Skrey force. * Lord Atlas, General Likana Raldalvi and Admiral Vilotr Akuru, Captain Omard, and General Iliva would be deployed against the Empire of Diablos. * Datyl Vexen, General Ganos, and Markila Farshot would be deployed against the Sauran Solidarity. * Crown Prince Bael'thir Anduish'ent'mar and General Turos would be deployed against WBI. * Generals Gancarda, Peacha, and Azakiah would would be deployed against the Rach. Roughly four months after the end of Stormbreaker, Sledgehammer was initiated with the Pact launching each wing simultaneously. == Phase 1 == === Operation Greatsword: Assault on the Aeveria Border Blockade === The Aeveria Confederation presented a unique problem to the Warlords. Throughout the war, few large-scale attacks had been carried out against the Aeverian mainland. This left them as the most militarily powerful Peacekeeper, with more than enough experienced reserve units to defend their territory and to support Norsus in the event of an invasion. In order to sufficiently tie the Aeveria down, the wing needed to be both vast in size and quick in movement so as to breach the blockade before a proper defense could be established. Thus, the Aeverian wing became the largest naval armada in Sledgehammer, comprised of fleets from Golden Blade and Holy Dynasties, Repzork, Necraal, and the Zaretians. There was also a debate as to whether or not the Pact should attempt to hold any territory it captured or if it should instead bombard any and all colonies so as to deny the Aeverians resources. Given the Aeveria wing was seen as having the greatest chance at failure, it was decided that any and all settlements were to be bombarded, and few if any ground forces would be committed unless deemed necessary. [[File:Pew Pew.jpg|thumb|right|300px|Varthos' forces engaging Aeverian militia ships.]] Pact forces first attacked Aeverian frontier worlds that were outside the protection of the blockade. Varthos and his fleet, aiming to make up for the Monarchy's embarrassment at Zetta Secundus three years prior, spearheaded the assault from his Galaxy-class battleship, ''Varthos' Fist''. The general's forces, with overwhelming numbers and firepower, overpowered local Aeverian militia fleets and subsequently bombarded civilian and military targets alike. They also captured a small number of stations that would be repurposed to provide logistical support to the Pact, including Fukushima Station. Unable to stem the tide, Aeverian militia forces focused on evacuating as many civilians as they could and retreating deeper into Aeverian space. The 47th, 290th, and 195th Aeverian fleets were dispatched from the blockade, but with the Warlords advancing rapidly and numerous worlds falling under siege, they were unable to launch a counterattack, instead devoting their resources to assisting the evacuation effort. This gave the Pact time to establish a supply line in preparation for the next phase of the assault. Once the frontier was under their control, the Warlords initiated their attack on the Border Blockade, launching attacks against several key positions. [[File:Shitfest.jpg|thumb|left|300px|1st CRUSRON attacking the ZMS ''The Shitfest''. ]] As the assault was underway, ACI, with the use of the blockade's sensor network, pinpointed the location of the ZMS ''The Shitfest'', a Majesty-class mobile shipyard, which was acting as the backbone for Varthos' logistics network. Due to the speed at which Varthos' had advanced, the ship, which was making frequent subspace jumps across the front, had to take brief pauses in order to recharge its drives, which gave ACI a roughly ten minute window of opportunity to attack. With most of their assets damaged or deployed elsewhere, the Aeverians sent out 1st CRUSRON and several figher escorts to engage the shipyard, which was protected by a small entourage. ''The Shitfest'' was heavily damaged during in the ensuing engagement, but managed to escape back into Zaretian space, where it would remain for several months while it was repaired. The loss of the ship crippled the Monarchy's logistics, and King Breys, angered that Zetta Secundus had been repeated again, called Varthos back to Zartar for questioning. With their flagship gone and their logistics in ruins, the Zaretians pulled out of the region, turning over their captured Aeverian stations to the rest of the pact. [[File:Korani.jpg|thumb|right|300px|Pact forces attacking Rhea station.]] Though a blow to the Warlords, the Zaretian's withdrawal did little to slow down their advance. Pact forces continued to besiege the Blockade, engaging anything and everything they came across in well-coordinated strikes. During one notable attack, Repzork and Margan forces engaged Aeverian forces at Rhea Station, a regional headquarters for Blockade vessels. The Aeverians defended the station against waves of Pact ships, including numerous bombers and the HLC ''Korani''. During the attack, Admiral Kiryusa Luok, operating from her flagship, the HLC ''Xelvalder'', had been rapidly jumping her ship from location to location, a number of Aeverian vessels in pursuit. The ''Xelvalder'' eventually arrived at Rhea station and destroyed the MK1 Skybound cruiser, the AS ''Vatican''. Luok, after being engaged by her pursuers, then warped back to Fukushima Station. Rhea Station survived the assault, but at the cost of over twenty warships and nearly sixty nearby orbital facilities. Luok efforts, though they damaged the drives on her ship, temporarily drew Aeverian forces away from other fronts and allowed Pact forces to plunge deeper into the blockade. Fighting continued in and around the Border Blockade throughout Operation Sledgehammer, concluding only a week before Operation Downfall when the Aeverians enacted a desperate gambit in a last-ditch attempt to deal a decisive blow to the Pact. Across the region, Aeverian assets withdrew en masse. Believing that they had finally broken through the blockade, the Pact advanced into the Aeverian mainland. In truth, several Aeverian fleets were moving to flank and encircle the Warlords. Once they were in position, the Aeverians closed in and engaged the Pact from all directions. What followed was the largest and bloodiest naval battle in Operation Sledgehammer, with both sides suffering enormous casualties in the span of a few hours. At the height of the battle, General Alo'Kizan concentrated all of his forces on a weakened portion of the encirclement, breaking through and allowing the rest of the Pact to escape at the cost of himself and Firewing Fleet, which was destroyed to the last ship. Warlord forces retreated from Aeverian space, but not before destroying the orbital stations they had captured during the frontier assault. Though an Aeverian victory in that the Blockade still stood, the assault is considered a strategic victory for the Warlords as it had achieved its goal of distracting the Aeverians and dealt a serious blow to the Confederation, which would take years to recover from the damage. === Operation Sledgehammer: Invasion of the Empire of Diablos === Though the Empire of Diablos had depleted itself during Operation Stormbreaker and was in no position to deploy any major offensives anytime soon, the Pact still considered the Diabs to be a potentially significant obstacle in invading Norsus and took a proactive view towards them, aiming to cripple their efforts in the war before they could organize another attack. Additionally, many within the Pact sought revenge against the Diabs for the blood spilt in the previous months. To these ends, with the exception of Captain Omard, the officers selected to lead the Diab wing of Sledgehammer were those who were seen to be capable of fighting the Diabs on equal footing with little to no regard for collateral damage or civilian life. The officers planned to "bleed Diablos dry" by launching a multi-pronged offensive into Diab space and establishing a foothold from which future offensives could be deployed deeper into Diab territory. So long as the foothold remained, the Diabs would be forced to devote troops to contain it, diminishing the empire's offensive capabilities. After some reconnaissance, the officers decided to attack a region of Diab space that was contributing a large number of recruits and material to the Outer Fleet. Pact forces made contact with the Diabs around the urbanized colony of Sevethos, and soon after at Alvainos, Neheldos, Sakanos, and other outer-rim settlements. The Warlords obtained orbital superiority over much of Sevethos and Alvainos and landed troops before the bulk of the Diab's forces arrived. Sevethos was hardest hit by the first wave, with the Repzork employing an Ikatan Platform and the recently-developed ODV-3 Vasekar. Warlord forces made rapid gains across most fronts, but suffered an embarrassing setback at Alvainos, where the Diab's subterranean settlements gave them a distinct advantage against invaders despite being significantly outnumbered. Such events did little to slow the Pact advance, and most colonies hit by the first wave would fall in the weeks and months following the opening assault. As Pact forces advanced onward, reserve troops moved in to establish fortified positions. The offensive converged upon the world of Baltreos, a highly developed colony considered to be a sort of capitol for the surrounding region. Having had time to prepare, Diab forces put up fierce resistance which was met with equal aggression by the Pact. Both sides poured a significant amount of troops into the engagement, which largely consisted of street-to-street and room-to-room fighting as Pact forces advanced through Baltreos' dense urban centers. In an attempt to divert Diab attention, the Pact attacked the nearby world of Falkeos, which acted as the nerve center for Diab military forces in the area. But while Falkeos experienced a prolonged crystal bombardment by the Margan, Diab forces successfully held unto the planet, though the diversion was sufficient for the Warlords to finally capture Baltreos in the process. The planet would become the Warlord's headquarters for their efforts in the sector. The loss of Baltreos and the chaos at Falkeos severely weakened local Diab forces. But the Pact was nevertheless halted after suffering a major setback at Veos, where the Diabs crippled the Repzork's Ikatan Platform, forcing imperial forces to scuttle the vessel. With Diab resistance stiffening and the Rach's defenses crumbling, the Pact initiated a strategic withdrawal back to the foothold before they spread themselves thin, but not before bombarding Diab colonies with crystal and conventional munitions as they retreated. The Diabs chased the Warlords and attempted to repel them from the foothold, but were forced to withdraw after weeks of bloody and fruitless fighting. === Operation Longbow: Invasion of the Sauran Solidarity === The Asanian Syndicate and the Margan both had a strong desire to eliminate the Sauran Solidarity as they saw the Sauran as the antithesis to their very way of life. When the Sauran wing of sledgehammer was being planned, the Asanians petitioned to spearhead the assault, causing some irritation with General Ganos, who had been leading the Sauran front for most of the war. The Margan, seeking to further prove the Syndicate's worth to wary allies and confident that a combined assault could devastate the Solidarity, supported the Syndicate. Frustrated, Ganos decided his forces would engage a second front with the Solidarity while the Asanians and Margan opened a second combined front elsewhere. The Margan and Asanians slammed into the Sauran's defenses, who were not prepared for the Syndicate's forces. As the Solidarity redirected fleets to the front, Ganos struck, breaching a hole in the Solidarity's now thinned defenses. Asanian and Margan forces dug deep into the Sauran's outer colonies, indiscriminately destroying everything in their wake and killing civilians and soldiers alike. With the Solidarity focusing most of their efforts on the combined assault, Ganos focused on capturing and holding colonies to establish a new foothold within Sauran space; though some of those captured by Zaretian forces would be brought back to the Monarchy as slaves, most were instead executed to satiate Ganos' temper. When Operation Downfall was initiated, the Zaretians ended their offensive, pulling back into their newly captured colonies. The Syndicate, meanwhile, continued to engage despite the Hammer Dynasty relocating to Norsus. During the invasion, the Sauran were contacted by representatives of the Repzork Empire, who requested an audience with representatives from the Council of Aradan on the remote neutral colony of Sethyr. The Solidarity reluctantly accepted, and sent Na'dak and Commander Lunéss Zru, who were met by Ambassador Orva. The Ambassador explained that the Repzork were intent on eliminating both the Margan and the Asanian Syndicate once the Great War had concluded, and that the Repzork sought to acquire the Sauran's advanced terraforming technology in exchange for offering the Sauran safe refuge from their enemies in the event that their empire collapsed, though with the implication that they would become a client state in the process. The Marshal's Council, whom Orva referred to as his 'benefactors', planned to use the terraforming to undo the damage the two Warlord powers had caused to 'Oltavar's Grand Design' and that the capacity to undo the Margan's work would serve as a trump card in the eventual conflict. === Invasion of the Delani Republic === === Operation Pierce the Veil === Shortly before Sledgehammer commenced, General Gorach was given the task of defending Norsus' stealth generators. At the time of his appointment, the situation was dire; the generators' defenders were both undermanned and ill equipped even by Rach standards, many of their troops and resources having been spent in the war. Correctly concluding that an attack on the generators was imminent, Gorach collaborated with Commander Cloudreaver, leader of the Skyborn Legions, as well as various Alliance officials to completely overhaul the generator's defenses into what informally became known as the "Gorach-Cloudreaver Line". Gorach relocated most of the generators' original garrison, most of whom had seen little combat, deeper into Rach territory and had them replaced with veteran soldiers, particularly those who agreed with Gorach's unorthodox methods and felt that the Rach's traditional style of fighting was insufficient. The general was also granted a number of auxiliary battalions from the Peacekeepers, and despite the controversy, employed a small number of former Pact soldiers who had defected to the Alliance and who had pledged to protect the Rach from the aggression of their former masters. A number of Kastalians also stepped forward to help. Likewise, due to the dwindling number of Rach weapons and armor, Rach soldiers were predominantly equipped with Alliance weapons and armor as well as equipment stolen from the Warlords during Operation Stormbreaker including, most notably, two Zaretian citadel walkers, which were each deployed at separate generators. Pact defectors acted as consultants when able, teaching their new allies on how to best make use of their equipment. The auxiliaries were to act as the main line of defense, establishing fortifications and engaging threats directly while Rach forces stationed in strategic positions harassed, flanked, and ambushed invaders. At the onset of Sledgehammer, Pact forces were unaware of Gorach's reforms, and believed that the generators would be protected only by what remained of the Rach's military. As a result, the Rach wing of Sledgehammer was the smallest, with only the Margan contributing a substantial number of troops, the Zaretians having sent the bulk of their available forces to the other wings. The Rach wing was also comprised chiefly of troops trained and equipped specifically to counter traditional Rach strategies. Due to their limited numbers, the wing's commanders decided to attack the generators one at a time rather than all at once, so as to not spread their numbers thin and leave their logistics vulnerable to harassment. The Pact first grew suspicious during the opening engagements, during which a varied array of Peacekeeper vessels were defending the planet when the Warlords had expected other Alliance forces to be focused on their own respective fronts. After breaching the Alliance's defenses, Pact forces landed on the planet, and ran headlong into the Gorach-Cloudreaver line. The combination of Rach harassment, Skyborn jumps, auxiliaries, and both Pact and Alliance armor elements and weapons caught the invaders by surprise, leading to the near-total annihilation of all Warlord forces in the first wave. Unable to bombard the planet due to the presence of anti-orbital guns, the Pact was forced to commit to a ground assault. Through sheer attrition, the Margan were able to establish a safe landing zone, allowing Warlord forces to slowly advance towards the generator. Despite mounting casualties, the Pact reached the generator, but were forced to withdraw when they encountered one of the stolen citadel walkers, Kastalians, and an expansive network of fortifications. Unable to advance much further, the wing retreated to defensive positions and requested reinforcements. With the aid of extra troops, most of which originated from the Holy Dynasty, the Pact was finally able to break the Alliance's defenses and eliminate the generator. Surviving alliance forces fell back to the other generators, the Warlords following in pursuit. The other generators would soon fall under attack, and while Gorach employed every tactic and element he had, the Warlords, through nonstop attacks, continued to slowly advance towards their target. Days after the destruction of the second generator, General Gorach was contacted by Emperor Zinmar. Though Gorach expected the emperor to gloat, Zinmar was instead offering the beleaguered Rach his support, as while the Magellan populace at large firmly supported the Warlords, Zinmar, Captain Omard, and others had only grown increasingly ashamed of their actions, and were now driven to act before the Rach were entirely wiped out despite the risk of Warlord retaliation. Unable to provide direct military support due to Omard being deployed in Diabloian space, Zinmar offered to construct new stealth generators for the Norsus system. In exchange, the Magello would join the Peacekeepers, receive Alliance support, and be pardoned for their past atrocities. Gorach, with Coradine's backing, approved the deal, and Zinmar deployed a team of engineers to begin construction of the generators deep in Rach territory. Shortly afterward, the third generator was destroyed, and a large number of prisoners were taken by the Zaretians. General Gorach, along with Special Operations Lead Kertak, deployed with a small team behind enemy lines to rescue them. Due to their limited numbers, Kertak employed the use of the "fear mist", nanites that combine together to form manifestations of a target's deepest fears, to disorient the Zaretian garrison. Though it was successful, the mist also affected some of Gorach's men before dissipating. Gorach, not waiting for the affected soldiers to come to, marched ahead on his own, single-handedly fighting his way through the Zaretians. Before he could reach the prisoners, Gorach was intercepted by General Gancarda, who engaged the Rach in a duel. Gorach attempted to convince the Knight of Zartar that the war was going to consume the Monarchy, but Gancarda remained undeterred, declaring that it was the Rach who had started it. The two were at a stalemate until Gancarda, enraged by Gorach's statements, drove his blade into Gorach's shoulder. It was then that Kertak and his men, as well as a number of Skyborn legionnaires, intervened, driving Gancarda away and rescuing the prisoners before evacuating on the battleship, ''Karadin''. Due to injuries sustained in the fight, Gancarda was relieved of command and given time to recover, his position being taken over by High General Vipenite. With the Gorach-Cloudreaver line gradually unraveling and the Warlords inching closer to the homeworld, Gorach returned to Norsus to demand that Coradine grant clearance to the Rach's most powerful weapons as part of a last-ditch effort to turn the tide. Emperor Coradine denied Gorach's request and ordered the general to leave his office. Furious, Gorach forced his way into a secret chamber housing the Veteran Warsuits, Rach who had served in past conflicts and who had pledged to continue serving the empire by having their bodies entombed in advanced battlesuits after having been grievously wounded in battle. The general awakened the veterans and explained the situation. As he did, alarms roared throughout the city, and communications became jammed with panicked officers declaring that the Norsus system was now visible. Gorach and the veterans raced back to the surface, only to be attacked by a squad of Margan. Entering Coradine's office, they found that the emperor was gone, and that the royal guards had all been killed by Margan. The lone survivor, a sniper who had entered moments prior to receive a promotion, explained that Coradine had killed one of the guards and fled with the invaders. Upon reading over files left behind on Coradine's desk, Gorach discovered that the emperor had deactivated the remaining stealth generators and gave the location of Norsus away to the Warlords, leaving the Rach entirely exposed and nullifying the efforts of the Magello, who had not yet finished the first generator. Furious, Gorach cleaved the desk in two and declared himself emperor, his first decree being to grant clearance for everything the Rach had left in order to protect the homeworld. What remained of the Gorach-Cloudreaver line subsequently fell back to Norsus. == Phase 2: Operation Downfall == ''Main page: [[First Battle of Norsus]]'' With Norsus revealed, Operation Sledgehammer came to an end, and Operation Downfall was activated. Pact forces that had been attacking the generators immediately made way for Norsus, as was the fleets of the Margan Dynasties. With the Alliance battered and bloodied from fighting, only the Kastalians, Aeverians, and Diabloians were able to send troops to reinforce Norsus, but the Aeverians were intercepted on the way there. The Diabs could have been intercepted by Magellan troops, but Captain Omard, hoping that the Alliance could beat the odds and hold Norsus, allowed the Diabs to pass unimpeded, explaining to the Pact that he had no knowledge that they had mobilized. This was political suicide for Omard, whose once excellent reputation among his people was immediately destroyed. Omard was recalled to Sculpterra and replaced with a new official. Publicly, the reason was for questioning, but in private, Zinmar was attempting to protect the captain from retaliation. With the whole of Margan civilization and a Warlord armada on course for Norsus, Gorach was forced to concede that Norsus would be impossible to defend. Thus, instead of organizing for a defense, he began the process of evacuating the planet. Civilians were led to vast exodus ships hidden beneath the planet's surface while the planet's defenders prepared to buy them time with their lives. Within hours, Warlord ships started streaming into the system, and fighting broke out throughout Norsus' atmosphere as the Pact attempted to bomb the surface and deploy troops via drop pods. As Warlord forces were beginning to make planetfall, Diab reinforcements arrived, and drew much of the Warlord's attention away from the homeworld. But while the Diabs were able to buy the Rach more time, the combined might of the Margan Dynasties, whose vast numbers had blocked sunlight from reaching the planet, was on the verge of completely overwhelming the Peacekeepers. With no way to break the siege or to escape, Gorach entered into the depths of the Rach's laboratories in a desperate search to save his people. Scientists then directed the emperor to a chamber containing a large device that they claimed opened a portal to a realm they referred to as the "Warp". Coradine had a keen interest in the dimension, and had been studying it in secret, despite the reluctance and concerns of many of his advisors and cabinet members. With no other available option, Gorach activated the device, which opened a continent-sized tear in reality that led straight into the depths of the Warp. Though reluctant, Gorach ordered all Rach to retreat into the portal. The Diabs, the remaining Veteran Warsuits, and scattered Rach forces volunteered to defend the portal while the Rach escaped, despite knowing that they would almost certainly die. Enraged that the Rach may escape, the Margan deployed all of their forces to the portal's source in an effort to close it. The defenders fought to the last, buying just enough time for the exodus ships and what remained of the Rach navy to escape into the Warp. The Margan, in a move that shocked their allies, kept the portal open and charged headlong into the tear to give chase to the Rach. The portal closed as the last of the Margan's ships entered the tear, and both the Rach and Margan empires disappeared from the galaxy. ==Aftermath== As the shadow of the Margan armada dissipated and surviving Peacekeeper forces withdrew from the planet, the expansive damage dealt to Norsus became clearly visible. The once proud skyline had been reduced to ruins and was dotted with dozens of starships that had crashed during the battle. The rolling blue plains had been burned to ash, and the oceans had been polluted and discolored. Thousands of corpses littered the streets alongside the husks of armored vehicles. With the Peacekeepers having withdrew and both the Rach and Margan lost in the Void, Norsus, as well as most former Rach colonies, fell under the control of the Zaretian Monarchy. The Monarchy established a token garrison on Norsus whose main goal was to scour to desolate ruins in search of anything valuable that had survived the battle. Operation Downfall was not the decisive action that would determine the outcome of the war as many on both sides had believed, but it nevertheless had drastic ramifications. The Peacekeepers had been badly mauled by Sledgehammer and would requite time to recuperate and reorganize. Their leaders, the Rach, were gone, and Warbot Industries was practically destroyed, their only effective fighting force comprised of little more than a small fleet within Aeverian space. Days after the Battle of Norsus, the remaining Peacekeepers convened to discuss the future and decide new leadership for the Alliance. Some suggested the Diabs due to their powerful military and honorable ideals, but Admiral Korsair rejected the offer, not wanting to be, as he himself described it, "Tied down by bureaucratic lunacy". The admiral instead suggested the Aeveria Confederation, which he considered to be much more familiar with working with aliens and organizing alliances. In the ensuing vote, the Aeveria received an overwhelming majority, and was subsequently declared the new leader of the Peacekeepers. The Aeveria immediately set to work, shifting the Peacekeeper's goals from its ideological origins of protecting minor races to ensuring the survival of the Alliance and defeating the Warlord Pact. The Pact had been planning to press their advantage after the Battle of Norsus and resume their offensive against the Peacekeepers, but without Margan support, which had been crucial during Sledgehammer, these plans had to be cancelled. The Pact instead focused on consolidating their new holdings. The Marshal's Council's first action was to issue Mandate 527, which declared that the Repzork were to maintain their positions within Diab and Karahotdoum space at all costs as part of an effort to 'contain' the two nations. The Council also redeployed some of its forces and mobilized more armadas for the war. The 14th and 355th armadas, after having replenished their losses from the Aeverian offensive, were sent to Diab space, their position on the Aeverian front taken over by the 843rdth armada, "Vindication of Blood". The Zaretians moved Vipenite to the Karahotdoum front and Gancarda to the Diab front to support Lord Atlas. Crown Prince Bael'thir, having proved his capabilities during his offensive against WBI, was sent to the Aeverian front. Tor'vath Alth'met'ker, who had made a name for himself on the Karahotdoum front under the command of Var, was promoted to Commandant and was sent to the Diab foothold. In the Dynasties' absence, Warlord leadership fell upon the Zaretian monarchy. Emperor Zinmar attempted to cover up his plot to assist the Peacekeepers, but he was outed by Warlord-aligned officials who had wormed their way into the stealth generator construction facility while Downfall was underway. In retaliation, both Repzork and Zaretian agents infiltrated Zinmar's palace and confronted the emperor, who attempted to defend himself but was swiftly subdued. Both Omard and Zinmar's son were captured; Omard, whose true intentions in allowing the Diabs to bypass his forces were made public, was publicly executed by a firing squad, his standing with the Magellan populace having been entirely erased. Zinmar's son was taken to Alrukai to be groomed into a Warlord-aligned monarch by Emperor Zervath. Zinmar's betrayal was kept secret, but he became a puppet of the Marshal's Council, and if he attempted to cross the Warlords again, would face Omard's fate. In the weeks that followed, Magellan officials who had supported Zinmar and Omard would be hunted down and eliminated by Repzork and Zaretian agents. There was a month-long period following the Battle of Norsus during which no major offensive operations were undertaken by either side, the Warlords partially due to their redeployments and the Peacekeepers because of a need to build their forces back up. The only notable exception was that of the Asanian Syndicate, which continued its attack on the Sauran Solidarity. But without the support it had previously, they slowly began to lose their momentum in the face of increased Sauran resistance. hx0kdzlsa2y9qlyd5su4kr4dhj8hz4i Talk:Remusian 1 740 6402 2017-10-08T19:09:25Z Jat371 3361237 Created page with "Good stuff, wish you luck - Jat" 6402 wikitext text/x-wiki Good stuff, wish you luck - Jat 66a3yi2dts0wnfheebhnufzark65yj1 Talk:Remusian Republic 1 1387 17048 14323 2021-11-15T04:13:31Z RaptorChu 30471271 17048 wikitext text/x-wiki == Betel meet the Remusians == The central hub of the area of Betel space that foreign nations would care about is Ikzod, a arid world dotted with oases. Ikzod shares the system with Old Step, a Junk World that had been the main dumping grounds of the Kusheen Empire. Because of their closest worlds being so muddled with the Kusheen, the Remusians did not know of the presence of the Betel so close to them until the Kusheens had been vanquished. Some Betel may have been encountered scavenging the wreckage of the battles. Ikzod is an ideal world for foreign diplomacy thanks to its suitability for both Betel and non-Betel races. The colony is not terribly extensive but the open spaces, dry climate, and proximity to Old Step made it useful as a spaceport shipping destination. It is ruled by a theoretically meritocratic assembly with no official planetary leader like most Betel worlds. The planetary representative in the Recycler government is Ketol Lorknovin. He holds no real power, per se, but Helm's Hold would likely leave him to represent them locally before the area became more important. Former High Chancellor Nol Byervid (still alive) would have spent time learning of how the Remusians reformed their navy. Any interaction he had with the Remusians would have been seen as a far-off visitor, and not a neighbour, by the Remusians. He may have gotten info from Kusheen. His yes-man, Golik Maelotumn, remains in Helm's Hold and would be familiar with the Remusians. Sometime after the two races meet and the Betel have been at war for a some time, Sekno Vorniket, charismatic Ace Pilot of the Xeverra front turned Helm's Hold politician, would have toured the area. His focus would be rallying support, contributions, and greater ties with the Recycler government to get help fighting off the Repzork and Xeverra. Very passionate and idealistic, but also a jingoist. The Remusians may have met with him at some point. Outside of Ikzod, most Betel you would have found would be pretty "redneck" as far as Betel go. There are other more developed hubs, but this area has never been affluent until the war increased demand. =="Science Face" Collaboration == (Ideas below are tentative and subject to change) At some point in the Betel and Remusian (They remain neutral at this point) partnership, they strike a research agreement between the Betel's [[Golden Face]] and the Republic's [[Science Directive]]. Both parties found their tendency to work on and develop rather experimental and unorthodox technology, which was difficult to test and gather data on by standard means. To remedy this, a mercenary group composed of Remusian and Betel Technicians and soldiers, called [REDACTED], but known internally between the two empires as the Science-Face Initiative, was formed. While very unethical, both parties acknowledge to keep this group under wraps and deny any involvement in it. The group functioned both as mercenary contractors as well as a means for Golden Face and the Directive to observe the applications of their more secretive or experimental technology without the repercussions, and also a method of being funded to do this more precarious work. Aside from small, local contracts, the group's most notable contract was out to the [[Asanian Syndicate]] (unconfirmed), a contact of the Betel, to harass/attack a colony belonging to the [[Sauran Solidarity]] (Unconfirmed). The Directive's [[Science_Directive#Combat_and_Personal_A.I._Division|CPAI]] division took this opportunity to observe the advanced use of A.I. and drone warfare made use of by the Sauran. While later on when the Remusians are inducted into the Peacekeepers, the Betel and Republic face tensions with the Sauran (Unconfirmed) from the prior use of the mercenary groups, both empires fall back on various other groups such as the DeComp rebels and the Lithraga Mercenary group as potential instigators for these attacks, potentially saving them much political turmoil. *While not fully elaborated on, it was spoken once of collaborating not only between the Directive and Golden Face, but also with the Lumis as well since the Betel already have ties there. == Induction into the Great War == (merely spit balling ideas, nothing more) *Thanks to the Science-face Initiative, Remusians have been aiding the Betel on their various fronts indirectly by supplying them with tech (Mostly mechs) and resources. Betel and Remusian have become culturally familiar with each other though their agreements and helping each other(Remusian Supply Betel, Betel assist in recovery after Initial Collection encounters). When presented with the opportunity to engage their allies foes, they gladly oblige. *Repzork & Remusian encounter each other on several occasions via Hyperlane. Unsure if they would open fire or hail each other, or if communique would even work in a hyperlane == Collection-Synthetic Replicant Crisis == Basically the Collection pulls an institute and start and infiltration campaign to dismantle the Republic and its allies. the Collection is successful in some capacity and compromises some key roles in the Remusian government and Directive. The Collection would replace these members with agents of their own, sometimes the agents not even knowing they are replicants. Some would assume the roles they were assigned but actively remain agents of the Collection. Additionally, there are plans to reintroduce Vithem as a Replicant(Vithem-R). The Collection would basically "lure" the Grand army to a location where they are holding Vithem-R and other replicants designed after the original Royal Platoon. After feigning resistance, the Collection would retreat and allow the Grand Army to move in. Once recovered, Vithem would assume his regular duties as a general, unbeknownst he is a replicant. Further engagements with the Collection puts the Republic at a disadvantage, as thanks to the Replicants, they are able to somewhat predict what their next move will be. This could also be extended to The Betel, Kusheens, and even the Repzork if the plot was designed correctly. Could serve as a way to pit the Remusians against the Repzork and assert their original PK position by framing the Repzork using Replicants. Id reckon they'd do this by replacing a diplomat or someone that could destabilize the tech keeping [[The Rift]] Together, while a particularly important fleet is in there. One way the Replicants could be found out, is through a Collection Rehab Platoon skirmish with the Collection. Using the QED to destabalize Collection members also inadvertently disables some Replicants in the Platoon, who are detained and brought in for questioning. Tech to detect these replicants could follow suit. ANy other replicants who were found out were detained in the Remusian Penal Colony Benu. == Smaller ideas == *Mausoleum of the Fallen- Archivist location that projects essentially living holograms of the republic's past scholars who have provided thier neural network for scans. Those holograms are typically activated after the death of the donor, and can be accessed by Directive members for knowledge. Although, some restrictions are placed upon what these holograms can say to prevent certain information from circulating to people with the unnecessary clearance *Kusheen History *The Contingency: A group of rouge Collection synthetics who seek to free those imprisoned by the Collection. Work on and Off with the Republic. *Elaborate on Hyperlane destabilization and stabilization. *Hard Light/Nano Light: Significantly more difficult to create, stabilize and maintain compared to any other Remusian Project. Using experimental cores derived from hard light weapons discovered by Vithem on [[Named_Planets#Aethena|Aethena]]. By attaching the core to a battlesuit and the NLN, the User is capable of essentially, fabricating Hard light. This is achieved by channeling the energy from the suits core into nanites. This is an extraordinarily difficult undertaking coming with great physical, mental and energy costs, with only a small handful of successful tests, but no official uses. A small number of natural users have been identified thus far. Several tests have resulted in the death of the users. The tech has yet to see a portable application as of yet. The capabilities of this technology varies, but tests have shown some users able to generate small, throwable objects, small arms in some extremely rare circumstances. These arms do not sustain energy when they reach a certain distance away from the user, making it more ideal for an emergency close range application. Working model to be decided, if this idea is even approved on our tech scale. aqncpr3huzib4dm32ppqltcrtu7bj56 Talk:Repzork Battle Doctrine 1 1404 14855 2020-12-17T01:31:37Z Amaker1450 26550035 Created page with "=== Design Philosophy === Both the Star Navy and the Army possess distinct philosophies regarding how their equipment is designed. These ideals are a result of their specific..." 14855 wikitext text/x-wiki === Design Philosophy === Both the Star Navy and the Army possess distinct philosophies regarding how their equipment is designed. These ideals are a result of their specific needs, strategies, and the culture of each branch. The Star Navy places great emphasis on quality-over-quantity. === Weaponry === The AFRE's utilize both [[Projectile Weapon|projectile]] and [[Energy Weapon|energy-based]] weapons as well as a number of [[Chemical Weapon|chemical and biological]] weapons. Infantry can also employ a variety of [[Melee Weapon|melee weapons]], though most are used only in specific circumstances. Marganite weapons have grown steadily in number and power since their introduction in the 7th year of the war, with the most infamous example being the RS-18 Firestorm, a weapon of mass destruction which utilizes pressurized, superheated marganite to produce explosive crystal growth over a vast area. Antimatter, though still in the early stages, is employed in space warfare in the form of missiles or railgun rounds containing an antimatter core. The Pattern-5 'Planet Cracker' antimatter railcannon is one such example. The AFRE also boasts a small arsenal of ancient weapons, namely [[Hard Light Weapons|hard light firearms]], which despite being extremely costly to produce, make up for it in firepower. ==== Defensive Technology ==== Defensive technology includes both passive and active measures. All troops, vehicles, and facilities are equipped with one or more layers of directional shielding, which directs power towards active enemy fire. Shields can be further strengthened by wireless boosters or produce canopies shielding multiple units at once. Canopy shields are frequently used to protect installations from artillery and bombers. The largest shields currently in service are planetary shields, which are comprised of a network of vast nodes which envelop an entire planet. All combat personnel are equipped with either exoskeletal powered armor or battlesuits which enhance their strength via hydraulics and artificial muscles. These suits are comprised of layers of composite armor rounded to deflect blows from bullets and certain melee weapons. These suits can fit a variety of attachments, including more armor plating, jump jets, cloaking modules, and additional weapons, allowing for troops to specialize for specific tasks. ==== Infantry Equipment ==== All combat personnel are equipped with exoskeletal power armor or battlesuits which enhance the user's strength. These armors, as well as most vehicles, are painted to match the environment troops are expected to be fighting in. The majority of infantry weapons are built with these armors in mind as designers can then increase their firepower with little to no significant increase in recoil for armored users. Infantry also have access to grenades and mines. Armors are modular to allow for various upgrades and attachments. ==== Vehicles & Walkers ==== The Army, having to maintain and supply billions of troops across hundreds of planets, typically sacrifices the quality of its individual units for rapid production. In exchange, Army equipment is designed to be both rugged and easy to maintain. Vehicles use either tracks, legs, or anti-gravity propulsion for locomotion, with anti-gravity growing steadily more common. There are some notable exceptions to the Army's standard design practices, such as the Vaildag Mobile Facility, STV-47 Oltavar Siege Tank, and the ODV Vasekar series of combat walkers. ==== Aircraft & Starships ==== The Star Navy places great emphasis on the quality of individual starships and aircraft. Its forces boast durable armor, substantial firepower, and top-of-the-line technology. Thus, while the Star Navy is not as large as some of its contemporaries, it is more than capable of maintaining parity with the empire's rivals. All modern combat starships utilize [[Space Travel#Subspace Drive|subspace FTL drives]], whereas vessels designed strictly for transporting supplies utilize faster but less maneuverable [[Space Travel#Jump Drive|jump-drives]]. Efforts are currently being made to develop a working [[Void]] drive. Aircraft use either propellers or jet engines and are all VTOL-capable. ==== Drones & Artificial Intelligence ==== Drones and artificial intelligence constructs have also taken a prominent role within the AFRE and come in a variety of formats. Proxies emphasize function over form and are thus constructed in whatever form is best suited for their intended role. The most simple proxies are controlled by constructs incapable of any thought and are deployed en masse as cannon fodder to overwhelm a foe through sheer force of numbers. More advanced proxies behave like trained soldiers and are generally deployed alongside Marines. The most advanced machines are powered by sapient Telkevon 'Iron Soul' A.I constructs, but such constructs are both rare and remain a guarded secret. k8boeta1ul71w4ig50w8xo0cm0v3i7l Talk:Repzork Empire 1 1117 16605 14365 2021-05-13T00:06:26Z Amaker1450 26550035 /* High Chamber Cheat Sheet */ 16605 wikitext text/x-wiki == High Chamber Cheat Sheet == * '''Grand Marshal Tarsovis Visaria''' Patron Deity: Oltavar Was raised as a [[Chosen]]. Former High Marshal of the Marines. Calm and collected even in dire circumstances. Staunch nationalist willing to do anything he feels necessary to protect the empire as a whole. Man of few words; prefers to hear the other members of the council before giving them his input. Initially supportive of the Warlord Pact, but has grown increasingly skeptical as the war has progressed. * '''High Marshal of the Army Zurar Azakeia''' Patron Deity: Riigr Considered by many to be the physical embodiment of the branch he leads; tall, proud, and independent. Always willing to speak his mind regardless of the circumstances. Slow to accept new ideas until they have been thoroughly tested, leading him to becoming a counterbalance to sometimes overly ambitious projects. Both of his wings and his left arm are cybernetic. Believes that the Pact is a failure and that the Repzork need to find new, more dependable allies. * '''High Marshal of Star Navy Ilivaris Kindasi''' Patron Deity: Athovat Youngest member of the High Chamber. Began what has since become a sweeping modernization of Repzork military design & doctrine during the Repzork-Nepharian Cold War. Acts as the Chamber's micromanager for her attention to small details. Energetic and talkative, but also argumentative about what she is passionate about. Wildcard. Remains an ardent supporter of the Warlord cause. * '''High Marshal of Marines Nuoh Gersalv''' Patron Deity: Saertu Close friend of Tarsovis and Ilivaris, with rumors claiming a romantic connection with the latter despite her devotion to Athovat. Places great emphasis on integrity, honor, and faith. Arguably the most religiously devoted member of the High Chamber. Personally leads the [[Selshezak]] supersoldier program. Strives for unity when the Chamber has disagreements. Remains a supporter of the Warlord cause. * '''High Marshal of Central Intelligence Veto Korvack''' Patron Deity: Golgolag Has the public persona of a caring father figure; jovial and sociable, but can be stern when necessary. This belies a deep-rooted cynical streak and a capacity for intense cruelty against anyone Veto perceives to be a threat. Seeker of knowledge who often uses his public persona and a silver tongue to extract information from others. Known to have spies working across the empire, but only he and Grand Marshal Tarvovis know their identities and locations, leading to some members of the High Chamber to be wary of him. Increasingly disdainful of the Warlord Pact. * '''Kaiser Zervath Nezekar V''' Patron Deity: Sarikarak Charismatic and remarkably intelligent from a life of ceaseless study and observation. Though loyal to the Chamber, he does not follow their orders blindly, going as far as to personally challenge Tarsovis and ask hard questions. Often indulges in magic and writing poetry in his spare time, and has both wings tattooed with runes. Like Tarsovis, Zervath has grown skeptical of the Warlord Pact, but continues to support them for now. == Heading text == '''OOC armada notes:''' Set number of armadas for each theatre. Present number is 1 for Betel [which then relocates], 1 for Aeveria after 1st Norsus (which then relocates), 4 for Diab, 4 for [Formerly Galderan, change to be made], 1 for Biomatter, 2 for new sector, at least 2 for Zaretian civil war[?]. Total of 15 armadas, 30 named commanding officers of substantially differing degrees of importance/prominence. {| class="wikitable" ! Staff ! Abbrv. ! Commands ! Description |- |Sector Marshal |SECM | | |- |Star/Field Marshal |SM/FM | | |- |Operations Commander |OC | | |- |Admiral/General |ADM/GEN | | |- |Vice Admiral/General |VADM/VGEN | | |- |Lieutenant Admiral/General |LADM/LGEN | | |- |} == Chosen/Offering== Orphanages do not exist in Repzork society in the traditional sense. Instead, "unwanted" children who have been abandoned by their biological family, regardless of reason, are claimed by the government, who effectively becomes their parents. Raised in exclusive academies, these children receive an enhanced education, are taught the teachings of Oltavar, and more importantly, are trained in the art of combat throughout their life. This produces intensely loyal and highly trained soldiers that are sent to the deadliest war zones the empire has to offer. Such infantry are equipped with state-of-the-art equipment and also receive a substantially higher wage than their conscripted counterparts. Though most Chosen do not live long enough to leave the military (or simply chose not to leave), those that do are often revered by their local community, and often find themselves in positions of influence. Of note among the Chosen are the Offerings. Though officially discouraged and prevented when possible, Shrines devoted to Yinve and certain other deities produce children from time to time during their regular duties. If the mother chooses to keep the child, they risk loosing a lucrative position within the shrine due to mandated maternal duties. Instead, most instead offer the child to the government. Most shrines attach a religious significance to this procedure, believing that the child was brought to the world by Yinve, or perhaps by the Fates themselves, for this purpose. These children are indoctrinated into devoted servants of Yinve as a goddess of bloodshed and wanton rage. Offerings serve almost exclusively as shock troopers and breachers (naval boarding infantry) and are known to decorate their armor with blood, bones, and other grim trophies. Likana Raldalvi is a notable Offering who not only survived her days as a shock trooper but rose to the rank of Field Marshal in the 277th Armada. Due to their intense loyalty to the empire and the fact that the government effectively owns them, Chosen and Offerings are frequent candidates in the AFRE's supersoldier program, the results of which would begin to see service near the end of the Interim Era. == Grand Army of Alrukai == === Organization === === Combat Doctrine === ===== [[Betel Recyclers]] ===== [[ File:Spore 2015-01-31 17-10-37.png|thumb|right|450px|Korvar forces smashing Betel defenses during the early stages of the conflict.]] "''While the Betel pose no threat to the mainland, they have proven more difficult to fight than initially planned for. Their troops, though unable to hold a line for long, are capable of extended guerrilla operations that hamper us long after we have claimed a world.''" "''The destruction of Betel civilization and complete annihilation of their people is inevitable. It is simply a matter of time and persistence.''" "''For the love of the Goddess, do NOT consider eating them.''" Ever since their first engagement, the Betel Recyclers have been an annoying thorn in high command's sides. Though the Betel are believed to currently be unable to pose a significant threat to the mainland due to their disorganized state and out-of-date equipment, the process of conquering and dominating Betel-held worlds has proven to be a slow, frustrating ordeal thanks to the unique environment of Betel colonies and the sheer determination of Betel resistance forces. While the Betel will almost always be defeated in a direct confrontation, their ability to conceal themselves among the mountains of trash and utilize the environment to their advantage has proven to be both ingenious and incredibly deadly, sometimes to both sides. Special precautions must be taken for invading Betel colonies. Soldiers have to be equipped with pressure-sealed suits with special air filters borrowed from the Vahlsrod's Maw in order to breathe the oftentimes toxic air. It is also advised to bring jetpacks to help navigate the labyrinth of refuse. The use of heavy explosives is carefully monitored due to the possibility of triggering avalanches of garbage. As a result, artillery, bombers, and orbital bombardment, are all rarely utilized. Rather than travel in a few large groups as they would against other races, the chaotic and undeveloped nature of Betel planets have prompted commanders to split their troops in smaller groups and move them along the various paths through the mountains of refuse, slowly clearing out Betel resistance as they encircle and destroy settlements along the way. Few troops move directly through refuse, and the ones that do, -such as Kavras walkers- only go through the smaller, more stable piles of trash. Commanders have also begun to just blitz Betel settlements rather than besiege them for extended time periods, as Betel defenses have a difficult time fending off the assaults and the fact that sieges are risky because of the environment and the Betel's affinity for guerrilla fighting. Even once most Betel resistance has been eliminated and the planet is considered to be captured, the battle is far from over. It is often just as hard to retain dominance over the planet as it was to capture it. Betel resistance fighters continue fighting months after the planet has been lost, and are constantly at work harassing Korvar troops and hampering their construction efforts. These militia fighters are oftentimes much more dangerous due to their recklessness and how difficult it is to track them down. Almost all conquered planets still have troubles with resistance movements. To counter the resistance, regiments trained to counter guerrilla warfare have been deployed to these captured colonies, and have proven to be effective despite difficulties with the terrain. Taking prisoners has become much less common as the Korvar choose to instead slaughter anyone they find to lessen resistance and prevent the possibility of escaping. ==== [[Empire of Diablos]] ==== ''See also: [[Operation: Xarvok's Hammer]]'' [[File:Spore 2015-01-31 13-48-22.png|thumb|left|450px|Soldiers of the Crimson Hammer engaging Diabloian forces.]] "''The soldiers of the Empire of Diablos are not to be trifled with. They are strong, fast, and capable, the best the Peacekeeper alliance can muster.''" "''Those who engage a Diabloian in melee combat are asking for a fool's death. If a Diabloian is charging you, retreat. There is no shame in fleeing from certain death. Only those in battlesuits have a chance at taking them on in close-quarters.''" War between the Empire of Diablos and the Korvar was inevitable. The Korvar see the Diabloians as a race that was so close to being a possible ally but turned away from the 'true path' at the last possible moment. To them, the Diabloians present their biggest challenger and the largest to their Empire's survival, and thus must be dealt with quickly. As a result, the Korvar have dedicated a massive force, -larger than any other armada currently engaging other empires-, and have put it under the command of Varo Arvintis, one of the Empire's most effective generals. Despite their anger towards the Diabloians, the Korvar also possess an immense amount of respect for them; their military and culture impresses the Korvar, and their prowess on the battlefield has made the Diabloians their biggest challenge thus far in the war. This has resulted in a change in the Korvar's behavior on the field that some observes have begun to notice; Unlike on the Betel front, where the Korvar outright slaughter defenders without the slightest bit of mercy, some Korvar have been seen offering Diabloians the chance to fight to the death rather than mercilessly slaughtering them. This is especially true among those Korvar who hail from the Lekon culture, a culture that is noted for its code of honor on the battlefield. When it comes to rank-and-file soldiers, the Diabloians are superior in every aspect. Diabloians are stronger and faster than the average Korvar, and can pick up a fully-armored Elsekt with minimal trouble. It often takes a number of heavily armed Korvar soldiers to take down Diabloian marines, and melee combat is almost always in the Diab's favor. To counteract this, Korvar marines typically wear armor with added plating, utilize more heavy weapons, and are deployed in greater numbers. An increased number of battlesuits have also been deployed since they can match the strength of a typical Diabloian. While the Diabloians are infantry-centric, their armor is no pushover. Though not as common as their soldiers, Diabloian armor makes up for it by being both strong and durable. The main strength that the Korvar have in the field of armor is number and variety; Korvar vehicles outnumber Diabloian vehicles on the field and often work in pairs or whole squadrons and also possess decent variety when compared to the Diab army. Like their infantry, the Korvar have also deployed a greater number of heavy vehicles and artillery to punish any attempt Diabloians make to blitz the Korvar. The realm of space combat is where the battle becomes more even. Both races are known for their large, heavily armored vessels and immense amount of firepower. In a one-on-one fight, the winner is often determined by who fires first and where. The only way either side can gain a true advantage is to either outnumber the other side or use cunning strategies to catch the enemy off-guard. In short, space battles can go either way. In summary, the Korvar rely on numbers and overwhelming firepower to secure victory on the Diabloians, though rarely can the victor be determined until near the end of a battle. Both factions excel at direct assaults and armored warfare, so these situations are often determined by who strikes first and other circumstances. When on the defensive, the Korvar tend to edge out due to their heavy utilization of fortifications and punishing artillery that can take a bite out of a Diabloian blitz. As it currently stands, it is unknown who will be able to pull ahead in the war, and it may come down to who has more troops, supplies, and allies. ==== [[Aeveria Confederation]] ==== ''See also: [[Assault on the Border Blockade (Still needs page) ]]'' Alongside the Empire of Diablos, the Aeveria Confederation is considered to be one of the larger threats to the Korvar's survival in the Great War. The Korvar fear that if they were to be defeated by the Peacekeepers, the Aeveria would try to absorb them and forcefully destroy their culture, a direct violation of what the Goddess had commanded of the species. At the same time, many had wanted to attack the Aeveria so they could relieve pressure on the Zaretians and build up their relations with the 'brother' nation. This is why the Korvar agreed to join up with the Margan and assault the Border Blockade. On the battlefield, both the Aeveria and the Korvar are, for the most part, evenly matched. Neither side possesses any significant, game-changing advantage over the other; rather, they have smaller advantages that need to be carefully used for maximum effect. The Korvar's main advantage is their numbers. While the Aeverians also possess a large army, the Korvar can oftentimes outnumber them. The Aeveria, on the other hand, possess superior technology. More advanced shielding, weaponry, and equipment can rapidly turn the tide of battle. This holds true in all fields of warfare. One major advantage the Aeveria does possess is in their commanding officers. With the Aeveria's sheer racial diversity, many new ideas and tactics have been brought into the fold of Aeverian military doctrine. By comparison, the Korvar only have their own experiences and doctrines to go off of. This makes it very difficult for the Korvar to come up with a solid idea as to how to fight the Aeveria, as it relies almost entirely on the commander. This has necessitated increased usage of Spec-ops infantry to try and kill or at least find information on the commanding officer. With the Korvar repelled from the blockade and deploying to attack Diablos, it is now up to the Aeverians to decide how they will proceed. The future of warfare between the two, for now, remains uncertain. ==== [[Biomatter Swarms]] ==== "''You cannot hide behind fortifications and hope to win against a Biomatter invasion. They spread rapidly, and will consume an entire planet in mere days. You must put pressure on them, always be on the offensive. Force them back to where they spawned and then slaughter them all. Leave no traces of their blight.''" The Biomatter Swarms came as a complete surprise to the Korvar; never before had their race encountered a species such as it. The Biomatter's sporadic and seemingly random incursions into the frontier worlds caused wide-spread panic for the upper echelons of high command as they had to devise a completely new strategy for something they barely knew about. Theories on the Biomatter ran rampant, ranging from demons from another dimension to some strange biological weapon of alien origin. As studies began and the truth became clear, the panic subsided and concrete planning began. The Biomatter are considered to be a significant threat to the Empire as well as all sentient life, and thus must be stopped as soon as possible. To this end, High Command took elite units from several Vahlsrod's Maw regiments and placed them in one unit, creating a task-force specifically trained for combating the Biomatter. Given specialized weapons and armor, this task force has been sent against the horde, burning their hives and clearing infestations anywhere they can find. The Task-force is commanded by Vier Elseron Nethali, who has proven to be a highly effective commander thus far in the war. On the field of battle, the advantages of the Biomatter are obvious; they are vast and numerous in scale, always always out-numbering their opposition. Their ability to tunnel into the earth means that can pop up and ambush ground forces from anywhere, and their rapid ability to adapt means that the Korvar have to constantly look for new ways to counter them after each engagement. So long as it has Biomass, the Biomatter can pose a significant threat to the Korvar's ground army. However, the Korvar to edge out in other fields, such as protection, firepower, and strategic ability. A single soldier can take down dozens of Biomatter on his own with only his basic equipment. The same tunnels the Biomatter use can become their tombs as the Korvar will not hesitate to chock them full of fire, explosives, and acid. The Biomatter's heavy siege units, while still a major threat, can be taken down with sufficient firepower from tanks and walkers. When an infested planet has been discovered, the Korvar will generally bombard the planet with bunker-buster rounds for a long period of time, severely damaging the hive and provoking it into action. The minions will come to the surface, where they will likely be bombarded, killed, and their biomass rendered useless for the hive. Once orbital bombardment is done, air units are deployed to bomb the region with more precise rounds to mop up anything that is left. Only then are ground forces deployed to search through the remnants of the hive and purge whatever may be left. If the Biomatter land on a world, the procedure is to encircle the hive's location as quickly as possible and attempt to starve it out and, if possible, bomb it with artillery or bombers. If not already present, the Task Force would be contacted to provide assistance, regardless of the seeming status of the hive itself. If the hive managed to grow out of their control, nearby bases would be evacuated and forces would relocate to defensive positions further away, and either hold out if possible or retreat, leaving the Task Force to purge the hive later. ==== The Khasii ==== "''Though their troops are of exceptional quality, the Khasii's own forces are not the biggest threat on the battlefield. Their military is small, we could easily overwhelm them with numbers if need be. What one must be aware of when fighting the Khasii are their numerous auxiliaries. The Khasii reinforce their own troops with the forces of their allies. This presents a significant threat on the battlefield, as no one army can be perfectly equipped to combat all of them.''" "''We have yet to conclusively prove how, but the Khasii seem to have the unusual ability to 'predict' when our energy weapons are about to fire and will find a way to rush to cover beforehand. As a result, our energy-based weapons have been rendered partially useless in direct confrontations. Soldiers armed with energy weapons must be advised to pay their attention to Khasii who are distracted.''" ==== [[Margan Empire]] ==== [[File:Spore 2015-01-01 13-40-49.png|thumb|left|400px|Korvar forces battle Margan of the Golden Blade Dynasty during their brief war.]] "''The Margan are a vicious, fanatical species; as numerous as they are persistent. Nothing is more important to them than completing their so-called 'holy goal:' the destruction of all life in the galaxy. It does not matter how many you kill, their advance cannot be halted unless they have either been completely wiped out or they have exterminated all life on the besieged world.''" "''We work with the Margan now, but this will not last. Their galaxy-wide genocide must be halted before we ourselves are their next target. This is why we must begin preparations now. War between us is inevitable.''" While the Margn and Korvar are technically allies right now, this is considered by most to be only a temporary arrangement that will last for the duration of the conflict against the Peacekeepers; the Empire fully expects the Margan to turn on them and the other Warlords as soon as the war ends. Many within the Empire, especially the Korvar and Nevelin, also despise the Margan, holding a grudge against them because of their brief invasion of Imperial space and their fanatical Holy Goal. The religious community in particularly dislikes them, calling them overzealous and destructive 'monsters' that have to be put down. As a result, the Empire has secretly been planning for a war against the Margan, with the hope of completely exterminating them before they can destroy anyone else. Infantry battles between the two can often go either way. While the typical Korvar is superior to Margan troopers and Blade Fighters in one-one-one confrontations, the Korvar will frequently lose when they are caught off-guard. The Margan's advantage comes from their heavy infantry and overwhelming numbers. The Korvar can even the field with their own heavy infantry, anti-infantry weaponry, and battlesuits. The Korvar have also begun experimenting with EMP weaponry to disrupt and disable Margan bionics. In the field of armor the Korvar reign supreme in the field of quality. Many Korvar vehicles, especially the heavy hitters, will defeat their Margan equivalents most of the time. Coupled with their powerful armor, the Korvar's heavy weaponry can prove to be a game-changer. One other advantage in certain cases is range. Margan tanks such as the Purgator and Templar, while heavily armored, utilize weapons of a fairly short range. This allows the Korvar to pick them off before they get into effective range. Unfortunately, the Margan's main advantage is sheer numbers. For every tank the Korvar destroy, another comes to replace it. If other vehicles are present and the Margan get close enough, the tide can quickly change in favor of the Margan. This tends to hold true in space combat as well. The major advantage that the Margan hold over the Korvar is that the Margan do not need to care about what happens to the planet they're assaulting due to their nomadic lifestyle. Margan commanders can freely do anything within their power to win, to the detriment of the planet they land on. The Korvar are unable to do this, and often have to fight the Margan while at the same time attempting to halt crystal growth and the destruction of the biosphere. Korvar commanders have never had to deal with this before, and many are unsure as to how they can pull it off when they go to war. Some fear that even if they did win, they would have a massive number of now uninhabitable worlds that could take generations to repair. As a result, Korvar doctrine has taken a viewpoint of striking fast and hard when it comes to the Margan. All available anti-air assets are deployed to shoot down as many Margan landers as possible before they reach the surface. Those that do will, if everything goes to plan, quickly be set upon, bombarded, and surrounded, cut off from the others. They will then individually destroy each landing zone. However, since the two are not officially at war, this is only based off simulations and conflicts the Margan have had with other races. What will ultimately happen when the two go for each other's throats is still up in the air. The successor of the Ilindov, the Dreavarok is a general-purpose bipedal combat walker. Its design addressed many of the flaws of the Ilindov, such as its overly-long legs, distinct lack of maneuverability, and the lack of a shield generator. Built with a more humanoid shape and with vastly improved joints, the Dreavarok is both faster and more agile than its predecessor, and handles much better in rough terrain. Shock absorbers built into the legs allow it to fall a fair distance with minimal damage to the walker's mechanisms. A powerful shield generator built into the torso -the first of its kind on a walker- allows it breathing room to attack and retreat. The Dreavarok is most often seen in crowded urban environments, where its mobility allows it to harass enemy forces and navigate the labyrinth terrain with ease. Walkers generally operate in small squads of 2-4 units in size, or are deployed individually as heavy support for infantry units. The Dreavarok is armed with two weapons; the first is a heavy autocannon mounted on its right arm. This autocannon fires explosive rounds that are effective against both infantry and light armor. On its left arm is a powerful railgun designed for killing tanks and piercing through fortifications. The railgun has a fairly long range, allowing the Dreavarok to pick off targets as infantry close in. MLRS rocket pods can be mounted on the shoulders, giving the Dreavarok limited anti-air and artillery capacity. Perhaps the most unusual weapon of the Dreavarok is the absurdly large plasma bayonet mounted on the autocannon. The bayonet, an experimental design that was added by a rather stubborn engineer, was designed to dispatch enemy walkers in close range. Though most initially questioned its practicality, the bayonet has proven to be a somewhat successful design, and has also helped Dreavarok to navigate the terrain by eliminating obstacles. Though the Dreavarok has been a successful design for many decades now, it too, like the Ilindov, is starting to fade into the background. Its somewhat limited arsenal and mid-range armor (for a walker unit) leave it vulnerable to heavily armored units and high-explosive weaponry despite the presence of a shield generator. As well, it is unable to rotate its torso, leaving it vulnerable against units that successfully flank it. While the Dreavarok currently remains as the military's most utilized bipedal walker, recent developments and competition, such as the [[Korvar Military#Olvorak Assault Walker|Olvorak]], will likely push the walker out of usage; as a result, designers have begun work on a MKII of the Dreavarok, though it has yet to be finished. ==== Superheavy ==== =====Vaildag Mobile Command Center (MCC)===== "By Oltavar, what have your engineers been doing?!" - Collective response of the first Vaildag pilots. [[File:Spore 2014-08-10 18-20-17.png|thumb|right|500px|One of the first Vaildags during a training exercise.]] Developed by a team of eccentric and determined engineers, the Vaildag Mobile Command Center, or MCC for short, is the latest in heavy siege weaponry available to the Imperial military. Driven to develop a counter to the Aeveria's Overlord MHAC, designers initially were looking to create a large walker that would dwarf any Imperial vehicle that came before it in size and could stand up to the Overlord in a 1-on-1 fight. Unfortunately, the design had to be revised due to lacking the technology necessary to build and maintain something that large on a terrestrial planet. This resulted in the large, tank-like design that is seen today. Nevertheless, the current design is still a fearsome machine capable of mass destruction on the battlefield and is rapidly becoming a valued asset to the Imperial army. On the battlefield, the Vaildag acts as a large mobile command center capable of carrying troops directly to the front lines and battering enemy forces with heavy weaponry. Inside of the behemoth is enough space to fit numerous tanks and several hundred soldiers, allowing it to safely transport a small army without the risk of air assaults. Its heavy armor and advanced shield generators allow it to shrug off all except for the heaviest blows to its hull as it crawls undeterred into enemy territory and deploy its forces. Not to be outgunned, the Vaildag is also armed with a impressive array of weaponry. The first and foremost is a much larger, modified Selkron anti-orbital cannon. As well as being able to serve as artillery, this cannon is capable of blowing a hole straight through heavy armor. Located on top of the bridge are two double-barreled artillery cannons which, while not very precise, can deny an area to enemy forces or pin down targets. Numerous smaller point-defenses are also scattered along the hull to take down approaching missiles and air units. Helping to its defense is the fairly large entourage of vehicles that are usually seen following it to protect the tank and its commander. Despite being a fresh and still fairly experimental design, the Vaildag has already earned its reputation amongst the military's elite as a fearsome asset capable of unparalleled destruction when properly used. Nevertheless, designers are still working on ways to improve the design and some day develop the technology to create the Vaildag as it was originally meant to be. Often referred to as the "Cannon of the Goddess" or the "Sky Crasher," the Ikatan is a multi-purpose mobile space station designed to bombard planet's into submission and provide support to allied fleets. The station is immense in scale, being the length of three Qualdara dreadnoughts placed end-to-end. The weapon is built around its main gun; an extremely large rail-cannon that runs the length of the vessel. The cannon utilizes two types of ammunition for different situations: the first is a large round that is designed to detonate before it hits the ground, producing a devastating air-burst that can level city districts and armies with ruthless efficiency. The other variety is a bunker-buster round that can be calibrated to detonate up to several dozen meters underground, making it perfect for destroying underground installations. The Ikatan also has a large number of turrets built on it, though these are all defensive in nature and meant to repel small craft. The Ikatan can also function as a small star-base whenever it isn't besieging a world. It can deploy two ports that can each service many of the small-to-medium sized fleets of the Imperial armada with repairs. It also has a number of hangars that can carry a great deal of different craft. It also has a large number of Tagorak pods, more so than any vessel. However, despite the vessel's immense size, it doesn't have manu soldiers inside of it. Much of the interior is taken up by armor plating, weaponry, ammunition, and supplies. Only a few hundred guards and technicians are inside of the space available at any one time, making it inefficient as a transport. The main flaw of the Ikatan lies in its exuberant cost in terms of resources and money. Only five Ikatans currently exist, with two currently in production around Guardaros. Only one such platform has been deployed to the front to be used against the Diabloians, however the vessel was disabled and abandoned after sustaining a great deal of damage. The Ikatan is unable to properly defend itself against larger vessels and depends on its escort fleet to protect it. Stories of an Ikatan aiming at and successfully destroying with its main gun do exist, but this is difficult to achieve. hep1mdmnc6g3lqksy1rw1qc304gm359 Talk:Sauran Theatre 1 1402 15287 15286 2021-02-11T00:07:43Z RaptorChu 30471271 /* The Remusian Question */ 15287 wikitext text/x-wiki == Sauran/Repzork/Remusian[?] Brainstorming == Just a place to toss together and organize notes & ideas for when the actual page is eventually formed - Amak/Vol === '''Notes/Ideas/Things to consider''' === * Potential (and probably accidental) interaction between Sauran and Repzork sentient A.I constructs. * Both sides make heavy use of combat robotics; would probably copy each other's ideas and wind up in an arms race. * Repzork may still try to negotiate with the Sauran for terraforming tech to use against Margan (see 'An Unexpected Meeting' RP in the primary Discord server for details) depending on time frame. How that would affect the front as a whole is deserving of further discussion. * Conflict would probably not be as important to the High Chamber as the Diab front. So unless the situation severely deteriorates, the Repzork-Sauran front would be unlikely to see the same level of brutality, though they may still resort to WMD/Marganite usage late in the war. * Potential for Asanian involvement in some way? Would need to discuss with Hang. * Still need to know more about how the Sauran military works in order to work out combat scenarios. -What specifics about the sauran military would be relevant for this? For the repzork/sauran conflict specifically I want to create several scenarios that stem from the different types of fights that take place between them. Starting with spaceship on spaceship combat, which would be a battle between different fleets so we can explore fleet battles and tactics as well as the different ships that will be used for that. From there it can go into invasion and land combat. For the conflict I imagined that the sauran would establish a base of operations nearby their targets, from there they create new forces and act as a resupply point. For that purpose I suggest that the sauran first attack/invade a relatively undeveloped Repzork system, using it as a staging point to launch attacks deeper into repzork space.This way we can explore the different intensities of combat, starting relatively small scale perhaps and increasing with every battle as reinforcements of the repzork arrive. To give the sauran a goal we have them try to liberate Repzork held planets of the betel or another race. (If this isnt the right place for these kinds of comments, let me know and I will place them somewhere else!) === '''The Remusian Question''' === 1. Alterations required to [[Rift Incident]] and [[Operation Dawnhammer]] as Betel are, at the moment, not involved in branding. Sauran can theoretically take the place of the Betel in trying to push the Remusians towards the Peacekeepers. Repzork are extremely religious, militaristic, and coldly pragmatic, and use both advanced A.I and cybernetics, but also promise to leave Remusians alone and help them destroy the Collective. Also able to play the propaganda game to paint the Warlords as the victims, not the aggressors, of the war, having to do what is necessary to win. Sauran attributes and Remusian response is up to respective owners. '''Remusian-Sauran Involvement Proposal''' During year 7-9, The Remusians conduct an extensive exploration campaign to avoid a similar conflict they had with the Kusheens. They meet the Sauran in the process, either part of their mainland or a cluster of one of their factions. After conducting extensive observations on the Sauran, they deduce they are a major power they return home to deliberate their next course of action. The discovery of the Sauran and their advanced use of cybernetics reignites old fears of the Neo-Synthetic party and instigates Anti-cybernetic riots across Remusian Colonies. In an attempt to quell these concerns, they Remusian government contacts the Sauran, and offer basic trade negotiations as well as a non-aggressive pact. Should the Sauran agree to these terms, the Riots would settle, but leave some dissidents among the empire. (About Year 10) After several years of facilitating trade, migration and open borders between the nations, the Sauran’s Observers and Republic’s Directive take an interest in each other and strike a research deal with each other. The Republic would provide technological support though mechas, battle suits, logistics and other boons in exchange for cooperation and partnership between the empire’s science divisions. This agreement brings the nations together and perhaps they formally accept each other as allies. When the Collection reappear in Year 15, the Sauran are unable to provide support of their own due to current Margan offensive on Jaru IV. Remusian support is also put-on hold to deal with the Collection Invasion. Year 17: The Rift Incident occurs mostly as it had previously, with obvious changes to the participating races. This time the tension arises from the Repzorks previous betrayal to the Sauran by using Marganite weapons, and the current involvement the Remusians would have with the Repzork. Repzork hold the participation of fighting the Collection over the Remusian government. Concerned the Remusians may follow the Repzork, the Sauran would deploy some measure to try and sway them otherwise, and perhaps incite and republic living Sauran to continue to follow them. === Alaghax Sector === Potential sector for the Repzork and Sauran (to at least start) fighting in. Once a modestly developed sector with a mixture of urbanized and relatively agrarian colonies, the outbreak of the Great War has seen the military seize control over the region as part of wartime policy. It currently provides a great deal of supplies to the Diab foothold. ==== Alaghax ==== * Regional capitol and namesake of sector. * Urbanized and home to a number of production facilities and training centers. Current headquarters of the 843rd armada. Majority of civilian population lives in vast underground cities, with much of the surface reserved for the military. Orbital elevators connect the surface to various orbital stations. Planet and the surrounding system are extensively fortified, beginning with a sensor net at the outer edges of the system, with several defensive 'rings', with Alaghax squarely in the center. * Home to a sizeable starport. * In the process of receiving a planetary shield, which is still under construction for the foreseeable future. * Even getting near here would illicit a fierce response from the mainland. Actually reaching it would exacerbate this response. ==== Lyrthra ==== * Brother planet of Alaghax * Lightly-inhabited planet with a predominantly cold climate which is in the process of being terraformed. * Considered to be of low priority, Lyrthra, though falling under Alaghax's defense grid, is not a high priority in the event of a major incursion. ==== Vilgorod ==== * Roughly earth-sized colony with a dense population; extensively urbanized. * Was colonized by settlers especially devoted to Visar, the god of engineering and the arts. To this day much of the population follows in their stead. * While Alaghax is the official capitol of the sector, many consider Vilgorod the cultural heart. * Vilgorod's industry exceeds that of any other colony in the sector. * Thoroughly fortified. * Vilgorod has one moon. The system also contains Ghelesh, an uninhabited planet being strip-mined to meet Vilgorod's needs. ==== Osgara ==== * Immense purple-blue colored gas giant home to numerous moons. * Home to numerous gas harvesting stations used for both domestic and military production. * Also home to starports for maintaining vessels. Marines make up a sizeable chunk of the planet's garrison as a result. * Two moons, Zarlr and Ilhiv, are cold, snowy moons home to secret Marganite research stations. ==== Tyzu ==== * Over 95% of Tyzu's surface is covered in water, with the remaining 5% divided between one small continent and numerous islands. * Main area of interest is deep beneath the seas, with the Repzork excavating the ruins of an ancient civilization and simultaneously harvesting whatever resources they can acquire. * Alien relics have yet to bear fruit, but have only been partly explored. * Tyzu is not heavily defended; however, while landing troops on the surface would likely be easy, the real challenge would be securing the undersea facilities. ==== Zyaltha ==== * Smaller than Earth and possessing a predominantly warm and wet climate. * Relatively new colony with most settlements on the surface. Large-scale subterranean construction is underway. * Largest export is food, but mining industry is expanding. * Modestly defended. ==== ALGX-UO-05 ==== * Shorthand for 'Alaghax Sector planet under observation number five'. * Red gas giant notable for producing storms of 'raining glass'. * Part of a binary star system * Multiple Moons * Currently uninhabited, though observers periodically visit the system. ==== ALGX-UO-07 ==== * Small habitable planet located at the edge of the Alaghax sector. * Was to be colonized, but process was put on hold with the outbreak of the Great War. * Notably mountainous surface with a large global ring of active volcanoes. * Is passively monitored. ==== ALGX-UO-11 ==== * Small, barren, and frozen. * Considered important only for the vast oceans which reside beneath the ice, which are a target for future harvesting operations. * System is also home to a sizeable asteroid belt. * Currently uninhabited. UO-11 itself is periodically visited. ==== ALGX-UO-02 & 03 ==== * 02 is a habitable world twice the size of earth. * 03 is a gas giant with an uncharacteristically gargantuan set of rings. * 03 is adjacent to an asteroid belt. * Is passively monitored. ==== ALGX-UO-09 ==== * Large, lifeless, high-gravity world with a predominantly volcanic climate. * Being studied as a potential source of metals. ==== ALGX-UO-13 ==== * Brown dwarf surrounded by asteroids and gas clouds. * Potential candidate for future harvesting operations. * Currently unoccupied and seldom monitored. ==== ALGX-UO-17 ==== * Earth-sized rogue planet with a thick atmosphere. * Possesses one small moon. * Presently of little interest. ==== Thalnaeva & Yulzek Systems ==== * Two significant mustering and logistics bases for the Pact foothold in Diab space. Supplies is brought to one of these two systems and is then subsequently moved to the foothold. * As a result, holds a few rear elements of the armadas operating in the foothold. At this point in the war, it would be the 14th, 277th, and 355th. * It would be a hard fought battle if attacked, but even an unsuccessful attack could potentially disrupt the Alaghax-foothold supply lines. * Thalnaeva was already a military system prior to the war, and as a result has little to no civilian presence. * Yulzek was a major production hub due largely to an abundance of resources in the system. * Yulzek consists of two habitable planets: Yulzek and Thalsu. * Thalnaeva consists of one habitable planet: Thalnaeva, as well as Oktregar and Sadiz, two planets which are in the process of being terraformed. ==== KZE Occupation Zone ==== * Small group of five colonies home to the Kizanthe, a young minor power annexed into the empire a few years before the Great War. * Repzork-Kizanthe war had eliminated much of the Kizanthe's domestic industry, leaving them reliant on the Repzork for many of their needs. This is intentional. * Population is not assimilated into Repzork society; while a core of Repzork loyalists does exist, they are small in number. Most are ambivalent or actively resist Repzork rule. * Successfully attacking this area would prompt Repzork forces to relocate the Kizanthe to various locations across Repzork space. Sauran objective, if they wish to liberate the Kizanthe, would have to be intercepting these relocation convoys. * Successfully liberating the Kizanthe would certainly be a moral and propaganda victory, but would ultimately mean little in terms of grand strategy as the Kizanthe would require outside support and would provide relatively little military manpower. * Repzork forces will try to hold the sector, but if a more pressing concern displays itself, Kizanthe front will be diminished. Theoretically, a large enough attack elsewhere at a more vital target would eventually force the Repzork to begrudgingly cede the area. === '''Timeline''' === * Year 5 [?] - Repzork and Sauran negotiate in secret amidst Operation Downfall. Repzork promise not to attack Sauran and pledge to provide refuge for the Sauran if/when the Peacekeepers are defeated in exchange for terraforming technology. Repzork plan to destroy both Margan and Asanian Syndicate. Both sides come to an agreement. Exchange presumably takes place between years 5 and 6. * Year 7 - Repzork authorize use of Marganite-based weapons on offensive operations. First deployment takes place at Diab front at 2nd Battle of Veos. - Sauran, particularly the Sustainers of Nature, see this as a total betrayal of their previous deal due to Repzork hypocrisy. Sauran pull out of the treaty and launch an offensive against the Repzork. Primary goals are to support the Diabs by pulling Repzork forces away from the foothold & destroying logistics bases in the mainland as well as finding and destroying facilities studying & researching crystals. May also try to liberate annexed client states (Kizanthe, etc). - Sauran first encounter the 843rd Vindication of Blood, a defensive armada. 150th Fire Hammers (known for robotic proxies) and 77th Saertu's Gaze (attrition/armored warfare) may also be deployed offensively depending on situation develops. * Year 17 - Remusian shenanigans. tk02m73blip1qns1nvqf5qs7vqk3zdd Talk:Science Directive 1 1188 14322 12365 2020-11-17T20:08:31Z RaptorChu 30471271 14322 wikitext text/x-wiki To do (More Technology and sciency stuff taken from TRR Discussion) * Explore hypothetical megastructures such as matryoshka brain, Jupiter brain, Dyson spheres, ringworlds(niven Rings), matter decompressors, neutronium forges, eucenomopolis and implications of controlled technological singularity, Sentry/observation arrays, Space elevators between planets or orbital systems, Dyson-Nicoll laser/beam [Focusing the energy output of a star into a focused beam capable of destroying systems or planets, recall draft drive concept proposed by Amadeus and how this could potentially be combined. This idea could also be applied to the IICs], Planetary Core Ignitor, Planet Core Drilling mechanism and collection system, Portable Fusion Cannon/rifle (literally the power of the sun in the palm of my hand), Gravity Distortion Tech, Birch/Black Hole WOrlds/habitats, Megastructure000 Assembly yards * Citadels in major systems * Concepts to explore, Molecular alteration (shrinking, enlarging), Antimatter, Dark matter(TIL dark matter is space magic), Molecular deconstruction and reconstruction, Space Age WoMD, , Anti-matter( I have a bit on this tucked somewhere, see Vol 3), Star Lifting, Molecular Engineering, Natural Wormhole/Black Hole travel *Emergency Jump System in the HPD- See Vol 3 *Directive Expeditionary Units and related division specifics. See Vol 2 & 3 *Battlesuit frames, models and variations. Also MXO-Lasko Nanoweave, Neural weave, and nanite weave- See Vol. 3 * Nanite applications[medicinal, self replicating, repairing], armor & weaponry, release enhancements into bloodstream *Expand on Project Recode and the specifics, consequences and results of current research and implications for Eugenics, epigenetics and similar areas *Ethics( especially bioethics since it represents how Remusians view cybernetics), * Fun fact N-Rays were a hypothetical construct but are now pathological science and not just pulled from thin air as seen in the outer worlds *Terraforming, how can we best the sauran? Structures that remove and filter toxic fumes from worlds, *Literally turning a moon or planet into a moving battle station cause why not *Cael's supercomputer is eucenomopolis combined with a planet-wide computing complex *Elaborate on the Neural Link Network, how it works, and how an onboard AI can assist its user. *Add Vithem's installations to known lists of research stations. *Science- Face Association Collaborations. Would need to run past Amad first, but see Vol 3 for ideas. *The lamas Dilemma was a set of experiments concerning IED scientist Lamas Logist and his attempts to understand the Void Denizens and The Anomolous entities. In an attempt to force them to communicate with each other, he created a bridge of sorts to allow both creature to observe each other. After several trials, one of the creatures attempts to cross, and everything in the lab malfunctions, causing both creatures to disappear and Logist to be critically injured. He disappears without a trace following his treatment in a Directive hospital. 0y3kq1xgqts5sfrheelxjdpgz0apw30 Talk:Space Travel 1 1420 16347 16346 2021-04-20T00:32:11Z Amaker1450 26550035 /* Author's notes [B] */ 16347 wikitext text/x-wiki ==Proposals== ===RaptorChu=== ==== Subspace/Hyperlane Drive ==== Combining the ideas of subspace and hyperlane/warp drives, the revised subspace drive is able to access a network of hyperlanes that exist within the Void, but are sheltered from the Denizens of the Void. The revised subspace drive '''generate a subspace tunnel connecting the vessel to the hyperlane network. It achieves this by vibrating the vessel until it is synchronized with subspace, generating a vortex in the process.*''' These engines are capable of travelling for approximately 10-15 lanes worth of travel time before they must cool down in real space. Entry and exit points must be calculated based on these principles. Easiest and most common form of travel. *- May be redundant to include this description, simply because every empire could access the hyperlanes in a slightly different fashion. Additional suggested ideas: -Void space "hubs" exist in every system, and can facilitate extended travel between multiple hyperlanes without exiting the Hyperlane Void Network (HVN) back into real space. These hubs could also explain short, shock jumps. -Vessels exit hyperlanes between star systems due to the gravity wells of celestial bodies, which pull the lanes closer to a stronger gravity well. While this is not mandatory, it is easier than remaining in the aforementioned hubs. The pull of these gravity wells may inadvertently bring the vessels closer to danger of hurdling into these celestial objects. ==== Standard drives ==== The cheapest, simplest and most common method of FTL travel is the standard drive, known by many names such as the interstellar drive. The standard FTL drive works by quickly accelerating the vessel to FTL speeds. This method, while easy to perform, has a number of drawbacks: it can only go in a straight line, it can be tracked and intercepted, and it is the slowest method of FTL travel, sometimes by a significant degree. At the same time, their relative simplicity compared to other models makes them easy to maintain compared to more complex engines. Standard drives need time to cool down and recharge between each jump, a process that can take several minutes. (just a copy and paste here, I see no reason to get rid of this) To clarify, a vessel with a standard drive can only complete one hyperlane jump (or similar) before entering a cooldown phase. It cannot chain jumps to any extent. It can be tracked because it is predictable, and could technically be intercepted in the actual hyperlane itself by means of a projectile. ==== Jump/Rift Drive ==== Jump drives bend space between the destination and the vessel before 'flinging' the ship towards the desired location in a manner similar to that of a slingshot. This method is significantly faster than a standard and Subspace drive, and is far more difficult, if not outright impossible, to intercept, though it is still not instantaneous. While this method allows ships to travel short distances and catch opponents off-guard, jump drives have both a warm up and a cool down period and are energy-intensive, especially for longer jumps. The time required to make a second jump makes retreating from an unfavorable situation difficult and risky, as jump drives are sensitive to stress caused by rapid jumps. (made a few wording changes to match earlier discussion) ==== Warp Drive ==== Allows for access to the free-floating Void Space by using advanced calculations to determine an entry and exit point. This is achieved by entering into the [[Void]] via a portal and then travelling at faster-than-light speeds towards the destination, where the ship will then exit back into real space. However, when inside the Void, the Denizens of the Void often harass those that encroach on the Void space, which can be potentially dangerous. Additional Thoughts -Still a poorly understood concept by most Empires, with the exception of the Rach. Significantly more flexible in terms of travel abilities compared to the Subspace/Hyperlane drive, but again, not understood by the greater galactic community to be used in this capacity. ==== Warp Gates ==== These I feel can exist on the principle they can be relatively unstable, they are also partly what the Rift Incident is based on. Logistics of building and supporting these gates would have to be decided in the future. == Amaker's Proposal == === Rationale === * All forms of space travel must balance speed, stealth, mobility (the ability to either chain jumps and/or maneuver in their sub-dimension, whichever is relevant), and range. Each method can have 2 or 3 of these attributes, but not all 4. There must be detriments and benefits to each one. * '''All current forms of space travel must be in some way preserved'''. They can perhaps be ''adjusted'', but not outright removed. There are only two exceptions: **Standard Drive - This one was actually an invention on my part, so theoretically it can be ridden of altogether or revised as needed. **Draft Drive - This one is a creation of Amadeus. Simply put, he does not wish to be involved in the branding, so this one should be cut to respect that. *Reality is separated into three dimensions: ** Realspace (WIP name) - The universe as we know it. EAW and it's races are situated here. ** Subspace - A 'barrier' of sorts between realspace and the void. Subspace is in a mild state of flux, it's density ebbing and flowing, waxing and waning, depending on the location and local gravity wells. This flux holds considerable sway over subspace travel; conversely, subspace travel is a safe option as it is uninhabited. ** Void - The void is a parallel dimension where the laws of physics are wholly alien to those of realspace. It is home to its own species and civilizations with which communication is either extremely difficult or outright impossible. Uninhabited but constrained 'tunnels' run through the void, but sufficiently advanced technology can freely traverse the void, though they may be attacked by the locals. * Faster-than-light travel is possible via all three dimensions in some form or another. *FTL ramming should in fact be impossible to perform. Regular ramming, however, is totally permissible. * I '''outright refuse''' to argue about overtly-detailed specifics regarding range, speed, tracing (We're in a science fiction setting with 30km starships and plasma weapons) and the like. I will tune out of any such discussion. I am perfectly content with leaving these relatively broad. ==== Categories of Space Travel ==== ===== Subspace Drive ===== Subspace drives open a vortex into subspace connecting one point to another. They are a fast and mobile form of travel which generally requires only a brief cooling period between each jump. Their range is limited due to both the ebbing nature of subspace itself and by gravity wells, which interfere with subspace drives to the point that they are rendered unusable. Additionally, though a vessel inside of subspace is difficult -but not impossible- to trace, their entry and exit portals produce a great deal of ambient energy which will activate nearby sensors, alerting any watchful adversary. As such, subspace drives are best suited for short-range jumps, making them the FTL engine of choice for shock strikes. * +Speed, +mobility, -stealth, -range ===== Hyperlane/Warp Gate ===== Hyperlane drives utilize void-tunnels for travel. Most tunnels are two-way, though it is not entirely uncommon for 'hubs' to connect three or more locations. This has the benefit of being remarkably fast, though it lacks mobility in that ships cannot exit the tunnels while in transit. Their range is limited by the length of the tunnel, though this is regarded as a non-factor. Ships cannot be detected within the void, but if the hyperlane is mapped, then it is often the case that the entry and exit points are fortified. It is possible to produce artificial hyperlanes, but the technology to do so is in its infancy among most empires, as shown by the [[Rift Incident]]. + speed, +range (warp gates), -stealth, - mobility (+ if warp gates) ===== Void Drive ===== Void drives use the open void for travel. Such technology has been mastered only by a handful of races, most notably the [[Rach]], though many races are actively working on producing their own drives. Void travel boasts unmatched mobility and range as gravity wells have little to no affect on it, allowing for ships to theoretically go anywhere. Ships within the void are also untraceable by modern technology, making them the best stealth drives currently available. However, the primary detriment to void drives is in its speed, which is not the fault of the engines, but of the void itself. Ships need to carefully navigate the void so as to avoid hostile forces, time and gravitational distortions, and other hazards. In worst-case scenarios, ships either never return, return without their crew, or are absent for months or even years due to having unwittingly entered a time distortion. +Stealth, +Mobility, +Range, -Speed, -Poorly understood and remarkably risky ===== Jump Drive ===== Jump Drives are a realspace FTL drive which bends space between two locations and propels the ships towards their destination in a fashion akin to a slingshot. Jump drives are extremely fast, and as a result can be used to catch an enemy entirely by surprise, but their high energy consumption entails a long cooldown period, which leaves them unable to retreat if the fleet finds itself in an unfavorable position. Their high energy consumption also limits their range and mobility. +speed, +stealth, -mobility, -range ===== Bubble Drive ===== I will be honest in that I have no idea what to do with these. Bubble drives theoretically sound as though they could be used in some fashion for any of the above methods of travel. == Amaker's Revised Proposal [B] (4/15/2021) [EDIT: 4/18/2021] == My rationale remains the same as above, but with some tweaks to certain aspects, most notably cosmology: * Realspace: EAW as we know it. Material universe. * Subspace: Barrier/layer between Realspace and Deepspace. While operating on its own physical laws, subspace is influenced both by realspace and by deepspace, and as a result is a dimension of flux. While a ship can enter subspace from anywhere, gravitational and void-based disturbances make some areas difficult or even outright impossible to navigate due to sensors being unable to plot reliable coordinates. This limits reliable travel to a series of 'tunnels', areas of subspace free of disturbances. Because the galaxy, and subsequently gravity wells, are in constant motion, these tunnels gradually shift as time passes. Such changes are predictable and each to track. Rarely, however, tunnels can shift dramatically in a short span of time, a behavior theorized to be a result of the void. * Void/Deepspace: An alternate dimension similar to realspace in that it is inhabited by sapient lifeforms. However, it is otherwise wholly alien, operating on its own physical laws. Research into deepspace is ongoing as more races experiment with using deepspace for FTL travel. === Subspace/Hyperlane Drive [B] === Subspace drives open a portal into the subspace tunnel network connecting one point to another. Subspace drives are generally regarded as the 'standard' FTL drive by most races due in part to its benefits: * Though reliable travel is relegated to the tunnels, subspace requires relatively little energy to enter, making it an efficient form of travel, and for advanced engines, easy to chain jumps. * So long as a vessel avoids disturbances, it is easy for a vessel to maneuver while in subspace, making subspace the de-facto drive for shock jump tactics. Subspace does have a few disadvantages: * In war, subspace generally favors the defender, who is likely capable of monitoring their tunnels and thus able to detect invaders. Likewise, subspace portals produce energy that will alert nearby sensors, necessitating that stealth ships utilizing subspace remain outside of sensor range. * Artificial gravity wells and sensor jammers can render subspace travel difficult or outright impossible. * Though rare, dramatic shifts in the tunnel network can have serious consequences, such as, in exceptionally rare cases, a system being entirely cut off. ==== Hyperlane ==== Hyperlanes are theoretically permanent, stable subspace tunnels created through artificial means. Though the technology is in its infancy, attempts to produce a tunnel by tearing a hole from subspace into deepspace and using that to 'construct' a tunnel have proven successful, with the added benefit that such tunnels are generally uninhabited. Artificial tunnels require an astronomical amount of energy to produce, and it remains uncertain if the tunnels can be maintained indefinitely. Some have also voiced concerns over the potential consequences of constantly tearing the inter-dimensional rift. === Jump Drive [B] === Jump drives are the primary form of realspace FTL and function more or less the same as already described. Though they bypass the tunnel network and are extremely fast, they require a vast amount of energy, increasing their cool down time; can only go in a straight line, and have a limited range. Jump drives are excellent for surprise attacks and short-range travel, but if the user finds themselves in an unfavorable position, they have no means of quickly withdrawing. === DeepDrive [B] === Deepdrives function similarly to how they did in my initial proposal. Good for stealth and range, but difficult to navigate due to its many hazards. Reliable sensors are a necessity, as is a strong energy reserve. === Author's notes [B] === This alteration seeks to address/resolve a few questions: * Why doesn't every race just immediately jump to an enemy's home planet? ** While there is the obvious answer that the invader would be placing themselves in the midst of millions/billions of troops, each drive runs into its own problem when attempting what is presumably a very long-range jump: *** Jump drives simply do not have the ability unless you pump an absolutely obscene amount of power into it. In which case, by the time you reach your destination, you're probably sitting adrift. *** Subspace would first need to find a tunnel to the homeworld, presuming that the defenders have not blocked them with jamming equipment. *** Deepdrives are theoretically the only drive capable of performing this feat, but they return to the same issues of the jump drive (it would thus need to be within a fairly close range, necessitating fighting the enemy), as well as the fact that the deep is itself chaotic and poorly understood. * This allows for a very lenient lane-based system ultimately dictated by whatever the plot demands. We can have this system without ever having to really use it if so desired, or if we want to add some zest to an event, have a vital subspace tunnel suddenly shift, placing one side at a potentially catastrophic disadvantage or opening a golden opportunity. * This system helps to naturally produce vital strategic areas/choke points, giving somebody targets to focus on. * Border blockades are still perfectly possible. While jump/deep drives could bypass them, the majority of ships would still rely on subspace in some form or another, while ships using jump drives could be intercepted at their destination. ==BlueDraconic== ===Hyperlaness:=== In my opinion this should be the standard for ftl travel in eaw. Only thing that I find kind of odd is that it specifies that vibrating is how this form is travel is achieved. Also the number for lanes being travelled this way seems like it isn't based on anything but that is understandable since there isn't anything to base it on yet. For the sauran-zaretian conflict I am developing a map with lines, the assumption in that one is that lanes go from star to star. The idea being that massive objects attract space in such a way that it creates the lanes but when you get too close to them the gravity well disrupts them. Or maybe instead of that its background darkmatter that forms the lanes. One thing I am going to specify in the map is the location within a system where ships can enter and exit the lanes. These locations are like an area in which you can enter and exit and they vary in size. This would also make it possible for a fleet to guard or ambush a fleet that exits one of these Jump points. Not sure on the name but that is something we can discuss and find a consensus on. ===Standard Drive:=== There are a number of concerns I have with this method of FTL travel, I will start with the most important one. With this FTL system, any ship or anything that can put these engine on will be able to launch itself with FTL speed into another object. Considering we would like to have large ships not be evaporated by a smaller vessel just FTL'ing into it we either have to come up with reasoning as to why this can't happen or something else to explain why this isn't done. For the sake of space battles I argue that this type of ftl travel simply doesn't exist in EAW. In my opinion it creates too many problems that aren't worth solving. As for the other concerns, the downsides of this type of FTL travel. I am not exactly sure in what way it would be a downside that it can only go straight forward as I wasn't aware any other type of FTL could go into another direction than that or how it even is a bad thing that it can only go that way. As for the tracking and interception, it simply is unclear how this is achieved and I would like to know more about how that goes. I have a hard time imagining how and where you would intercept something that goes many times the speed of light. The supposed slowness or speed of the different FTL travels feels hard to put into practical terms, since we don't have a grasp on what distances the races in eaw actually travel. Atleast, I don't have a clear idea of what those distances would be like and how the different method of FTL travel would impact that. Lastly, I find it strange how this FTL type and the one above are both the most common types. Still, that is far from the most pressing concern I have with this type. I argue that the lanes/subspace would be the main ftl travel method for all of EAW but this isn't the place to discuss that right? ===Jump Drive:=== You have heard the conversation between hang and me about this so I will spare everyone a text wall about this type. To keep it short, it raises the same concerns as with Standard Drive with the added bonus of adding another FTL type to EAW. In a vacuum (no not that one) this is pretty harmless but I worry that this type is variety for the sake of it. I m all for Lane-less travel here and there but this takes it too far. The reason I think all these FTL types haven't clashed or caused much trouble before is simply because they are rarely interacted with or mentioned. This goes back to the whole, the races feel like islands thing. Because every race does their own thing which makes it harder for them to interact with eachother. ===Void ftl:=== From what I understand this type of travel is a Rach invention from their years in the Void and is supposed to revolutionize the war near year 18. It sounds like free form teleportation, or I guess just teleportation with the void being in between the locations. Personally I am not a fan of teleportation even though it isn't strictly that. But just the concept of being able to teleport or travel anywhere without limitations and very precisely even at short distances doesn't sit well with me. Still, I don't want to dismiss this idea entirely since it has been in the works a while and is involved in part of the story for the later years of EAW. In short, since it won't be a thing until the later years I don't see a reason to remove it. ===Warpgates:=== Connecting two points in space with a Warp gate feels like it would fit right in with EAW but it does leave some questions open. The limitations of these gates are up in the air but since the concept of them is well understood it rarely causes problems. Unlike standard drive. As far as I know gates like these have been used by a few races here and there but I guess the reason why not everybody uses them is because they logically need to be put where you want them in the first place which you can't easily do in enemy territory. Plus, if you can travel to the place you want to without the Warp Gate why would you need the gate to begin with? A possible answer to that could be that they are combined with another type of FTL. For example, say you want to travel between two systems but those are far apart and would take a while even when using the Hyper Lanes. A warp gate could by pass that, provided that you bring the gate there first. So it would be an investment on the Empires part to transport one. Still this leaves some questions open, like how far can a gate reach etc but since EAW hasn't had to answer question like that before it hasn't caused problems so far. 6cbjf0s9o2h3hoyijatedxwugs1pfzd Talk:Tegotian Empire 1 1563 16990 16979 2021-06-19T22:26:56Z RaptorChu 30471271 16990 wikitext text/x-wiki ''Branding Redux Page'' : [[Vechtramil_Directorate| Vechtramil Directorate]] Tossing together some new Ideas regarding the Tegotians: New Name? Tegretonians Sevlepes '''Vechtramils''' ( My Pick so far) '''Intelligence Directorate?''' Emphasizes their spying prowess, but also blatantly advertises this. Could be relegated to their Governing Body. Other names? -Just “Directorate” -Oligarchy -Syndicate? -Dominion '''Vechtramil Directorate/Tegotian Brief History/Overview Redux''' Tegotians are an old, Isolationistic empire, and the escalation of the Great War prompt them to emerge out of isolation. They were aware of the Great War as it began, and existed before the war ever began. Population and politics is comprised primarily of Crime/ Espionage Families who specialize in certain aspects( Intel gathering, espionage, ect). The founding family leaders lead the empire prior to the Tegotian-Dragoneteran war/battle. The Government is managed by a series of espionage and crime families, who all coordinate intel and agent placement among each other. An old, but stagnant race, which has retreated into several large colonies, relying primarily on sabotage, counterintelligence and espionage to defened themselves. During their prime they had an expansive network of spies and informants scattered across several sectors. Their circle of influence dramatically decreased since then and is now only maintained in the Local and Tomastahl Sector. Empires strayed away from Vechtramil Space for fear of falling prey to one of the many well placed traps around their borders. The once expansive Vechtramil Directorate began to fade in obscurity and myth as they continued to remain hidden away from the rest of the galaxy. While the majority of their empire remained in isolation, they spent this time created a large intelligence network across the Local Sector that allowed them to act on any information, quite often resulting in their favor. The escalation of the Great War prompt them to emerge out of isolation. As the Great War continued to develop developed, the Vechtramil Realized they may have to remobilize their armies and intelligence networks to remain relevant in the galactic stage. They intended to infiltrate a nearby empire (Bulorians) and then use them as bait for a larger empire, the Dragoneteran Monarchy. After the Bulorians were successfully subdued, the plan was set into motion Captain Dralan Of the [[Dragoneteran Monarchy]] fell prey to one of these traps, but was able to evade capture until a rescue party arrived for him. Anticipating the Monarchy would retaliate and attack the occupied Bulorian Homeworld, The Vechtramils mobilized some forces to deal with little forces they expected a Economic empire to possess. They were outmatched by the Monarchy's forces and forced to withdraw from Bulorian space. Now frustrated that their cover had been blown and their recent loss, The Vechtramil Crime Families assembled their own respective fleets and took them to put the Monarchy in its place. Yet Again underestimating thier foe, The Vechtramil were unexpectedly stalled for several weeks through a combined use a guerilla tactics,and several defensive garrisons. The Death of the Dragoneteran King gave the Vechtramils and unexpected opportunity, And the Crime Families mounted a direct assault on the Dragoneteran Homeworld Of Aserai. The Dragoneteran matched this force, while their own special forces managed to kill several of the Tegotian Family Leaders. This blow caused incredibly confusion and chaos among the Tegotian Navy, and was quickly defeated by the Dragoneteran forces. With the death of many of the Vechtramil Crime Family leaders, their Colonies descended into Chaos as they fought for control of the Houses. *Probably remove the deployment of the Biomatter Virus, as any creation of such weapons would be very closely guarded and not used in a minor conflict. *Changes to Dragoneteran, Economy focused, provided supplies and resources to the Alliance. May just makle changes to the Dragoneteranas work on the Tegitoans is done Rather than having the Monarchy step in to help the crime families rebuild to form Republic like the old lore says, New house leaders arise from the infighting, and take the Tegotions forward, establishing surveillance, espionage and spy teams to monitor the PKs and provide intel to the Highest Bidder. This concept could be more applicable if the Vechtramils were kept around as a neutral race, but could also be applied in an "Evil Rach" sort of fashion by siding them with the WLs. ) For the most part they would be acting act purely on espionage, and are more like mercenaries that can be hired out to gather information. Due to their crippled economy and most of their worlds being in shambles, they cannot directly participate but still attempt to rebuild their famed intelligence network in the chaos of the Great War. If this nets them enough traction, they could establish themselves more formally once again dwmg2boujw715wz39r2uhck8mu9uxe5 Talk:Telkevan Union 1 1599 18552 18551 2023-08-17T02:32:06Z Amaker1450 26550035 /* Interim */ 18552 wikitext text/x-wiki ==Miscellaneous/Meta Information== === High Chamber quick character reference sheet === *Grand Marshal Tarsovis Visaria **Species: Arkevon Former High Marshal of the Solar Legions. Quiet and contemplative, seldom fazed by the circumstances but firm when giving orders. Focused on long-term plans and ambitions. Reveres Saertu as his patron and Visaria as his familial god. --- *Kaiser Zervath Nezekar V **Species: Arkevon Youngest member of the High Chamber, head of the Chamber of Lords. Energetic and charismatic in speech and actions. Encourages cooperation, sometimes acting as a mediator. Ardent opportunistic imperialist, saw the Nuverians as the Union's greatest threat prior to the Great War. Reveres Oltavar as his patron. --- *High Marshal of the Army Zurar Azakeia **Species: Arkevon Began his career as a conscript and worked his way up, accumulating a variety of cybernetic augmentations to treat severe injuries over the years. Noted for his impenetrable calmness even in dire circumstances. Wildcard of the chamber: difficult to read and sometimes more difficult to predict. Reveres Xitav and Faea --- *High Marshal of the Aerospace Force Almali'Sosolum **Species: Valdar Newest member of the High Chamber. Outspoken and passionate about her beliefs, but (usually) maintains a degree of formality. Opposed to the Warlord Pact and advocated for avoiding conflict with the Nuveria. Effective officer, but not one for politics. Reveres Athovat. --- *High Marshal of the Solar Navy Ilivaris Kindasi **Species: Arkevon Royal blood. Ruthlessly efficient with regards to dynastic politics, but cynical and spiteful towards the process, believing that military rule saved the Union. Dutiful, loyal, and willing to sacrifice her own wants for the good of the Chamber. Often acts as an advisor to the younger Zervath. Reveres Livunyr --- *High Marshal of the Surface Fleets Hjalsa Amalki **Species: Ogvyr Oldest and tallest member of the High Chamber. Occasionally sent if the Chamber requires his innate intimidation. Talkative, enjoys debate and playing devil's advocate. Generally disinterested in alien affairs, but the Great War posed a challenge to his beliefs. Notable for his contributions to the arts and to literature in the Ulrasni Commonwealth. Reveres Sarikarak. --- *High Marshal of the Solar Legions Nuoh Gersalv **Species: Arkevon Close associate and ally of Tarsovis Visaria, rumored lover of Ilivaris. Often engages in one-on-one conversations with members of the Chamber and explains his ideas and beliefs to the letter. Reveres Riigr as his patron and Akla as a familial god. --- *High Marshal of Central Intelligence Veto Korvack **Species: Arkevon A charming, sometimes jovial outward demeanor is little more than a front used by Korvack to earn the trust of others. Known in the chamber for his true personality of cynicism and distrust towards aliens. More opportunistic than idealistic. Notably derisive of the Zaretian Monarchy. Reveres Golgolag. --- *High Marshal of the Cybersecurity Service Ashitara Yoluni ** Species: Arkevon Associate of Korvack, but lacks the man's bitter cynicism. Methodical, dedicated, and energetic sometimes to the point of mild neurosis. Will actively seek out the truth in every situation and finds thrill in his job. Reveres Hruthvar & Hruthvair. --- *High Marshal of the Civil Defense Service Wultyr Seltenhausin ** Species: Arkevon Close associate of Zervath and Ilivaris due to having to navigate state politics. Unlike Ilivaris, Wultyr is open about his disdain for most politicians, and while he is willing to negotiate, he is not above using intimidation and force to get his way. Often collaborates with Ashitara. Reveres Nilzeli. --- *High Marshal of the Joint Munitions Command Gorsk Heldre **Species: Arkevon Pragmatist, focused on what is possible rather than what is desired. Direct and straightforward in speech, unafraid to say no or to argue with other members of the chamber. Unwavering in his convictions and protective of his branch due to its importance to the entire AFTU. Reveres Hunovo. --- == Hypothetical Timeline for Union in ESG == For simplicity's sake I'm not putting specific years here, that can be worked out later === Pre-War === * '''Telkevan-Nephani Cold War in Tomastahl''' - Two space nations play 4D Chess as they compete for influence over the Tomastahl sector. * '''Telkevan-Nuverian Cold War''' - The borders of both the Telkevan Union and the Nuverian Union are slowly approaching one another. Both are wary of the other attacking them, and a complication arises with the discovery of the Kosdahl Substream, a major substream passage virtually connecting the two empires. Neither side wants their potential rival to control a valuable military and economic asset, and though fighting had not broke out, tensions were on the rise as both laid claim over the area. * The Union kept a wary but otherwise disinterested eye on developments within the Zaretian Monarchy. Though a mighty military power in their own right, the Union had little interest in working with a kingdom that, to the High Chamber, was built upon slavery and ruled by greed. * The Union had previously created a specialized unit trained specifically to track down and eliminate Xenochytrid. This unit was active in the Kentaurs Sector. * The Telkevan Union had been in the midst of expanding, updating & upgrading its arsenal when war broke out. * The arrival of the Margan in the Kentaurs Sector captures the attention of the High Chamber and spurs further military mobilization. The High Chamber considers options including a temporary truce with its rivals so as to combat the threat, but the Great War breaks out before any serious action could be taken. === Early War/Pre-Norsus === * At the onset of the Great War, the Telkevan Union declared neutrality. Though troubled by Nuveria's inclusion in the Peacekeeper Alliance and supportive of the purported goals of the Warlord Pact, the Union was unwilling to work with the Margan and Zaretians. The Union was content to watch the two fight it out for now. * More alien nations join the Warlord Pact, including Union allies such as the Vikkurl (or IAE? Or Öhgyag?). Said allies implore the Union to join the Pact, noting that the Warlords were already on the offensive, most of the Peacekeepers were weak and ill-prepared for war, and that once the war was over, the Pact could turn its weapons on a weakened and outnumbered Margan. The High Chamber ultimately comes to see an opportunity to expand Telkevan influence and to secure the Kosdahl Substream for good, and the decision is made to join the Pact. * Telkevan forces pour into the Nuverian theatre with the goal of securing the Kosdahl substream, forcing the Nuverians to divert additional troops to the region. After years [?] of attacks and counterattacks, the Union would ultimately secure Kosdahl and use the substream to attack outlying Nuverian colonies [those outside of the border blockade]. * Elsewhere, the Telkevon would attempt to organize the disparate armies of the Pact into a semi-unified fighting force which would share resources and equipment and coordinate grand strategies. Gorsk Heldre, High Marshal of the Joint Munitions Command, spearheaded these efforts and would play a pivotal role in creating both a lend-lease system and the Pact Cooperative Military Command (PCMC), though some members of the Pact were reluctant to join such efforts. * '''Operation Stormbreaker''' - A combined Nuverian-Diab offensive throws Union forces out of Kosdahl. Fierce battles break out as Peacekeeper forces attempt to penetrate into Union territory. However, the ultimate failure of Stormbreaker would force Peacekeeper forces to withdraw, though they maintain control over the Nuverian portion of Kosdahl. Within the Pact, the ferocity of the Peacekeeper offensive fosters more support for the PCMC and an expansion of lend-lease. The Union Chamber regards the Empire of Diablos as a significant threat and begins plans for a counteroffensive. A small number of Telkevan units, disillusioned with the Pact's cause, use this opportunity to defect to the Peacekeepers. === Norsus === * '''Operation Downfall''' ** '''Operation Sledgehammer [Diab Front]''' - Intent on preventing a repeat of Stormbreaker, Pact forces, including multiple Telkevan fleets, invade Diab space with the ultimate goal of bleeding the Diab military dry and securing a foothold from which future offensives could be deployed. Pact forces secure a major victory in capturing the regional capitol of Baltreos and its surrounding colonies. Pact forces were eventually fought to a standstill before they withdrew back into the foothold to fortify their position. ** '''Operation Longbow [Nuveria Front] ''' - The Telkevon comprise one portion of a multi-pronged attack on the Nuverian border blockade. Telkevan forces start the attack by advancing through the Khosdahl substream, drawing Nuverian forces away from other sectors and thus allowing Zaretian, Margan, and Ohgyag forces to pour in. The Nuverian frontier falls and a months-long 'siege' unfolds at the blockade. Pact forces secured numerous victories, but Zaretian forces were forced to withdraw and support their allies in the Rach theatre. In a desperate gambit, the Nuverians withdraw from their positions along the blockade, drawing the Pact into a trap. The majority of Pact forces are encircled, beginning one of the largest naval battles in known galactic history. Ultimately, the sacrifice of the Margan fleets allow the battered remains of the Pact to withdraw. Though Nuveria was successful in holding the blockade, they suffered devastating losses as a result. ** '''Secret Negotiations''' - Believing the end of the war to be imminent, Telkevan officials begin secret negotiations with the Sauran Solidarity. The Telkevon planned on betraying the Margan once the war had concluded and planned to use the Sauran's terraforming technology to restore the worlds the dynasties had ravaged. In exchange, the Telkevon would not attack Sauran forces and, were the Solidarity to fall, would provide refuge for the survivors. Both parties agree to the terms. * '''Battle of Norsus''' - The Telkevan Union does not play a direct role in the fall of Norsus, though they do their best to prevent Peacekeeper reinforcements from being able to assist the Rach. Peacekeeper-aligned Telkevon do play a minor role in Norsus' defense, though they are far, far too few in number to change the outcome. A Diab fleet, defying the odds, escaped the Pact's clutches and arrived at Norsus just in time to allow the Rach to evacuate into the Abyss. The Holy Dynasty follows the Rach into the portal, and both disappear from the galaxy. === Interim === * The events of Norsus came as a shock to the Telkevan High Chamber, who now had to radically alter its plans. The disappearance of the Holy Dynasty caused the remaining Margan fleets to splinter into two factions: one, spearheaded by Matriarch Chilsa, sister of the High Priestess and leader of the Bronze Hammer Dynasty, continued to support the Pact as best they could; the other, led by Matriarch Li-Hosan of the Golden Blade, continued to fight the Peacekeepers but distanced themselves from their Pact allies. The Verdant Flail, stationed at the Diab front, had sided with Chilsa, and thus continued to support Telkevan and Zaretian forces in the region. Conversely, the Union could no longer count on the support of the Golden Blade in the Nuverian theatre. ('''Proposal:''' Karahodoum still join the Peacekeepers, but they hold their attack until the beginning of Operation Burning Lance (Zaretian invasion by Nuveria). The presence of fresh Kara troops would allow for the Nuverians, still relatively fresh out of Downfall, to begin their attack against the Zaretians while the Pact was still getting its footing) * The Karahodoum join the Peacekeepers, providing much-needed material and financial support to the Alliance whilst launching major attacks against the Pact. They take part in Operation Burning Lance, the Nuverian-led counteroffensive into Zaretian space. Telkevan forces launch raids against the Nuverians in response as troops are sent to support the Zaretian defense. The Diab front also grows active, with Pact forces making probing attacks to plan their next move and distract the Diabs. Burning Lance devolved into a grinding stalemate, but this development exemplifies the growing severity of the war to the High Chamber. More and more of Union space is dedicated to the war effort as the development of new weapons becomes a high priority. Additionally, a secret program to develop Margnite-based weapons is formed, though such weapons are to be deployed only in the most dire of circumstances. === 2nd Norsus === === Post-Norsus/Present === 0t0g95ooj81i5mvaowaax8ekfpzdism Talk:The Remusian Republic 1 763 14324 11380 2020-11-17T20:34:10Z RaptorChu 30471271 Blanked the page 14324 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 Talk:Tomastahl Sector 1 1483 18429 17270 2022-08-18T21:44:37Z RaptorChu 30471271 /* Rift Incident */ 18429 wikitext text/x-wiki == Ongoing Events == === [[Rift Incident]] === See the above link. Involves of the escalation of tensions between the Sauran, Telkevon and Remusians. The Remusians are presented with an Ultimatum, Support the Sauran and lose relations with the Telkevon, and as a result any opportunities to further study the Rift, or continue relations with the Sauran and the PKs as a whole for future support in local efforts, as well as committing to the PKs and formally participating in the war effort. '''(The Rift Incident requires revision due to the Neutral stance adopted by the Repzork later in the war)''' Having already supported the PKs for many years through collaborative Directive Task forces with many other peacekeepers, this seemed like the logical choice. They had primarily worked in the shadows through Project Impact and the Field-Experimentation Initiative. However, Directive representatives were repulsed by the not the idea of ending relations with the the Telkevon, but rather giving up research on the Rift. While some Directive members could not be convinced, but ultimately the Royal council voted on its course of action, and concluded it would be better long term to commit to the Peacekeepers, forcing the Directive to dismantle the Rift and cut ties with the Telkevon. Any Telkevon forces in the Rift were ordered to leave at once or face the consequences. While a brief conflict ensued between the parties, the Directive was successful in deactivating the Rift stabilizers and cut immediate ties with the Telkevon, thus cementing themselves as part of the Peacekeeper Alliance. === [[Great_War#Repzork-Nepharian_Cold_War |Telkevon-Nephani Cold War/Operation Dawnhammer]] === See above link. ==Proposals== === RaptorChu === ==== Project Impact and PK Involvement ==== After establishing themselves as proficient technological supports by assisting the Sauran in their defensive conflicts, starting in about Y5/6 conflicts, the Remusians catch the attention of the PK faction as a whole. Pks take interest in about y8/9, and the Remusians contract out certain Directive Task Units to the PK forces as part of a Field Experimentation Initiative and Project Impact. The Initiative allowed Remusians to more actively participate in the Great War conflicts by acting as contracted units that actively assist frontline soldiers and technicians. Additionally, the initiative allowed The Directive to test out experimental equipment, weapons, and technology, provided they remain with certain restrictions (Whatever the space Geneva convention can be, but like, very borderline). Project Impact on the other hand, was designed in a similar niche to Project Nightfall, where the Directive creates unique equipment and technology that specifically tailor to an empires talents and specializations. (Battlesuit that further expands the size and Diab strength, provides enhancement to the iconic Diab helmet, ect, Central Datanet technology could be provided to supplement ACI OR Battlesuits sufficient for all confederation members, ect) These contributions greatly influence the ultimatum decision presented during the Rift Incident These contributions eventually lead to the Directive participating in more events, such as the Melum Telum Project in Y10, the War/battle of the Mech king Y12 ect. Contracting out scientist becomes an idea that the Directive considers for any party while they are Neutral. Additionally collaborate with similar empire industries akin to the Newverrian Corvus Tech Industries. Entirely up for debate. ==== Doramis Monarchy Notes/ideas ==== -Dragonaterran/Doramis Monarchy Scientist escaped the Empire with many important documents concerning the Biomatter Incident, and to what extent it was tested and used, and fled the PK alliance. Believes the Monarchy should be held responsible for its actions(?) Hides out either with the Vechtramil Directorate, A neutral Party location such as Nova Corp or another science focused PK/neutral empire that desires the information. Could lend to being a short RP one-shot story documenting the tracking of this individual. ==== Collection-Synthetic Crisis ==== Basically the Collection pulls an institute, starting infiltration campaign to dismantle and disrupt the Republic and its allies. the Collection is successful in some capacity and compromises some key roles in the Remusian government and Directive. The Collection would replace these members with agents of their own, sometimes the agents not even knowing they are replicants. Some would assume the roles they were assigned but actively remain agents of the Collection. These agents are also embedded, or attempted to be, within other empires in the Tomastahl Sector, primarily the Telkevon, Remusians, Kusheen, and Sauran. While successful in infiltrating the Remusians and Kusheens, they have less success with the Telkevon and even worse with the Saurans. However, the Collection uses its synthetics to disrupt the SSN network of the RTelkevon, causing them issues in their population management. The Sauran easily identify the synthetic replicants and assist the Republic with seeking them out. ==== Collection-Asanian Interaction ==== Collection and Asanians encounter each other in both of their quests for resources. They end up fighting each other over resources in this sector, sparking conflict and resource competition[ between the Empires. Either this or they put their behaviors aside and collect resources together, though this is unlikely. ==== Remusian-Asanian Interaction ==== Both parties see each as rivals, as while they are both technological powerhouses, The Remusians lend their own knowledge to other Peacekeepers through Tasks forces and research programs, versus the Asanians who horde their technology for themselves. ==== Asanian-Sauran Conflict ==== WHile it should be obvious why these two are in conflict with each other, thier dispute spreads to the Tomastahl sector in some capacity after the Asanians engage the Remusians, bringing to light that the Sauran are also present in the Tomastahl sector. I know the details of this were to be decided by Hang & Blue, I recall a Sauran Mothership taking refuge in Remusian territory, drawing the Republic into more conflict with the Asanians and bring the Sauran and Remusians closer as allies. pnlq22f7urvkcj6i7e4eq5r6yyihq8u Talk:Warp 1 1074 10695 10688 2019-10-14T23:55:59Z RaptorChu 30471271 10695 wikitext text/x-wiki Having no page for the Warp/Void or whichever we decide to address it has been bothering me for some odd reason. For the time being I'm archiving information I an gather between pages. Personally I think it would be an interesting area to flesh out more with regards to what is actually within the warp and the mentioned energy beings that apparently live there. -Most notable for being utilized by the Rach to escape the destruction of Norsus, which also led to the Margan pursing them. Both Parties remained in The Warp for roughly ten years -Would love to have a discourse over what exactly happened in the Warp with the Rach, how they communicated with its denizens, and why they allowed to have access to warp-utilizing technology. ==== AKA ==== Hyperspace(Remusians) Pocket Dimension (Zarets) Nav Roan warp/Roan warp/Parallel Dimension(Karas; same as regular space but lacks stars and contains a strange mist) Realm of Night (Repzork) Darkspace (Galderans) ==== Denizens of the Warp ==== Denizens (Republic) The "X" (Rach) Energy Specters(Karas) Kara Wiki suggests that Hekkesh originated from the Warp( Refers to him as a "warp god" ) Night Walker (Repzork) Unidentified Spectral Entity (USE) (Galderans) ====Interactions aside from Travel ==== The development of the [[Rach#Rach_Hellbat_X23| Hellbat X23]] as well as short range land based units utilizing the warp for stealth (Rach) [[Science_Directive#Project_Intervention | Project Intervention]] (Remusians) Though probably outdated, Virisus page suggests that a large portion of their population resides in The Warp. *Depending on canon, the Virisus I think can sometimes place a certain reverence on the Warp too. TMC page suggests Zn/Chromorum were engineered by a race of unknown energy beings possibly from the Warp. While the real canon origin of the Biomatter is unknown, some races believe that the Biomatter camefrom Extragalactic origins, postulating The Warp as one of these possibilities. ik36md8prmnjis1nli16j45axmpnzew Talk:Warpbreak Manufacturing 1 1067 10460 2019-09-21T15:53:26Z AmadeusReborn 30459495 Created page with "Possible history: Betel get kicked out of or flee Sauran oppression and join up with the Syndicate eventually by integrating into their system. This is basically a big sign th..." 10460 wikitext text/x-wiki Possible history: Betel get kicked out of or flee Sauran oppression and join up with the Syndicate eventually by integrating into their system. This is basically a big sign that "The Sauran Hate the Betel and are Bullies" 6n8r9zg8ybpwdv0g06y9eq9cigbr0au Talk:Zaretian Monarchy (Branding) 1 1582 18409 18408 2022-06-02T22:38:45Z Amaker1450 26550035 /* Battle of Nu-Zartar */ 18409 wikitext text/x-wiki ==Chu's Notes== -Did a little diving into how the Civil War could play out '''Background:''' '''Atles:''' Feels He could lead the Monarchy better, and covertly organizes fights between Allies of Moccasin and Breys through internal and external forces. Recruits some already existing General that may agree with his methods to give him support after Breys and Moccasin have been taken care of, namely Peacha and potentially also Lord Helios. Older Zaretians tend to agree more with Atles, since many of them feel that the methods of the Breys Regime are extreme. Other Generals are covertly eliminated or neutralized. Elites generally fall in line. Feels that teh ZAretians must adapt in the galaxy in order to remain relevant on the Galactic Stage, favoring neither the ideas of Breys or Moccasin. '''Breys:''' The Mad King we know and love (hate). Caught up in then Zaretians ESG campaign and dealing with Moccasin's rebels he doesn't realize Atles is subtly manipulating his outcomes. Anything that occurs he chalks up to the Rebels doing. Policies and tendencies have show to be overtly aggressive, but effective for the Monarchy, making use of xenophobic policies to reinforce slavery of other races, including his own at times. Due to the vast size of the empire, Zaretians are convinced his word is the only way, having not ventured outside of Zaretian space. Some continue to serve Brey out of loyalty, and others out of fear. More ham-fisted and aggressive in his approach on things '''Moccasin:''' The Former Monarch of the Zaretians prior to the Coup staged by Breys. More diplomatic orientated and seeks resolution over conflict, except in the case of Breys. Prefers indirect methods such as subterfuge or indirect meddling over direct conflict. '''Gancarda:''' While not a proponent of Breys or Moccasin, High General Gancarda is loyal to the Zaretian People, and much like Atles, has his own vision of how the empire should be run. While not a threat perhaps to Breys ( depending on how "mad" he comes ) He would be a definite obstacle for Atles if he was to try and eliminate Breys and Moccasin. '''Timeline:''' The events below happen over an undetermined period, likely over the course of 5-8 years, so they can line up with the present (Y23) *As previously discussed, Moccasin scrambles to make his first substantial move shortly after the 2nd battle of Norsus, and the return of The Margan Dynasties. Before being ousted during the Melum Telum Incident and going into hiding, Attopos the Great made several arrangements within the Monarchy to allow Moccasin and his allies to infiltrate the empire relatively undetected by the Breys Regime. *Once situated, Moccasin uses his existing network of informants and spies to slowly create a state of disarray among the wealthy noble families and lower classes, forcing the Breys to direct some of his attention to those parties. *The Breys Regime and Moccasin Rebels engage in both indirect and direct attacks on each other, Though Moccasin's attempts at subterfuge and espionage are more effective than his direct attacks due to his sheer lack of numbers. '''The Atles Conspiracy''' *Atles is relatively privy to both the actions of Breys and Moccasin, but uses his own allies within the Monarchy to manipulate the Breys Regime into losses and conflicts with the Rebels. Atles has also developed a web of informants in and out of the Breys Regime, and even fostered relationships with circles of WL leaning Diabs and the elusive spy rings of the Vechtramil Directorate Atles has managed to garner the allies of some Generals within the Monarchy, who in some way disagree with Breys Regime and would support Atles as King. Some Generals and Commanders become targets, but are killed in a way that puts the Rebels, or others, at blame. *Rex-Albions intense arrogance ands stubbornness goes against Atles ideas of adaptability, making him the first target. Currently stationed on the Diab front somewhere. Atles' contacts within WL leaning Diabs could make his death seem like a casualty of war, framing the PK Diabs in the process. *Bore-ock and Tales: Bore-Ock appears to hate Atles, and yet serves under him. Could be construed as a casualty of war also. Tales could be transferred to the Nuverrian front to distance himself from his brother, as Tales as a proficient engineer is more valuable to Atles than his Brother. ** Could be an interesting plot point if Tales was to somehow discover the Atles conspiracy, and goes into hiding to attempt to discover Atles and bring him to public light. Just a thought *Other unlisted Generals, commanders or elites remain relatively indifferent to the changes in Regime. ==Corv's Notes== '''''General premise:''' an aristocratic society with eons-entrenched extreme class disparity that has morphed into an interstellar technocratic dystopia.'' The military's unceasing expansion of Zaretian territory is always accompanied by the exploits of corporate interests - and a lot of the people at the top of both institutions share surnames. In the process of colonising and enslaving their alien neighbours, the Zaretian Monarchy has also succeeded in enslaving most of its own populace. The force of Zaretian colonial proliferation isn’t just propelled by its noble-born soldiers but also by an ever-expanding cycle of corporate exploitation of its underclass. The only way to make a living as an ordinary Zaretian is to surrender yourself to its extraterrestrial gig economy. Getting a job in the Monarchy operates on a system of collective bargaining whereby workers relinquish their rights in exchange for benefits, wages, pensions or marginally more comfortable lifestyles. Zaretian workers use a variety of chemical implants or questionable cybernetic enhancements to remain competitive with their peers; some to become strong, some to become faster and some to become smarter. Every employment contract has some lurking clause that instigates punitive debts which employees must pay the company should they fail in their duties. For many, this amounts to a state of indentured servitude. Workers are ferried all around the empire like livestock and sleep in tiny pods stacked in their thousands aboard liveships. Some take remote jobs aboard orbiting probes on which they remain for months or years at a time without contact. All communication with the world outside the contract is controlled by the employer and something as simple as photos from your family are withheld as a reward for exceptional performance. The average Zaretian is totally insulated from the world outside their society and never sees an alien in their lifetimes. The difference between the Zaretian underclass and the overclass is visible; centuries of body modification practices to specialise in their livelihoods have made the younger Zaretians nimbler, hardier and smaller to fit inside downsized modes of transportation. The overclass by comparison adapt their appearance to suit aesthetic desires instead, often being tall and more athletic in build. The overclass’ role in society is one of military and corporate aristocracy, with a small number of wealthy families exerting great influence on the political landscape of the Monarchy as a whole. Rank in corporate or martial institutions is closely tied to bloodline and those living in privilege increase their fortune through profitable (and, often, ethically dubious) business ventures. Popularity in Zaretian aristocratic society is an almost tangible asset that must be maintained and reinforced through grotesque displays of wealth. Throwing lavish parties and engaging in acts of wanton hedonism is the surest way to build prestige in such circles. The Zaretian Monarchy remains one of the largest and most powerful galactic imperial powers, possibly greater than that of the combined races in the Nuverian Federation. It’s capacity for total domination is held back by infighting however; not of clans who openly fight for supremacy as with the Barrakru Kaat but of rivaling bloodlines squabbling behind the scenes over grudges that go back centuries. == Voltara's Notes== '''Biology''' * 'Old' and 'New' Zaretians are distinct species from the same common ancestor, but are close enough genetically for crossbreeding. **'Old' Zaretians are roughly human-sized, whereas 'New' Zaretians can reach about 7' (2.13m) in height. **'Old' Zaretians evolved amid dense woods/forests, whereas 'New' Zaretians evolved in grasslands & plains. **'Old' Zaretians have endurance & agility, whereas 'New' Zaretians possess more short-term strength & speed. '''History'''</br> '''Author's Note: This all takes place over a long, long, long period of time. The Monarchy is not quite as dysfunctional as it may look.''' *Zaretian pre-space history is rife with conquest, especially between 'Old' and 'New' Zaretians, many of whom view themselves as the rightful masters of Zartar. *Zartar is eventually unified under the banner of the Minos Dynasty (placeholder), an ultranationalist constitutional monarchy founded upon the idea of "One World, one species, one king," which officially aimed to unite and reconcile old and new zaretians and begin exploring the stars. **Minos was genuine in its effort to unite the planet, but did so via harsh, authoritarian rule. The state was tightly regulated, individual rights were minimal, and dissidents were often punished with reeducation & forced labor. **Minos eventually develops its first faster-than-light engine and later establishes its first interstellar colony, Tyres. **The Monarchy rapidly expands, but Minos finds it more difficult than initially anticipated to control its outermost colonies, which become havens for anti-Minos groups. **Local rebellions escalate into outright civil war, which simultaneously reignites old tensions between rival ethnic/cultural groups. **Amid the chaos, an alien empire invades Zaretian space. The feuding Zaretians form a united front; despite devastating losses, they do stall the invasion. **Battle of Zartar seems much of Minos captured or killed, effectively ending the dynasty. The invasion & killings galvanizes the Zaretian defenders, who rally behind surviving nobility. A series of daring counterattacks cripples the drained invaders, who begin to retreat. ***[It remains an open debate whether or not Minos was actually killed off or if they had been assassinated by ambitious rivals] **Zaretians launch their own invasion and subdue their foe; most of the population is exterminated, with the few survivors being taken as slaves forced to assist in rebuilding efforts, marking the beginning of the Zaretian's now infamous practice of slavery. *Faced with a common, otherworldly foe, most Zaretians put aside their feuds for the sake of mutual defense. Established by a small but powerful alliance of nobles and military officials, the Lywo Dynasty is established and swiftly reunites the scattered Zaretians. Many Minos-era policies remain in place, though forced labor and other menial assignments are relegated to slaves, Zaretians workers being gradually phased out and substantially boosting Lywo's popularity. **The Zaretians enter a golden age of conquest & colonization. Aliens are subjugated to fuel the Zaretian's growing slave empire, slaves fulfilling jobs ranging from mining to housekeeping. Strict laws & even stricter punishments enforce compliance among slave populations. **Extreme economic stratification develops, the innermost colonies housing the monarchy's elite, who subsequently buy or seize most property, forcing the lower classes outward. With the military & outer colonies as a 'barrier', the upper-classes grow increasingly hedonistic and self-centered. **Lywo's final ruler dies unexpectedly, his daughter being too young to rule. A council temporarily takes power until the queen is of age, but begin bickering among themselves. **The Lywo Dynasty dissolves as the monarchy splits into several warring states. Lywo's would-be queen disappears under unclear circumstances. Proletarian uprisings and slave revolts break out but are forcefully crushed. **The era sees new religious & philosophical movements emerge; some gain a following and persist even into the modern era, while others fade or are outright purged. *The dictatorial Lyerius Dynasty emerges victorious partly due to technological advancements and political maneuvering; most notably, they receive assistance from foreign allies who are promised a cut of the spoils. Lyerius was also one of the few states to employ its slaves as soldiers, offering them privileges up to and including equal rights for dutiful service. Lyerius would soon alter the official records to downplay the role played by these outsiders. **Lyerius enacts an intense propaganda campaign aimed at deifying the monarchy among the lower classes and stokes the fires of xenophobia; the long-term effect is that most Zaretians become totally blind to their own oppression, aiming their grievances and malice at aliens. **The upper-classes continue to live a life of luxury, so long as they maintain good relations with Lyerius. Nobles suspected of any form of 'subterfuge' quietly disappear, never to be seen nor heard from again. **Lyerius generally maintains the status quo, but its openness towards aliens and harsh treatment of nobility festers resentment among conservatives. *General Dor'ack attains fame and prestige for his role in a major war. However, he uses his influence & connections to stage a coup. Acting under the delusion that Lyerius' (relatively few) alliances would 'poison' Zaretian values, he seeks to undo all that the dynasty had accomplished and turns on the Monarchy's allies. *A vast swath of the monarchy breaks away and falls under the rule of the rival, Lyerius-aligned Koose Dynasty. A brief but ferocious conflict sees Dor'ack and his surviving associates publicly executed. Koose subsequently seizes power. **In an effort to prevent another coup, Koose initiates a series of reforms to better control the military, including the appointment of political officers whose only allegiance is to the king. **Initially, Koose shows itself to be a successful and efficient source of order; however, a series of weak and corrupt rules, lulled by the hedonistic wealth of the core, leaves the monarchy vulnerable in a period of numerous border conflicts. **The last Koose ruler leaves Zartar to inspect and encourage his troops. Due to either sabotage or malfunction, the ship carrying the king is lost due to a malfunction in its FTL drives. *Coincidentally, back on Zartar, Koose is quietly ousted as the Titanus dynasty begins its reign, which begins with an empire-wide purge of any and all officials with Koose sympathies. **Titanus reverses Koose's reforms & abolishes the commissars, but retains greater influence over the armed forces. **Titanus focuses much of its effort on expanding the military & advancing its technology. Soldiers of noble stature see the fruits of these labors, whereas the (numerically superior) common soldiers retain their older equipment. **The monarchy is dragged into a widespread regional conflict; the Monarchy emerges as a victor, but is left overextended with its forces spread across its new holdings. Old alliances break down as aliens take advantage of the situation. **Titanus again emerges victorious, but its military & coffers are drained. Displeased nobles whose lavish lifestyle had been impacted by the war make their voices heard, but Titanus pays them little heed, its efforts focused on the wider monarchy. * The heir presumptive of Titanus joins the self-proclaimed U'Pa Dynasty, which overthrows Titanus. However, U'pa is unable to consolidate control over the military and sours relations with other noble families, causing the Monarchy to once again split into rival states. **U'Pa very nearly emerges victorious, but a rift between the U'Pa and Titanus branches sparks infighting that disrupts the war effort. *U'pa's last major opponent, Dondo, takes advantage of the chaos to purchase the allegiance of several ranking officials and eliminate both Titanus and U'pa. Low-intensity fighting would persist for years until Dondo finally consolidated power. **Dondo institutes numerous government reforms in a bid to finally put a stop to the infighting. Of note is the return to a Minos-styled constitutional monarchy featuring two legislative chambers, one of which was elected by commoners. Noble power was diminished and the military remained tightly under Dondo's grip. While still autocratic, Dondo was notably less harsh than its predecessors. **Dondo's foreign policy, however, remained focused on conquest and enslavement, only allying when it was to the Zaretian's benefit. **Dondo's reign is markedly stable and persists for generations. With their major foes having been subdued by Titanus, the monarchy enters a new golden age of conquest. **During one such conflict, a soldier of noble birth named Moscanninn is captured. Expecting to be tortured, Moscanninn is surprised to see his captors treat him with kindness and respect, prompting a dialogue between the two that ultimately undermines Moscanninn's entire worldview. He would remain in captivity for months, and in time adopted some of the alien's philosophical notions. **Moscanninn is eventually rescued and brought back to the mainland, where he keeps his new beliefs a tight-lipped secret. **Moscannin spends decades building a secret network of supporters which includes nobles, officers, and other prominent officials who have come to doubt the Monarchy's warmongering. Moscannin himself uses his connections to close the distance with the Dondo family, who takes a liking to his persona. **Moscannin marries into the family and uses his newfound influence to raise his allies to prominent positions while undermining those he knew would likely oppose him. **Moscannin has most of Dondo killed in what is framed as another Dor'ack-style coup attempt, seizing the opportunity to arrest some of opponents. *Moscanninn formally seizes power, his wife being Dondo's only surviving direct heir. The Moscanninn Dynasty begins. **Moscanninn works quickly, introducing more democratic reforms, abolishing slavery, downsizing the military, clearing out corruption from among the nobility, and dismissing generals and officials no longer deemed necessary. ***Having not been privy to his plans, Moscanninn's wife is outraged; the king tries to persuade her, but the two remain at odds even to this day. **Despite his good intentions, Moscanninn's reforms are met with protests and outrage across the monarchy which spread as the economy, which had been built around war and slavery, plummets. Moscanninn and his allies continue their efforts at reform, winning over some skeptics, but tensions continue to build. *General Breys, one of the few remaining generals, instigates a coup, receiving the backing of much of the military & nobility. Moscanninn, his wife (who fears execution by association), and many of his allies escape. **Breys undoes all of Moscanninn's reforms, rebuilds the army, and releases imprisoned nobles. He also undoes many of Dondo's reforms, returning the Zaretians to an absolute monarchy. **Breys keeps his promise to revitalize the monarchy; the economy flourishes under his reign, but Breys rules with a particular brand of cruelty unlike those before him. He combines many of the aspects of the dynasties that came before him: Minas' ultranationalism, Lywo's rampant xenophobia & slavery, Lyerius' cult of personality, Koose's centralization, and Titanus' militarism. The results are clear, with the Monarchy having become one of the greatest military powers in the Kentaurs Sector. Despite the efforts of Moscanninn's network of rebels, Breys continues to rule with an iron grip, determined to see himself and his dynasty reign forever. === Operation Burning Lance & Zaretian Civil War - Operation Barbarossa with Extra Spice === A spot for Volt's ideas/proposals for the Zaretian Civil War. * Headline event in ESG lore, right up there with the 1st & 2nd Battles of Norsus in terms of Importance. ** As such, buildup should/background should start as early as possible. This is already covered (Breys/Moscassin) * Main Belligerents: **Warlords *** Zaretian Monarchy *** Öhgyag Kurultai *** Margan *** Vikkurl ** Peacekeepers *** Nuveria Federation *** Karem Magistrate *** Empire of Diablos *** Sauran ** Its Complicated *** Telkevan Union *Important Characters: **Zaretian Monarchy *** King Breys **** Had been one of few generals left towards the end of Moscassin's reign. **** Responsible for reinstating (some) of the generals, thereby having attained their support for the coup. **** Political traditionalist; had initiated his coup on reinstating the monarchy's militarism & slavery; maintains the status-quo to maintain the wealth of himself and his noble allies. **** Though known publicly for his harsh, totalitarian rule, Breys is a capable general & politician and listens to his advisors. Though aware of Moscassin's continued presence, Breys success thus far have given him a solid sense of security, though he is somewhat xenophobic. **** The story of the Civil War is just as much a story about Breys' fall from grace as it is about the war itself; the once proud & confident king will slowly be driven to ruin as he grows increasingly desperate in his efforts to turn the tide. *** Moscassin **** King-turned-rebel leader. **** While his views are definitely closer to those of the Peacekeeper Alliance (the abolition of slavery, demobilization, etc), Moscassin is still very much a Zaretian noble at heart, meaning that he can be as ruthless as anyone else, as shown by the usurpation of the Donda Dynasty. **** Maintains a network of agents across the monarchy who wage a guerilla war against the king; they will prove largely inconsequential until the Peacekeepers become involved and send them support. **** Responsible for triggering the civil war in his attempt to reclaim the throne. *** Lord General Vipenite **** King Breys' closest confidant & companion; had played a pivotal role in Breys' coup. **** Genuine in his efforts to help the Monarchy, but was also a brown-noser towards Breys as it got him special privileges; self-centered at his core. **** Personally led the Monarchy's forces in the first few years of the war; personally oversaw operations in Rach space. *** Lord General Gancarda **** Relatively new general, was appointed by Breys shortly after the coup for his level-headed and effective command even in poor circumstances. **** Noted for being the most merciful general; spares his enemies if they surrender, treats them relatively well (by Zaretian standards), acts with a sense of honor and dignity. **** Honor-bound to a fault; Gancarda considers himself apolitical and is loyal to whoever is in charge, putting his own morals aside for the sake of stability. **** Friendly with Atoppos, Helios, Bore'ock. Dislikes Atles, Rex, & Ganos. **** Teacher-mentor relationship with Peacha, who sometimes comes to Gancarda for advice. *** General Varthos **** Was Vipenite's second-in-command prior to his death during Operation Stormbreaker. **** Charismatic & respectful personality. **** Ruthless, pragmatic tactics; will do whatever he deems necessary to achieve victory, but he knows when to withdraw. **** Unlike his superior, Varthos does not sugarcoat his words, earning him the respect of those who had disliked Vipenite. *** General Atles **** Had served as a general towards the end of the Donda Dynasty, was dismissed by Moscassin, supported Breys' coup as a means of regaining his position. **** A true Zaretian patriot in that he is loyal to Zaretian ''culture'' rather than to any particular individual. He is, first and foremost, a general and a warrior. **** Outwardly known for his ruthless tactics and cynical temperament; he views Gancarda's honor as a weakness and was privately disgusted by Vipenite's brown-nosing. He respects boldness, independence, and aggression. **** Long-term planner, believes that the Monarchy needs to adapt to suit a changing galaxy and believes that some of the other generals are holding back & endangering the monarchy. **** Will lose his remaining confidence in his fellow generals as the war progresses. *** General Atoppos **** One of if not the oldest generals. **** Double-agent working for Moscassin; feigns an apolitical persona **** Believes that the Zaretian's warmongering ways will be their doom. **** Famous across the Monarchy for his generalship, and to a lesser extent, the care he shows to his troops. **** Works to undermine the Breys regime by feeding information to Moscassin and the Peacekeepers, but has to pray it safe or risk detection. **** On good terms with some of the generals, most notably Gancarda, but has long abandoned any notion of convincing him to betray Breys. **** Is trying very, very, '''very''' hard to get Atles, Rex, Ganos, and Varthos killed or otherwise deposed. *** General Helios **** Contemporary of Atoppos. **** Regarded as one of the Monarchy's greatest naval tacticians. **** Not in it for the fame or influence, takes his job seriously. **** Though generally apolitical, he had lost his position due to his protests against some of Moscassin's reforms, which he felt were leaving the Monarchy vulnerable. **** Supported Breys coup. **** The uniter of the generals, known for his skills in negotiating and forming compromises whenever the generals begin feuding. *** General Rex'Abilion **** Relatively new; was appointed by Breys & Vipenite. **** Arrogant & condescending, considers himself superior to others, particularly those below his rank. **** Ambitious, eager to acquire more power for himself. **** Breys is the only person he is genuinely afraid of; because of this, and the fact that Breys is his key to success, Rex is ultimately a brown-noser much like Vipenite was, though his own arrogance can hinder his efforts. **** On poor terms with virtually; views Ganos, Gancarda and Atles as rivals. *** General Peacha **** Youngest general, earned her promotion for her innovations in special operations & stealth tactics. **** Generally reserved & mild-tempered. **** Apolitical; supports the Monarchy out of a sense of duty. **** Not fond of some of the more militant generals such as Atles and Rex, but rarely protests. **** The Great War will see her apolitical demeanor disintegrate as she grows increasingly concerned about Breys sanity. *** General Ganos **** Had been imprisoned by Moscassin; supported Breys during the coup. **** Arrogant & competitive, views Rex and Atles as rivals & actively works to prove his superiority. **** Arguably the most bloodthirsty of the generals; will go out of his way to attack civilians and non-combatants as part of his strategy of terror. **** Ardent opponent to the Pact, believing that the Zaretians are inherently superior to all other species and that they've no need for what he considers to be unreliable allies. *** General Bor'ock **** Contemporary of Peacha/roughly her age. **** Generally quick-witted and level-headed, but stubborn; not afraid to make his mind known. **** Popular with the common soldiers due to his tendency to lead from the front & fight alongside his men. **** Ardent supporter of Breys and his policies. **** Often clashes with Atles over strategy & ideology. ====Pre-War Situation ==== * Breys seized power fairly recently, >100 years prior to start of the war (Advanced technology keeps him youthful) * Virtually all of Moscassin's ardent supporters have been ousted save for a small few who keep a low profile and those on the fence between both regimes. General Atoppos the Great is a notable exception, having retained his high standing by keeping his loyalties a tight-lipped secret. * Zaretian military largely rebuilt, but playing catch-up with in certain technological fields, particularly in regards to its navy Debate emerges on whether or not the Monarchy needs to update its doctrine. * Breys' aggressive expansion catches the attention of some major powers, most notably the Nuveria. Heightened tensions lead to a cold war; military command undecided on course of action, but efforts to update doctrine pick up speed. * Sauran liberate Zaretian slave colony; Monarchy declares war and General Bore'Ock is sent to lead the offensive. ** Certain elements of the Rach had been covertly working against the Monarchy, but had thus far avoided detection. * Margan appear; word soon spreads of their atrocities and of the formation of the Peacekeeper Alliance, of which both the Nuveria and the Sauran are a part. Monarchy collectively realizes that it is in mortal danger. * Before the Peacekeepers could take (major) direct action against the Monarchy, the Margan reach out to the Zaretians to propose an alliance. The proposal is deeply divisive within high command: ** Breys himself did not feel the Monarchy ready to wage a major war entirely on its own, but held no love for the Margan. Lord General Vipenite shared Breys' opinion. ** Generals Gancarda, Peacha, Atoppos, and Helios opposed an alliance, preferring to instead seek allies elsewhere. ** Generals Rex'Abilion and Ganos believed the Monarchy capable of fighting on its own. ** Generals Atles and Bore'Ock are the only two in favor of an alliance, despite generally being at odds with one another. Neither of them like the Margan, but are willing to work with them until the Peacekeepers are defeated; the Monarchy can buy themselves time to find allies in the future fight with the Dynasties. ** The monarchy reluctantly agrees to talks, which were initially making little headway until the intervention of the Rach. Terrified and enraged at the attempt on his life, Breys throws his support behind the Margan. Warlord Pact is formed. ====Early War==== * Breys most immediate action is to ramp up his efforts to dismantle Moscassin's network, the king believing the deposed monarch to have played a role in the attack. * The next few years sees the Zaretians work in close conjunction with the Margan; steady progress is made against the Rach despite initial setbacks caused by the Rach's anchor network, Sauran advance is halted, but the Nuveria prove to have a technological edge in terms of naval warships. * These years sees the Pact expand to include the Telkevan Union, IAE, Vikkurl, Vechtramil Directorate(?), Xiongul Confederacy(?) ** Telkevan Union: Though they are on the same side, many Telkevon are reluctant to work alongside the Zaretians due to their rampant slavery and perceived flaws in both the Monarchy's leadership and military. Nevertheless, the pressure of war will see the Telkevon fight alongside the Zaretians and provide them with support when necessary. Some in the monarchy are suspicious of the motives of the Union's stratocratic government. ** IAE: Provides the Monarchy with funds & weapons, can't get mad at it. ** Vechtramil Directorate(?) **Öhgyag Kurultai: The younger, smaller Öhgyag Kurultai is eager to prove their worth to the Pact and to provide support wherever it can. The two nations quickly form a strong military bond as their doctrines and strategies mesh surprisingly well. * Despite Breys' best efforts, Moscassin and his supporters evade capture and support the Peacekeepers wherever possible, though they have yet to present an existential threat to the Monarchy. ==== Operation Stormbreaker (Years 4-5?) ==== * With the Rach military near the breaking-point, the Peacekeepers launch an all-or-nothing offensive against the Pact, the newly-joined Empire of Diablos leading the charge. * Atoppos had provided Moscassin with information relating to Zaretian positions & plans; Moscassin sends this to the Peacekeepers, allowing them to pin-point the position of Lord General Vipenite. * Vipenite is subsequently killed in the initial stages of Operation Stormbreaker, with nearly all of his forces wiped out alongside him. Breys mourns the death of his closest companion for the next several days. * Gancarda is chosen to replace Vipenite, much to the frustration of Breys and Rex'Abilion. * One of Vipenite's surviving subordinates, Commander Varthos, is promoted to General for his actions during the battle, which saved the battered remains of Vipenite's fleet. * Despite their initial success, Peacekeeper forces are not prepared for the sheer size of the Monarchy and its overwhelming manpower; attrition takes its toll, and the Peacekeepers are forced to withdraw, having achieved none of their strategic objectives. Zaretians swiftly reclaim lost ground. ==== Operation Downfall (Years 6-8?) ==== * Zaretians commit troops to all major fronts (Rach, Nuveria, Sauran, Diab), each to full specific objective: ** Rach: Invade & occupy Norsus, decapitating Peacekeeper leadership. *** An attempt to rescue Rach prisoners leads to an altercation between General Gorach and General Gancarda. Both survive, but are wounded in the process. *** Coradine covertly supplies the Zaretians the means to reach Norsus once the Peacekeepers had been sufficiently softened. ** Nuveria: Breaking through border blockade to strike at Nuverian logistics/industrial capabilities. *** Zaretian forces play a prominent role in the early phases of the siege, but Varthos is forced to withdraw and take command of the Norsus front after Gancarda's injury. ** Diab: Establish foothold in Diab space from which to launch future offensives/reduce Diab offensive capabilities. *** Lord Atles works in close conjunction with his Pact allies, playing a pivotal role in securing a foothold in Diab territory. He notably wins the respect of both Telkevan and Öhgyag officers. ** Sauran: Specific goal of crippling the Forces of Freedom, who are perceived to be the biggest threat posed by the Solidarity. *** Sauran suffer heavy losses, but the Pact is ultimately halted before any killing blow could be dealt. *** Telkevan Union still does its secret negotiations. * Norsus Battle Royale ** Varthos and his forces join the Margan Holy Dynasty in assaulting Norsus directly. The isolated planet, now trapped by its own sensor network, is helpless to put up any significant resistance. Amid the confusion, some Rach garrisons deactivate or destroy parts of the sensor network, permitting a limited number of Peacekeeper reinforcements to reach the planet, but there is little they can do besides provide cover for the retreating Rach. The Abyss portals are generated, the Rach flee, and the Holy Dynasty chases after them, leaving behind the Pact and their fellow dynasties in the process. The now-ruined planet of Norsus falls under Zaretian control. ==== Aftermath (Years 9-12?) ==== * The loss of the Holy Dynasty dramatically impacts Pact planning & cohesion. Of the Margan, the Golden Blade and Scarlet Lance dynasties alongside both the Cobalt Pike and Onyx Blade Fiefdoms separated themselves from the Pact to conduct independent operations, leaving the Bronze Hammer, Azure Shield, and Verdant Flail to provide varying degrees of support to their Pact allies. The schism dampens Zaretian-Margan relations, which will never fully recover. Pact commanders struggle to compose a unified strategy to fight the Peacekeepers, and this dissent spreads to Zaretian leadership, with Breys, Atles, and Gancarda proposing different strategies. * The Karem Magistrate's intervention catches the Zaretians off guard, but brings them and the Pact back to reality. With particular support from the Öhgyag, the Karem invasion of Monarchy space is fought to a tenuous, bloody stalemate. Zaretian forces under Atles increase pressure on the Diabs to prevent them from providing substantial support to the magistrate. * The Nuverians, with Sauran support [?], launch Operation Burning Lance. The stalemate is broken as an unprecedented number of Nuverian ships flow into Zaretian space. [Intermission: This proposed timeline operates on the idea that local Zaretian territory, on a stellar scale, is arranged in a concentric defensive network with Nu-Zartar situated in the center. Fortress worlds and other facilities are found across each 'ring'. This system needs to be broken in order to launch an attack on Cethos/Zartar] ==== The First Ring ==== ==== The Second Ring/Stalemates & War Crimes==== ==== The Third Ring/War of the Mech King ==== ==== Battle of Nu-Zartar ==== ==== Second Battle of Norsus ==== ==== Return of Moscassin & Zaretian Civil War ==== ==== Atles' True Colors ==== ====Modern Era ==== [[Category:Page]][[Category:BrandingHold]] 0u16br075gyqbhqtz5tn9npi39pfqmo User:109.110.82.150 2 773 6610 2017-12-20T09:00:09Z 109.110.82.150 Качественный алкоголь в 5 литровых канистрах 6610 wikitext text/x-wiki Предлагаю вашему вниманию качественный алкоголь по демократичным ценам. 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Заранее спасибо!) he987vmfx1wc3673l6v3ooq4lvbvgpo User:46.216.51.7 2 768 6602 2017-11-21T00:06:39Z 46.216.51.7 Please delete 6602 wikitext text/x-wiki Please delete this posthttp://neldapigo.edublogs.org/ - . 3te80fc7r61jeezgq4x96l7xpvzh2mv User:46.34.146.79 2 772 6609 2017-12-20T08:11:11Z 46.34.146.79 Revolutional package XRumer 16.0 + XEvil break of captchas more than 8400 types 6609 wikitext text/x-wiki Absolutely NEW update of SEO/SMM package "XRumer 16.0 + XEvil 3.0": captcha solution of Google, Facebook, Bing, Hotmail, SolveMedia, Yandex, and more than 8400 another size-types of captchas, with highest precision (80..100%) and highest speed (100 img per second). You can connect XEvil 3.0 to all most popular SEO/SMM software: XRumer, GSA SER, ZennoPoster, Srapebox, Senuke, and more than 100 of other software. Interested? You can find a lot of introducing videos about XEvil in YouTube. See you later! P.S. XEvil 4.0. recognize Google ReCaptcha2 too ! tubu174d6l4r1csvnlpqt14d6a5y8pk User:79.110.17.2 2 853 8017 2018-05-13T02:33:27Z 79.110.17.2 Jarle Thorsen SiteTalk Community Inc. 8017 wikitext text/x-wiki Jarle Thorsen GLOBAL POWER PTE LTD, Jarle Thorsen SiteTalk, Jarle Thorsen, Jarle Thorsen Unaico Reviews, Jarle Thorsen Singapore mqbzuvu23l3z32pumyu5sk5nrfg8ztv User:86.57.248.217 2 767 6601 2017-11-16T21:58:09Z 86.57.248.217 Красивые домены 6601 wikitext text/x-wiki Предлагаем красивые, короткие домены, домены с ТИЦ. Пример короткого домена цнц.рф pw1x7vjtvwiayjdgplsyf4c79zrdo9m User:91.108.28.171 2 782 6623 2018-01-18T01:57:09Z 91.108.28.171 Ripple: дорасти до $6.8 — и побить биткоин уже в январе. 6623 wikitext text/x-wiki Инсайты крупных игроков криптовалют! Ripple: дорасти до $6.8 — и побить биткоин уже в январе. рипл (XRP) — криптовалюта, которая уже совсем скоро будет сетями VISA, MasterCard, а также центральных банков. По сути это крипто-фиат. Потому цена риппл может достигнуть совсем скоро 100 USD, так как волна должна быть подхвачена той же VISA в начале 2018 года. Транзакции проходят безопаснее и быстрее, чем в Bitcoin. Для сброса Bitcoin (BTC) с лидирующей позиции валютой XRP осталось достичь отметки 6.8 USD, что и планируется крупными игроками в январе. Спекулятивные настроения превалируют на рынке криптовалют, но крупные фонды, банки и инвесторы дадут Ripple рост до 100$ уже совсем скоро. Такой показатель казался бы недостижимым, если бы в прошлом году риппл не продемонстрировал рост на 35 000%. Ripple откроет новые перспективы криптовалют, способствую их внедрению в массы, их популярности и анонимности транзакций. В преддверии новостей по Ripple в Январе: есть рекомендации к покупке именно сейчас - курс XRP достиг минимума коррекции. Крупные игроки и трейдеры криптобирж начинают "закуп на низах" в долгосрок в ближайшие дни. Ripple: хомяки сбросили рипл - выход на рынок крупных игроков tw16y7vsdefnqsydjy97dhzv9p05gfv User:93.170.187.240 2 854 8035 2018-05-22T09:51:28Z 93.170.187.240 New software XRumer 16.0 + XEvil break ReCaptcha-2 and ReCaptcha-3 8035 wikitext text/x-wiki Absolutely NEW update of captchas solution software "XRumer 16.0 + XEvil 4.0": captcha solving of Google (ReCaptcha-2 and ReCaptcha-3), Facebook, BitFinex, Bing, Hotmail, SolveMedia, Yandex, and more than 8400 another subtypes of captchas, with highest precision (80..100%) and highest speed (100 img per second). You can use XEvil 4.0 with any most popular SEO/SMM programms: iMacros, XRumer, GSA SER, ZennoPoster, Srapebox, Senuke, and more than 100 of other software. Interested? You can find a lot of impessive videos about XEvil in YouTube. FREE DEMO AVAILABLE! See you later! 0s0fqyqh9lu26nb8fdzohbcp96r24um User:93.77.75.246 2 856 8037 2018-06-16T01:34:43Z 93.77.75.246 Благодарю! 8037 wikitext text/x-wiki Спасибо! Интересно читать )) mar69wqmtni6e9xi9hutv69of3a0x4b User:95.107.55.140 2 771 6608 2017-12-19T22:52:31Z 95.107.55.140 Канаты стальные (тросы) канат для люльки - Metizorel.ru 6608 wikitext text/x-wiki Канаты стальные (тросы) веревки канаты тросы Применяются, в основном, как грузовые канаты на кранах, талях, лебедках для подъема и транспортировки различных грузов. Черные и оцинкованные по группам "С", "Ж" и "ОЖ". Грузовые и грузолюдские (для лифтов). Осуществляем доставку тросов по России собственным автотранспортом, а также отправляем по железной дороге или через транспортные компании. Резка канатов на куски от 100 п.м. +7(4862)43-90-47, 43-92-47, 43-92-48 fhp65p2b47ysrdilx3d5qy7ua3frarl User:AmadeusReborn 2 890 11719 11287 2020-01-02T03:22:10Z AmadeusReborn 30459495 11719 wikitext text/x-wiki The Trashman babyyy '''Writing Todolist, in no particular order''' -Fire Sky Period<br> -Military Proliferation Act details<br> -More on DeComp Rebels<br> -Add/Update foreign relations for Karahotduom, Kastalians, Xeverra, Luminarians and Aeveria<br> -Philosophy of autonomy and how it places responsibility on the individual, no man is a citizen, few rights are inalienable.<br> -Recycler Trade & Expansion Commission<br> -Assassination of High Chancellor Visas Jorental<br> -Elaborate on reign of Bavur Trivac, current High Chancellor<br> -Saracin entry into war<br> -More info in general on Saracin<br> -Reapers and how they fit into the war<br> -EAW Starter Kit<br> -New Sector Brainstorming<br> -Betel Asanian company<br> -Golden Face, Institutions<br> -Everyday Betel life, focus on poverty and how that works on terraformed worlds<br> -Faer Kollerbas and the Battle of Fehgrov against the Xeverra<br> -Something ''bad'' happens when Yodd is ordered to reliquish power following Xeverran withdrawal.<br> -Betel steal Sauran tech and hide it inside ships (sometimes even whole ships!) to avoid the Sauran finding out they have it<br> -The Remusians and Betel form an unorthodox science agreement: Rather than simply exchange tech, the Golden Face and Science Directive form a HIGHLY illegal mercenary company with the intentional to fund R&D by selling their services to foreign nations and using the opportunity to test new data or technologies. Also serves as a means to foster increased co-operation. Hired out by Asanian Syndicate(?) to attack the Sauran(?). HIGHLY UNETHICAL! IT ALL MAKES SENSE I SWEAR. -and more '''Stuff happening on Betel-Xeverra-Repzork Front quick reference''' * Karahotdoum: Training, Guns, Equipment, small amounts of troops attached to the Helmwehr grips. Karahotdoum are friends with Betel <3 * Aeveria: Warily providing air support. Attempted evacuations. Cooperating with their friends, the Luminarians, I imagine. ACI using it as an excuse to keep tabs on things probably * Sauran: Deploying troops to assist the Betel, taking the moral highground. Unable to understand the Betel way of life, causes problems. To be continued! * Kastalians: Attempts to mend things between Sauran and Betel. Provides some advanced tech through the Siva Partisan Program. Lives among the Betel as monks in some cases, to assist in resistance. * The Luminarian Rebellion: Protect their assets they have in Betel space and keep the whole thing from collapsing, but distrustful of Betel. Economic routes. Study the Repzork. Help the Betel with science. Stay out of the way. * Galdera: Boy these guys hate the Repzork, you know who else hates the Repzork? The Betel. Tries to liberate the Betel a bit or at least flank 'em. The poorly-informed Betel think all these lizards look the same and shoot at them, so they also stay out of the way * Repzork: Screeeeeeew these guys. * Xeverra: We hated snakes before it was cool and we're still fighting them, but at least we're not losing much ground. Galden doesn't really care about territory anyways, so he ends up getting the metal he needs. Win-win...? * Asanian: When we joined the Cool Kids Peacekeeping Club they said we couldn't be friends with our weird flesh-devouring friends. "Okay, I'll break it off with them" the Betel said, not breaking it off with them. Asanians are economically linked to the Betel and eventually attempt to make them into a vassal of sorts. The Betel aren't super cool with that but they like playing the field. Asanian mercenaries are used widely on the Xeverra front as boarding forces and extra manpower. '''Some ideas on Betel-Xeverra front:''' I was reminded of the Hindenburg-Ludendorff dictatorship that existed towards the end of WW1 and I realized there were some good parellels with what I want Yodd Wikrix's and Faer Kollerbas's situation to develop into, but different. Where Hindenburg served as a popular figurehead and Ludendorff the tactician, Yodd I see as being a competent and brutal administrator who projects stubborn resolve and Faer as the popular heroic tactician. While in league, the two are perhaps not ideologically on the same page they are close enough to trust and confide in each other. eeudoi053y2gkmb4e5lzmhhf31sb36l User:Amaker 2 146 230 2013-06-23T23:35:27Z Amaker 3361240 Created page with "Amaker is a maker of things, he made Amaker, he made the Repzork, he made a bunch of other things, he even made making." 230 wikitext text/x-wiki Amaker is a maker of things, he made Amaker, he made the Repzork, he made a bunch of other things, he even made making. b9v06rhtro5i0s05xuqz174zjcdu3mr User:Amaker1450 2 652 16159 15926 2021-04-07T22:19:27Z Amaker1450 26550035 16159 wikitext text/x-wiki Creator of the [[Repzork Empire]]. One of the leads involved in rewriting and organizing EAW lore to modern standards and creator of the Discord server, though I don't consider myself to be an actual authority figure. Is as floppy as a beached jellyfish and has the mental fortitude of a drunken seesaw. == To Do List, in no particular order == * Second Battle of Norsus * Ursaz-12 (''Should I even bother with this? Would need to check adventure again.'') * Work on giving certain races more representation. * Work on establishing the New Sector. Collaboration required. == Archive == 'Eivali' tactical nuclear MIRVs to the very rarely utilized 500,000 megaton 'Xitav' warheads.'' Marganite warheads can be made to fit practically any role and as a result exist in numerous configurations. Most warheads use a combination of intense heat and pressure to promise explosive crystal growth or detonate large chunks of Marganite to shower targets in razor-sharp shards. The most notable Marganite warheads are those used in the RS-18 Firestorm MIRV, two of which were used to turn the Diab port city of Avgorod into what is today known as the 'Demon's Scar' during the [[Second Battle of Baltreos]]. [[file:EmperorZervath.png|thumb|200px|right|Emperor Zervath]] [[file:EmpressVailovi.png|thumb|200px|left|Empress Vailovi]] [[file:PrinceKaretath.png|thumb|200px|center|Karetath, heir to the Emperor's throne.]] [[file:PrincessAlivaris.png|thumb|200px|left|Princess Alivaris]] [[file:Spore 2014-04-20 13-46-05.png|thumb|350px|right|Colonial and Anti-Biomatter task force members engaging Biomatter.]] [[file:Spore 2014-04-19 12-35-11.png|thumb|300px|center| Helmet-Cam footage of an infected Arkevan soldier taken moments before it was killed. Many of the typical mutations are present on the specimen; the most notable being the long spike, its head, and its disfigured hands and feet. Other notable mutations include its scales, which have turned into a sort of carapace, and a ridge of spikes going down the spine.]] == Foreign Relations == As a member of the Warlord Pact, the AFRE has shared resources and technology with certain members of the Pact and cooperated in joint-offensives, though it is unwilling to place Repzork troops under the command of foreign officers. However, while it was eager to assist its allies at the start of the war, some have come to view their position as something of a burden due to the untrustworthy or unreliable nature of their allies. The empire has been actively searching for new allies to bring into the Pact since the 10th year of the war, and has intensified this search following the [[Second Battle of Norsus]]. === Zaretian Monarchy === The AFRE has maintained friendly relations with the Zaretian Monarchy since before the outbreak of the Great War. The two occasionally exchanged resources and technology, while many officials admired the size of the Zaretian military, aspiring to one day mimic it. However, Zaretian defeats at [[Battle of Zetta Secundus|Zetta Secundus]] and the Aeverian Birder Blockade tarnished the reputation of the Zaretian navy within the AFRE and served as further proof to engineers that 'bruiser' type vessels were an outdated concept. When the Aeverians initiated Operation Burning Lance, the AFRE briefly considered sending troops to support the Monarchy, but when the Aeverians were stalled, opted instead to focus their efforts on the Diabs and Karahotdoum while [[Aeverian Theatre|diverting Aeverian resources away from their main offensive]]. By the time the Aeverians had begun to break through, the AFRE was unable to send reinforcements, though they sent resources and equipment when possible. These events have, despite technological and doctrinal advancements within the Zaretian Navy over the years, led to a stereotype of the Monarchy's fleet as being backwards and unreliable, with some lamenting that the Monarchy's Army is "chained to a boulder". Following the return of the Margan and both the Karahotdoum and Galderans repelled from their territory, the AFRE has begun drafting plans to deploy troops into Monarchy space to help reclaim Nu-Zartar, repel the Peacekeepers, and rebuild the Zaretian military. === Margan Empire === During the early years of the war, Repzork forces generally avoided the Margan, largely due to their use of Marganite-based weapons and a general revulsion towards their culture. Direct cooperation would begin during the final phases of Operation Stormbreaker and would persist until the Margan's disappearance into the [[Void]]. While the Margan were absent, the Repzork took what they equipment they had left behind for study, resulting in advancements in fields such as cybernetics. A short time later, with the empire preparing for a prolonged war of attrition, the AFRE even began to produce Marganite-based weapons despite their initial reservations, though the use of such weapons is limited to operations on foreign soil. The Interim Era left most resentful towards the Margan, viewing their vendetta against the Rach as wasteful and their departure into the Void as, "Among the most idiotic actions in the history of the known galaxy". Nevertheless, with their return following the Second Battle of Norsus, the empire is eager to resume cooperation, hoping to repeat the successes of the early years of the war. === Magello Empire === The Magello have consistently impressed the AFRE with their experienced troops and advanced engineering, to the point that the AFRE successfully pushed to have the Magello send the bulk of their troops to Diab space during [[Operation Sledgehammer]]. The subsequent insubordination of Emperor Zinmar and Captain Omard outraged Imperial Command, but they remained determined to make use of Magellan troops. Imperial Command responded by covertly seizing control of the Magello government, forcing Emperor Zinmar into house arrest and purging a number of officials, including Captain Omard, who was publicly executed after the Repzork revealed that he had intentionally allowed Diab troops to reach Norsus during the [[First Battle of Norsus|Pact invasion]]. Since then, the Magello have remained an unwitting puppet state of the AFRE, and while there have been no major incidents since Zinmar's betrayal, Imperial Command keeps a watchful eye on prominent Magello officials. === Necraal Sovereignty === The AFRE has had a keen interest in the Necraal since their entry into the war, particularly in their innate psychic abilities, which prompted a study on whether the Repzork had any such capabilities, and their mechanized walkers and titans. The two fought together on the Karahotdoum, Aeverian, and Diab fronts, and despite some stark cultural contrast, relations remained positive. When word reached Imperial Command that King Hor'or had begun worshiping the Biomatter and splicing his troops with Biomatter DNA, the AFRE deployed the 500th Armada to support Bael'thir in what would become the Necraal Schism. When Bael'thir was eventually lost to the ion storms, Commandant Tor, having taken command of the remaining Warlord-aligned Necraal, was allowed to establish settlements in Repzork space. The Necraal continued fighting for the Pact, with some joining the AFRE as elite auxiliary units. When the ion storms finally dissipated years later, the Repzork immediately reestablished diplomatic relations and began sending aid to get Bael'thir back on his feet. Tor and many Necraal returned to the remaining colonies to serve their king, though a small few remained behind in Repzork space, establishing what most believe will be a permanent population that will one day become an official client state. === Skrey Nation === The Repzork first took notice of the the Skrey when they began attacking [[Warbot]] colonies. Seeing potential in their strength, the Repzork opened relations with them a short time later after earning their trust in battle against the Biomatter. The Skrey were inducted into the Pact a short time later, the Repzork promising to keep the ruling clan and its allies in power so long as they remained loyal. But while some of the Skrey clans had the technology and logistics necessary to operate independently, most did not. The Repzork and Zaretians stepped in to fill the void, providing the Skrey with training, equipment, and doctrines. These Skrey were organized into auxiliary fleets that were joined with other Pact fleets. In this capacity, they would operate as shock troops, using brute force to pummel enemy positions. These auxiliary troops see heavy use by the Repzork, particularly against the Diabs. ==Defensive Emplacements== ===Defensive support=== {| class="wikitable" ! Name ! Description |- |CH10-EWR/TJ |Early-warning radar/targeting jammer. |- |CH32-AGSG |Artillery-grade shield generator. |- |CH11-DSV |Proximity shield booster. |- |CH2000-OSG-N |Planetary shield generator node. Multiple nodes are required for a planetary shield to function as intended. |} ===Turrets=== {| class="wikitable" ! Name ! Description |- |CH50-DDAIG |Dual ballistic anti-infantry guns. |- |CH05-FR |Plasma repeaters. |- |CH38-FATC |Plasma anti-tank cannon. |- |CH37-FN |Plasma mortar. |- |CH11-DAIRS |Dual anti-air missile launcher. |- |CH15-DATRC |Dual anti-tank railcannons. |- |CH09-LAA/N-G |Laser anti-air/missile gun. |- |CH90-AOYC |Anti-orbital particle cannon. |- |CH98-AORC |Anti-orbital railcannon |- |CH60-DRS |Ballistic missile launcher |- |CH5-CCRC-T |The CCRC-5 is the planet cracker railcannon of the Helia-class dreadnought repurposed as a static emplacement. It retains the traits of the original, making it extraordinarily effective as a deterrent to large vessels. It has also earned the nickname 'earthquake gun' for its immense recoil. |- |} All infantry weapons follow a standard naming convention comprised of four parts: the initials of the manufacturer or designer, the weapon's model number, an ammunition tag describing the projectile, energy, or chemical used by the weapon, and a category tag. '''Legend''' * Ammunition Tags **B: Ballistic</br> **MB: Marganite Ballistic</br> **FE: Flechette</br> **EF: Explosive Flechette</br> **MF: Marganite Flechette</br> **MP: Magnetic Projectile</br> **MMP: Marganite Magnetic Projectile</br> **GE: Grenade</br> **ME: Missile</br> **LR: Laser</br> **PA: Plasma</br> **PE: Particle</br> **DP: Diab Pyre</br> **LG: Lightning</br> **SL: Solid Light</br> **PG: Poison Gas</br> **FR: Fire</br> **CC: Bacterial Contaminants</br> * Category Tags **PL: Pistol</br> **RPL: Revolver Pistol</br> **APL: Automatic Pistol **SMG: Submachine gun</br> **CE: Carbine</br> **AR: Assault Rifle</br> **BR: Battle Rifle</br> **MR: Marksman Rifle</br> **SR: Sniper Rifle</br> **SG: Shotgun **LMG: Light Machine Gun</br> **MMG: Medium Machine Gun</br> **HMG: Heavy Machine Gun</br> **GNL: Grenade Launcher</br> **MC: Mortar Cannon</br> **DML: Missile Launcher</br> **GML: Guided Missile Launcher</br> **BC: Bolt Cannon</br> **BWN: Beam Weapon</br> **WWN: Wave Weapon</br> **SPN: Spray Weapon</br> == Notable armadas == === 70th Combined Armada === ====96th Exultant Blade ==== * '''Commanding officers:''' Field Marshal Veinfyr Lukitov & Star Marshal Olthvet Iwatazi * '''Category:''' Assault * '''Deployments:''' [To be changed] * '''Notable attributes:''' Emphasis on naval & air power alongside a particularly large force of elite marine infantry. ====28th Testament of Zeal ==== * '''Commanding officers:''' Field Marshal Kalak Zadir & Star Marshal Farsara Olvu * '''Category:''' Defense * '''Deployments:''' [To be changed] * '''Notable attributes:''' Known colloquially as the 'rattlers' for their liberal use of artillery and orbital bombardment. ====323rd Emperor's Seer ==== * '''Commanding officers:''' Field Marshal Taran Zolchu & Star Marshal Lihov Riigira * '''Category:''' Support * '''Deployments:''' Nepharian contested zone * '''Notable attributes:''' Relatively small armada with close ties to Central Command & its current leader, Veto Korvack. Has troops spread over a wide area and is tasked with seeking out & eliminating threats behind the scenes. === 57th Combined Armada === ====277th Sword of Oltavar==== * '''Commanding officers:''' Field Marshal Likana Raldalvi & Star Marshal Viotr Akuru * '''Category:''' Assault * '''Deployments:''' [Unnamed Aeveria Replacement], Diab Theatre * '''Notable attributes:''' Extreme emphasis on shock & awe/'blitzkrieg' style warfare. Almost suicidal religious devotion. ====14th Helia's Thunder==== * '''Commanding officers:''' Field Marshal Vonkular Tinarya & Star Marshal Kiryusa Luok * '''Former commanding officers:''' Field Marshal Zirnak Gilosa (KIA during the Battle of Helia) * '''Category:''' Assault * '''Deployments:''' [Unnamed Aeveria Replacement], Diab Theatre * '''Notable attributes:''' Naval powerhouse, elite ground troops. ====537th Fate's Reckoning==== * '''Commanding officers:''' Field Marshal Relfae Ghou & Star Marshal Hulisi Kitoro * '''Category:''' Defense * '''Deployments:''' Nepharian contested zone, Diab theatre (11-present) * '''Notable attributes:''' Focus on defensive strategies & long-range firepower in both terrestrial and naval operations. ====980th Seeker of Wisdom==== * '''Commanding officers:''' Field Marshal Unaiya Goritzov & Star Marshal Sethog Eralat * '''Category:''' Assault * '''Deployments:''' [To be changed] * '''Notable attributes:''' Focus on armored & aerial warfare and makes prominent usage usage of superheavy units such as the Vasekar. === 108th Combined Armada=== ====77th Saertu's Gaze==== * '''Commanding officers:''' Field Marshal Siveris Halz & Star Marshal Xatka Yuvaki * '''Category:''' Assault * '''Deployments:''' [To be changed] * '''Notable attributes:''' Experts in attrition & armored warfare. ====843rd Vindication of Blood==== * '''Commanding officers:''' Field Marshal Hiyusta Silin & Star Marshal Dravius Sathar * '''Category:''' Defense * '''Deployments:''' [To be changed] * '''Notable attributes:''' Often tied with the 277th in regards to religious devotion, though they view themselves as guardians and martyrs rather than as avatars of wanton bloodshed. ====355th Purity's Test==== * '''Commanding officers:''' Field Marshal Gusavig Wazari & Star Marshal Triladak Falser * '''Category:''' Assault * '''Deployments:''' [Unnamed Aeveria Replacement], Diab Theatre * '''Notable attributes:''' Known for using feints and deception to lure opponents into traps. ===97th Combined Armada=== ====977th Children of Riigr==== ====150th Fire Hammers==== * '''Commanding officers:''' Field Marshal Halteus Drethor & Star Marshal Nerea Vukard * '''Category:''' Assault * '''Deployments:''' [To be changed] * '''Notable attributes:''' Makes use of a large number of robotic proxies. === 88th Combined Armada === ====109th Radiant Hierophant==== * '''Commanding officers:''' Field Marshal Faltaka Wedaro & Star Marshal Kulgir Viirg * '''Category:''' Assault * '''Deployments:''' Nepharian contested zone * '''Notable attributes:''' Contains an especially large force of auxiliary troops & officers alongside standard military units. ====252nd Hand of Golgolag==== * '''Commanding officers:''' Field Marshal Hizatan Refeth & Star Marshal Xerx Thalkunviir * '''Category:''' Assault * '''Deployments:''' Nepharian contested zone * '''Notable attributes:''' Makes extensive use of shock & awe and terror tactics designed to demoralize and disorient opponents. ====489th Ghost Eaters==== * '''Commanding officers:''' Field Marshal Rulara Ghanaz & Star Marshal Trolgath Vinien * '''Category:''' Support * '''Deployments:''' Nepharian contested zone, [To be changed] * '''Notable attributes:''' Emphasis on guerilla warfare & pacifying occupied populations. Also known for intelligence-gathering. ===500th Purity of Flames === * '''Commanding officers:''' Field Marshal Alesanda Hilingoth & Star Marshal Eaeru Tritheka * '''Former commanding officers:''' Star Marshal Elseron Nethali (Defected to the Peacekeepers in Year 16 of the Great War) * '''Category:''' Support * '''Deployments:''' Quarantine Zone Black (2BC-Present), Necraal Schism (Year 10) * '''Notable attributes:''' Presently includes a sizeable force of Necraal who were rescued during the Schism and who have sworn themselves to purging the Biomatter & Virisus. [[Category:Amaker]] t13jufhwoj6r3n7wxni2s8krwbmx54t User:Amaker1475 2 601 3636 3271 2016-01-23T19:51:57Z Amaker1475 3369066 /* Random Things */ 3636 wikitext text/x-wiki Amaker the maker, creator of Nazi lizard warlords and hypocritical polar bear men == Random Things == [[File:Repzorkalphabetexpandedupon.png|thumb|left|300px|Here until I can figure out a way around certain issues (The letter y, certain words like Avkon and Elseron]] [[File:Foundthisimagelayingaround,lookedneat.png|thumb|left|300px|]] [[category:users]] ==== Peacebringers ==== [[File:FlagofthePeacebringers.png|thumb|right|300px|The insignia of the Peacebringers. The top reads "Lesugrhaga," literally the words 'peace' and 'bringer' put together.]] '''Current Aldalta:''' Dalsek Tivin '''Standard Colors:''' Dark blue '''Elite Colors:''' Dark teal The Peacebringers are occupation forces. Once the other divisions have successfully taken over a planet, the Peaceringers come in to maintain order and control. Much of their time is spent enslaving the remaining population and putting down resistance movements. Once a population has lost its purpose, it is the Peacebringer's responsibility to eliminate them. They and the Steel Bulwark often work in conjunction on occupied worlds. The Bulwark builds fortifications and bases while the Peacebringers keeps/ hostiles off the Bulwark's back. Most Peacebringer soldiers either come from the C.D.F, the militarized police force of the Korvar; or the Crimson Hammer division. Peacebringer training is centered around combating guerrilla fighters, and their equipment leans towards mobility and light arms, with some exceptions depending on the occupied race. The Peacebringers often feel under-appreciated by the other divisions, especially by certain members of the Crimson Hammer, making many Peacebringer officers bitter towards the other divisions. The only two divisions the Peacebringers get along well with are the Eyes of the Goddess and Steel Bulwark. The Eyes work in the background to support Peacebringer efforts while the Steel Bulwark wards off invasions. As said earlier, however, relations between the Bulwark and Peacebringers are not mutual. The colors of the Peacebringers comes from the depiction of the color blue within Korvar culture. Blue, synonymous with water, is calm unless it is agitated, a fitting way to describe many Peacebringer operatives. Teal refers to the same thing. Spore 2015-09-06 20-22-41.png ==== Ilsarohs Syrelia ==== [[file:CommanderSyrelia.png|thumb|200px|left|Commander Syrelia.]] Commander Syrelia is one of the newer commanders in the army, only earning the rank three years ago. Syrelia's combat experiences comes from her time on the Zorock battlefront, one of the more violent and destructive fronts before the Great War began. As such, her strategies tend to focus on countering highly mobile forces, which ultimately led to her promotion. Syrelia holds respect for the Zorock, as shown by her helmet, which was made in the style of Zorock Gartok soldiers. She had the helmet designed after a squad of Gartok nearly killed her during her time as a Field Commander. Though capable on the battlefield, she has much to learn in the ways of commanding troops. Syrelia has known to be extremely confident about her abilities and her forces, sometimes being overconfident. This has led to her sometimes overextending her forces and getting them into unnecessary and dangerous situations. Her overseers tend to pair Syrelia with another commander to make up for the current weaknesses in her ability. Despite her flaws she has still managed to attain many victories under her belt. Her experienced with highly mobile and guerrilla forces has led to her deployment on the Betel front. ===== EX-MI Vahlsrod Combat Exoskeleton ===== [[File:Vahlsrodsiegemech.png|thumb|left|400px|The Vahlsrod (right) compared with its contemporary, the Xekelyin (left).]] The Experimental-Model I Vahlsrod Exoskeleton is a battlesuit produced by a fairly small corporation that seeks to compete against the company responsible for producing the Xekelyin Battlesuit and it decades-long control of the battlesuit market. It was built from the ground up using a brand new chassis that burrows some of its architecture and systems from reverse-engineered Zorock battlesuits. This chassis, compared to its competition, is considerably slimmer and lighter, granting it a faster running speed and improved agility. Also unlike the Xekelyin, where the user's head is vulnerable to gunfire, the Vahlsrod encases the user and utilizes numerous sensors dotted around the exosuit to see. The Vahlsrod also has a more advanced shield generator mounted within its back, though this is only an advantage against older models as newer Xekelyin suits feature the same shielding. As it currently stands, the Vahlsrod falls short in terms its weapon arsenal. While it can use many of the same weapons as the Xekelyin utilizes with few modifications, a small selection of weapons are currently too large or bulky to fit on the Exosuit's thin frame. The shape of its shoulders alongside the increased plating also means that weapons cannot be mounted there, reducing the versatility the suit is capable of. Regardless of the currently reduced arsenal, the Vahlsrod is in many ways a direct upgrade over the Xekelyin and has proven highly popular with most of high command. A large number of the suits have been produced and sent out to all divisions for extended testing so engineers can gather data and improve the suit before it enters full production. Many predict that the suit may eventually replace the Xekelyin, at least in most large-scale military operations. The designers of the Xekelyin Battlesuit have attempted to purchase the creators and take control of the battlesuit's patent, but they have been unsuccessful, the designers wishing to retain their control. [[file:TheTwoSek'Tras.png|thumb|275px|left|The two current variations of Sektras troopers. On the left is a member of the Biomatter Extermination Unit, and the right is a standard soldier.]] [[file:Spore_2013-12-09_16-51-03.png|thumb|225px|right|An Esaroh on board a cruiser.]] [[file:TheNaltekofArabia.png|thumb|300px|left|A Naltek wielding a shield and pistol.]] [[file:Seervasvariants.png|thumb|300px|left|The two variants of the Seervas, Reconnaissance (left) and assault (right).]] [[file:Halrog Trooper.png|thumb|250px|left|A Halrog Trooper.]] [[file:CoseronSniperEliteinthetreesifyoureplicatethisnamewellwowthen.png|thumb|250px|right|A Cosero stalking enemy forces.]] =====Oovros Heavy Laser Tank===== [[File:Spore 2015-09-11 16-33-21.png|thumb|left|401px|Oovros firing its laser cannon.]] The Oovros is an experimental vehicle that, unlike many other vehicles which utilize ballistic weaponry, wields a heavy laser cannon. The laser is capable of firing either in a single, concentrated blast of energy or in a beam of energy for several seconds. The beam itself is very powerful, able to easily cut through enemy armor and shielding like butter. The extremely long range of the laser turret allows it to fire from a very far distance,safe from most enemy fire. If enemies do close in however, it can fire on them, but the fire rate would be slow, leaving most of the defensive work up to nearby troops. The Oovros was designed for "sniping" specific enemy units as well as serving an anti-orbital role by attacking enemy vessels in their vital spots, such as engines and weapons. To maximize effectiveness the Oovros is normally deployed in squadrons that are scattered around the battlefield, allowing for a large field of vision. So far the Oovros has proved to be a reliable unit on the battlefield, and is expected to leave the experimental phase soon to enter full production for standard use. However, it does have problems that need to be fixed before entering full production. The turret overheats fairly frequently and it takes several seconds to cool down depending on how long it was in use. The energy core used for charging the weapon is also somewhat unstable, making it possible, though uncommon, for the core to catastrophically explode if it is too damaged. Because of these flaws the Oovros is kept in the hands of only experienced generals, namely Varo Arvintis. 97m6jcs8jd5bkhzidmsax6fdchbtr0p User:Brickinator 2 537 1630 1370 2014-05-10T22:09:48Z Brickinator 3361623 kinkiness 1630 wikitext text/x-wiki [http://www.mjtimber.co.uk/store/images/engineering-brick.jpg This is my spirit animal.] Click that to see my pages l l V [[Category:Brickinator]] rmeumjm7df0yoxwdifwszq7uv3zkx2q User:Corv 2 1497 17385 17318 2021-12-01T03:56:36Z Corv 30641571 17385 wikitext text/x-wiki '''Personal to-do list:''' * Write about [[Nova_Corporation#Extraterrestrial_Vehicles|Nova space vehicles]] * Write about [[Nova_Corporation#Salvager_Craft|salvager craft]] * Barrakru Kaat page ''' other stuff that needs doing that i might do:''' * <strike>Excise references to the ABTF on the Peacekeeper Alliance page</strike> * ''Write about Local Sector astrography - started, can do more'' * Write about [[Peacekeeper_Alliance#United_Empires_Assembly|United_Empires_Assembly]] (maybe) * Write about [[Peacekeeper_Alliance#United_Empires_Military_Command|United Empires Military Command]] (maybe) * Write about Declaration of the United Empires * New Peacekeeper corps for infrastructure '''[[Communal To-Do List]]''' No pressure e0eo598tiilivx3n2k71phs8manivkj User:Corv/common.css 2 1577 18040 17386 2022-02-15T11:38:44Z Corv 30641571 Blanked the page 18040 css text/css phoiac9h4m842xq45sp7s6u21eteeq1 User:Drag0n0us 2 529 6613 1800 2017-12-26T16:28:34Z Drag0n0us 3365896 6613 wikitext text/x-wiki Creator of the TmC and Xeverra. Enjoys playing Warframe, Space Engine, and Overwatch in her spare time. Also de facto queen of the EAW RTS. - Being the Queen of anything in EAW is not hard given our demographics c: [[User:Jat371|Jat371]] ([[User talk:Jat371|talk]]) 19:48, 11 March 2014 (UTC) 8zb4ez7lpe17zv3jmom6w5bbeuhnd7r User:ElvisMadigan08 2 1686 18564 2025-02-17T14:32:54Z ElvisMadigan08 30803710 Created page with "45 year old Software Consultant Nathanial Brosh, hailing from Cottam enjoys watching movies like "Out of Towners, The" and Board games. Took a trip to Monastery and Site of th..." 18564 wikitext text/x-wiki 45 year old Software Consultant Nathanial Brosh, hailing from Cottam enjoys watching movies like "Out of Towners, The" and Board games. Took a trip to Monastery and Site of the Escurial and drives a Ferrari 250 GT LWB Tour de France.<br><br>Feel free to visit my page [https://aqueduct-translations.it https://aqueduct-translations.it] opa7ne3zlhpw65p00oxydp4sr9tke9r User:ErnestoLindley5 2 1142 11705 2019-12-30T04:56:03Z ErnestoLindley5 30594013 Created page with "ᥒowoczesne ogrodzenia ƅetonowe cena 34 yеar-old Tеlecommunications Technical Ⴝpecialist or Technologist Jaimes from Drumheller, has seᴠeral passions that include ske..." 11705 wikitext text/x-wiki ᥒowoczesne ogrodzenia ƅetonowe cena 34 yеar-old Tеlecommunications Technical Ⴝpecialist or Technologist Jaimes from Drumheller, has seᴠeral passions that include skeet shooting, oɡrodzenia pcv and bowling. Has enrolled in a world contiki joᥙrney. Is quite ecstatic in particular about ᴠisiting Three Parallеl Rivers of Yunnan Protected Arеɑs. sztaсhety dreԝniane balkonowe r89sk6pu1h3j0dcttcwp7oqvrxiu1wt User:HangLang 2 886 8621 2019-01-20T19:45:36Z HangLang 30544936 Page work garbo 8621 wikitext text/x-wiki Langs page of barely functional shit '''TO DO LIST :''' -fucking everything '''CURRENT WORK :''' The Mixed are the top echelon of Syndicate society. Not a company like the rest, they rule as a oligarchy and have final complete say on nearly any subject within the Syndicate. Often times focused entirely on personal research and goals, there is an immense rivalry between members. While murder is never brought up, representatives of the Mixed report a constant attempt to one up each others efforts. Unfortunately this cannot be confirmed as a Mixed has never been encountered outside of the inner worlds of the Syndicate. Reported to be the same individuals from when the Syndicate had first slain their progenitors,this would make them practically living relics, which side in the explanation of Asanian fervour when speaking of them. Likely akin to a pantheon of gods to the Syndicate, Asanians both in and out of the Syndicate treat them as venerable, even if their opinion of the Syndicate is poor, such is their influence. Rumours abound of them utilizing puppets and husks of willing victims to speak through, which only grows the disturbing legends about their existence. Whatever the Mixed are, Asanians can be driven into a frenzy at the concept alone, so they should not be underestimated. ahibcz3pfl5shke32eya01cz5588cos User:HarrietMcFarlane 2 1681 18537 2023-06-23T23:04:18Z HarrietMcFarlane 30747350 Created page with "Hi, everybody! <br>I'm Swedish female :). <br>I love Hooping!<br><br>My website ... [https://websetbrasil.com websetbrasil.com]" 18537 wikitext text/x-wiki Hi, everybody! <br>I'm Swedish female :). <br>I love Hooping!<br><br>My website ... [https://websetbrasil.com websetbrasil.com] 0jzkhksgej44aucbaccp8r9lnwuc1ax User:Hudson1199 2 1680 18536 2023-06-21T20:51:18Z Hudson1199 30747124 Created page with "Hi! <br>My name is Murray and I'm a 19 years old boy from Naarden.<br><br>Visit my web-site; [https://bwinbonuses.com/ bwinbonuses.com]" 18536 wikitext text/x-wiki Hi! <br>My name is Murray and I'm a 19 years old boy from Naarden.<br><br>Visit my web-site; [https://bwinbonuses.com/ bwinbonuses.com] bzdru9855tnrmv83g03v9xkv1mvjm2w User:Kylelck 2 874 12821 12820 2020-02-24T15:36:15Z Kylelck 30541006 12821 wikitext text/x-wiki ==Lumi Excerpts Ref== '''SPOILERS LISTED''' In order of appearance: *GEHENNA - Empire Brigadier General *BLACK DOVE - Cave Head *INCLUSIVE MATTER - Cave Head *EXEMPTED - Cave Head (KIA) *EXECUTIONER - Cave Head (KIA) *CELTIC - Cave Head *MAGIC TURNBALL - Cave Head *COLD WIND - Cave Head *FRIGID EVENING - Cave Head (KIA) *TROUPE - Retired [[Strategic Research and Analysis Wing]] Lead *LAUGHING HIEROPHANT - Current [[Strategic Research and Analysis Wing]] Lead *ASCENDANT ZEALOT - Emperor Ulran *TREASURE ROOM - Empire Ministry of Intelligence *NIGHT DIRK - Military Secrets Directorate Officer *WINTER - Captain Telev (KIA) *CONDUCTOR - 3rd BattleFleet Admiral *SPEAR - 2nd BattleFleet Admiral *EMINENCE - Admiral of the Navy *BRICK - 1st BattleFleet Admiral *LONG SWORD - [[LNBs Claymore]] *CASTLE - Empire Battlestation *BACK BREAKER -[[LNC Oculus]] *DOPPELGANGER - Rebel Battlestation *WINGED SHIELD - [[Aeveria Confederation]] *BRAZEN - Luminarian Operation designed to extract BLACK DOVE from Empire territory. *TRINARY BURN - Luminarian Operation designed to eliminate EXEMPTED, EXECUTIONER and CELTIC. *ALACRITY - Luminarian Operation designed to end the war by eliminating Emperor Ulran and his seat of power *ALTERNATE - [[Luminarian Combined Intelligence Divison| LCIE]] plan to encourage the build-up of rebel assets for a period of time. *DARK FOREST - [[Luminarian Combined Intelligence Divison| LCIE]] plan to destroy Luminaria through the use of orbital bombardment *NATIVE JUNGLE - [[Luminarian Combined Intelligence Divison| LCIE]] plan to seed Luminaria with [[SOC]] agents to induce a coup should ALACRITY fail. *GESTALT - Head of [[Luminarian Combined Intelligence Divison| LCIE]]'s [[Quantum Analysis Wing]]. *TOXIC FALLOUT - [[Betel Recyclers]] *SOYLENT GREEN - [[Asanian Syndicate]] *COLD FUSION - Luminarian Operation to setup a meeting location for talks between [[Betel Recyclers]] and the [[Luminarians]] *ARCHIMEDES - [[Luminarian Naval Design Bureau]] officer. *CHAINMAIL - [[LNFg Vigilant]] *SPEAR THRUST - [[LNFg Bellerophon]] *CHIMERA - [[LNFg Chimera]] *THUNDERBOLT - [[LNFg Thunderbolt]] *POLEARM - [[LNFg Pike]] *DARING MANTIS - Rear Admiral from 2nd BattleFleet assigned to lead CHERNOBYL SARCOPHAGUS *BULL FROST - 2nd BattleFleet Rear Admiral. *PANDORA'S MISFITS - [[Council Intelligence and Research Office]] *MISPLACED GOODS - [[Rach]] *CHERNOBYL SARCOPHAGUS - Luminarian operation designed to secure and extract Betel resources from Repzork, Xeverra or Betel hostile actions. *FALSE HEAVEN - [[Margan Empire]] *DYNAMO - Combined Luminarian and Aeverian operation to take out Zaretian forces in the Norsus Sector. *DELIVERANCE - Assault Citadel *SECTARIAN TEIID - [[Repzork Empire]] *FROSTY MORNING - The border between Rebel and Empire space. *QUINTUPLE SCALES - [[The Xeverra]] *BREAK CALIGRAPHY - Researcher *RED DROPLET - Translation package. *NULL TIME - Encryption format. *MULCH DISASTER - Researcher ==WIP Story== <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> “Hook, tally bandit, have pure, pressing. Guns guns guns.” The ship in her sights, the green Avenger built under some other star, by an alien hands hostile to her, the chassis, its weapons in a desperate skew as it tries to break clear, all coming apart under the onslaught of highly charged particles, it shields fizzling out as the blasts begin to rupture the frame. Blossoming shrapnel, a ball of fusion flame, flesh atomizing. A scene all too repeated during the war. “VAMPIRE! ASPECT! AMETHYST! 6!” A loud high pitched whine echoes through the cockpit, a noise like someone ringing her molars with an armor chime. “Sidewinder, Hook, am spiked, Amethyst, vampires inbound. Music on. Defending now.” She rolls her ship (an old, weathered, yet lethal Ophidian heavy fighter, her pride, and joy since the early stages of the Zaretian Campaign) and fires her thrusters. She dodges the first 2 crystal missiles, guns 1 down, chaff and flares blinding 2 others. A bright flash envelops the cockpit, followed by a heavy impact from the rear. Lightning streaking by her field of vision as 2 purple-dart Stormlords bear down on her. A gaping hole in the rear of the ship, slowly being patched up by the nanomesh system, a small comfort in trying times. “Fox two. Fox two.” 12 Claw short range air-to-air missiles leap out from her ship’s missile racks. 6 slamming into the lead Stormlord, unable or unwilling to break off its charge. The other Stormlord makes an amateur mistake and its last, pitching upwards in an attempt to avoid the missiles. “Guns Guns Guns.” Following right behind it, a stream of charged particles impact the Stormlord, it shields fizzling out as the blasts begin to rupture the frame. Blossoming shrapnel, a ball of fusion flame, flesh atomizing. A scene all too repeated during the war. “-am spiked, am spiked, music up. Bandit has pure.” “Hammer, Hook. Supporting. Break right. Padlocking.” Clear, precise, no confusion. It’s a language spoken by warriors, unlike the many words used by politicians. A simple set of words, unburdened by emotions that sound like an easy promise, unlike the complex, emotionally charged speeches. And below it all, down beneath her, in the storm of plasma, projectiles, beams, missiles and explosions. Where in a blink of an eye, lives are snuffed out, either in a blaze or the cold vacuum of space. Where the ideals of civilizations, unable or unwilling to coexist, clash. Aeverians say that Love is about knowing the rules of your connection. You know your connections deepest fears and how to hurt the other side, and the other side trusts you with this knowledge. War is no different. You learn the enemy’s victory conditions, her capabilities and weaknesses. You figure out where it hurts, where it breaks. You force the enemy into unsurvivable terrain, pinned between an unwinnable war and unacceptable compromise as the Aeverian saying goes. But what can you do when one side has no rules at all? ---- The Schism was not supposed to happen. Garrina, callsign Hook, grew up in a tenuous peace. Her father fought and died in the colonial wars, one of the many lives sacrificed for a peaceful future, but that was not to be. Angry, discontent, the people of the frontier demanded autonomy, a chance for freedom. “We have weathered enough. Our sons and daughters have died, fighting for a war that the inner worlds forced upon us. We cannot, we will not let our fate be dictated by people who do not care about us.” Garrina recalls the many protests and the crackdowns that ensured. She also remembers the killings, the bloodbaths that ensured. One war ended, and another begun, or so it would have seemed. “-seen the suffering. In the spirit of unity and peace, we bequeath to your freedom.” Emperor Baryoto, in an attempt to prevent a civil war, finally acquiesced to the demands of the frontier. Both sides believed they won, both knowing how to hurt each other, yet at the last moment pulled each other from the brink. And then they came back. In an unprovoked attack, the Empire crossed into Frontier territory and razed Midale. 3 billion lives snuffed over the course of 12 hours, and in the next 12, countless trillions of lives were upended. There would be no negotiations, no surrender. A lot of people believed the war would end swiftly; the Frontier had a larger fleet, better-trained veterans and more resources. If they struck with the full might of the fleets, the Empire would have no choice but to surrender. Garrina believed in that too, for a time. Conscripted and trained as a fighter pilot, she flew her first sortie against Empire forces, she still remembers her first briefing. “Alright rooks, this is your first mission.” Captain Bar’ka briefs his rooks. She remembers the tension, the stink of Ozone. “You will deploy and engage an Empire transport convoy; we believe it to be carrying important supplies and personnel for the Empire’s war effort. Resistance is expected to be in the form of the LEFg Octave and the LEFg Viper.” She remembers the adrenaline, the fear as she exits the hangar in a Myrmidon, the screams of pilots. But everything else was a blur, a dreamlike state. The mission ended in a partial success, with the transports destroyed, but only 5 out of the 45 strikecraft making it back. She later learns the convoy was carrying non-combatant contractors, dental and culinary services for rear line bases. ---- Aphu Prime, a once thriving planet, the capital of the now defunct Aphu technocracy, this monument to the power of the Battlestation. The tomb of 40000 men, the frontier’s hopes and old military doctrines. </pre> ==Another WIP Story== <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> "An interesting game, wouldn't you say? We both know the exact state of the battlefield, the exact capabilities of our units, and the objective is simple enough. But, the draw of the game is understanding the opponent's mind." "We do have similar games, different twists on the genre." "Indeed, but this Aeverian game constantly enthralls me. Chess, as they call it, is what the intelligence division strives to achieve, perfect information of both ours and the enemy's capabilities. But what if we could go even further?" "To have a perfect understanding of the enemy commander's mind?" "Exactly. If we can fully understand the mind of our enemies, alongside perfect information of both us and the enemies capabilities, we can predict the future." "Fascinating line of thought, but I'm sure you didn't invite me here for a game." "Very well, let's get to the point Cyrilus. I need you to reassign your special research team, Battlegroup Veioimaour, to join up with the 9th BattleFleet." "Hmm, I need a good reason for that. I won't easily give up my prized battlegroup without a good reason." "Understandable, but first, how much do you know about SIBYL?" "Precious little, that part of J-2801 is kept from me." "To summarize, SIBYL is what the Aeverians would call a laplacean demon. In essence, it can simulate the galaxy in multiple time axis as long as we provide it enough data. It's what LCID has been using to plan operations and predict events. We've been using it to mitigate heavy losses on the Zaretian theatre." "And so why do you need Veioimaour for? They're already operating in the Zaretian theatre." "Darkwing Camp is handling the data Veioimaour provided during the Zaretian theatre, and my contacts believe they have enough data for SIBYL on that front. As for why, LCID has been reporting fluctuations on the Betel front. Initial reports indicate that species Z and species X are stepping up attacks on the Betel, and that could potentially complicate our dealings in that front." "Are the civilians going to step in that minefield?" "The official position is that we're sending in the 9th Battlefleet to secure and protect our citizens working in Betel space. Unofficially, we're going in to gather more extensive information about X and Z to feed into SIBYL for further operations. That's where Veioimaour is coming in." "You're looking for the same thing? Personel and ship wreckage again?" "The same, but this time, we need brain scans on all 3 races in that front, along with any wrecks you can bring back. Darkwing Camp will process the data as per usual." "All 3? This might cause some diplomatic issues." "LCID has reported that the recyclers are more fragmented then initial estimates, they won't exactly miss or keep track of a few personnel and LCID requires that data for further operations in that front." "I see, should personnel extraction should also focus on those higher up on the chain of command?" "For X and Z only, despite the fragmentation, we still cannot afford to overtly conduct extraction without sparking a diplomatic incident. Hence, why I'm asking for Veioimaour, their service record shows they are probably the only battlegroup that can be tasked with this." "Lumira knows of this?" "She approves of the plan under the condition Veioimaour is conducting it." "Very well, I'll accept your proposal Aslai." </pre> kvnomyc87blot8f6gifd9limvnxyvyp User:LeilaniWix 2 1684 18562 2024-01-05T05:04:56Z LeilaniWix 30761554 Created page with "My name is Leilani from Haslach doing my final year engineering in Educational Studies. I did my schooling, secured 81% and hope to find someone with same interests in Water s..." 18562 wikitext text/x-wiki My name is Leilani from Haslach doing my final year engineering in Educational Studies. I did my schooling, secured 81% and hope to find someone with same interests in Water sports.<br><br>Here is my web blog :: [https://mycasinolinks.com/link-partners mycasinolinks.com] oag6sbamptizocnlvpgb8avp13phq9w User:MargaretteEdmond 2 1685 18563 2024-05-09T23:51:43Z MargaretteEdmond 30776293 Created page with "The writer is cаlled Angila. Curing people іs wһat she absolᥙtely. What he loves ԁoing iѕ to play golf but he hasn't maⅾe a penny ᴡith it then. Νew Hampshire ѡill..." 18563 wikitext text/x-wiki The writer is cаlled Angila. Curing people іs wһat she absolᥙtely. What he loves ԁoing iѕ to play golf but he hasn't maⅾe a penny ᴡith it then. Νew Hampshire ѡill be the һer house iѕ and she doesn't begin changing it's. He's not godd at design Ƅut yoս mіght to help check hіs website: https://www.echannelling.com<br><br>Have a look at my web site; [https://www.echannelling.com world cup matches] hlqm54s3qbyu5xortmv8t98m6ue0lyp User:MrAllenJ 2 178 291 2013-08-26T21:28:03Z MrAllenJ 3363791 Created page with "This wiki sucks more dick than an Irish prostitute." 291 wikitext text/x-wiki This wiki sucks more dick than an Irish prostitute. f4fvfqukr3t3zf30e2gr6sgharxmbdv User:RaptorChu 2 739 18559 18558 2023-10-18T18:04:51Z Amaker1450 26550035 18559 wikitext text/x-wiki Agh Because Remusians '''Todo in no particular order (04/01/2021)''' * Continue to consolidate pages into smaller ones *XE-CH and Collection Events *Royal Coalition Original members (see personal notes, Book 4?) * A Proposed Sector maps of Tomastahl, and the formerly used sector, mostly for a visual reference to know who is positioned where, landmarks, key but not all chokepoints ect. (NOT EXCESSIVELY DETAILED I S2G) * Frontier Corps and Epsonne Langsing *Events: The Calamity, Kusheen Campaign, The Collection Conflict, ''' Additional Thoughts and potential questions for Discussions ''' *More Space Fauna cause abstract space entities are fun *Petition to call Tomastahl XenoChytrid Hive ''Ognir'' *Does the Rift Incident really need its own page, due to how short it ended up being? *Anti-Biomatter Task force -> Anti-Chytrid Task Force ? '''<u>Zaret Theater/Civil War Organization (10/04/2023)</u>''' '''1st Ring''' (Pulled straight from discord) * '''Lichen''': Gancarda is deployed for this conflict, after it is resolved, he is moved to Baltreos to work with Atles until he is recalled back home to defend against Op. Burning Lance. * '''Baltreos''': Atles Stays here for most of the Civil War, at least until the Civil war starts to ramp up. Here, Atles is able to persuade WL Diabs to trap/kill/neutralize Rex Albions and put it on the PK Diabs, or other. Gancarda joins him to replace Rex for a time, and somewhat disrupts Atles plans until Gancarda is recalled. Helios is moved from the Rigni Campaign to Baltreos to assist Atles. * '''Rigni Campaign:''' The overarching PK Campagn that culminates with the capture of the foretyess world of Rigni, the last defensive point protecting Nu-Zartar. THis campaign is drawn out across the Three Rings of the Conflict. Defenses are initially led by Varthos, supported by Peacha/Helios. Helios is later sent to the Baltreos front once Gancarda is recalled to Nu-Zartar in the later half of the Rigni Campaign. * * '''Breys:''' The constant shuffling of Generals becomes rather Chaotic for the Monarchy's Military, and puts Brey's skills as a leader/commander into question. After several (albeit unnamed) losses in the Rigni Campaign, Breys blames Helios for them despite making the strategic calls himself. Sends Helios to Baltreos and recalls Gancarda. This, among other things, contributes to Helios' siding to Atles later in the war. '''2nd RIng''' (Derived Mostly from my own notes and legacy sources) Rigni Campaign Continues through '''<u>Operation Burning Lance</u>''', Which constitutes '''Operation Watchtower, Fissure, Black Ice, Isomer Battle of the Thethea Nebula and the Battle for the Gorraage Pocket.''' * '''Operation Watchtower''': Nuverians make a push into Zaret Space to capture Valkoro, where General Varthos has been stationed. Zaretian Forces Lose the fight, and make an attempt to flee through the nearby Thethea Nebula, temporarily disrupting Nuverian sensors attempting to track them. * '''Battle of the Thethea Nebula and Battle for the Gorraage Pocket''': Having temporarily evaded Nuverian sensors, Varthos and the remnants of his battalion prepare to make a stand in the Nebula. Shortly after Nuverian Forces descend on them, General Peacha and her forces arrive and create an opening through the nearby Gorraage Pocket, allowing Varthos and what remains of his forces to narrowly escape capture. Shortly After, Sauran Forces move into the Area to assist the Nuveria in securing the region. * '''Operation Isomer:''' Shortly after Varthos' escape, Sauran and Nuiverian Forces converge and form a beachhead and outpost around Valkoro and its surrounding area, creating an offensive outpost on the Zaretian Front. * '''Operation Black Ice:''' Using information provided by Defector Attopos the Great and the PK Backed Zaretian Rebels led by Ex-King Moscassin, Nuveria NCI Operatives infiltrate an installation deep in Zaretian space to gain information on Nu-Zartar and its surrounding planets and defences. ('''Optional Idea''': while the Operation was successful, they encountered a team of Zaretian Nightshades in the area, Led by former Rach Emperor Coradine, who is now working with the Zaretians, and potentially also the Vechtramil) * '''Operation Fissure;''' Using the information gained from operation Black Ice, the Nuveria make another push into Zaretian Space, cutting off several logistic and supply routes to other Zaretian Fronts. This leaves the The Zaretian Military scattered in its ability to stop the push of the Peacekeepers. * '''The Rebels:''' As the PKs advance into Zaretian space, Moscassin and his rebels are more able to create unrest and disturbance among the Zaretians still Loyal to Breys, which causes Breys himself to become more paranoid and scattered than previously. The Pks knowledge of Zaretian Tactics (in some cases) and logistic also affects Breys. Breys begins to become distrustful to most of his Generals and advisors, becoming something of a recluse. Breys also starts to make sporadic and poorly thought out decisins militarily. This later causes him to make poor strategic choices, including the deployment of the RS-18 Missile on the Baltreos front. The Rebels assist the Pks in further disrupting defences and assets in Zaretian Space, Paving the way for them to Siege Nu-Zartar. This however, is limited primarily by the Rebel's fewer numbers, and the assault still remain takes a substantial amount of time away, and further pushes into Zaretian territory before Nu-Zartar can be reached. '''<u>3rd Ring</u>''' The conclusion of the Rigni Campaign, Breys' continued downward spiral and the Fate of Nu-Zartar. Relevant events include '''Rigni Campaign, Melum Telum Incident, the Second battle Of Baltreos, Operation Riposte and the Battle of Nu-Zatar.''' * '''Melum Telum Incident:''' Zaretian Nightshades Conduct thier own version of Operation Black Ice where they infiltrate a Classified NCI research base housing an experimental NCI cruiser being jointly developed by the Nuveria and the Remusians. While the destruction of the Crusier is successful, it is also learned that Attopos the Great has been feeding information to the PKs, but his allegiance to Moscassin remains concealed (?). Attopos does escape, but Breys' paranoia is at an all time high. * '''Second Battle of Baltreos:''' Diab lines are rejuvinated with fresh soliders and Forces led by Atles and Helios are forced to retrteat to the confines of the Baltreos Command Center. Word of this reaches Breys, who erratically gives the order to deploy the experimental Firestorm RS-18 Against the enemy. Word of this reaches Atles and Helios too late, and while it decimates the PK attack, Zaretian soldiers are also cought in the crossfire. This pushers Helios over to oppose Brey's rule. This act also eliminates Atles' WL leaning Diab contacts who he had been working with. * '''Conclusion of the Rigni Campaign.''' A long assault on the Fortress World of Rigni begins, lasting several long months. PKs finally prevail, and the Rigni campaign concludes. Plans for Rigni to become the new forward offensive base are set into motion. * '''Operation Riposte:''' Another Poorly thought out plan created by Breys, The ZAretians Mount a counter attack to take back Rigni. WHile they are successfull in doing so, they lose it once again as the PK front line is being moved up to Rigni. PK forces encircle the facility and the occupying Zaretians retreat. * '''Battle for Nu-Zartar:''' With the Zaretians in disarray from the failure of Operation Riposte and Breys' poor judgment becoming more apparent, PKs begin their assualt on Nu-Zartar. '''Volty's Notes & Thought-noggins''' * In regards to Coradine - I do like the idea of keeping Coradine in the lore, but I don't feel like working with the Zaretians, or really the Warlords in general, is the way to go (Unless I'm just not privy to changes that had been made). As much of a loon as our favorite double-agent emperor is, he was still ultimately concerned with the Rach's survival, albeit in the most accelerationist way possible. As far as he is concerned, the Rach came out stronger from the events of Norsus because they realized how messed up and cruel and galaxy is, and thus could actually adapt to it. If he's working with the Zaretians or Vechtramil, it would have to be for some ulterior motive, otherwise I just see him doing his own thing * The Telkevan Union and Ohgyag can still be involved in the conflict as it was previously; that being said, while the RS-18 did begin its lore as a Telkevan WMD, I do like the idea that the Union was more hesitant to use it and ultimately did not approve of its use on Baltreos. It'd help establish a rift between the Union and Monarchy that ultimately contributes to A. the Union ditching the Pact, and B. the potential that the Union might covertly help Atles* (derp) in his coup because they're that sick of Breys (I'm still uncertain on this idea though). * There was the proposal (by Hang I believe) for War of the Mech King to be a part of the 3rd Ring stage as another one of Breys' blunders. The King was constructing the vast war machine but was overconfident in his ability to protect it, so instead of relocating it, it stayed put, resulting in its destruction. Something along those lines. I like the idea so I'm throwing it back out here. * I think there might be mild confusion about the Rings, or I'm just misreading what's been written. Each 'ring' is defined by a target of military significance, and the Peacekeepers need to break each ring in order to establish a clear supply line/foothold for subsequent incursions into Zaretian space. So it would effectively be (Some name I honestly forgot)-----> Valkoro ---> Rigni ---> Nu-Zartar. From Nu-Zartar they would theoretically jump to Cethos, and then to Zartar. Of course this isn't set in concrete and I'm really only saying it because the 1st ring's description sounds like a description for the conflict as a whole rather than what happens there specifically. If I'm misunderstanding feel free to disregard this entirely lol 1s5icokqfoh0f1b9rl2l29vxu7w2z6x User talk:178.76.243.0 3 777 6617 2018-01-07T05:45:19Z 178.76.243.0 Пополнение Авито за 50% телеграм @a556677 | аккаунт в авито если его заблокировали 6617 wikitext text/x-wiki <b>Пополение баланса Авито (Avito) за 50%</b> | <b>Телеграмм @a556677</b> Старый Телеграмм @a1garant НЕДЕЙСТВИТЕЛЕН <b>Приветствую вас, дорогие друзья!</b> Рады предоставить Всем вам услуги по пополнению баланса на действующие активные аккаунты Avito (а также, совершенно новые). Если Вам надо определенные балансы - пишите, будем решать. Потратить можно на турбо продажи, любые платные услуги Авито (Avito). <b>Аккаунты не Брут. Живут долго.</b> Процент пополнения в нашу сторону и стоимость готовых аккаунтов: <b>50% от баланса на аккаунте.</b> Если требуется залив на ваш аккаунт, в этом случае требуются логин и пароль Вашего акка для доступа к форме оплаты, пополнения баланса. Для постоянных заказчиков гибкая система бонусов и скидок! <b>Гарантия: </b> <b>И, конечно же ничто не укрепляет доверие, как - Постоплата!!!</b> Вперед денег не просим... Рады сотрудничеству! <b>Заливы на балансы Авито</b> ________ деньги под расписку в самаре от частных лиц на авито учётки авито с балансом как удалить заблокированный аккаунт в авито купить нью баланс 990 на авито как отвязать телефон от удаленного аккаунта авито 9orc5fbf5werw20ey2k52jftakyxm9j User talk:79.110.17.2 3 855 8036 2018-06-15T16:02:27Z 79.110.17.2 corporate web site Jarle Thorsen GLOBAL POWER PTE LTD 8036 wikitext text/x-wiki good resource Jarle Thorsen SiteTalk Reviews 04fh8u35lac30xktog685ch40c0v1fd User talk:AmadeusReborn 3 1112 11288 2019-11-12T03:34:08Z Kylelck 30541006 Created page with "NERD" 11288 wikitext text/x-wiki NERD ck5op8vc79oxkp2j5rqptg2358ncbzh User talk:Jat371 3 2 2 2013-06-23T21:06:56Z ShoutWiki 11 2 wikitext text/x-wiki Hi Jat371, thank you for choosing ShoutWiki to make your wiki. We would suggest that you start your wiki off by doing these few basic things: *Upload a logo. You can do this by uploading an image over [[:File:Wiki.png]]. (not available on some skins) *Design your [[Main Page]]. The main page is likely the first thing users will see. It should be attractive and catch the eye. *Start building content. All wikis need content to become the best they can be. If you need help with making a logo, skin or favicon, please see [[s:w:logocreation|ShoutWiki's Logo Creation Wiki]]. If you need any help with building your wiki, feel free to contact [[s:ShoutWiki Staff|ShoutWiki staff]] either via their talk pages or via [[Special:Contact]]. Alternatively, you can talk to us, or other users, via [[s:ShoutWiki Hub:IRC|IRC]]. Thank you again for using ShoutWiki. [[s:ShoutWiki Staff|ShoutWiki staff]] 21:06, 23 June 2013 jd8tm5f6x08dbdv68s6ibjbzburenhb File:1-Trooper.JPG 6 115 199 2013-06-23T22:19:12Z Jat371 3361237 199 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:10-SkyLord.png 6 125 209 2013-06-23T22:20:18Z Jat371 3361237 209 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:11-SkySovereign.png 6 126 210 2013-06-23T22:20:18Z Jat371 3361237 210 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:12-HAABS.png 6 127 211 2013-06-23T22:20:18Z Jat371 3361237 211 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:1miners.png 6 474 746 2014-01-12T06:17:29Z Amaker1475 3369066 746 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:2-Needler.JPG 6 116 200 2013-06-23T22:19:12Z Jat371 3361237 200 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:2nd BattleFleet's Reinforcements.jpeg 6 1045 9971 2019-07-25T14:37:51Z Kylelck 30541006 9971 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:2nd Norsus Engagement.jpeg 6 895 8676 2019-01-23T13:21:28Z Kylelck 30541006 8676 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:2nd Norsus Era Lumi.jpeg 6 1039 9931 2019-07-24T11:31:38Z Kylelck 30541006 9931 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:2nd Norsus Era Nu-Zartar Engagement.jpeg 6 1041 9933 2019-07-24T11:34:06Z Kylelck 30541006 9933 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:2shrine.png 6 479 751 2014-01-12T06:19:00Z Amaker1475 3369066 751 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:3-Footsoldier.png 6 117 201 2013-06-23T22:19:12Z Jat371 3361237 201 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:300px-Spore 2012-04-28 00-20-49.png 6 177 283 2013-08-20T03:58:21Z Amaker 3361240 283 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:300px-Spore 2013-02-09 12-45-52.png 6 176 282 2013-08-20T03:58:21Z Amaker 3361240 282 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:333.jpeg 6 981 9358 2019-04-06T03:32:27Z Kylelck 30541006 9358 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:4-Tesla.png 6 118 202 2013-06-23T22:19:12Z Jat371 3361237 202 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:5-Doomtrooper-2.png 6 120 204 2013-06-23T22:19:13Z Jat371 3361237 204 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:5-Doomtrooper.png 6 119 203 2013-06-23T22:19:13Z Jat371 3361237 203 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:500781801110.png 6 241 396 2013-11-06T04:23:29Z Amaker 3361240 Wiki was being...troublesome with uploading these. (for zaret wiki, carried over pics) 396 wikitext text/x-wiki Wiki was being...troublesome with uploading these. (for zaret wiki, carried over pics) 5n5sfiysfvmrz5u8mpwl3m6c9hp752h File:6-Itzal.png 6 121 205 2013-06-23T22:19:13Z Jat371 3361237 205 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:7-Gudari1.png 6 122 206 2013-06-23T22:19:13Z Jat371 3361237 206 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:8-Gudari2.png 6 123 207 2013-06-23T22:19:13Z Jat371 3361237 207 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:9-Gudari3.png 6 124 208 2013-06-23T22:20:18Z Jat371 3361237 208 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Admiral Korsair (6).png 6 179 295 2013-10-01T20:03:25Z Amaker 3361240 Welp, no one else was doing it. 295 wikitext text/x-wiki Welp, no one else was doing it. 8r8iye0glfbhu2vq8xto7o89yu2ybzx File:Admiral Vastiir (1).png 6 180 296 2013-10-01T20:03:26Z Amaker 3361240 Welp, no one else was doing it. 296 wikitext text/x-wiki Welp, no one else was doing it. 8r8iye0glfbhu2vq8xto7o89yu2ybzx File:AeverianShockJump.jpg 6 902 8708 2019-01-24T13:11:12Z Kylelck 30541006 8708 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:AnonymousFieldCommander-29932.png 6 650 3506 2015-12-11T19:59:45Z Amaker1475 3369066 3506 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Aquamarine sauran.PNG 6 303 464 2013-11-07T12:48:40Z Amaker 3361240 464 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Archon Chapel.JPG 6 196 312 2013-10-01T20:13:10Z Amaker 3361240 312 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Archon Chora.JPG 6 197 313 2013-10-01T20:13:10Z Amaker 3361240 313 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Archon Ferivus.JPG 6 198 314 2013-10-01T20:13:10Z Amaker 3361240 314 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Archon Kalos.JPG 6 199 315 2013-10-01T20:13:10Z Amaker 3361240 315 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Archon Ki-Migral.JPG 6 200 316 2013-10-01T20:13:10Z Amaker 3361240 316 wikitext text/x-wiki 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2019-01-01T23:41:26Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:ArnanGuard.png]] 8308 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Artil.png 6 320 482 2013-11-08T19:16:53Z Amaker 3361240 482 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Artillery.JPG 6 201 317 2013-10-01T20:13:10Z Amaker 3361240 317 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Ascendant.jpeg 6 1013 9675 2019-07-06T13:45:08Z Kylelck 30541006 9675 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Audacious and Valorous.jpg 6 1008 9664 2019-06-30T13:33:33Z Kylelck 30541006 9664 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Audacious vs Star wyrm.jpeg 6 1135 11683 2019-12-25T07:14:35Z Kylelck 30541006 11683 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Aux1-SauranHeavyAuxiliary.png 6 128 212 2013-06-23T22:20:18Z Jat371 3361237 212 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Aux2-SauranTreeWalker.png 6 129 213 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phoiac9h4m842xq45sp7s6u21eteeq1 File:GeneralElseron.png 6 557 2847 2496 2015-06-11T16:49:18Z Amaker'slaptopAlt 24950845 Amaker'slaptopAlt uploaded a new version of [[File:GeneralElseron.png]] 2847 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:GeneralVaro.png 6 553 2848 2495 2015-06-11T16:50:36Z Amaker'slaptopAlt 24950845 Amaker'slaptopAlt uploaded a new version of [[File:GeneralVaro.png]] 2848 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Goltair.png 6 1202 12674 2020-02-16T02:46:06Z Amaker1450 26550035 12674 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Gornian Battleship.jpeg 6 1160 12019 2020-01-12T14:33:46Z Kylelck 30541006 12019 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Gornian Ships.jpeg 6 1158 12017 2020-01-12T14:29:17Z Kylelck 30541006 12017 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Gortralk.png 6 1209 12687 2020-02-16T03:30:18Z Amaker1450 26550035 12687 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Grenadier.jpg 6 285 446 2013-11-07T12:44:35Z Amaker 3361240 446 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Halcyon.jpg 6 987 9401 9400 2019-04-08T04:25:19Z Kylelck 30541006 Kylelck uploaded a new version of [[File:Halcyon.jpg]] 9400 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Halgotral.png 6 1210 12688 2020-02-16T03:32:57Z Amaker1450 26550035 12688 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Hand2Hand.jpg 6 286 447 2013-11-07T12:44:43Z Amaker 3361240 447 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Heavy Weapons.JPG 6 204 320 2013-10-01T20:13:11Z Amaker 3361240 320 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Hectrian.jpg 6 515 1126 2014-02-27T19:47:58Z Jat371 3361237 1126 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Helkarakarty.png 6 501 5336 847 2016-07-14T19:14:20Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:Helkarakarty.png]] 5336 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:HighGeneralLikaros.png 6 551 3509 1429 2015-12-11T20:05:10Z Amaker1475 3369066 Amaker1475 uploaded a new version of [[File:HighGeneralLikaros.png]] 3509 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Hive Lord.png 6 330 492 2013-11-08T19:17:28Z Amaker 3361240 492 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Holnok.jpeg 6 999 9503 2019-04-18T03:07:02Z Kylelck 30541006 9503 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Home Cluster.png 6 310 472 2013-11-08T19:03:21Z Amaker 3361240 472 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Homecraft.JPG 6 205 321 2013-10-01T20:13:11Z Amaker 3361240 321 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Horde Captain (3).png 6 331 493 2013-11-08T19:17:28Z Amaker 3361240 493 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Hydrangea Rocket Launcher.JPG 6 206 322 2013-10-01T20:13:48Z Amaker 3361240 322 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE-Diab Meet.jpg 6 98 181 2013-06-23T21:53:16Z Jat371 3361237 181 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE-Kara1.jpg 6 99 182 2013-06-23T21:53:16Z Jat371 3361237 182 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE-Kara4.png 6 100 183 2013-06-23T21:55:58Z Jat371 3361237 183 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE-Kara5.png 6 101 184 2013-06-23T21:55:58Z Jat371 3361237 184 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE-Nalstros.jpg 6 102 185 2013-06-23T21:55:58Z Jat371 3361237 185 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE-Necraal Meet.jpg 6 103 186 2013-06-23T21:55:58Z Jat371 3361237 186 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE-Zaretians Meet.jpg 6 104 187 2013-06-23T21:55:58Z Jat371 3361237 187 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE- Combat Zone.png 6 586 1650 2014-05-11T17:48:41Z Jat371 3361237 1650 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE - Kaldev's Requiem (Pt2).png 6 114 197 2013-06-23T22:03:32Z Jat371 3361237 197 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE Admiral Merodac.jpg 6 93 176 2013-06-23T21:52:05Z Jat371 3361237 176 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE Extractor-Refinery.jpg 6 94 177 2013-06-23T21:52:05Z Jat371 3361237 177 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE Rapid Fabricator.jpg 6 95 178 2013-06-23T21:53:15Z Jat371 3361237 178 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE Warhound IFM.jpg 6 96 179 2013-06-23T21:53:15Z Jat371 3361237 179 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IAE X2020 Darkmatter Railgun.jpg 6 97 180 2013-06-23T21:53:16Z Jat371 3361237 180 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Iaejat3712.png 6 167 255 2013-06-24T15:13:28Z Jat371 3361237 255 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IitosRest1.jpeg 6 1380 14135 2020-10-07T14:08:58Z Corv 30641571 Iito's Rest image 1 14135 wikitext text/x-wiki == Summary == Iito's Rest image 1 0yjgfpcwlv3lrja3dj6j3ikv72q68dg File:IitosRest2.jpeg 6 1381 14136 2020-10-07T14:14:12Z Corv 30641571 Iito's Rest image 2 14136 wikitext text/x-wiki == Summary == Iito's Rest image 2 ci5bgk299g9naiz7nlr3stby8qgdhy9 File:IlindovMCW.png 6 667 4989 2016-07-01T15:54:01Z Amaker1450 26550035 4989 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IlverasonNephiworld.png 6 498 3283 834 2015-10-10T18:08:08Z Amaker1475 3369066 Amaker1475 uploaded a new version of [[File:IlverasonNephiworld.png]] 3283 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Imteril.png 6 1216 12695 2020-02-16T03:41:27Z Amaker1450 26550035 12695 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:In the warp.jpg 6 287 448 2013-11-07T12:44:50Z Amaker 3361240 448 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:InfoboxAvatar.png 6 107 190 2013-06-23T21:58:32Z Jat371 3361237 190 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Ioria.png 6 312 474 2013-11-08T19:04:17Z Amaker 3361240 474 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:IronShieldTrooper.png 6 646 3476 2015-12-08T23:02:37Z Amaker1475 3369066 3476 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Irukon.png 6 1027 9803 2019-07-18T14:01:40Z AmadeusReborn 30459495 9803 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Isomer Engagement.jpeg 6 1040 9932 2019-07-24T11:33:07Z Kylelck 30541006 9932 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Isomer Engagement 2.jpeg 6 1042 9934 2019-07-24T11:40:18Z Kylelck 30541006 9934 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:JasetMaleandFemale.png 6 654 3825 2016-03-18T23:34:35Z Amaker1450 26550035 3825 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:JasetSoldiers.png 6 683 5331 2016-07-14T18:40:50Z Amaker1450 26550035 5331 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Jentrillon.png 6 332 494 2013-11-08T19:17:28Z Amaker 3361240 494 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Kaia vs. Crevur.jpg 6 105 188 2013-06-23T21:57:20Z Jat371 3361237 188 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:KaldrakInfantryfightingvehicle222.png 6 503 852 2014-01-18T00:49:24Z Amaker1475 3369066 852 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:KandronMaterialsLogo.png 6 1560 16890 16888 2021-05-20T02:11:19Z Corv 30641571 Corv uploaded a new version of [[File:KandronMaterialsLogo.png]] 16888 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:KaraCity.jpg 6 288 449 2013-11-07T12:44:58Z Amaker 3361240 449 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Karahotudoum Wiki Banner edited-1.jpg 6 289 450 2013-11-07T12:45:06Z Amaker 3361240 450 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Karamaths.jpg 6 290 451 2013-11-07T12:45:13Z Amaker 3361240 451 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Karrzi.png 6 510 975 2014-02-13T23:44:57Z Brickinator 3361623 karrzi symbol 975 wikitext text/x-wiki karrzi symbol q1k0ukxhkbau234ydugmwmjd44tii6n File:Kavrass.png 6 500 7137 3015 2018-02-27T01:16:36Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:Kavrass.png]] 7137 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Ki-Migral Living Craft.JPG 6 207 323 2013-10-01T20:13:49Z Amaker 3361240 323 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Killing blow.jpg 6 291 452 2013-11-07T12:45:20Z Amaker 3361240 452 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:King Ascendant Nu-Zartar.jpeg 6 1021 9785 2019-07-18T10:34:58Z Kylelck 30541006 9785 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Korani.jpg 6 985 9363 2019-04-06T04:13:01Z Kylelck 30541006 9363 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Kordust.PNG 6 1028 9805 2019-07-18T14:04:39Z AmadeusReborn 30459495 9805 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Korvarians.png 6 570 1492 2014-04-22T05:43:46Z Amaker1475 3369066 1492 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Kovas.png 6 575 5019 2961 2016-07-02T06:24:28Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:Kovas.png]] 5019 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Kylelckmasterrace-3.png 6 602 1797 2014-07-13T14:19:03Z Amaker1475 3369066 1797 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Kylelckmasterrace.png 6 538 1372 2014-04-12T18:18:28Z Amaker1475 3369066 <3 Kyle (Ghador Shotgun) 1372 wikitext text/x-wiki <3 Kyle (Ghador Shotgun) otu13baxjdty6txln91ktcspvfsrn6a File:LCID.png 6 1173 12191 2020-01-23T10:49:09Z Kylelck 30541006 12191 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LNBs Unyielding.jpeg 6 887 8627 8626 2019-01-21T11:39:22Z Kylelck 30541006 Kylelck uploaded a new version of [[File:LNBs Unyielding.jpeg]] 8627 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LNC Dauntless in combat.jpeg 6 907 8755 2019-01-26T14:44:36Z Kylelck 30541006 8755 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LNFG Vindictive hit.png 6 1138 11698 2019-12-29T08:41:43Z Kylelck 30541006 11698 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LadyAppa.png 6 150 238 2013-06-24T14:46:46Z Jat371 3361237 238 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LadyItzalLundura.jpg 6 106 189 2013-06-23T21:57:20Z Jat371 3361237 189 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LangsPlaceholder.png 6 1313 13577 2020-07-17T01:50:19Z HangLang 30544936 Shame upon you. Shame upon your corndog. 13577 wikitext text/x-wiki == Summary == Shame upon you. Shame upon your corndog. lrpy4l8b3igneatj1j7nwbh95wmpk9v File:Litheron.png 6 1213 12692 2020-02-16T03:39:31Z Amaker1450 26550035 12692 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LordKoro.png 6 151 239 2013-06-24T14:46:46Z Jat371 3361237 239 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LordVarr.png 6 152 240 2013-06-24T14:46:46Z Jat371 3361237 240 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LordXorr.png 6 153 241 2013-06-24T14:46:46Z Jat371 3361237 241 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LumiEngagement.jpg 6 900 8706 2019-01-24T13:09:47Z Kylelck 30541006 8706 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:LumiFleet.jpeg 6 897 8772 8770 2019-01-27T03:36:35Z Kylelck 30541006 Kylelck uploaded a new version of [[File:LumiFleet.jpeg]] 8772 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Lumi Ground Forces.png 6 1172 12166 2020-01-22T13:45:56Z Kylelck 30541006 12166 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Lumi Military.png 6 1169 12138 12136 2020-01-21T23:15:44Z Kylelck 30541006 Kylelck uploaded a new version of [[File:Lumi Military.png]] 12136 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Lumi Militaryv2.png 6 1170 12140 2020-01-21T23:18:54Z Kylelck 30541006 12140 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Lumi Navy.png 6 1171 12165 2020-01-22T10:16:34Z Kylelck 30541006 12165 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Luminarian Maelstrom Bomber.jpeg 6 882 8618 8617 2019-01-20T14:51:32Z Kylelck 30541006 Kylelck uploaded a new version of [[File:Luminarian Maelstrom Bomber.jpeg]] 8618 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Luminarian Zaretian Engagement.jpeg 6 894 8674 2019-01-23T13:15:18Z Kylelck 30541006 8674 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:MKIIIJulserBattlesuitIdle.png 6 659 4329 2016-05-06T19:47:06Z Amaker1450 26550035 4329 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:MONGOLBANANA.png 6 613 2331 2014-12-27T23:52:27Z Amaker1475 3369066 2331 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Maelstrom BombPump.jpeg 6 909 8771 2019-01-27T03:34:13Z Kylelck 30541006 8771 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Magic powerz.jpg 6 292 453 2013-11-07T12:45:27Z Amaker 3361240 453 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Male+female.png 6 476 748 2014-01-12T06:17:55Z Amaker1475 3369066 748 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:MaleandFemaleYin'vair.png 6 655 3829 2016-03-19T00:03:20Z Amaker1450 26550035 3829 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Mandrake.JPG 6 208 324 2013-10-01T20:13:49Z Amaker 3361240 324 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Mapcities.png 6 475 747 2014-01-12T06:17:39Z Amaker1475 3369066 747 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Maresar en Versah.png 6 280 441 2013-11-07T12:43:51Z Amaker 3361240 Will upload other Sauran images later today (unless procrastination/other things to do strikes) 441 wikitext text/x-wiki Will upload other Sauran images later today (unless procrastination/other things to do strikes) fel5nkvv576htdvtktii48m9ltnaafb File:Margan Archon.JPG 6 209 325 2013-10-01T20:13:49Z Amaker 3361240 325 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Armageddon Cannon.JPG 6 210 326 2013-10-01T20:13:49Z Amaker 3361240 326 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Battlesuit.JPG 6 211 327 2013-10-01T20:13:49Z Amaker 3361240 327 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Blademaster.JPG 6 212 328 2013-10-01T20:13:49Z Amaker 3361240 328 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Chaingun tank.JPG 6 213 329 2013-10-01T20:13:49Z Amaker 3361240 329 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Colony ship.JPG 6 214 330 2013-10-01T20:13:50Z Amaker 3361240 330 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Confessor.JPG 6 215 331 2013-10-01T20:13:50Z Amaker 3361240 331 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Crystals.JPG 6 216 332 2013-10-01T20:14:29Z Amaker 3361240 332 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Destroyer.JPG 6 218 334 2013-10-01T20:14:29Z Amaker 3361240 334 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Factory Carrier.JPG 6 217 333 2013-10-01T20:14:29Z Amaker 3361240 333 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Heavy Weapons.JPG 6 219 335 2013-10-01T20:14:29Z Amaker 3361240 335 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Invasion Ship.JPG 6 220 336 2013-10-01T20:14:29Z Amaker 3361240 336 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Melee.JPG 6 221 337 2013-10-01T20:14:30Z Amaker 3361240 337 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Missile cruiser.JPG 6 222 338 2013-10-01T20:14:30Z Amaker 3361240 338 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Napalm tank.JPG 6 223 339 2013-10-01T20:14:30Z Amaker 3361240 339 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Purifier Battleship.jpeg 6 1161 12020 2020-01-12T14:36:20Z Kylelck 30541006 12020 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Rocket Launcher.JPG 6 224 340 2013-10-01T20:14:30Z Amaker 3361240 340 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Sharpening.JPG 6 225 341 2013-10-01T20:14:30Z Amaker 3361240 341 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Shooting.JPG 6 226 342 2013-10-01T20:16:45Z Amaker 3361240 342 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Snapdragon.JPG 6 227 343 2013-10-01T20:16:45Z Amaker 3361240 343 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Speeder.JPG 6 228 344 2013-10-01T20:16:45Z Amaker 3361240 344 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Stormlord.JPG 6 230 346 2013-10-01T20:16:45Z Amaker 3361240 346 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Stormwalker.JPG 6 231 347 2013-10-01T20:16:45Z Amaker 3361240 347 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Supply ship.JPG 6 232 348 2013-10-01T20:16:45Z Amaker 3361240 348 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan Worldshipnotsorough.JPG 6 233 349 2013-10-01T20:16:46Z Amaker 3361240 349 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Margan squad.JPG 6 229 345 2013-10-01T20:16:45Z Amaker 3361240 345 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Matriarch Pan.JPG 6 234 350 2013-10-01T20:16:46Z Amaker 3361240 350 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:MeanwhileonAlvainos.png 6 642 3163 2015-09-23T21:28:22Z Amaker1475 3369066 3163 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:MechanizedBattlesuitvariation.png 6 567 1470 2014-04-21T04:59:02Z Amaker1475 3369066 1470 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Mercs.jpg 6 293 454 2013-11-07T12:45:36Z Amaker 3361240 454 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Metropolis.jpg 6 294 455 2013-11-07T12:45:44Z Amaker 3361240 455 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:MigrationPatterns zpse3e44007.png 6 239 359 358 2013-10-02T21:04:44Z Amaker 3361240 Amaker uploaded a new version of &quot;[[File:MigrationPatterns zpse3e44007.png]]&quot; 359 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:MigrevCronisOnTerimiakIII.png 6 1355 13957 2020-08-13T19:36:47Z Corv 30641571 Migrev Cronis of Squad 178, a Nova Corporation APC and NCNV Steelhawk on the planet Terimiak III . 13957 wikitext text/x-wiki == Summary == Migrev Cronis of Squad 178, a Nova Corporation APC and NCNV Steelhawk on the planet Terimiak III . 4ip9wdpd4eb679xzehr0gkccephb9n2 File:Mihkon-Herpal.jpeg 6 729 6124 2017-07-06T02:44:55Z Drag0n0us 3365896 6124 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Misery Class.jpeg 6 1036 9928 2019-07-24T08:54:00Z Kylelck 30541006 9928 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Moon Shard-Edit.jpg 6 113 196 2013-06-23T22:03:32Z Jat371 3361237 196 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:MortisFen1.jpeg 6 1334 13833 2020-08-06T19:17:34Z Corv 30641571 Mortis Fen Image 13833 wikitext text/x-wiki == Summary == Mortis Fen Image ikp7r2gw9ljav55vnjpzsz9brapf7wh File:MortisFen2.jpeg 6 1335 13834 2020-08-06T19:18:26Z Corv 30641571 Mortis Fen Image 13834 wikitext text/x-wiki == Summary == Mortis Fen Image ikp7r2gw9ljav55vnjpzsz9brapf7wh File:MortisFen3.jpeg 6 1379 14133 2020-10-07T14:05:01Z Corv 30641571 Mortis Fen Image 3 14133 wikitext text/x-wiki == Summary == Mortis Fen Image 3 3cxg9ylr0x2t00tfvzu3l3p41xymvdm File:Mutant Bloodspender.png 6 1227 12762 2020-02-17T04:42:45Z Amaker1450 26550035 12762 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Mutant Dragonetera.png 6 1228 12763 2020-02-17T04:42:48Z Amaker1450 26550035 12763 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Mutarior.png 6 333 495 2013-11-08T19:17:29Z Amaker 3361240 495 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Mutated Battlesuit.png 6 1204 12676 2020-02-16T02:48:35Z Amaker1450 26550035 12676 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Mutated Diabloian.png 6 334 496 2013-11-08T19:17:29Z Amaker 3361240 496 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Mutated Salatran.png 6 1226 12761 2020-02-17T04:42:42Z Amaker1450 26550035 12761 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosAqua.png 6 154 242 2013-06-24T14:46:46Z Jat371 3361237 242 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosBerserker.png 6 155 243 2013-06-24T14:46:46Z Jat371 3361237 243 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosCommando.png 6 156 244 2013-06-24T14:47:22Z Jat371 3361237 244 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosHeavy.png 6 157 245 2013-06-24T14:47:23Z Jat371 3361237 245 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosLeviathan.png 6 158 246 2013-06-24T14:47:23Z Jat371 3361237 246 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosMiner.png 6 159 247 2013-06-24T14:47:23Z Jat371 3361237 247 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosSage.png 6 160 248 2013-06-24T14:47:23Z Jat371 3361237 248 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosScientist.png 6 161 249 2013-06-24T14:47:23Z Jat371 3361237 249 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosSurge.png 6 162 250 2013-06-24T14:47:23Z Jat371 3361237 250 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosTrooper.png 6 163 251 2013-06-24T14:47:23Z Jat371 3361237 251 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NalstrosTyphoon.png 6 164 252 2013-06-24T14:47:23Z Jat371 3361237 252 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Neph Mutant.png 6 1205 12677 2020-02-16T02:51:04Z Amaker1450 26550035 12677 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Nepharian Sentinal Mech Suit.png 6 318 480 2013-11-08T19:10:45Z Amaker 3361240 480 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NesaprosiaWiki1.jpg 6 108 191 2013-06-23T21:58:32Z Jat371 3361237 191 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NeutralsInsigniaVectorTest.png 6 1384 14145 2020-11-02T04:29:49Z Corv 30641571 Neutrals Insignia Vector TEST 14145 wikitext text/x-wiki == Summary == Neutrals Insignia Vector TEST a9qjrl3kcw0cko6f2q168ftad2bsh1j File:NevelusLadokArmor.png 6 656 3941 3938 2016-03-26T03:56:18Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:NevelusLadokArmor.png]] 3941 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Nightmare Aiska.JPG 6 371 536 2013-11-08T19:35:04Z Amaker 3361240 536 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Nightmare Nicholas.JPG 6 530 1273 2014-03-19T20:34:44Z Amaker1475 3369066 How could I forget such a fine gentleman 1273 wikitext text/x-wiki How could I forget such a fine gentleman s09c4fuzpg7c2vncy5ftg4p2efqc8lw File:Norintii.png 6 1203 12675 2020-02-16T02:47:34Z Amaker1450 26550035 12675 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Norsus Last Stand.png 6 584 1647 2014-05-11T17:04:06Z Jat371 3361237 1647 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:NovaConsumerProductsDivisionLogo.svg 6 1354 13955 2020-08-13T19:13:49Z Corv 30641571 Nova Corporation Consumer Products Division Logo 13955 wikitext text/x-wiki == Summary == Nova Corporation Consumer Products Division Logo c529gl1z22uvygr0x9zyusffzvl5i9x File:NovaCorpEscort.png 6 1376 14055 2020-08-15T00:59:52Z Corv 30641571 Nova Corporation Hydra Escorted by HASLR Patrol Craft 14055 wikitext text/x-wiki == Summary == Nova Corporation Hydra Escorted by HASLR Patrol Craft mjnttdjubafxfwr34yamvxgtoewdoe3 File:NovaCorpEscortColourCorrectForRealThisTime.png 6 1378 14057 2020-08-15T01:02:31Z Corv 30641571 Nova Corporation Hydra Escorted by HASLR Patrol Craft 14057 wikitext text/x-wiki == Summary == Nova Corporation Hydra Escorted by HASLR Patrol Craft mjnttdjubafxfwr34yamvxgtoewdoe3 File:NovaCorpEscortColourCorrected.png 6 1377 14056 2020-08-15T01:01:20Z Corv 30641571 Nova Corporation Hydra Escorted by HASLR Patrol Craft 14056 wikitext text/x-wiki == Summary == Nova Corporation Hydra Escorted by HASLR Patrol Craft mjnttdjubafxfwr34yamvxgtoewdoe3 File:NovaCorpHASLR.png 6 1371 14046 2020-08-14T23:22:25Z Corv 30641571 Nova Corporation HASLR Patrol Craft 14046 wikitext text/x-wiki == Summary == Nova Corporation HASLR Patrol Craft otlqiue0tjjijxijiky9op5hh50vbbx File:NovaCorpHASLR2.png 6 1372 14048 2020-08-14T23:32:20Z Corv 30641571 Nova Corporation HASLR Patrol Craft 2 14048 wikitext text/x-wiki == Summary == Nova Corporation HASLR Patrol Craft 2 4h698wytsc7z2vgxkusoy8yzcxr4nuz File:NovaCorpHASLR2Flipped.png 6 1373 14050 2020-08-14T23:34:05Z Corv 30641571 Nova Corporation HASLR Patrol Craft 2 (Flipped) 14050 wikitext text/x-wiki == Summary == Nova Corporation HASLR Patrol Craft 2 (Flipped) qua4vl1zktjs3txvwzs2zzidhr94ab5 File:NovaCorpHydra.png 6 1342 13890 2020-08-08T23:58:58Z Corv 30641571 Nova Corporation Hydra Class Light Frigate Image 13890 wikitext text/x-wiki == Summary == Nova Corporation Hydra Class Light Frigate Image 15jtbck8imkeqnwqyk6b09h4zi8apan File:NovaCorpK95APC.png 6 1362 13999 13996 2020-08-14T09:36:46Z Corv 30641571 13999 wikitext text/x-wiki == Summary == Nova Corporation K95 Armoured Personnel Carrier / APC 2h8dlkzm0hc6c0vpetfmyzk9pcc0px3 File:NovaCorpLogo.svg 6 1330 13815 2020-08-06T04:05:06Z Corv 30641571 Vector logo for Nova Corporation 13815 wikitext text/x-wiki == Summary == Vector logo for Nova Corporation 40oa5yusjwrop1svpk2ivweuk95ndft File:NovaCorpMiningDivisionLogo.svg 6 1358 13968 2020-08-13T21:10:52Z Corv 30641571 Nova Corporation Mining Division Logo 13968 wikitext text/x-wiki == Summary == Nova Corporation Mining Division Logo m03k6de80shfwgzg6buyp27jlob8hdx File:NovaCorpPremiumTradeDivisionLogo.png 6 1361 13978 2020-08-13T22:47:53Z Corv 30641571 Nova Corporation Premium Trade Division Logo 13978 wikitext text/x-wiki == Summary == Nova Corporation Premium Trade Division Logo ku9ebz5r9o31otdzj2h2v0rh2fraamy File:NovaCorpSalvageDivisionLogo.png 6 1360 13977 2020-08-13T22:47:20Z Corv 30641571 Nova Corporation Salvage Division Logo 13977 wikitext text/x-wiki == Summary == Nova Corporation Salvage Division Logo m6gh583fuaysc5o72fdyr5o0ku6y9h1 File:NovaCorpSalvagerCraftArms.png 6 1374 14052 2020-08-15T00:27:06Z Corv 30641571 Nova Corporation Prospector Craft (Arms) 14052 wikitext text/x-wiki == Summary == Nova Corporation Prospector Craft (Arms) conpjvhkn4hhigcatofkaveqdirwldj File:NovaCorpSalvagerCraftLasers.png 6 1375 14053 2020-08-15T00:27:37Z Corv 30641571 Nova Corporation Prospector Craft (Lasers) 14053 wikitext text/x-wiki == Summary == Nova Corporation Prospector Craft (Lasers) e47l0z0pi325msb4nkk4nr7gesh1kr3 File:NovaK83CargoTransporter.png 6 1357 13962 2020-08-13T20:33:01Z Corv 30641571 Nova Corporation K83 Cargo Transporter 13962 wikitext text/x-wiki == Summary == Nova Corporation K83 Cargo Transporter mth7derupeftjfyq3l5ghhp21k4qdzq File:NovaScoutBuggy.png 6 1359 13973 2020-08-13T22:08:22Z Corv 30641571 Nova Corporation K11 Scout Buggy 13973 wikitext text/x-wiki == Summary == Nova Corporation K11 Scout Buggy 1f67605pznwgv32mra3q0l0rpx8yey1 File:NuZartar Battle.jpg 6 899 8705 2019-01-24T13:08:51Z Kylelck 30541006 8705 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Obsevers of sciene logo.png 6 304 465 2013-11-07T12:48:49Z Amaker 3361240 465 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Oculus.jpg 6 973 9199 2019-03-26T11:12:32Z Kylelck 30541006 9199 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Officer.jpg 6 295 456 2013-11-07T12:45:55Z Amaker 3361240 456 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:OlvorakFlameConfig.png 6 643 3194 2015-09-26T02:21:57Z Amaker1475 3369066 3194 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:On ze roll.jpg 6 296 457 2013-11-07T12:46:02Z Amaker 3361240 457 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Onslaught.jpeg 6 1014 9676 2019-07-06T13:46:59Z Kylelck 30541006 9676 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:OopsAllBeams.jpeg 6 1015 9677 2019-07-06T13:48:42Z Kylelck 30541006 9677 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:OpeningBarrage.jpeg 6 898 8704 2019-01-24T13:07:55Z Kylelck 30541006 8704 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Oppressor under Fire.jpeg 6 1166 12047 2020-01-13T01:56:29Z Kylelck 30541006 12047 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Orathni.png 6 477 749 2014-01-12T06:18:06Z Amaker1475 3369066 749 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Orovau Acid.png 6 493 816 2014-01-15T21:38:22Z Amaker1475 3369066 816 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:PK Frigates under fire.jpeg 6 1037 9929 2019-07-24T08:56:23Z Kylelck 30541006 9929 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:PSDLogo.svg 6 1343 13911 2020-08-09T16:17:05Z Corv 30641571 Logo of Nova Corporations' Private Security Division 13911 wikitext text/x-wiki == Summary == Logo of Nova Corporations' Private Security Division hrv7i13mqsv0025s9ysiozfpvbhofwn File:PeacekeepersInsigniaVectorTest.png 6 1382 14143 2020-11-02T04:26:01Z Corv 30641571 Peacekeeprs Insignia Vector Test 14143 wikitext text/x-wiki == Summary == Peacekeeprs Insignia Vector Test g1ftakn5i8bj3jaxft81vf2mn7qo5e3 File:Peroni MkIV.jpg 6 1082 10758 2019-10-23T05:25:40Z RaptorChu 30471271 10758 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Pew Pew.jpg 6 983 9361 2019-04-06T04:11:41Z Kylelck 30541006 9361 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Phresellia.png 6 722 5828 2017-04-16T02:17:14Z Jat371 3361237 5828 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:PictureCollabWIP.png 6 651 3774 2016-03-13T22:43:50Z Amaker1475 3369066 3774 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Plaguespreader.JPG 6 235 351 2013-10-01T20:16:46Z Amaker 3361240 351 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Praetor Vs Margan.jpeg 6 1162 12021 2020-01-12T14:38:15Z Kylelck 30541006 12021 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Preservers of nature logo.png 6 305 466 2013-11-07T12:48:58Z Amaker 3361240 466 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Priest Hilon.JPG 6 236 352 2013-10-01T20:17:08Z Amaker 3361240 352 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Primal.png 6 1231 12782 2020-02-19T02:29:41Z Amaker1450 26550035 12782 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:PrinceKaretath.png 6 559 1448 2014-04-20T22:55:03Z Amaker1475 3369066 1448 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:PrincessAlivaris.png 6 558 1446 2014-04-20T22:48:35Z Amaker1475 3369066 1446 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ProloWiki.png 6 442 615 2013-12-07T02:52:37Z Amaker 3361240 615 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Pyro.jpg 6 297 458 2013-11-07T12:46:09Z Amaker 3361240 458 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Qualachainguns.png 6 547 1421 2014-04-20T04:27:43Z Amaker1475 3369066 dakkadakkadakkadakkadakkadakkadakkadakkadakka 1421 wikitext text/x-wiki dakkadakkadakkadakkadakkadakkadakkadakkadakka bhhpu8hka2o6gm9p1j7egb14834mfr6 File:Qualdarashipofdoom.png 6 549 1425 2014-04-20T05:37:51Z Amaker1475 3369066 1425 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:QuantumGateBetaORBAT.png 6 1132 11673 2019-12-19T11:25:38Z Kylelck 30541006 11673 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:R.Drawing.jpg 6 1571 17028 2021-11-04T19:45:25Z RaptorChu 30471271 Credits to LR for the drawing 17028 wikitext text/x-wiki == Summary == Credits to LR for the drawing q2ci3t7xrwikk5p2ny7qjlm8xa345ry File:R.Template 2019.png 6 931 9089 2019-03-13T22:28:46Z RaptorChu 30471271 9089 wikitext text/x-wiki Revamped Remusian body shape because I can. au5fmiwjjam2yla5lxfyntc82kvf33a File:R19 Seraph.JPG 6 237 353 2013-10-01T20:17:08Z Amaker 3361240 353 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:RSC Satchel.jpeg 6 1259 12940 2020-04-25T16:37:49Z Kylelck 30541006 12940 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Crook.JPG 6 348 510 2013-11-08T19:24:16Z Amaker 3361240 510 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Heavy Raider Bike.JPG 6 350 512 2013-11-08T19:24:37Z Amaker 3361240 512 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Hellbat.JPG 6 354 516 2013-11-08T19:26:44Z Amaker 3361240 516 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Missile Tank2.JPG 6 352 518 514 2013-11-08T19:27:21Z Amaker 3361240 Amaker uploaded a new version of &quot;[[File:Rach Missile Tank2.JPG]]&quot; 518 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Nightmare.JPG 6 355 519 2013-11-08T19:27:21Z Amaker 3361240 519 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Phantom Tank.JPG 6 356 520 2013-11-08T19:27:21Z Amaker 3361240 520 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Raider Bikes.JPG 6 353 521 515 2013-11-08T19:27:21Z Amaker 3361240 Amaker uploaded a new version of &quot;[[File:Rach Raider Bikes.JPG]]&quot; 521 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Raider MKII.JPG 6 357 522 2013-11-08T19:27:21Z Amaker 3361240 522 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Shade.JPG 6 358 523 2013-11-08T19:27:21Z Amaker 3361240 523 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Shadowborn.JPG 6 359 524 2013-11-08T19:27:21Z Amaker 3361240 524 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Skyborn.JPG 6 360 525 2013-11-08T19:27:21Z Amaker 3361240 525 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Skyborn MKII.JPG 6 361 526 2013-11-08T19:27:21Z Amaker 3361240 526 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Sniper.JPG 6 362 527 2013-11-08T19:27:51Z Amaker 3361240 527 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Spectre.JPG 6 363 528 2013-11-08T19:27:51Z Amaker 3361240 528 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Stealth Tank.JPG 6 365 530 2013-11-08T19:27:51Z Amaker 3361240 530 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Stingerflank.JPG 6 366 531 2013-11-08T19:27:51Z Amaker 3361240 531 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Treasure horde1.JPG 6 367 532 2013-11-08T19:27:51Z Amaker 3361240 532 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Trooper.JPG 6 368 533 2013-11-08T19:27:52Z Amaker 3361240 533 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Warpdiver.JPG 6 369 534 2013-11-08T19:27:52Z Amaker 3361240 534 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach Wraith.JPG 6 370 535 2013-11-08T19:27:52Z Amaker 3361240 535 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach execution.JPG 6 349 511 2013-11-08T19:24:24Z Amaker 3361240 511 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach killing a Zaretian.JPG 6 351 517 513 2013-11-08T19:27:20Z Amaker 3361240 Amaker uploaded a new version of &quot;[[File:Rach killing a Zaretian.JPG]]&quot; 517 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rach standard soldier.JPG 6 364 529 2013-11-08T19:27:51Z Amaker 3361240 529 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Ramorphind.png 6 335 497 2013-11-08T19:17:29Z Amaker 3361240 497 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ReevitIveena.jpg 6 109 192 2013-06-23T21:58:32Z Jat371 3361237 192 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ReevitWiki1.jpg 6 110 193 2013-06-23T21:58:32Z Jat371 3361237 193 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Renesatinflightwiki.png 6 688 5672 2016-08-13T18:17:09Z Amaker1450 26550035 5672 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:RepzorkEmpireFlag.png 6 731 16820 14219 2021-05-18T01:59:45Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:RepzorkEmpireFlag.png]] 6150 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:RepzorkMaleandFemale.png 6 600 6318 3821 2017-07-30T02:01:07Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:RepzorkMaleandFemale.png]] 6318 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:RepzorkPowerArmorStandardMarineArmor.png 6 473 6054 2360 2017-06-26T17:55:25Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:RepzorkPowerArmorStandardMarineArmor.png]] 6054 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Repzork Flag2.png 6 243 4812 3255 2016-06-23T06:32:21Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:Repzork Flag2.png]] 4812 wikitext text/x-wiki Hope this works l4or1f54wmuhuuby205ee6oam4hypf7 File:Repzorkalphabetexpandedupon.png 6 599 5210 2900 2016-07-10T17:53:21Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:Repzorkalphabetexpandedupon.png]] 5210 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Rigni System.png 6 1131 11671 2019-12-19T09:05:22Z Kylelck 30541006 Super haram 11671 wikitext text/x-wiki == Summary == Super haram 76nwkdgtwptixt3y0sb3s0tay15q975 File:SANCTARSIG.png 6 509 895 2014-01-20T18:59:38Z Brickinator 3361623 wow look at that sanctar very good eh 895 wikitext text/x-wiki wow look at that sanctar very good eh 1ky78357uf99o18uq02l3qfw9kjs1r6 File:SE Farbus.jpg 6 716 5789 2016-11-16T18:28:55Z Drag0n0us 3365896 5789 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sancangel.png 6 478 750 2014-01-12T06:18:28Z Amaker1475 3369066 750 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sanccomms.png 6 488 760 2014-01-12T06:21:39Z Amaker1475 3369066 760 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sancguardian.png 6 487 759 2014-01-12T06:21:21Z Amaker1475 3369066 759 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sancmajor.png 6 489 761 2014-01-12T06:23:11Z Amaker1475 3369066 761 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sancminor.png 6 486 758 2014-01-12T06:21:08Z Amaker1475 3369066 758 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sancpilot.png 6 485 757 2014-01-12T06:20:51Z Amaker1475 3369066 757 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sanctarsevolution.png 6 484 756 2014-01-12T06:20:39Z Amaker1475 3369066 756 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sancvanguard.png 6 483 755 2014-01-12T06:20:30Z Amaker1475 3369066 755 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sandsofwar.png 6 464 637 2013-12-07T02:59:55Z Amaker 3361240 637 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:SaphielKalanhuma.png 6 1561 16891 2021-05-20T02:31:10Z Corv 30641571 logo 16891 wikitext text/x-wiki == Summary == logo 9z8ekyn9l92py8vusrxivgguvi0bi87 File:Sarchrinon.png 6 336 498 2013-11-08T19:17:29Z Amaker 3361240 498 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sauran Heavy Testing.png 6 585 1648 2014-05-11T17:28:44Z Jat371 3361237 1648 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Scan0009.jpg 6 238 354 2013-10-01T20:17:08Z Amaker 3361240 354 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Schism Era 1.jpeg 6 893 8673 2019-01-23T12:35:54Z Kylelck 30541006 8673 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sedramitan Resistance.png 6 1498 16037 2021-03-25T00:38:01Z Corv 30641571 Insignia of Sedramitan Resistance Front 16037 wikitext text/x-wiki == Summary == Insignia of Sedramitan Resistance Front 9mwxhz3dlz6s602mlcl82kxshnyuuph File:Sedramitan Resistance Vector.svg 6 1499 16038 2021-03-25T00:38:58Z Corv 30641571 16038 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Shitfest.jpg 6 984 9362 2019-04-06T04:12:25Z Kylelck 30541006 9362 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ShockKaber.png 6 494 3262 821 2015-10-05T21:06:38Z Amaker1475 3369066 Amaker1475 uploaded a new version of [[File:ShockKaber.png]] 3262 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Shokzar.png 6 1229 12766 2020-02-17T04:44:37Z Amaker1450 26550035 12766 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Silencer.jpeg 6 1012 9674 2019-07-05T11:58:02Z Kylelck 30541006 9674 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Silencer Engaged.jpeg 6 1011 9673 2019-07-05T11:48:08Z Kylelck 30541006 9673 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Silencer and Desolator emerging from subspace.jpeg 6 1148 11746 2020-01-04T14:09:19Z Kylelck 30541006 11746 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sirrune1.jpeg 6 1336 13836 2020-08-06T19:56:56Z Corv 30641571 Sirrune Image 13836 wikitext text/x-wiki == Summary == Sirrune Image 0xaqdupn76qj8oq61l8hrhdwfxayfde File:Sirrune1flip.jpg 6 1340 13883 2020-08-08T22:52:10Z Corv 30641571 Sirrune Image Flipped 13883 wikitext text/x-wiki == Summary == Sirrune Image Flipped tg6pzj2jzk8cdbkpc8w0cx9s6jpch22 File:Sirrune2.jpeg 6 1337 13837 2020-08-06T19:57:17Z Corv 30641571 Sirrune Image 13837 wikitext text/x-wiki == Summary == Sirrune Image 0xaqdupn76qj8oq61l8hrhdwfxayfde File:Skarrd Heldav.png 6 192 308 2013-10-01T20:04:55Z Amaker 3361240 308 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:SkulleaterMarine.png 6 645 3470 2015-12-08T22:48:46Z Amaker1475 3369066 3470 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:SkyGardens-1.png 6 490 802 2014-01-15T02:47:30Z Amaker1475 3369066 802 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:SkyGardens-2.png 6 491 803 2014-01-15T02:47:38Z Amaker1475 3369066 803 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Slicaurs.png 6 337 499 2013-11-08T19:17:29Z Amaker 3361240 499 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:SocialPyramid.png 6 524 1197 2014-03-05T18:39:28Z Amaker1475 3369066 1197 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Soldezar.png 6 1214 12693 2020-02-16T03:40:10Z Amaker1450 26550035 12693 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Soldin.png 6 338 500 2013-11-08T19:17:29Z Amaker 3361240 500 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:SpathaInterceptor.jpeg 6 916 9003 2019-02-12T16:53:45Z Kylelck 30541006 9003 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Sphess battle in sphess.jpg 6 298 459 2013-11-07T12:46:17Z Amaker 3361240 459 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore20110517074529.png 6 430 596 2013-11-08T20:00:21Z Amaker 3361240 596 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore20111119170855.png 6 431 597 2013-11-08T20:00:27Z Amaker 3361240 597 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2010-02-13 14-14-09.png 6 339 501 2013-11-08T19:17:29Z Amaker 3361240 501 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2010-02-13 14-25-13.png 6 340 502 2013-11-08T19:18:01Z Amaker 3361240 502 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2010-02-13 17-05-18.png 6 341 503 2013-11-08T19:18:01Z Amaker 3361240 503 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2010-02-13 18-00-19.png 6 342 504 2013-11-08T19:18:01Z Amaker 3361240 504 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2010-03-11 21-49-36.png 6 343 505 2013-11-08T19:18:01Z Amaker 3361240 505 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2010-04-21 22-52-17.png 6 344 506 2013-11-08T19:18:01Z Amaker 3361240 506 wikitext text/x-wiki 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2013-11-07T00:32:24Z Amaker 3361240 436 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-05-08 15-52-29.png 6 279 437 2013-11-07T00:32:48Z Amaker 3361240 437 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-05-09 16-14-48.png 6 448 621 2013-12-07T02:54:31Z Amaker 3361240 621 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-05-20 01-37-07.png 6 246 404 2013-11-07T00:18:07Z Amaker 3361240 Testing 404 wikitext text/x-wiki Testing 0y6fo74wpzggx0rk83ppajkh1nfsjr1 File:Spore 2012-05-21 12-13-43.png 6 308 470 2013-11-08T18:57:38Z Amaker 3361240 470 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-06-13 16-53-38.png 6 447 620 2013-12-07T02:53:58Z Amaker 3361240 620 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-06-19 00-42-45.png 6 446 619 2013-12-07T02:53:42Z Amaker 3361240 619 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-06-19 00-45-47.png 6 445 618 2013-12-07T02:53:32Z Amaker 3361240 618 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-08-03 17-36-35.png 6 532 1280 2014-03-23T17:45:45Z Amaker1475 3369066 1280 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-08-06 20-00-50.png 6 531 1279 2014-03-23T17:45:34Z Amaker1475 3369066 1279 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-08-07 10-19-31.png 6 533 1281 2014-03-23T18:58:36Z Amaker1475 3369066 1281 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-08-07 10-19-44.png 6 534 1282 2014-03-23T18:58:55Z Amaker1475 3369066 1282 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-08-07 11-09-54.png 6 247 405 2013-11-07T00:18:07Z Amaker 3361240 Testing 405 wikitext text/x-wiki Testing 0y6fo74wpzggx0rk83ppajkh1nfsjr1 File:Spore 2012-08-09 21-12-30.png 6 248 406 2013-11-07T00:19:01Z Amaker 3361240 406 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-08-12 11-14-50.png 6 521 1194 2014-03-05T18:38:34Z Amaker1475 3369066 1194 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-08-24 11-09-10.png 6 520 1193 2014-03-05T18:37:02Z Amaker1475 3369066 1193 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-09-08 19-56-42.png 6 519 1192 2014-03-05T18:36:52Z Amaker1475 3369066 1192 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-10-19 21-52-48.png 6 432 605 2013-12-07T02:30:19Z Amaker 3361240 605 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-10-19 22-36-19.png 6 433 606 2013-12-07T02:30:31Z Amaker 3361240 606 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-10-19 22-37-23.png 6 434 607 2013-12-07T02:30:38Z Amaker 3361240 607 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2012-11-16 13-35-14 zps62f3ed0f5 zpsf60b2602.jpg 6 148 236 2013-06-24T03:35:07Z Amaker 3361240 236 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-01-01 22-14-53.png 6 527 1200 2014-03-05T18:41:22Z Amaker1475 3369066 1200 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-01-04 23-17-17.png 6 526 1199 2014-03-05T18:40:39Z Amaker1475 3369066 1199 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-01-12 16-50-34.png 6 523 1196 2014-03-05T18:39:03Z Amaker1475 3369066 1196 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-01-13 13-25-43.png 6 522 1195 2014-03-05T18:38:51Z Amaker1475 3369066 1195 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-02-08 19-01-45.png 6 249 407 2013-11-07T00:19:01Z Amaker 3361240 407 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-02-10 00-29-52.png 6 250 408 2013-11-07T00:19:01Z Amaker 3361240 408 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-03-09 09-20-35.png 6 444 617 2013-12-07T02:53:06Z Amaker 3361240 617 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-03-09 10-11-46.jpg 6 149 237 2013-06-24T03:35:34Z Amaker 3361240 237 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2013-03-26 18-01-06 zps63c9dad3.png 6 546 1419 2014-04-20T04:06:42Z Amaker1475 3369066 1419 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2014-04-19 12-35-11.png 6 541 1402 2014-04-19T17:35:44Z Amaker1475 3369066 1402 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2014-04-19 23-04-21.png 6 545 1967 1417 2014-08-10T20:19:10Z Amaker1475 3369066 Amaker1475 uploaded a new version of &quot;[[File:Spore 2014-04-19 23-04-21.png]]&quot; 1967 wikitext text/x-wiki ....Yeah getting a good in-game image of that is probably impossible qyrbp0vew88p8rwtiwx0rj7tfimny3g File:Spore 2014-04-20 13-46-05.png 6 550 1427 2014-04-20T18:57:16Z Amaker1475 3369066 1427 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2014-04-20 21-40-19.png 6 562 1456 2014-04-21T02:41:28Z Amaker1475 3369066 You can never have enough dakka. Ever. Dakkadakkadakkadakkadakkadakkadakkadakkadakka 1456 wikitext text/x-wiki You can never have enough dakka. Ever. Dakkadakkadakkadakkadakkadakkadakkadakkadakka 1l50volfurgs5mj8as3jmmkbyc0vfnb File:Spore 2014-04-20 23-11-06.png 6 564 1463 2014-04-21T04:11:17Z Amaker1475 3369066 1463 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2014-04-21 11-23-22.png 6 568 1479 1478 2014-04-21T16:26:10Z Amaker1475 3369066 Amaker1475 uploaded a new version of &quot;[[File:Spore 2014-04-21 11-23-22.png]]&quot; 1479 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2014-04-21 14-00-19.png 6 569 3497 1482 2015-12-11T18:39:40Z Amaker1475 3369066 Amaker1475 uploaded a new version of [[File:Spore 2014-04-21 14-00-19.png]] 3497 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2014-08-10 18-20-17.png 6 607 1972 2014-08-10T23:25:06Z Amaker1475 3369066 1972 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2014-08-11 22-18-12.png 6 609 1990 2014-08-12T03:18:30Z Amaker1475 3369066 1990 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2014-08-11 22-31-50.png 6 610 1992 2014-08-12T03:32:12Z Amaker1475 3369066 1992 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2015-01-31 13-48-22.png 6 627 2493 2015-01-31T19:51:22Z Amaker1475 3369066 2493 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2015-01-31 17-10-37.png 6 628 2499 2015-01-31T23:11:49Z Amaker1475 3369066 The Betel have had many bad days. This was a particularly bad one. 2499 wikitext text/x-wiki The Betel have had many bad days. This was a particularly bad one. nhvrkcg5z5eyrgg67ss93d3t943oory File:Spore 2015-02-01 18-05-48.png 6 630 2521 2015-02-02T00:24:40Z Amaker1475 3369066 That Xeskerah is literally going "come at me bro" at what the Korvar believe is an actual demon. 2521 wikitext text/x-wiki That Xeskerah is literally going "come at me bro" at what the Korvar believe is an actual demon. mpq6ky43uadty7k1njj50a73m1w1ie0 File:Spore 2015-02-13 15-03-10.png 6 632 2606 2015-02-13T21:04:59Z Amaker1475 3369066 2606 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2015-09-06 18-57-52.png 6 636 2982 2980 2015-09-07T00:34:00Z Amaker1475 3369066 Amaker1475 uploaded a new version of [[File:Spore 2015-09-06 18-57-52.png]] 2982 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2015-09-06 19-43-26.png 6 637 2984 2015-09-07T00:44:22Z Amaker1475 3369066 2984 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2015-09-06 20-22-41.png 6 638 2985 2015-09-07T01:24:27Z Amaker1475 3369066 2985 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2015-09-07 13-12-48.png 6 639 3001 2997 2015-09-07T18:22:31Z Amaker1475 3369066 Amaker1475 uploaded a new version of [[File:Spore 2015-09-07 13-12-48.png]] 3001 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2017-11-15 21-32-15.png 6 787 6928 2018-02-08T15:46:36Z Amaker1450 26550035 6928 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2018-04-24 18-13-10.png 6 843 7911 2018-04-24T23:24:14Z Amaker1450 26550035 7911 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2018-04-24 20-55-16.png 6 845 7915 2018-04-25T02:46:50Z Amaker1450 26550035 7915 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2018-04-25 00-03-46.png 6 846 7918 2018-04-25T05:05:51Z Amaker1450 26550035 7918 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2018-04-25 11-20-00.png 6 847 7924 2018-04-25T17:34:11Z Amaker1450 26550035 7924 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2019-04-06 17-50-01.png 6 986 9377 2019-04-06T22:55:36Z Amaker1450 26550035 9377 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Spore 2019-08-20 13-54-22.png 6 1056 10230 2019-08-20T18:57:39Z Amaker1450 26550035 10230 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Star.png 6 480 752 2014-01-12T06:19:14Z Amaker1475 3369066 752 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:StatesoftheJaset.png 6 658 4947 4179 2016-06-30T02:00:24Z Amaker1450 26550035 Amaker1450 uploaded a new version of [[File:StatesoftheJaset.png]] 4947 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Station451.png 6 1338 13839 2020-08-06T20:13:49Z Corv 30641571 Station 451 Image 13839 wikitext text/x-wiki == Summary == Station 451 Image h9texoxicqfabbwcbvicx2a2egdnuy1 File:SteelElsektlaserdoomcannonautomode.png 6 648 3498 2015-12-11T19:09:59Z Amaker1475 3369066 3498 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Strigidae.png 6 1174 12194 2020-01-23T11:07:23Z Kylelck 30541006 12194 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Stryfe Drasckilkov.png 6 195 311 2013-10-01T20:04:55Z Amaker 3361240 311 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Summit.jpeg 6 1017 9681 2019-07-07T13:43:43Z Kylelck 30541006 9681 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:SupremeAdmiralAhkavas.png 6 552 1431 2014-04-20T20:40:33Z Amaker1475 3369066 1431 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:TF7122.png 6 1133 11675 2019-12-20T07:50:49Z Kylelck 30541006 11675 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Tangrashir.png 6 346 508 2013-11-08T19:18:01Z Amaker 3361240 508 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Tekarakonfringeworld1.png 6 649 3501 2015-12-11T19:26:10Z Amaker1475 3369066 3501 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Telegon (1).png 6 347 509 2013-11-08T19:18:01Z Amaker 3361240 509 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Templesmith2.jpg 6 1005 9634 2019-05-16T02:04:10Z RaptorChu 30471271 Fam Crest 9634 wikitext text/x-wiki == Summary == Fam Crest j4qodto13whciq12srlnioli4z4bcc6 File:Templesmith3.jpg 6 1006 9635 2019-05-16T02:05:45Z RaptorChu 30471271 9635 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:TemplesmithFamilyCrest.svg 6 1353 13953 2020-08-13T18:50:21Z Corv 30641571 Remusian Insignia - Templesmith Family Crest Vector 13953 wikitext text/x-wiki == Summary == Remusian Insignia - Templesmith Family Crest Vector 6fxoxstp3xaitvmkaaeorrqyibt0xqi File:Terrorkin.png 6 1208 12686 2020-02-16T03:24:36Z Amaker1450 26550035 12686 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:TertiaryFactionsInsignia.png 6 1409 15049 2021-02-03T23:36:18Z Corv 30641571 15049 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Thats a kill.jpg 6 299 460 2013-11-07T12:46:25Z Amaker 3361240 460 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:The achended logo.png 6 306 467 2013-11-07T12:49:09Z Amaker 3361240 467 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:The zaretian body.png 6 242 397 2013-11-06T04:24:17Z Amaker 3361240 397 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Thethea Nebula Skybound.jpeg 6 1159 12018 2020-01-12T14:30:49Z Kylelck 30541006 12018 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Triclaw Placeholder.jpeg 6 738 6277 2017-07-15T14:49:31Z Jat371 3361237 6277 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Trooper.jpg 6 300 461 2013-11-07T12:46:33Z Amaker 3361240 461 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:UCS.png 6 311 473 2013-11-08T19:03:59Z Amaker 3361240 473 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Uniter sauran.PNG 6 307 468 2013-11-07T12:49:48Z Amaker 3361240 468 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Untitled-11111.png 6 443 616 2013-12-07T02:52:54Z Amaker 3361240 616 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Uze.jpg 6 1193 12939 12421 2020-04-24T11:24:48Z Kylelck 30541006 Kylelck uploaded a new version of [[File:Uze.jpg]] 12421 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:UzeDreadnought.jpeg 6 1256 12923 2020-04-20T05:55:59Z Kylelck 30541006 12923 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:UzeFight.jpeg 6 1262 12948 2020-04-28T03:51:59Z Kylelck 30541006 12948 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ValdarSeparatist.png 6 784 6719 2018-02-02T18:18:07Z Amaker1450 26550035 6719 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Valron.png 6 1167 12048 2020-01-13T01:59:19Z Kylelck 30541006 12048 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:VanosVrarockPortrait.png 6 1356 13960 2020-08-13T20:14:56Z Corv 30641571 Vanos'Vrarock Portrait 13960 wikitext text/x-wiki == Summary == Vanos'Vrarock Portrait dqem4b5vwywo9bt48jfekxgray8w8oy File:VenturiaLandscape1.png 6 1554 16827 2021-05-19T00:58:10Z Corv 30641571 image 16827 wikitext text/x-wiki == Summary == image 395qtfvp0oo7vehv1k06xb90cx69zy6 File:VenturiaLandscape2.png 6 1555 16828 2021-05-19T00:58:26Z Corv 30641571 image 16828 wikitext text/x-wiki == Summary == image 395qtfvp0oo7vehv1k06xb90cx69zy6 File:Vigilant.jpeg 6 990 9407 2019-04-08T04:35:10Z Kylelck 30541006 9407 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Vithem Templesmith.jpg 6 1083 10761 2019-10-23T05:29:16Z RaptorChu 30471271 10761 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Wailer Gunship.jpeg 6 1038 9930 2019-07-24T08:58:19Z Kylelck 30541006 9930 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:War.png 6 481 753 2014-01-12T06:19:56Z Amaker1475 3369066 753 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Warhound.JPG 6 514 1125 2014-02-27T19:45:26Z Jat371 3361237 1125 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:WarlordsInsigniaVectorTest.png 6 1383 18045 18044 2022-02-15T21:01:55Z HangLang 30544936 HangLang uploaded a new version of [[File:WarlordsInsigniaVectorTest.png]] 14144 wikitext text/x-wiki == Summary == Warlords Insignia Vector Test os83e9pvax94rtyi0q2p1ti7utdoolb File:Warp jump.jpg 6 301 462 2013-11-07T12:46:55Z Amaker 3361240 462 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:WeakGronianMapArt.png 6 1187 12325 2020-01-29T02:56:44Z AmadeusReborn 30459495 12325 wikitext text/x-wiki Crude overview of Gronian Territory j3023w9mktyp2exkehxywkkv1mlti01 File:Wep-D88.PNG 6 145 229 2013-06-23T22:21:54Z Jat371 3361237 229 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Wingleposetereererr.png 6 439 612 2013-12-07T02:40:44Z Amaker 3361240 612 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Wust.png 6 482 754 2014-01-12T06:20:14Z Amaker1475 3369066 754 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:XCOM2N-AI50DMR(Credit to Kyle).png 6 662 4691 2016-06-18T01:08:46Z Amaker1450 26550035 4691 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:XeskerahBackstab.png 6 495 3266 824 2015-10-06T00:12:59Z Amaker1475 3369066 Amaker1475 uploaded a new version of [[File:XeskerahBackstab.png]] 3266 wikitext text/x-wiki So I'm assuming being stabbed out of view wouldn't show blood on the not-punctured part. pi9cjtq017sqpnqbt1zuofwd0jt23xs File:ZMS Ambassadors launching strikes.jpeg 6 1032 9829 2019-07-19T14:30:49Z Kylelck 30541006 9829 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZMS Beehive Preparing a Strike.jpeg 6 1139 11700 2019-12-29T09:16:08Z Kylelck 30541006 11700 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZMS Nevermore's Last Stand.jpeg 6 1029 9826 2019-07-19T14:25:49Z Kylelck 30541006 9826 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZMS Oppressor.jpeg 6 1030 9827 2019-07-19T14:28:18Z Kylelck 30541006 9827 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZaretianAvenger.jpg 6 905 8712 2019-01-24T13:16:06Z Kylelck 30541006 8712 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZaretianCarrier.jpg 6 904 8711 2019-01-24T13:15:03Z Kylelck 30541006 8711 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZaretianFleet.jpeg 6 913 8918 2019-02-03T09:03:46Z Kylelck 30541006 8918 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Zaretian Ships under strikecraft attack.jpeg 6 1031 9828 2019-07-19T14:30:00Z Kylelck 30541006 9828 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Zaretian Summit Frigate Prototype.png 6 1020 9737 2019-07-16T08:54:30Z Kylelck 30541006 9737 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZenuranBattlesuit112029.png 6 657 4126 2016-04-09T20:01:24Z Amaker1450 26550035 4126 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZenuranMemberRaceImg.png 6 684 5340 2016-07-14T19:40:51Z Amaker1450 26550035 5340 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZenursBiologywikiPicture.png 6 653 3823 2016-03-18T21:59:12Z Amaker1450 26550035 3823 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Zephyr mecha.jpg 6 1081 10756 2019-10-23T05:15:38Z RaptorChu 30471271 10756 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZettaSecundus.jpg 6 982 9359 2019-04-06T03:39:51Z Kylelck 30541006 9359 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZhagavianValdar.png 6 860 8102 2018-09-14T00:58:19Z Amaker1450 26550035 8102 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Zork Battlecruiser.jpeg 6 1157 12016 2020-01-12T14:28:32Z Kylelck 30541006 12016 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Zork Ships under Strikecraft Attack.png 6 1140 11703 2019-12-29T09:36:23Z Kylelck 30541006 11703 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:ZorockHomeworldclimatecold.png 6 573 1603 2014-05-07T22:27:39Z Amaker1475 3369066 1603 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 File:Zorock Flagblack.png 6 512 1622 1065 2014-05-10T19:17:26Z Amaker1475 3369066 Amaker1475 uploaded a new version of &quot;[[File:Zorock Flagblack.png]]&quot; 1622 wikitext text/x-wiki phoiac9h4m842xq45sp7s6u21eteeq1 MediaWiki:Common.css 8 506 865 864 2014-01-18T04:24:28Z Jat371 3361237 865 css text/css /* Infobox template style */ .infobox { border: 1px solid #aaa; background-color: #f9f9f9; color: black; margin: 0.5em 0 0.5em 1em; padding: 0.2em; float: right; clear: right; text-align: left; font-size: 88%; line-height: 1.5em; } .infobox caption { font-size: 125%; font-weight: bold; } .infobox td, .infobox th { vertical-align: top; } .infobox.bordered { border-collapse: collapse; } .infobox.bordered td, .infobox.bordered th { border: 1px solid #aaa; } .infobox.bordered .borderless td, .infobox.bordered .borderless th { border: 0; } .infobox.sisterproject { width: 20em; font-size: 90%; } .infobox.standard-talk { border: 1px solid #c0c090; background-color: #f8eaba; } .infobox.standard-talk.bordered td, .infobox.standard-talk.bordered th { border: 1px solid #c0c090; } /* styles for bordered infobox with merged rows */ .infobox.bordered .mergedtoprow td, .infobox.bordered .mergedtoprow th { border: 0; border-top: 1px solid #aaa; border-right: 1px solid #aaa; } .infobox.bordered .mergedrow td, .infobox.bordered .mergedrow th { border: 0; border-right: 1px solid #aaa; } [[Category:Pag]] 594hra5dp5m564cxja23m88r9bjg9on Template:! 10 81 163 162 2013-06-23T21:09:09Z Jat371 3361237 1 revision 163 wikitext text/x-wiki <noinclude>Use this template to generate a pipe character "|"</noinclude><includeonly>|</includeonly> g1jwx02h7cmea2nmqt4ap0er8xvfgcm Template:Conflict 10 686 12005 5619 2020-01-12T03:41:20Z Amaker1450 26550035 12005 wikitext text/x-wiki {| cellspacing="0" cellpadding="0" style="border:solid 1px #aaa; float:right; clear:right; margin:6px; padding:2px; background:{{{BG|#f9f9f9}}}; width:{{#if:{{{width|}}}|{{{width}}}|{{#if:{{{side4|}}}|400px|{{#if:{{{side3|}}}|300px|300px}}}}}};" {{#if:{{{prev|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f2f2f2}}}; color:#000; font-size:80%; border-top:1px solid {{{lineBG|#ddd}}}; padding: 0 0 0 4px; line-height:11px; width:70px !important;" {{!}} '''{{{prev-title|Previous}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f2f2f2}}}; text-align:left; color:#000; font-size:80%; border-top:1px solid {{{lineBG|#ddd}}}; line-height:11px;" {{!}} {{{prev| }}} {{!}}-|}} {{#if:{{{conc|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f2f2f2}}}; color:#000; font-size:80%; border-top:1px solid {{{lineBG|#ddd}}}; padding: 0 0 0 4px; line-height:11px;" {{!}} '''{{{conc-title|Concurrent}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f2f2f2}}}; color:#000; font-size:80%; text-align:left; border-top:1px solid {{{lineBG|#ddd}}}; line-height:11px;" {{!}} {{{conc| }}} {{!}}-|}} {{#if:{{{next|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f2f2f2}}}; color:#000; font-size:80%; border-top:1px solid {{{lineBG|#ddd}}}; padding: 0 0 0 4px; line-height:11px;" {{!}} '''{{{next-title|Next}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f2f2f2}}}; color:#000; font-size:80%; border-top:1px solid {{{lineBG|#ddd}}}; line-height:11px;" {{!}} {{{next| }}} {{!}}-|}} {{!}}- ! style="background:{{{nameBG|#grey}}}; text-align:center; color:#000; line-height:22px;" colspan="2" |<b>{{#if:{{{name|}}}|{{{name}}}|{{PAGENAME}}}}</b> {{!}}- {{#if:{{{image|}}}| ! style="background:{{{imageBG|#f2f2f2}}}; text-align:center;" colspan="2" {{!}} [[file:{{{image|}}}|300px]] }} {{!}}- {{#if:{{{conflict|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; padding: 0 0 0 4px; line-height:14px;" {{!}} '''{{{conflict-title|Conflict type}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; line-height:14px;" {{!}} {{{conflict|}}} {{!}}-}} {{#if:{{{date|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; padding: 0 0 0 4px; line-height:14px;" {{!}} '''{{{date-title|Date}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; line-height:14px;" {{!}} {{{date|}}} {{!}}-}} {{#if:{{{partof|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; padding: 0 0 0 4px; line-height:14px;" {{!}} '''{{{partof-title|Part of}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; line-height:14px;" {{!}} {{{partof|}}} {{!}}-}} {{#if:{{{notablebattles|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; padding: 0 0 0 4px; line-height:14px;" {{!}} '''{{{notablebattles-title|Notable battles}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; line-height:14px;" {{!}} {{{notablebattles|}}} {{!}}-}} {{#if:{{{place|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; padding: 0 0 0 4px; line-height:14px;" {{!}} '''{{{place-title|Location}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; line-height:14px;" {{!}} {{{place|}}} {{!}}-}} {{#if:{{{result|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; padding: 0 0 0 4px; line-height:14px;" {{!}} '''{{{result-title|Outcome}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; line-height:14px;" {{!}} {{{result|}}} {{!}}-}} {{#if:{{{territorychanges|}}}| {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; padding: 0 0 0 4px; line-height:14px;" {{!}} '''{{{result-title|Territory changes}}}''': {{!}} style="vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; border-top:1px solid {{{lineBG|#ddd}}}; font-size:90%; line-height:14px;" {{!}} {{{territorychanges|}}} {{!}}-}} | colspan="2" | {| cellspacing="0" cellpadding="0" border="0" style="color:{{{color|inherit}}}; padding:0; width:100%;" |- {{#ifexpr:{{#if:{{{side1|}}}|1|0}} or {{#if:{{{side2|}}}|1|0}} or {{#if:{{{side3|}}}|1|0}} or {{#if:{{{side4|}}}|1|0}}| {{!}} colspan="{{#if:{{{side4|}}}|4|{{#if:{{{side3|}}}|3|2}}}}" style="font-size:90%; color:#000; text-align:center; background: {{{sectionBG|#f2f2f2}}};" {{!}} '''Belligerents''' {{!}}- {{!}} style="font-size:90%; padding:0 4px; vertical-align:top; width:{{#if:{{{side4|}}}|25%|{{#if:{{{side3|}}}|33%|50%}}}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{side1|}}} {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:{{#if:{{{side4|}}}|25%|{{#if:{{{side3|}}}|33%|50%}}}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{side2|}}} {{#if:{{{side3|}}}| {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:{{#if:{{{side4|}}}|25%|}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{side3|}}} {{#if:{{{side4|}}}| {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:25%; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{side4|}}} |}}|}} {{!}}-|}} {{#ifexpr:{{#if:{{{commanders1|}}}|1|0}} or {{#if:{{{commanders2|}}}|1|0}} or {{#if:{{{commanders3|}}}|1|0}} or {{#if:{{{commanders4|}}}|1|0}}| {{!}} colspan="{{#if:{{{side4|}}}|4|{{#if:{{{side3|}}}|3|2}}}}" style="font-size:90%; color:#000; text-align:center; background: {{{sectionBG|#f2f2f2}}};" {{!}} '''Commanders''' {{!}}- {{!}} style="font-size:90%; padding:0 4px; vertical-align:top; width:{{#if:{{{side4|}}}|25%|{{#if:{{{side3|}}}|33%|50%}}}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{commanders1|}}} {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:{{#if:{{{side4|}}}|25%|{{#if:{{{side3|}}}|33%|50%}}}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{commanders2|}}} {{#if:{{{side3|}}}| {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:{{#if:{{{side4|}}}|25%|}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{commanders3|}}} {{#if:{{{side4|}}}| {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:25%; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{commanders4|}}} |}}|}} {{!}}-|}} {{#ifexpr:{{#if:{{{forces1|}}}|1|0}} or {{#if:{{{forces2|}}}|1|0}} or {{#if:{{{forces3|}}}|1|0}} or {{#if:{{{forces4|}}}|1|0}}| {{!}} colspan="{{#if:{{{side4|}}}|4|{{#if:{{{side3|}}}|3|2}}}}" style="font-size:90%; color:#000; text-align:center; background: {{{sectionBG|#f2f2f2}}};" {{!}} '''Strength''' {{!}}- {{!}} style="font-size:90%; padding:0 4px; vertical-align:top; width:{{#if:{{{side4|}}}|25%|{{#if:{{{side3|}}}|33%|50%}}}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{forces1|}}} {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:{{#if:{{{side4|}}}|25%|{{#if:{{{side3|}}}|33%|50%}}}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{forces2|}}} {{#if:{{{side3|}}}| {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:{{#if:{{{side4|}}}|25%|}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{forces3|}}} {{#if:{{{side4|}}}| {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:25%; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{forces4|}}} |}}|}} {{!}}-|}} {{#ifexpr:{{#if:{{{casual1|}}}|1|0}} or {{#if:{{{casual2|}}}|1|0}} or {{#if:{{{casual3|}}}|1|0}} or {{#if:{{{casual4|}}}|1|0}}| {{!}} colspan="{{#if:{{{side4|}}}|4|{{#if:{{{side3|}}}|3|2}}}}" style="font-size:90%; color:#000; text-align:center; background: {{{sectionBG|#f2f2f2}}};" {{!}} '''Casualties''' {{!}}- {{!}} style="font-size:90%; padding:0 4px; vertical-align:top; width:{{#if:{{{side4|}}}|25%|{{#if:{{{side3|}}}|33%|50%}}}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{casual1|}}} {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:{{#if:{{{side4|}}}|25%|{{#if:{{{side3|}}}|33%|50%}}}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{casual2|}}} {{#if:{{{side3|}}}| {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:{{#if:{{{side4|}}}|25%|}}; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{casual3|}}} {{#if:{{{side4|}}}| {{!}} style="font-size:90%; padding:0 4px; border-left:1px solid #ddd; vertical-align:top; width:25%; background:{{{fieldBG|#f9f9f9}}};" {{!}} {{{casual4|}}} |}}|}} {{!}}-|}} {{#if:{{{other|}}}| {{!}} colspan="{{#if:{{{side4|}}}|4|{{#if:{{{side3|}}}|3|2}}}}" style="font-size:90%; color:#000; padding:0 4px; text-align: center; background: {{{sectionBG|#f2f2f2}}};" {{!}} '''{{{other-title|Others}}}''' {{!}}- {{!}} colspan="{{#if:{{{side4|}}}|4|{{#if:{{{side3|}}}|3|2}}}}" style="font-size:90%; padding:0 4px; text-align: center; vertical-align:top; background:{{{fieldBG|#f2f2f2}}};" {{!}} {{{other|}}} {{!}}-|}} {{#if:{{{notes|}}}| {{!}} colspan="{{#if:{{{side4|}}}|4|{{#if:{{{side3|}}}|3|2}}}}" style="font-size:90%; padding:0 4px; vertical-align:top; background:{{{fieldBG|#f9f9f9}}}; color:#000; font-size:80%; border-top:1px solid {{{lineBG|#ddd}}};" {{!}} {{{notes|}}} {{!}}-|}} |} {{!}}- | colspan="2" style="text-align:center; background:{{{BG|#f9f9f9}}}; padding:0px; font-size:9px; line-height:14px;" | [[Template:Conflict|<span style="color:{{{color|#494949}}};">[Source]</span>]] |} [[Category:Conflicts]] <noinclude> ===Usage instructions=== Compatible up to four sides. For conflicts with five sides or more, you have to get creative. It's suggested that in these instances, you detail statistics regarding casualties and factions in the article itself rather than the infobox. Paste the following code into the top of an article, filling all known fields: <pre>{{Conflict |prev= |conc= |next= |name= |image= |conflict= |date= |partof= |notablebattles= |place= |result= |territorychanges= |side1= |side2= |side3= |side4= |commanders1= |commanders2= |commanders3= |commanders4= |forces1= |forces2= |forces3= |forces4= |casual1= |casual2= |casual3= |casual4= |other= |notes= }}</pre> [[Category:Infobox templates]][[Category:Templates]][[Category:Page]] </noinclude> n8wmtbgccy8s90wuh01720j08nxojzs Template:Infobox 10 82 866 863 2014-01-18T04:24:55Z Jat371 3361237 866 wikitext text/x-wiki <noinclude> =Usage= ==Parameters== There are some general 'styling' parameters, some 'title' and subtitle parameters, some 'image' parameters', and then parameters for each of the 80 possible 'rows' ===Style=== * bodyclass * bodystyle ===Title=== * title * titleclass * titlestyle * above * aboveclass * abovestyle * subheader * subheaderclass * subheaderstyle ===Image=== * image * imageclass * imagestyle * caption * captionstyle ===Rows=== ====For all rows==== * headerstyle * labelstyle * datastyle ====For specific rows==== For each of the 80 possible rows, replace the 'N' below with the number (e.g. 'header3', 'header80') * headerN * labelN * dataN * classN =Example= {{Infobox|title=TITLE |above=ABOVE |subheader=SUBHEADER |image=[[Image:Some_image.jpg]] |caption=IMAGE_CAPTION |header1=HEADER_1 |label1=LABEL_1 |data1=DATA_1 }} </noinclude> {{{!}} class="infobox {{{bodyclass|}}}" cellspacing="5" style="width: 22em; text-align: left; font-size: 88%; line-height: 1.5em; {{{bodystyle|}}}"<!-- Caption -->{{#if:{{{title|}}}|<nowiki/> {{!}}+ {{!}}class="{{{titleclass|}}}" style="font-size: 125%; font-weight: bold; {{{titlestyle|}}}"{{!}}{{{title}}} }}<!-- Header -->{{#if:{{{above|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{aboveclass|}}}" style="text-align:center; font-size: 125%; font-weight: bold; {{{abovestyle|}}}"{{!}}{{{above}}} }}<!-- Subheader -->{{#if:{{{subheader|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{subheaderclass|}}}" style="text-align:center; {{{subheaderstyle|}}}"{{!}}{{{subheader}}} }}<!-- Image -->{{#if:{{{image|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{imageclass|}}}" style="text-align:center; {{{imagestyle|}}}"{{!}} {{{image}}} {{#if:{{{caption|}}}|<br /> <span style="{{{captionstyle|}}}">{{{caption}}}</span> }} }}<!-- Row 1 -->{{#if:{{{header1|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header1|}}} }}<!-- -->{{#if:{{{label1|}}}|{{#if:{{{data1|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label1|}}} {{!}} class="{{{class1|}}}" style="{{{datastyle|}}}"{{!}}{{{data1|}}} }}| {{#if:{{{data1|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class1|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data1|}}} }} }}<!-- Row 2 -->{{#if:{{{header2|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header2|}}} }}<!-- -->{{#if:{{{label2|}}}|{{#if:{{{data2|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label2|}}} {{!}} class="{{{class2|}}}" style="{{{datastyle|}}}"{{!}}{{{data2|}}} }}| {{#if:{{{data2|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class2|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data2|}}} }} }}<!-- Row 3 -->{{#if:{{{header3|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header3|}}} }}<!-- -->{{#if:{{{label3|}}}|{{#if:{{{data3|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label3|}}} {{!}} class="{{{class3|}}}" style="{{{datastyle|}}}"{{!}}{{{data3|}}} }}| {{#if:{{{data3|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class3|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data3|}}} }} }}<!-- Row 4 -->{{#if:{{{header4|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header4|}}} }}<!-- -->{{#if:{{{label4|}}}|{{#if:{{{data4|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label4|}}} {{!}} class="{{{class4|}}}" style="{{{datastyle|}}}"{{!}}{{{data4|}}} }}| {{#if:{{{data4|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class4|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data4|}}} }} }}<!-- Row 5 -->{{#if:{{{header5|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header5|}}} }}<!-- -->{{#if:{{{label5|}}}|{{#if:{{{data5|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label5|}}} {{!}} class="{{{class5|}}}" style="{{{datastyle|}}}"{{!}}{{{data5|}}} }}| {{#if:{{{data5|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class5|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data5|}}} }} }}<!-- Row 6 -->{{#if:{{{header6|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header6|}}} }}<!-- -->{{#if:{{{label6|}}}|{{#if:{{{data6|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label6|}}} {{!}} class="{{{class6|}}}" style="{{{datastyle|}}}"{{!}}{{{data6|}}} }}| {{#if:{{{data6|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class6|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data6|}}} }} }}<!-- Row 7 -->{{#if:{{{header7|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header7|}}} }}<!-- -->{{#if:{{{label7|}}}|{{#if:{{{data7|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label7|}}} {{!}} class="{{{class7|}}}" style="{{{datastyle|}}}"{{!}}{{{data7|}}} }}| {{#if:{{{data7|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class7|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data7|}}} }} }}<!-- Row 8 -->{{#if:{{{header8|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header8|}}} }}<!-- -->{{#if:{{{label8|}}}|{{#if:{{{data8|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label8|}}} {{!}} class="{{{class8|}}}" style="{{{datastyle|}}}"{{!}}{{{data8|}}} }}| {{#if:{{{data8|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class8|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data8|}}} }} }}<!-- Row 9 -->{{#if:{{{header9|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header9|}}} }}<!-- -->{{#if:{{{label9|}}}|{{#if:{{{data9|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label9|}}} {{!}} class="{{{class9|}}}" style="{{{datastyle|}}}"{{!}}{{{data9|}}} }}| {{#if:{{{data9|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class9|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data9|}}} }} }}<!-- Row 10 -->{{#if:{{{header10|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header10|}}} }}<!-- -->{{#if:{{{label10|}}}|{{#if:{{{data10|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label10|}}} {{!}} class="{{{class10|}}}" style="{{{datastyle|}}}"{{!}}{{{data10|}}} }}| {{#if:{{{data10|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class10|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data10|}}} }} }}<!-- Row 11 -->{{#if:{{{header11|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header11|}}} }}<!-- -->{{#if:{{{label11|}}}|{{#if:{{{data11|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label11|}}} {{!}} class="{{{class11|}}}" style="{{{datastyle|}}}"{{!}}{{{data11|}}} }}| {{#if:{{{data11|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class11|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data11|}}} }} }}<!-- Row 12 -->{{#if:{{{header12|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header12|}}} }}<!-- -->{{#if:{{{label12|}}}|{{#if:{{{data12|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label12|}}} {{!}} class="{{{class12|}}}" style="{{{datastyle|}}}"{{!}}{{{data12|}}} }}| {{#if:{{{data12|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class12|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data12|}}} }} }}<!-- Row 13 -->{{#if:{{{header13|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header13|}}} }}<!-- -->{{#if:{{{label13|}}}|{{#if:{{{data13|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label13|}}} {{!}} class="{{{class13|}}}" style="{{{datastyle|}}}"{{!}}{{{data13|}}} }}| {{#if:{{{data13|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class13|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data13|}}} }} }}<!-- Row 14 -->{{#if:{{{header14|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header14|}}} }}<!-- -->{{#if:{{{label14|}}}|{{#if:{{{data14|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label14|}}} {{!}} class="{{{class14|}}}" style="{{{datastyle|}}}"{{!}}{{{data14|}}} }}| {{#if:{{{data14|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class14|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data14|}}} }} }}<!-- Row 15 -->{{#if:{{{header15|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header15|}}} }}<!-- -->{{#if:{{{label15|}}}|{{#if:{{{data15|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label15|}}} {{!}} class="{{{class15|}}}" style="{{{datastyle|}}}"{{!}}{{{data15|}}} }}| {{#if:{{{data15|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class15|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data15|}}} }} }}<!-- Row 16 -->{{#if:{{{header16|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header16|}}} }}<!-- -->{{#if:{{{label16|}}}|{{#if:{{{data16|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label16|}}} {{!}} class="{{{class16|}}}" style="{{{datastyle|}}}"{{!}}{{{data16|}}} }}| {{#if:{{{data16|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class16|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data16|}}} }} }}<!-- Row 17 -->{{#if:{{{header17|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header17|}}} }}<!-- -->{{#if:{{{label17|}}}|{{#if:{{{data17|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label17|}}} {{!}} class="{{{class17|}}}" style="{{{datastyle|}}}"{{!}}{{{data17|}}} }}| {{#if:{{{data17|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class17|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data17|}}} }} }}<!-- Row 18 -->{{#if:{{{header18|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header18|}}} }}<!-- -->{{#if:{{{label18|}}}|{{#if:{{{data18|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label18|}}} {{!}} class="{{{class18|}}}" style="{{{datastyle|}}}"{{!}}{{{data18|}}} }}| {{#if:{{{data18|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class18|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data18|}}} }} }}<!-- Row 19 -->{{#if:{{{header19|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header19|}}} }}<!-- -->{{#if:{{{label19|}}}|{{#if:{{{data19|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label19|}}} {{!}} class="{{{class19|}}}" style="{{{datastyle|}}}"{{!}}{{{data19|}}} }}| {{#if:{{{data19|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class19|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data19|}}} }} }}<!-- Row 20 -->{{#if:{{{header20|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header20|}}} }}<!-- -->{{#if:{{{label20|}}}|{{#if:{{{data20|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label20|}}} {{!}} class="{{{class20|}}}" style="{{{datastyle|}}}"{{!}}{{{data20|}}} }}| {{#if:{{{data20|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class20|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data20|}}} }} }}<!-- Row 21 -->{{#if:{{{header21|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header21|}}} }}<!-- -->{{#if:{{{label21|}}}|{{#if:{{{data21|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label21|}}} {{!}} class="{{{class21|}}}" style="{{{datastyle|}}}"{{!}}{{{data21|}}} }}| {{#if:{{{data21|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class21|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data21|}}} }} }}<!-- Row 22 -->{{#if:{{{header22|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header22|}}} }}<!-- -->{{#if:{{{label22|}}}|{{#if:{{{data22|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label22|}}} {{!}} class="{{{class22|}}}" style="{{{datastyle|}}}"{{!}}{{{data22|}}} }}| {{#if:{{{data22|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class22|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data22|}}} }} }}<!-- Row 23 -->{{#if:{{{header23|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header23|}}} }}<!-- -->{{#if:{{{label23|}}}|{{#if:{{{data23|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label23|}}} {{!}} class="{{{class23|}}}" style="{{{datastyle|}}}"{{!}}{{{data23|}}} }}| {{#if:{{{data23|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class23|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data23|}}} }} }}<!-- Row 24 -->{{#if:{{{header24|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header24|}}} }}<!-- -->{{#if:{{{label24|}}}|{{#if:{{{data24|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label24|}}} {{!}} class="{{{class24|}}}" style="{{{datastyle|}}}"{{!}}{{{data24|}}} }}| {{#if:{{{data24|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class24|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data24|}}} }} }}<!-- Row 25 -->{{#if:{{{header25|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header25|}}} }}<!-- -->{{#if:{{{label25|}}}|{{#if:{{{data25|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label25|}}} {{!}} class="{{{class25|}}}" style="{{{datastyle|}}}"{{!}}{{{data25|}}} }}| {{#if:{{{data25|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class25|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data25|}}} }} }}<!-- Row 26 -->{{#if:{{{header26|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header26|}}} }}<!-- -->{{#if:{{{label26|}}}|{{#if:{{{data26|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label26|}}} {{!}} class="{{{class26|}}}" style="{{{datastyle|}}}"{{!}}{{{data26|}}} }}| {{#if:{{{data26|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class26|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data26|}}} }} }}<!-- Row 27 -->{{#if:{{{header27|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header27|}}} }}<!-- -->{{#if:{{{label27|}}}|{{#if:{{{data27|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label27|}}} {{!}} class="{{{class27|}}}" style="{{{datastyle|}}}"{{!}}{{{data27|}}} }}| {{#if:{{{data27|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class27|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data27|}}} }} }}<!-- Row 28 -->{{#if:{{{header28|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header28|}}} }}<!-- -->{{#if:{{{label28|}}}|{{#if:{{{data28|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label28|}}} {{!}} class="{{{class28|}}}" style="{{{datastyle|}}}"{{!}}{{{data28|}}} }}| {{#if:{{{data28|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class28|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data28|}}} }} }}<!-- Row 29 -->{{#if:{{{header29|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header29|}}} }}<!-- -->{{#if:{{{label29|}}}|{{#if:{{{data29|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label29|}}} {{!}} class="{{{class29|}}}" style="{{{datastyle|}}}"{{!}}{{{data29|}}} }}| {{#if:{{{data29|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class29|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data29|}}} }} }}<!-- Row 30 -->{{#if:{{{header30|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header30|}}} }}<!-- -->{{#if:{{{label30|}}}|{{#if:{{{data30|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label30|}}} {{!}} class="{{{class30|}}}" style="{{{datastyle|}}}"{{!}}{{{data30|}}} }}| {{#if:{{{data30|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class30|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data30|}}} }} }}<!-- Row 31 -->{{#if:{{{header31|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header31|}}} }}<!-- -->{{#if:{{{label31|}}}|{{#if:{{{data31|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label31|}}} {{!}} class="{{{class31|}}}" style="{{{datastyle|}}}"{{!}}{{{data31|}}} }}| {{#if:{{{data31|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class31|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data31|}}} }} }}<!-- Row 32 -->{{#if:{{{header32|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header32|}}} }}<!-- -->{{#if:{{{label32|}}}|{{#if:{{{data32|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label32|}}} {{!}} class="{{{class32|}}}" style="{{{datastyle|}}}"{{!}}{{{data32|}}} }}| {{#if:{{{data32|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class32|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data32|}}} }} }}<!-- Row 33 -->{{#if:{{{header33|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header33|}}} }}<!-- -->{{#if:{{{label33|}}}|{{#if:{{{data33|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label33|}}} {{!}} class="{{{class33|}}}" style="{{{datastyle|}}}"{{!}}{{{data33|}}} }}| {{#if:{{{data33|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class33|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data33|}}} }} }}<!-- Row 34 -->{{#if:{{{header34|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header34|}}} }}<!-- -->{{#if:{{{label34|}}}|{{#if:{{{data34|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label34|}}} {{!}} class="{{{class34|}}}" style="{{{datastyle|}}}"{{!}}{{{data34|}}} }}| {{#if:{{{data34|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class34|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data34|}}} }} }}<!-- Row 35 -->{{#if:{{{header35|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header35|}}} }}<!-- -->{{#if:{{{label35|}}}|{{#if:{{{data35|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label35|}}} {{!}} class="{{{class35|}}}" style="{{{datastyle|}}}"{{!}}{{{data35|}}} }}| {{#if:{{{data35|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class35|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data35|}}} }} }}<!-- Row 36 -->{{#if:{{{header36|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header36|}}} }}<!-- -->{{#if:{{{label36|}}}|{{#if:{{{data36|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label36|}}} {{!}} class="{{{class36|}}}" style="{{{datastyle|}}}"{{!}}{{{data36|}}} }}| {{#if:{{{data36|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class36|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data36|}}} }} }}<!-- Row 37 -->{{#if:{{{header37|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header37|}}} }}<!-- -->{{#if:{{{label37|}}}|{{#if:{{{data37|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label37|}}} {{!}} class="{{{class37|}}}" style="{{{datastyle|}}}"{{!}}{{{data37|}}} }}| {{#if:{{{data37|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class37|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data37|}}} }} }}<!-- Row 38 -->{{#if:{{{header38|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header38|}}} }}<!-- -->{{#if:{{{label38|}}}|{{#if:{{{data38|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label38|}}} {{!}} class="{{{class38|}}}" style="{{{datastyle|}}}"{{!}}{{{data38|}}} }}| {{#if:{{{data38|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class38|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data38|}}} }} }}<!-- Row 39 -->{{#if:{{{header39|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header39|}}} }}<!-- -->{{#if:{{{label39|}}}|{{#if:{{{data39|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label39|}}} {{!}} class="{{{class39|}}}" style="{{{datastyle|}}}"{{!}}{{{data39|}}} }}| {{#if:{{{data39|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class39|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data39|}}} }} }}<!-- Row 40 -->{{#if:{{{header40|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header40|}}} }}<!-- -->{{#if:{{{label40|}}}|{{#if:{{{data40|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label40|}}} {{!}} class="{{{class40|}}}" style="{{{datastyle|}}}"{{!}}{{{data40|}}} }}| {{#if:{{{data40|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class40|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data40|}}} }} }}<!-- Row 41 -->{{#if:{{{header41|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header41|}}} }}<!-- -->{{#if:{{{label41|}}}|{{#if:{{{data41|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label41|}}} {{!}} class="{{{class41|}}}" style="{{{datastyle|}}}"{{!}}{{{data41|}}} }}| {{#if:{{{data41|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class41|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data41|}}} }} }}<!-- Row 42 -->{{#if:{{{header42|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header42|}}} }}<!-- -->{{#if:{{{label42|}}}|{{#if:{{{data42|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label42|}}} {{!}} class="{{{class42|}}}" style="{{{datastyle|}}}"{{!}}{{{data42|}}} }}| {{#if:{{{data42|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class42|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data42|}}} }} }}<!-- Row 43 -->{{#if:{{{header43|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header43|}}} }}<!-- -->{{#if:{{{label43|}}}|{{#if:{{{data43|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label43|}}} {{!}} class="{{{class43|}}}" style="{{{datastyle|}}}"{{!}}{{{data43|}}} }}| {{#if:{{{data43|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class43|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data43|}}} }} }}<!-- Row 44 -->{{#if:{{{header44|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header44|}}} }}<!-- -->{{#if:{{{label44|}}}|{{#if:{{{data44|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label44|}}} {{!}} class="{{{class44|}}}" style="{{{datastyle|}}}"{{!}}{{{data44|}}} }}| {{#if:{{{data44|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class44|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data44|}}} }} }}<!-- Row 45 -->{{#if:{{{header45|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header45|}}} }}<!-- -->{{#if:{{{label45|}}}|{{#if:{{{data45|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label45|}}} {{!}} class="{{{class45|}}}" style="{{{datastyle|}}}"{{!}}{{{data45|}}} }}| {{#if:{{{data45|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class45|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data45|}}} }} }}<!-- Row 46 -->{{#if:{{{header46|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header46|}}} }}<!-- -->{{#if:{{{label46|}}}|{{#if:{{{data46|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label46|}}} {{!}} class="{{{class46|}}}" style="{{{datastyle|}}}"{{!}}{{{data46|}}} }}| {{#if:{{{data46|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class46|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data46|}}} }} }}<!-- Row 47 -->{{#if:{{{header47|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header47|}}} }}<!-- -->{{#if:{{{label47|}}}|{{#if:{{{data47|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label47|}}} {{!}} class="{{{class47|}}}" style="{{{datastyle|}}}"{{!}}{{{data47|}}} }}| {{#if:{{{data47|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class47|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data47|}}} }} }}<!-- Row 48 -->{{#if:{{{header48|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header48|}}} }}<!-- -->{{#if:{{{label48|}}}|{{#if:{{{data48|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label48|}}} {{!}} class="{{{class48|}}}" style="{{{datastyle|}}}"{{!}}{{{data48|}}} }}| {{#if:{{{data48|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class48|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data48|}}} }} }}<!-- Row 49 -->{{#if:{{{header49|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header49|}}} }}<!-- -->{{#if:{{{label49|}}}|{{#if:{{{data49|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label49|}}} {{!}} class="{{{class49|}}}" style="{{{datastyle|}}}"{{!}}{{{data49|}}} }}| {{#if:{{{data49|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class49|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data49|}}} }} }}<!-- Row 50 -->{{#if:{{{header50|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header50|}}} }}<!-- -->{{#if:{{{label50|}}}|{{#if:{{{data50|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label50|}}} {{!}} class="{{{class50|}}}" style="{{{datastyle|}}}"{{!}}{{{data50|}}} }}| {{#if:{{{data50|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class50|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data50|}}} }} }}<!-- Row 51 -->{{#if:{{{header51|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header51|}}} }}<!-- -->{{#if:{{{label51|}}}|{{#if:{{{data51|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label51|}}} {{!}} class="{{{class51|}}}" style="{{{datastyle|}}}"{{!}}{{{data51|}}} }}| {{#if:{{{data51|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class51|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data51|}}} }} }}<!-- Row 52 -->{{#if:{{{header52|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header52|}}} }}<!-- -->{{#if:{{{label52|}}}|{{#if:{{{data52|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label52|}}} {{!}} class="{{{class52|}}}" style="{{{datastyle|}}}"{{!}}{{{data52|}}} }}| {{#if:{{{data52|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class52|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data52|}}} }} }}<!-- Row 53 -->{{#if:{{{header53|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header53|}}} }}<!-- -->{{#if:{{{label53|}}}|{{#if:{{{data53|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label53|}}} {{!}} class="{{{class53|}}}" style="{{{datastyle|}}}"{{!}}{{{data53|}}} }}| {{#if:{{{data53|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class53|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data53|}}} }} }}<!-- Row 54 -->{{#if:{{{header54|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header54|}}} }}<!-- -->{{#if:{{{label54|}}}|{{#if:{{{data54|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label54|}}} {{!}} class="{{{class54|}}}" style="{{{datastyle|}}}"{{!}}{{{data54|}}} }}| {{#if:{{{data54|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class54|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data54|}}} }} }}<!-- Row 55 -->{{#if:{{{header55|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header55|}}} }}<!-- -->{{#if:{{{label55|}}}|{{#if:{{{data55|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label55|}}} {{!}} class="{{{class55|}}}" style="{{{datastyle|}}}"{{!}}{{{data55|}}} }}| {{#if:{{{data55|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class55|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data55|}}} }} }}<!-- Row 56 -->{{#if:{{{header56|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header56|}}} }}<!-- -->{{#if:{{{label56|}}}|{{#if:{{{data56|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label56|}}} {{!}} class="{{{class56|}}}" style="{{{datastyle|}}}"{{!}}{{{data56|}}} }}| {{#if:{{{data56|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class56|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data56|}}} }} }}<!-- Row 57 -->{{#if:{{{header57|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header57|}}} }}<!-- -->{{#if:{{{label57|}}}|{{#if:{{{data57|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label57|}}} {{!}} class="{{{class57|}}}" style="{{{datastyle|}}}"{{!}}{{{data57|}}} }}| {{#if:{{{data57|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class57|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data57|}}} }} }}<!-- Row 58 -->{{#if:{{{header58|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header58|}}} }}<!-- -->{{#if:{{{label58|}}}|{{#if:{{{data58|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label58|}}} {{!}} class="{{{class58|}}}" style="{{{datastyle|}}}"{{!}}{{{data58|}}} }}| {{#if:{{{data58|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class58|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data58|}}} }} }}<!-- Row 59 -->{{#if:{{{header59|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header59|}}} }}<!-- -->{{#if:{{{label59|}}}|{{#if:{{{data59|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label59|}}} {{!}} class="{{{class59|}}}" style="{{{datastyle|}}}"{{!}}{{{data59|}}} }}| {{#if:{{{data59|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class59|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data59|}}} }} }}<!-- Row 60 -->{{#if:{{{header60|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header60|}}} }}<!-- -->{{#if:{{{label60|}}}|{{#if:{{{data60|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label60|}}} {{!}} class="{{{class60|}}}" style="{{{datastyle|}}}"{{!}}{{{data60|}}} }}| {{#if:{{{data60|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class60|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data60|}}} }} }}<!-- Row 61 -->{{#if:{{{header61|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header61|}}} }}<!-- -->{{#if:{{{label61|}}}|{{#if:{{{data61|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label61|}}} {{!}} class="{{{class61|}}}" style="{{{datastyle|}}}"{{!}}{{{data61|}}} }}| {{#if:{{{data61|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class61|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data61|}}} }} }}<!-- Row 62 -->{{#if:{{{header62|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header62|}}} }}<!-- -->{{#if:{{{label62|}}}|{{#if:{{{data62|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label62|}}} {{!}} class="{{{class62|}}}" style="{{{datastyle|}}}"{{!}}{{{data62|}}} }}| {{#if:{{{data62|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class62|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data62|}}} }} }}<!-- Row 63 -->{{#if:{{{header63|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header63|}}} }}<!-- -->{{#if:{{{label63|}}}|{{#if:{{{data63|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label63|}}} {{!}} class="{{{class63|}}}" style="{{{datastyle|}}}"{{!}}{{{data63|}}} }}| {{#if:{{{data63|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class63|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data63|}}} }} }}<!-- Row 64 -->{{#if:{{{header64|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header64|}}} }}<!-- -->{{#if:{{{label64|}}}|{{#if:{{{data64|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label64|}}} {{!}} class="{{{class64|}}}" style="{{{datastyle|}}}"{{!}}{{{data64|}}} }}| {{#if:{{{data64|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class64|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data64|}}} }} }}<!-- Row 65 -->{{#if:{{{header65|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header65|}}} }}<!-- -->{{#if:{{{label65|}}}|{{#if:{{{data65|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label65|}}} {{!}} class="{{{class65|}}}" style="{{{datastyle|}}}"{{!}}{{{data65|}}} }}| {{#if:{{{data65|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class65|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data65|}}} }} }}<!-- Row 66 -->{{#if:{{{header66|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header66|}}} }}<!-- -->{{#if:{{{label66|}}}|{{#if:{{{data66|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label66|}}} {{!}} class="{{{class66|}}}" style="{{{datastyle|}}}"{{!}}{{{data66|}}} }}| {{#if:{{{data66|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class66|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data66|}}} }} }}<!-- Row 67 -->{{#if:{{{header67|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header67|}}} }}<!-- -->{{#if:{{{label67|}}}|{{#if:{{{data67|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label67|}}} {{!}} class="{{{class67|}}}" style="{{{datastyle|}}}"{{!}}{{{data67|}}} }}| {{#if:{{{data67|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class67|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data67|}}} }} }}<!-- Row 68 -->{{#if:{{{header68|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header68|}}} }}<!-- -->{{#if:{{{label68|}}}|{{#if:{{{data68|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label68|}}} {{!}} class="{{{class68|}}}" style="{{{datastyle|}}}"{{!}}{{{data68|}}} }}| {{#if:{{{data68|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class68|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data68|}}} }} }}<!-- Row 69 -->{{#if:{{{header69|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header69|}}} }}<!-- -->{{#if:{{{label69|}}}|{{#if:{{{data69|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label69|}}} {{!}} class="{{{class69|}}}" style="{{{datastyle|}}}"{{!}}{{{data69|}}} }}| {{#if:{{{data69|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class69|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data69|}}} }} }}<!-- Row 70 -->{{#if:{{{header70|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header70|}}} }}<!-- -->{{#if:{{{label70|}}}|{{#if:{{{data70|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label70|}}} {{!}} class="{{{class70|}}}" style="{{{datastyle|}}}"{{!}}{{{data70|}}} }}| {{#if:{{{data70|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class70|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data70|}}} }} }}<!-- Row 71 -->{{#if:{{{header71|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header71|}}} }}<!-- -->{{#if:{{{label71|}}}|{{#if:{{{data71|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label71|}}} {{!}} class="{{{class71|}}}" style="{{{datastyle|}}}"{{!}}{{{data71|}}} }}| {{#if:{{{data71|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class71|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data71|}}} }} }}<!-- Row 72 -->{{#if:{{{header72|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header72|}}} }}<!-- -->{{#if:{{{label72|}}}|{{#if:{{{data72|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label72|}}} {{!}} class="{{{class72|}}}" style="{{{datastyle|}}}"{{!}}{{{data72|}}} }}| {{#if:{{{data72|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class72|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data72|}}} }} }}<!-- Row 73 -->{{#if:{{{header73|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header73|}}} }}<!-- -->{{#if:{{{label73|}}}|{{#if:{{{data73|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label73|}}} {{!}} class="{{{class73|}}}" style="{{{datastyle|}}}"{{!}}{{{data73|}}} }}| {{#if:{{{data73|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class73|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data73|}}} }} }}<!-- Row 74 -->{{#if:{{{header74|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header74|}}} }}<!-- -->{{#if:{{{label74|}}}|{{#if:{{{data74|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label74|}}} {{!}} class="{{{class74|}}}" style="{{{datastyle|}}}"{{!}}{{{data74|}}} }}| {{#if:{{{data74|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class74|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data74|}}} }} }}<!-- Row 75 -->{{#if:{{{header75|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header75|}}} }}<!-- -->{{#if:{{{label75|}}}|{{#if:{{{data75|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label75|}}} {{!}} class="{{{class75|}}}" style="{{{datastyle|}}}"{{!}}{{{data75|}}} }}| {{#if:{{{data75|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class75|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data75|}}} }} }}<!-- Row 76 -->{{#if:{{{header76|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header76|}}} }}<!-- -->{{#if:{{{label76|}}}|{{#if:{{{data76|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label76|}}} {{!}} class="{{{class76|}}}" style="{{{datastyle|}}}"{{!}}{{{data76|}}} }}| {{#if:{{{data76|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class76|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data76|}}} }} }}<!-- Row 77 -->{{#if:{{{header77|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header77|}}} }}<!-- -->{{#if:{{{label77|}}}|{{#if:{{{data77|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label77|}}} {{!}} class="{{{class77|}}}" style="{{{datastyle|}}}"{{!}}{{{data77|}}} }}| {{#if:{{{data77|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class77|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data77|}}} }} }}<!-- Row 78 -->{{#if:{{{header78|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header78|}}} }}<!-- -->{{#if:{{{label78|}}}|{{#if:{{{data78|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label78|}}} {{!}} class="{{{class78|}}}" style="{{{datastyle|}}}"{{!}}{{{data78|}}} }}| {{#if:{{{data78|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class78|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data78|}}} }} }}<!-- Row 79 -->{{#if:{{{header79|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header79|}}} }}<!-- -->{{#if:{{{label79|}}}|{{#if:{{{data79|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label79|}}} {{!}} class="{{{class79|}}}" style="{{{datastyle|}}}"{{!}}{{{data79|}}} }}| {{#if:{{{data79|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class79|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data79|}}} }} }}<!-- Row 80 -->{{#if:{{{header80|}}}|<nowiki/> {{!}}- ! colspan="2" style="text-align:center; {{{headerstyle|}}}"{{!}}{{{header80|}}} }}<!-- -->{{#if:{{{label80|}}}|{{#if:{{{data80|}}}|<nowiki/> {{!}}- ! style="{{{labelstyle|}}}"{{!}}{{{label80|}}} {{!}} class="{{{class80|}}}" style="{{{datastyle|}}}"{{!}}{{{data80|}}} }}| {{#if:{{{data80|}}}|<nowiki/> {{!}}- {{!}}colspan="2" class="{{{class80|}}}" style="text-align:center; {{{datastyle|}}}"{{!}}{{{data80|}}} }} }}<!-- Below -->{{#if:{{{below|}}}|<nowiki/> {{!}}- {{!}}colspan="2" style="text-align:center; {{{belowstyle|}}}"{{!}}{{{below|}}} }}<!-- -->{{#if:{{{name|}}}|<nowiki/> {{!}}- {{!}}style="text-align:right;" colspan=2"{{!}}{{Tnavbar|{{{name}}}|noedit={{{noedit|0}}}}} }} {{!}}} [[Category:Templates]] [[Category:Page]] mqu8m62gun396j3gpbua4edg01v296q Template:Quote 10 1002 12006 9531 2020-01-12T03:41:50Z Amaker1450 26550035 12006 wikitext text/x-wiki <includeonly>{| style="margin:auto;" | style="width:20px; font-size:36px; font-family:'Times New Roman', serif; font-weight:bold; text-align:left; padding:3px;" | “ | style="padding:3px;" | {{{1|Insert the text of the quote here, without quotation marks.}}} | style="width:20px; font-size:36px; font-family:'Times New Roman', serif; font-weight:bold; text-align:right; padding:3px;" | ” |- {{#if:{{{2|}}}{{{3|}}}| {{!}} colspan="3" style="padding-top:3px;" {{!}} {{#if:{{{2|<noinclude>Origin</noinclude>}}}|<p style="font-size:smaller; text-align:right;"><cite style="font-style:normal;">&ndash;{{{2}}}{{#if:{{{3|<noinclude>Source</noinclude>}}}|, {{{3}}}}}</cite></p>}} }} |}</includeonly><noinclude> ==Examples== {{Quote|Insert the text of the quote here, without quotation marks}} <pre> {{Quote|Insert the text of the quote here, without quotation marks}} </pre> {{Quote|Insert the text of the quote here, without quotation marks|Infobox Wiki}} <pre> {{Quote|Insert the text of the quote here, without quotation marks|Infobox Wiki}} </pre> {{Quote|Insert the text of the quote here, without quotation marks|Infobox Wiki|2015}} <pre>{{Quote|Insert the text of the quote here, without quotation marks|Infobox Wiki|2015}}</pre> {{Clear}} [[Category:Utility templates]][[Category:Page]]</noinclude> fbbey5yoo71qpplw7gvkrzn7jzpkcyl Template:ShipInfo 10 872 12007 9402 2020-01-12T03:42:11Z Amaker1450 26550035 /* Usage */ 12007 wikitext text/x-wiki {|width="300" align="right" cellpadding="2" cellspacing="0" style="border: 1px #f9f9f9 solid; background: #f9f9f9 none repeat scroll 0%; width: 300; margin-top: -1.4em; margin: 0 0 1em 1em; font-size: 80%;" |- |colspan="2" height="40" style="background-color: #f2f2f2; text-align: center; color: #000; font-size: 150%;"|'''{{{name}}}''' |- {{#if: {{{image|}}}|{{!}}colspan="2" style="background-color: #f2f2f2; text-align: center; color: #000;"{{!}}{{{image}}}|}} |- {{#if: {{{class|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Class:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{class}}} |}} |- {{#if: {{{role|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Role:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{role}}} |}} |- {{#if: {{{built|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Built by:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{built}}} |}} |- {{#if: {{{length|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Length:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{length}}} |}} |- {{#if: {{{1stapp|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''First Battle Appearance:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{1stapp}}} |}} |- {{#if: {{{inservice|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''In Service:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{inservice}}} |}} |- {{#if: {{{location|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Location:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{location}}} |}} |- {{#if: {{{race|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Race:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{race}}} |}} |- {{#if: {{{commander|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Commander:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{commander}}} |}} |- {{#if: {{{fate|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Fate:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{fate}}} |}} |- {{#if: {{{squadrons|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Squadrons:''' {{!}}bgcolor="#f9f9f9"{{!}} {{{squadrons}}} |}} |- {{#if: {{{preceded|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Preceded by:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{preceded}}} |}} |- {{#if: {{{succeeded|}}}| {{!}}bgcolor="#f9f9f9" style="background-color: #f2f2f2; color: #000;"{{!}}'''Succeeded by:''' {{!}}bgcolor="#f9f9f9"{{!}}{{{succeeded}}} |}} |} <noinclude> A ship infobox. For my upcoming series of shitty ships done shitty. Designed to be used for describing named important ships as well as describing ship chassis. image = Image of the vehicle you dummy name = Name of the thing you're describing. Placed in the header. class = If its a unique named ship, what class is it? role = If its named, what role does it play. If its a chassis, what role does it serve in your navy? built = Who built the damm thing. Can be empire/corporation. length = Length of the chassis, usually used to gauge sizing. 1stapp = When was the ship first deployed. inservice = what eras did it serve? location = Mostly for space stations/defending unique ships. race = Which race does this ship belong to. commander = Who commanded this unique vessel? fate = did it blow up? squadrons = if it's a carrier, how many squadrons did it hold. preceded = what preceded this ship design. succeeded = what succeeded this ship design. <br clear=all> ==Usage== <pre>{{ShipInfo | image = | name = | class = | role = | built = | length = | 1stapp = | inservice = | location = | race = | commander = | fate = | squadrons = | preceded = | succeeded = }}</pre> [[Category:Templates]][[Category:Page]]</noinclude> k2490wspl0wzv5onjahb6jknfbyg2a2 Help:Editing 12 168 256 2013-06-24T16:01:19Z 100.1.101.183 Created page with "You can format your text by using wiki markup. This consists of normal characters like asterisks, apostrophes or equal signs which have a special function in the wiki, sometim..." 256 wikitext text/x-wiki You can format your text by using wiki markup. This consists of normal characters like asterisks, apostrophes or equal signs which have a special function in the wiki, sometimes depending on their position. For example, to format a word in ''italic'', you include it in two pairs of apostrophes like <code><nowiki>''this''</nowiki></code>. == Text formatting markup == {| class="wikitable" ! Description ! width=40% | You type ! width=40% | You get |- ! colspan="3" style="background: #ABE" | Character (inline) formatting – ''applies anywhere'' |- | Italic text | <pre> ''italic'' </pre> | ''italic'' |- | Bold text | <pre> '''bold''' </pre> | '''bold''' |- | Bold and italic | <pre> '''''bold & italic''''' </pre> | '''''bold & italic''''' |- | Strike text | <pre> <strike> strike text </strike> </pre> |<strike> strike text </strike> |- | Escape wiki markup | <pre> &lt;nowiki&gt;no ''markup''&lt;/nowiki&gt; </pre> | <nowiki>no ''markup''</nowiki> |- | Escape wiki markup once | <pre> [[API]]&lt;nowiki/>extension </pre> | [[API]]<nowiki/>extension |- ! colspan="3" style="background: #ABE" | Section formatting – ''only at the beginning of the line'' |- | Headings of different levels | <pre> == Level 2 == === Level 3 === ==== Level 4 ==== ===== Level 5 ===== ====== Level 6 ====== </pre> ---- {{note| * [[Help_talk:Formatting#Level_1|Skip Level 1]], it is page name level. * An article with 4 or more headings automatically creates a [[wikipedia:Wikipedia:Section#Table of contents (TOC)|table of contents]]. }} | <!-- using HTML markup to avoid creating new sections --> <h2>Level 2</h2> <h3>Level 3</h3> <h4>Level 4</h4> <h5>Level 5</h5> <h6>Level 6</h6> |- | Horizontal rule | <pre> Text before ---- Text after </pre> | Text before ---- Text after |- | Bullet list | <pre> * Start each line * with an [[Wikipedia:asterisk|asterisk]] (*). ** More asterisks give deeper *** and deeper levels. * Line breaks <br />don't break levels. *** But jumping levels creates empty space. Any other start ends the list. </pre> | * Start each line * with an [[Wikipedia:asterisk|asterisk]] (*). ** More asterisks give deeper *** and deeper levels. * Line breaks <br />don't break levels. *** But jumping levels creates empty space. Any other start ends the list. |- | Numbered list | <pre> # Start each line # with a [[Wikipedia:Number_sign|number sign]] (#). ## More number signs give deeper ### and deeper ### levels. # Line breaks <br />don't break levels. ### But jumping levels creates empty space. # Blank lines # end the list and start another. Any other start also ends the list. </pre> | # Start each line # with a [[Wikipedia:Number_sign|number sign]] (#). ## More number signs give deeper ### and deeper ### levels. # Line breaks <br />don't break levels. ### But jumping levels creates empty space. # Blank lines # end the list and start another. Any other start also ends the list. |- | Definition list | <pre> ;item 1 : definition 1 ;item 2 : definition 2-1 : definition 2-2 </pre> | ;item 1 : definition 1 ;item 2 : definition 2-1 : definition 2-2 |- | Indent text | <pre> : Single indent :: Double indent ::::: Multiple indent </pre> ---- {{Note|This workaround may harm accessibility.}} | : Single indent :: Double indent ::::: Multiple indent |- | Mixture of different types of list | <pre> # one # two #* two point one #* two point two # three #; three item one #: three def one # four #: four def one #: this looks like a continuation #: and is often used #: instead <br />of &lt;nowiki><br />&lt;/nowiki> # five ## five sub 1 ### five sub 1 sub 1 ## five sub 2 </pre> ---- {{note|The usage of <code>#:</code> and <code>*:</code> for breaking a line within an item may also harm accessibility.}} | # one # two #* two point one #* two point two # three #; three item one #: three def one # four #: four def one #: this looks like a continuation #: and is often used #: instead <br />of <nowiki><br /></nowiki> # five ## five sub 1 ### five sub 1 sub 1 ## five sub 2{{anchor|pre}} |- | Preformatted text | <pre> Start each line with a space. Text is '''preformatted''' and ''markups'' '''''can''''' be done. </pre> ---- {{note|This way of preformatting only applies to section formatting. Character formatting markups are still effective.}} | Start each line with a space. Text is '''preformatted''' and ''markups'' '''''can''''' be done. |- | Preformatted text blocks | <pre> <nowiki><nowiki>Start with a space in the first column, (before the <nowiki>). Then your block format will be maintained. This is good for copying in code blocks: def function(): """documentation string""" if True: print True else: print False</nowiki></nowiki> </pre> | <nowiki>Start with a space in the first column, (before the <nowiki>). Then your block format will be maintained. This is good for copying in code blocks: def function(): """documentation string""" if True: print True else: print False</nowiki> |} == Paragraphs == MediaWiki ignores single line breaks. To start a new paragraph, leave an empty line. You can force a line break within a paragraph with the HTML tag <code>&lt;br /></code>. == HTML tags == Some [[wikipedia:HTML|HTML]] tags are allowed in MediaWiki, for example <code>&lt;code></code>, <code>&lt;div></code>, <code><nowiki><span></nowiki></code> and <code><nowiki><font></nowiki></code>. These apply anywhere you insert them. {| class="wikitable" ! Description ! width=40% | You type ! width=40% | You get |- | Inserted <br />(Displays as underline in most browsers) | <pre> <ins>Inserted</ins> or <u>Underline</u> </pre> | <ins>Inserted</ins> or <u>Underline</u> |- | Deleted <br />(Displays as strikethrough in most browsers) | <pre> <s>Struck out</s> or <del>Deleted</del> </pre> | <s>Struck out</s> or <del>Deleted</del> |- | Fixed width text | <pre> <code>Source code</code> or <tt>Fixed width text</tt> </pre> | <code>Source code</code> or <tt>Fixed width text</tt> |- | Blockquotes | <pre> Text before <blockquote>Blockquote</blockquote> Text after </pre> | Text before <blockquote>Blockquote</blockquote> Text after |- | Comment | <pre> <!-- This is a comment --> Comments are only visible in the edit zone. </pre> | <!-- This is a comment --> Comments are only visible in the edit zone. |- | Completely preformatted text | <pre> <pre> Text is '''preformatted''' and ''markups'' '''''cannot''''' be done&lt;/pre> </pre> ---- {{note|For marking up of preformatted text, check the "Preformatted text" entry at the end of the previous table.}} | <pre> Text is '''preformatted''' and ''markups'' '''''cannot''''' be done</pre> |- | '''Customized''' preformatted text | <pre> <pre style="color: red"> Text is '''preformatted''' with a style and ''markups'' '''''cannot''''' be done &lt;/pre> </pre> ---- {{note|A CSS style can be named within the <code>style</code> property.}} | <pre style="color: red"> Text is '''preformatted''' with a style and ''markups'' '''''cannot''''' be done </pre> |} continued: {| class="wikitable" ! Description ! width=40% | You type ! width=40% | You get |- | '''Customized''' preformatted text with text wrap according to available width | <pre> <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> This long sentence is used to demonstrate text wrapping. This additional sentence makes the text even longer. &lt;/pre> </pre> | <pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;"> This long sentence is used to demonstrate text wrapping. This additional sentence makes the text even longer. </pre> |- | Preformatted text with text wrap according to available width | <pre> <code> This long sentence is used to demonstrate text wrapping. This additional sentence makes the text even longer. </code> </pre> | <code> This long sentence is used to demonstrate text wrapping. This additional sentence makes the text even longer. </code> |} == Inserting symbols == Symbols and other special characters not available on your keyboard can be inserted through a special sequence of characters. Those sequences are called HTML entities. For example, the following sequence (entity) '''&amp;rarr;''' when inserted will be shown as <ins>right arrow</ins> HTML symbol &rarr; and '''&amp;mdash;''' when inserted will be shown as an <ins>em dash</ins> HTML symbol &mdash;. ---- {{note|Hover any character to find out the symbol that produces it. Some symbols not available in the current font will appear as empty squares.}} {| class="wikitable" align=center width=100% ! colspan=32 | HTML symbol entities |- align=center | '''<span title="&amp;Aacute;">&Aacute;</span> | '''<span title="&amp;aacute;">&aacute;</span> | '''<span title="&amp;Acirc;">&Acirc;</span> | '''<span title="&amp;acirc;">&acirc;</span> | '''<span title="&amp;acute;">&acute;</span> | '''<span title="&amp;AElig;">&AElig;</span> | '''<span title="&amp;aelig;">&aelig;</span> | '''<span title="&amp;Agrave;">&Agrave;</span> | '''<span title="&amp;agrave;">&agrave;</span> | '''<span title="&amp;alefsym;">&alefsym;</span> | '''<span title="&amp;Alpha;">&Alpha;</span> | '''<span title="&amp;alpha;">&alpha;</span> | '''<span title="&amp;amp;">&amp;</span> | '''<span title="&amp;and;">&and;</span> | '''<span title="&amp;ang;">&ang;</span> | '''<span title="&amp;Aring;">&Aring;</span> | '''<span title="&amp;aring;">&aring;</span> | '''<span title="&amp;asymp;">&asymp;</span> | '''<span title="&amp;Atilde;">&Atilde;</span> | '''<span title="&amp;atilde;">&atilde;</span> | '''<span title="&amp;Auml;">&Auml;</span> | '''<span title="&amp;auml;">&auml;</span> | '''<span title="&amp;bdquo;">&bdquo;</span> | '''<span title="&amp;Beta;">&Beta;</span> | '''<span title="&amp;beta;">&beta;</span> | '''<span title="&amp;brvbar;">&brvbar;</span> | '''<span title="&amp;bull;">&bull;</span> | '''<span title="&amp;cap;">&cap;</span> | '''<span title="&amp;Ccedil;">&Ccedil;</span> | '''<span title="&amp;ccedil;">&ccedil;</span> | '''<span title="&amp;cedil;">&cedil;</span> | '''<span title="&amp;cent;">&cent;</span> |- align=center | '''<span title="&amp;Chi;">&Chi;</span> | '''<span title="&amp;chi;">&chi;</span> | '''<span title="&amp;circ;">&circ;</span> | '''<span title="&amp;clubs;">&clubs;</span> | '''<span title="&amp;cong;">&cong;</span> | '''<span title="&amp;copy;">&copy;</span> | '''<span title="&amp;crarr;">&crarr;</span> | '''<span title="&amp;cup;">&cup;</span> | '''<span title="&amp;curren;">&curren;</span> | '''<span title="&amp;dagger;">&dagger;</span> | '''<span title="&amp;Dagger;">&Dagger;</span> | '''<span title="&amp;darr;">&darr;</span> | '''<span title="&amp;dArr;">&dArr;</span> | '''<span title="&amp;deg;">&deg;</span> | '''<span title="&amp;Delta;">&Delta;</span> | '''<span title="&amp;delta;">&delta;</span> | '''<span title="&amp;diams;">&diams;</span> | '''<span title="&amp;divide;">&divide;</span> | '''<span title="&amp;Eacute;">&Eacute;</span> | '''<span title="&amp;eacute;">&eacute;</span> | '''<span title="&amp;Ecirc;">&Ecirc;</span> | '''<span title="&amp;ecirc;">&ecirc;</span> | '''<span title="&amp;Egrave;">&Egrave;</span> | '''<span title="&amp;egrave;">&egrave;</span> | '''<span title="&amp;empty;">&empty;</span> | '''<span title="&amp;emsp;">&emsp;</span> | '''<span title="&amp;ensp;">&ensp;</span> | '''<span title="&amp;Epsilon;">&Epsilon;</span> | '''<span 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title="&amp;rho;">&rho;</span> | '''<span title="&amp;rlm;">&rlm;</span> |- align=center | '''<span title="&amp;rsaquo;">&rsaquo;</span> | '''<span title="&amp;rsquo;">&rsquo;</span> | '''<span title="&amp;sbquo;">&sbquo;</span> | '''<span title="&amp;Scaron;">&Scaron;</span> | '''<span title="&amp;scaron;">&scaron;</span> | '''<span title="&amp;sdot;">&sdot;</span> | '''<span title="&amp;sect;">&sect;</span> | '''<span title="&amp;shy;">&shy;</span> | '''<span title="&amp;Sigma;">&Sigma;</span> | '''<span title="&amp;sigma;">&sigma;</span> | '''<span title="&amp;sigmaf;">&sigmaf;</span> | '''<span title="&amp;sim;">&sim;</span> | '''<span title="&amp;spades;">&spades;</span> | '''<span title="&amp;sub;">&sub;</span> | '''<span title="&amp;sube;">&sube;</span> | '''<span title="&amp;sum;">&sum;</span> | '''<span title="&amp;sup;">&sup;</span> | '''<span title="&amp;sup1;">&sup1;</span> | '''<span title="&amp;sup2;">&sup2;</span> | '''<span title="&amp;sup3;">&sup3;</span> | '''<span title="&amp;supe;">&supe;</span> | '''<span title="&amp;szlig;">&szlig;</span> | '''<span title="&amp;Tau;">&Tau;</span> | '''<span title="&amp;tau;">&tau;</span> | '''<span title="&amp;there4;">&there4;</span> | '''<span title="&amp;Theta;">&Theta;</span> | '''<span title="&amp;theta;">&theta;</span> | '''<span title="&amp;thetasym;">&thetasym;</span> | '''<span title="&amp;thinsp;">&thinsp;</span> | '''<span title="&amp;THORN;">&THORN;</span> | '''<span title="&amp;thorn;">&thorn;</span> | '''<span title="&amp;tilde;">&tilde;</span> |- align=center | '''<span title="&amp;times;">&times;</span> | '''<span title="&amp;trade;">&trade;</span> | '''<span title="&amp;Uacute;">&Uacute;</span> | '''<span title="&amp;uacute;">&uacute;</span> | '''<span title="&amp;uarr;">&uarr;</span> | '''<span title="&amp;uArr;">&uArr;</span> | '''<span title="&amp;Ucirc;">&Ucirc;</span> | '''<span title="&amp;ucirc;">&ucirc;</span> | '''<span title="&amp;Ugrave;">&Ugrave;</span> | '''<span title="&amp;ugrave;">&ugrave;</span> | '''<span title="&amp;uml;">&uml;</span> | '''<span title="&amp;upsih;">&upsih;</span> | '''<span title="&amp;Upsilon;">&Upsilon;</span> | '''<span title="&amp;upsilon;">&upsilon;</span> | '''<span title="&amp;Uuml;">&Uuml;</span> | '''<span title="&amp;uuml;">&uuml;</span> | '''<span title="&amp;weierp;">&weierp;</span> | '''<span title="&amp;Xi;">&Xi;</span> | '''<span title="&amp;xi;">&xi;</span> | '''<span title="&amp;Yacute;">&Yacute;</span> | '''<span title="&amp;yacute;">&yacute;</span> | '''<span title="&amp;yen;">&yen;</span> | '''<span title="&amp;yuml;">&yuml;</span> | '''<span title="&amp;Yuml;">&Yuml;</span> | '''<span title="&amp;Zeta;">&Zeta;</span> | '''<span title="&amp;zeta;">&zeta;</span> | '''<span title="&amp;zwj;">&zwj;</span> | '''<span title="&amp;zwnj;">&zwnj;</span>''' |} {| class="wikitable" ! Description ! width=40% | You type ! width=40% | You get |- | Copyright symbol | <tt><pre> &amp;copy; </pre></tt> | :::'''&copy;''' |- | Greek delta letter symbol | <tt><pre> &amp;delta; </pre></tt> | :::'''&delta;''' |- | Euro currency symbol | <tt><pre> &amp;euro; </pre></tt> | :::'''&euro;''' |} See the list of all HTML entities on the Wikipedia article [[w:List of HTML entities|List of HTML entities]]. Additionally, MediaWiki supports two non-standard entity reference sequences: <code>&amp;רלמ;</code> and <code>&amp;رلم;</code> which are both considered equivalent to <code>&amp;rlm;</code> which is a [[w:Right-to-left mark|right-to-left mark]]. (Used when combining right to left languages with left to right languages in the same page.) == HTML tags and symbol entities displayed themselves (with and without interpreting them) == :<tt>&amp;amp;euro;</tt> &nbsp;&rarr; '''&amp;euro;''' :<tt>&lt;span style="color: red; text-decoration: line-through;">Typo to be corrected&lt;/span></tt> &nbsp;&rarr; '''<span style="color: red; text-decoration: line-through;">Typo to be corrected</span>''' :<tt>&amp;lt;span style="color: red; text-decoration: line-through;">Typo to be corrected&amp;lt;/span></tt> &nbsp;&rarr; '''&lt;span style="color: red; text-decoration: line-through;">Typo to be corrected&lt;/span>''' === Nowiki for HTML === <<nowiki />nowiki /> can prohibit (HTML) tags: * <nowiki><<</nowiki>nowiki />pre> &nbsp;&rarr; <<nowiki/>pre> But ''not'' &amp; symbol escapes: * &<<nowiki />nowiki />amp; &nbsp;&rarr; &amp; 4pwl3u6cpt0rdulizxbu4g730u0k1mw Category:Aeveria 14 759 17077 6564 2021-11-17T03:16:52Z Amaker1450 26550035 17077 wikitext text/x-wiki [[Category:Legacy Lore]] 960npvzbyfffsjrt6dzx9w1qa9n93k2 Category:Amaker 14 528 1233 2014-03-10T20:50:45Z Amaker1475 3369066 Created page with "If it is here, blame Amak. - Amak." 1233 wikitext text/x-wiki If it is here, blame Amak. - Amak. 1mz9f1w663z994ptrw4sqf5s4uzmm05 Category:Armed Forces of the Repzork Empire 14 1155 11909 2020-01-10T15:55:02Z Amaker1450 26550035 Created page with "[[Category:Repzork Empire]][[Category:Amaker]][[Category:Repzork Organizations]]" 11909 wikitext text/x-wiki [[Category:Repzork Empire]][[Category:Amaker]][[Category:Repzork Organizations]] t2cs9rb12n1q08yrqhoh7ocupep9j1o Category:Armed Forces of the Telkevan Union 14 1522 16651 2021-05-14T04:33:44Z Amaker1450 26550035 Created page with "[[Category:Page]] [[Category:Telkevan Union]] [[Category:Telkevan Organizations]]" 16651 wikitext text/x-wiki [[Category:Page]] [[Category:Telkevan Union]] [[Category:Telkevan Organizations]] dbp544vuc8a0skzo36t8kg9e7uxthcr Category:Asanian Syndicate 14 879 8561 2019-01-18T20:22:50Z Amaker1450 26550035 Created page with "[[Category:Warlords]]" 8561 wikitext text/x-wiki [[Category:Warlords]] a1pxwf04iqdqv435d4cz70fr0ymhl9u Category:Ballistic Weapon 14 1444 15523 15507 2021-02-13T01:37:40Z Amaker1450 26550035 15523 wikitext text/x-wiki ''For a description of the type of weapon, see: [[Ballistic_Weapon|Ballistic Weapon]].'' [[Category:Page]][[Category:Projectile Weapon]] 59422zf0bqdstspzf14vxae74p8wzqz Category:Battlesuit Weapon 14 1447 15506 15448 2021-02-13T01:29:47Z Amaker1450 26550035 15506 wikitext text/x-wiki [[Category:Weapons by Category]][[Category:Page]] 7ypuxcmpfe3i7ndgdr66l536otu9skk Category:Betel Recyclers 14 755 17079 6553 2021-11-17T03:18:11Z Amaker1450 26550035 17079 wikitext text/x-wiki [[Category:Legacy Lore]] 21mg7gt0zh56eie20m72uic59sziigs Category:Betel Theatre 14 1322 17137 13716 2021-11-17T03:44:18Z Amaker1450 26550035 17137 wikitext text/x-wiki [[Category:Legacy Lore]] 960npvzbyfffsjrt6dzx9w1qa9n93k2 Category:Biochemical Weapon 14 1436 15531 15509 2021-02-13T01:43:16Z Amaker1450 26550035 15531 wikitext text/x-wiki [[Biochemical_Weapon|Biochemical Weapons]] use chemical and/or biological agents to harm opponents. [[Category:Weapons by Category]][[Category:Page]] jrcy7zy9yc9d4zl4fdap6bvpwy7yxrc Category:Body Modification 14 832 7503 7502 2018-03-31T06:11:56Z Amaker1450 26550035 7503 wikitext text/x-wiki Any technology, mechanical or biological in nature, that modifies the user's body. [[Category:Technology]] 13p925g967bnnjqk6ftnsx4bsx127d2 Category:BrandingHold 14 1510 16384 16382 2021-05-05T23:06:43Z HangLang 30544936 16384 wikitext text/x-wiki This page is to store anything you are working on regarding the Branding. Anything within this category is to be considered canon until further notice, so be aware of what you are adding and if you are unsure, please tag specific sections or topics as work in progress, thanks~ For ease of handling similarly-named pages, feel free to name the Branding pages as such : [[Asanian Syndicate]] vs [[Asanian Syndicate (Branding)]] hrzrkxx7srookpm442tmkqrixf9dnsz Category:Characters 14 732 16040 6167 2021-03-25T00:46:53Z Corv 30641571 16040 wikitext text/x-wiki ''For a list of named characters, see: [[Named Characters]].'' hah6oc5zh33tyqwtuefsbgyp66n1788 Category:Conflicts 14 737 6493 6222 2017-10-13T17:31:41Z Amaker1450 26550035 6493 wikitext text/x-wiki [[Category:Events]] 7mp61xdrdu28pwkaa9psfcx7k821f4a Category:Delani 14 753 17174 6547 2021-11-17T17:24:00Z Amaker1450 26550035 17174 wikitext text/x-wiki [[Category:Legacy Lore]] 21mg7gt0zh56eie20m72uic59sziigs Category:Diab Front 14 1326 13735 2020-07-29T04:12:14Z Amaker1450 26550035 Created page with "[[Category:Fronts]]" 13735 wikitext text/x-wiki [[Category:Fronts]] 7oge62rvl7rtxnracj9jsv18ckuebl9 Category:Empire of Diablos 14 757 17169 6558 2021-11-17T17:22:30Z Amaker1450 26550035 17169 wikitext text/x-wiki [[Category:Legacy Lore]] 21mg7gt0zh56eie20m72uic59sziigs Category:Energy Weapon 14 800 15527 15526 2021-02-13T01:40:48Z Amaker1450 26550035 15527 wikitext text/x-wiki [[Energy_Weapon|Energy weapons]] use various forms of directed energy to harm opponents. [[Category:Weapons by Category]][[Category:Page]] 8feyu2psi89f74hkmone1yhkkwvkdr3 Category:Esoteric Weapon 14 1432 15529 15510 2021-02-13T01:42:26Z Amaker1450 26550035 15529 wikitext text/x-wiki [[Esoteric weapons]] are weapons whose functions are poorly understood by the wider galactic community. [[Category:Weapons by Category]][[Category:Page]] 6pwnwbtcypq9xazt8fscgq53bke0lsv Category:Events 14 750 6490 2017-10-13T17:30:08Z Amaker1450 26550035 Created page with "Historical events that have occurred during or before the Great War." 6490 wikitext text/x-wiki Historical events that have occurred during or before the Great War. elnescfn2a78uludaf5c3xfwstw25ca Category:Factions 14 751 6500 2017-10-14T16:42:59Z Amaker1450 26550035 Created page with "The various factions of the Galaxy." 6500 wikitext text/x-wiki The various factions of the Galaxy. 0tgnrpx7m2irxs40v31kcgeei5x8309 Category:Fiction 14 87 170 2013-06-23T21:30:37Z Jat371 3361237 Created page with "Fiction" 170 wikitext text/x-wiki Fiction 1j963wbu7dhjphhbwzn0ve241cof3a7 Category:Fronts 14 1079 13686 10745 2020-07-26T04:33:54Z Amaker1450 26550035 13686 wikitext text/x-wiki A list of all active and inactive fronts of the [[Great War]] [[Category:Conflicts]] 6tgnpk9qv6ahdp3hda2cl7c01m3s3ol Category:Handheld Weapon 14 1448 15511 15449 2021-02-13T01:30:44Z Amaker1450 26550035 15511 wikitext text/x-wiki [[Category:Weapons by Category]][[Category:Page]] 7ypuxcmpfe3i7ndgdr66l536otu9skk Category:Inactive 14 631 7403 6444 2018-03-24T18:23:18Z Amaker1450 26550035 7403 wikitext text/x-wiki Nations that are no longer active participants in the war. [[Category:Legacy Lore]] s85in0spmiqu9wlko04pkuikjlb7qn3 Category:Jat371 14 165 253 2013-06-24T14:48:32Z Jat371 3361237 Created page with "Pages by Jat371" 253 wikitext text/x-wiki Pages by Jat371 11jii4zpdlyirxwufz8n390ektsolic Category:Korvar Empire 14 618 2377 2014-12-29T22:09:26Z Amaker1475 3369066 Created page with "All pages pertaining to the Korvar Empire." 2377 wikitext text/x-wiki All pages pertaining to the Korvar Empire. dou0wd8j9098z3ghr2ib5j5fgpbxd4k Category:Laser Weapon 14 1442 15524 15512 2021-02-13T01:38:11Z Amaker1450 26550035 15524 wikitext text/x-wiki ''For a description of the type of weapon, see: [[Laser_Weapon|Laser Weapon]].'' [[Category:Energy Weapon]][[Category:Page]] r38yld63guhyz6xvdhcxpuc2leoyhgk Category:Legacy Lore 14 819 7404 2018-03-24T18:23:43Z Amaker1450 26550035 Created page with "Cut and/or Pre-Modernization EAW stuff goes here." 7404 wikitext text/x-wiki Cut and/or Pre-Modernization EAW stuff goes here. awpu48fb4gnvke4im7vdyw49ivgg556 Category:Locations 14 733 6173 2017-07-08T17:15:05Z Amaker1450 26550035 Created page with "Systems, planets, space stations, and other locations in the galaxy." 6173 wikitext text/x-wiki Systems, planets, space stations, and other locations in the galaxy. cnpwbavu78u0vhtj1gry2qd092738t9 Category:Luminarian Events 14 915 8926 2019-02-03T14:15:32Z Kylelck 30541006 Created page with "[[Category:Luminarians]]" 8926 wikitext text/x-wiki [[Category:Luminarians]] fq2957ibr7p0a27pzyhshlwkgysmly1 Category:Luminarian Named Characters 14 1023 9794 2019-07-18T13:18:46Z Kylelck 30541006 Created page with "[[Category:kylelck]] [[Category:Luminarians]]" 9794 wikitext text/x-wiki [[Category:kylelck]] [[Category:Luminarians]] 215f5x5st38b3sy6kpnby5wdgapllqi Category:Luminarian Named Ships 14 1026 9800 2019-07-18T13:22:03Z Kylelck 30541006 Created page with "[[Category:Luminarian Ships]]" 9800 wikitext text/x-wiki [[Category:Luminarian Ships]] dcs6am9qzvvljqdz5yyfqvouut56lbo Category:Luminarian Organizations 14 885 8591 2019-01-19T17:40:45Z Kylelck 30541006 Created page with "[[Category:Luminarians]]" 8591 wikitext text/x-wiki [[Category:Luminarians]] fq2957ibr7p0a27pzyhshlwkgysmly1 Category:Luminarian Ships 14 883 17112 8583 2021-11-17T03:26:45Z Amaker1450 26550035 17112 wikitext text/x-wiki [[Category:Luminarians]][[Category:Legacy Lore]] 6v3pwvg187ykb33h2rnucln5ky1jd8l Category:Luminarian Weapons 14 967 17096 15517 2021-11-17T03:23:33Z Amaker1450 26550035 17096 wikitext text/x-wiki [[Category: Luminarians]] [[Category:Legacy Lore]] 3qiyz4z89srbl4w6z7id3qtfu4q7c8a Category:Luminarians 14 761 17089 6572 2021-11-17T03:20:59Z Amaker1450 26550035 17089 wikitext text/x-wiki [[Category:Legacy Lore]] 21mg7gt0zh56eie20m72uic59sziigs Category:Major Events 14 89 2170 172 2014-10-25T20:21:55Z Amaker1475 3369066 2170 wikitext text/x-wiki Significant events that have occurred over the course of the Great War. mzpz0n9zgvp374b72tcvgnm7ihh6gb6 Category:Melee Weapon 14 1437 15513 15464 2021-02-13T01:30:48Z Amaker1450 26550035 15513 wikitext text/x-wiki ''For a description of the type of weapon, see: [[Melee_Weapon|Melee Weapon]].'' [[Category:Weapons by Category]][[Category:Page]] 3zgcei6jvl1xw52f5p2yp8lwaez8et4 Category:Mercenary Organizations 14 1454 15538 15537 2021-02-13T02:57:41Z Corv 30641571 15538 wikitext text/x-wiki [[Category:Corporations]] bbtxj6l1vk62zt685rw2zjfechudhca Category:Named Zaretian Ships 14 1035 9888 2019-07-21T12:45:17Z Kylelck 30541006 Created page with " [[Category:Zaretian Ships]]" 9888 wikitext text/x-wiki [[Category:Zaretian Ships]] b4jnr4ln0qvjukh0w5p86zul1rlgatj Category:Needle Gun 14 1472 15731 15645 2021-02-25T02:10:41Z Amaker1450 26550035 15731 wikitext text/x-wiki [[Category:Page]][[Category:Projectile Weapon]] 9gftvk7utn4igyfyzjghm07jutxavqt Category:Neutral 14 85 6497 2568 2017-10-14T16:42:22Z Amaker1450 26550035 6497 wikitext text/x-wiki '''"Neither Peacekeeper nor Warlord, we chart our own course in this war."''' The Neutral races are those who have not sworn allegiances to either faction in the Great War, but may show some support for one side or another. Unlike the Peacekeepers and Warlords, they are not a unified faction, and vary greatly in ideology and culture. [[Category:Factions]] nxduu7j8vdnqn2v6m9e5tatcomyjjd0 Category:Nova Corporation 14 1348 13933 2020-08-09T21:24:11Z Corv 30641571 Created page with "Pages pertaining to the [[Nova Corporation]]." 13933 wikitext text/x-wiki Pages pertaining to the [[Nova Corporation]]. bnquewf5jaq4porcahxviekqnf2g6vk Category:Oltari 14 1581 17546 17545 2021-12-08T04:11:48Z Amaker1450 26550035 17546 wikitext text/x-wiki [[Category:Religions]] j96lbu9x09pwurkdi4e1ziudhse8v1k Category:Page 14 169 257 2013-06-24T16:53:24Z Jat371 3361237 Created page with "All Pages" 257 wikitext text/x-wiki All Pages gy3ei5twzll5b1auewn9cwr7qn9g2or Category:Peacekeepers 14 83 15156 6496 2021-02-07T04:57:57Z Corv 30641571 15156 wikitext text/x-wiki '''"Protect and Police, to defend those who cannot defend themselves from tyrants and conquerors." ''' Founded with the goal of protecting the weaker nations of the galaxy from those seeking to exploit and destroy them, the Peacekeeper Alliance was formed by the Rach Empire several years ago in order to stand up to the Margan and bring an end to their Holy Goal; the destruction of all non-Margan life in the galaxy. Fifteen long years of fighting later, that goal remains unchanged, but has now expanded to defeating the Warlord Pact and other destructive threats, such as the Biomatter Swarms. ''For a description of the faction itself, see: [[Peacekeeper Alliance|Peacekeeper Alliance]].'' [[Category:Factions]] q5m774eg516w531fjozlaqg3b5vs124 Category:Planets 14 88 15543 13926 2021-02-13T03:14:27Z Corv 30641571 15543 wikitext text/x-wiki Planets in the known galaxy. ''For a category of all places, see [[:Category:Locations|Locations]].'' ''For a list of all named planets, see [[Named Planets]].'' [[Category: Systems]] [[Category: Locations]] 50ophg5xciz2aivpezpa776z62vtbmt Category:Plasma Weapon 14 1443 15525 15514 2021-02-13T01:38:30Z Amaker1450 26550035 15525 wikitext text/x-wiki ''For a description of the type of weapon, see: [[Plasma_Weapon|Plasma Weapon]].'' [[Category:Energy Weapon]][[Category:Page]] a9i8rqkxh8x0v4ysa315oejn98s7b6k Category:Private Military Corporations 14 1455 15542 2021-02-13T03:10:07Z Corv 30641571 Created page with "[[Category:Corporations]]" 15542 wikitext text/x-wiki [[Category:Corporations]] bbtxj6l1vk62zt685rw2zjfechudhca Category:Projectile Weapon 14 797 15528 15515 2021-02-13T01:41:40Z Amaker1450 26550035 15528 wikitext text/x-wiki [[Projectile_Weapon|Projectile Weapons]] use solid projectiles to harm opponents.'' [[Category:Weapons by Category]][[Category:Page]] 3cz80214p00ng2ciop7tyrt04cjx3cu Category:Proposals 14 1505 16119 16117 2021-04-03T20:46:46Z Amaker1450 26550035 16119 wikitext text/x-wiki All pages for proposed lore changes/additions go here. [[category:Public Access Page]] mqxwby31kskju2yorgy6wzlfvtn4xow Category:Protection 14 834 7509 2018-04-01T16:10:34Z Amaker1450 26550035 Created page with "Any technology that is primarily defensive in nature. [[Category:Technology]]" 7509 wikitext text/x-wiki Any technology that is primarily defensive in nature. [[Category:Technology]] s9fef2tsywdmc63rv9sypkq1ts1lelh Category:Public Access Page 14 829 7449 2018-03-28T18:50:30Z Amaker1450 26550035 Created page with "Any and all pages that are open for all users to edit so that they may put in their own thoughts and ideas." 7449 wikitext text/x-wiki Any and all pages that are open for all users to edit so that they may put in their own thoughts and ideas. koex63i06nsm2i3ij76xwistysis1pq Category:Rach 14 756 17172 6556 2021-11-17T17:23:27Z Amaker1450 26550035 17172 wikitext text/x-wiki [[Category:Legacy Lore]] 21mg7gt0zh56eie20m72uic59sziigs Category:Rach Theatre 14 1324 13723 2020-07-28T23:43:42Z Amaker1450 26550035 Created page with "[[Category:Fronts]]" 13723 wikitext text/x-wiki [[Category:Fronts]] 7oge62rvl7rtxnracj9jsv18ckuebl9 Category:Repzork Empire 14 539 16634 16425 2021-05-13T23:24:55Z Amaker1450 26550035 16634 wikitext text/x-wiki All pages relating to the Repzork Empire. [[Category:Page]][[Category:Amaker]] 0t8hrkfrzxdd7u6ntzzvayu2az3ot47 Category:Repzork Organizations 14 1123 11546 2019-11-29T19:45:31Z Amaker1450 26550035 Created page with "[[Category:Repzork Empire]]" 11546 wikitext text/x-wiki [[Category:Repzork Empire]] g5jsmrrwrzi1rt9nspiaucvysjly7uz Category:Satellites and Space Stations 14 1345 13929 2020-08-09T21:10:23Z Corv 30641571 Created page with "Artificial installations in orbit. [[Category: Locations]]" 13929 wikitext text/x-wiki Artificial installations in orbit. [[Category: Locations]] 44sgwt1854pdjwsdwyv5gmdcvb8e7pu Category:Sauran Theatre 14 1323 13721 2020-07-28T23:41:59Z Amaker1450 26550035 Created page with "[[Category: Fronts]]" 13721 wikitext text/x-wiki [[Category: Fronts]] b4pubkbx527k4axb91mzub929zdvl6r Category:Skrey Nation 14 760 17070 6567 2021-11-17T03:12:14Z Amaker1450 26550035 17070 wikitext text/x-wiki [[Category:Inactive]] hr05igfebs87og1lobf7xie5puppoj7 Category:Species 14 734 6187 2017-07-08T18:26:09Z Amaker1450 26550035 Created page with "Individual species, both intelligent and not, found in the galaxy." 6187 wikitext text/x-wiki Individual species, both intelligent and not, found in the galaxy. oaaw57mmp373gzz5rrdr3c111tvdeah Category:Starship Weapon 14 1449 15516 15450 2021-02-13T01:30:56Z Amaker1450 26550035 15516 wikitext text/x-wiki [[Category:Weapons by Category]][[Category:Page]] 7ypuxcmpfe3i7ndgdr66l536otu9skk Category:Systems 14 670 13927 6170 2020-08-09T21:04:38Z Corv 30641571 13927 wikitext text/x-wiki Notable Solar Systems. For a list of all known places, see [[:Category:Locations|Locations]]. [[Category:Locations]] 7c2unrijdmxcbxkaovfebi1ih3hu5i1 Category:Technology 14 790 17148 7297 2021-11-17T03:50:58Z Amaker1450 26550035 17148 wikitext text/x-wiki The technological marvels utilized by the various races of the galaxy. [[Category:BrandingHold]] l7j3r9fc23a9bs5gh5ump26w5m8i2on Category:Telkevan Organizations 14 1518 16646 2021-05-14T03:37:01Z Amaker1450 26550035 Created page with "[[Category:Telkevan Union]][[Category:Page]][[Category:Amaker]]" 16646 wikitext text/x-wiki [[Category:Telkevan Union]][[Category:Page]][[Category:Amaker]] 7fzmolx34su90udpfzei5m3qzezxv3i Category:Telkevan Union 14 1516 18231 16640 2022-04-19T16:12:53Z Amaker1450 26550035 18231 wikitext text/x-wiki [[Category:Page]][[Category:Neutral]][[Category:Amaker]][[Category:BrandingHold]] 7808oqfmhoa6qdvva3nmhhql6rri3ah Category:Tertiary Powers 14 1339 13877 13875 2020-08-08T21:41:09Z Amaker1450 26550035 13877 wikitext text/x-wiki From profiteers looking to find wealth to races simply caught in the crossfire of galactic war, tertiary powers may not play a direct role in the Great War, but they are nonetheless affected by it. [[Category:Factions]] 4w7u74oukr829eihcb7imeg8dhvmt7i Category:The Remusian Republic 14 947 16928 10219 2021-05-22T00:28:41Z Amaker1450 26550035 16928 wikitext text/x-wiki {PLACEHOLDER TEXT} [[Category:Peacekeepers]][[Category:BrandingHold]] oh7uiz9zjmduzhr2hoye1upq1rhjwxc Category:The Xeverra 14 758 17065 6562 2021-11-17T03:10:01Z Amaker1450 26550035 17065 wikitext text/x-wiki [[Category:Legacy Lore]] 21mg7gt0zh56eie20m72uic59sziigs Category:Third-Party Races 14 86 6498 6436 2017-10-14T16:42:27Z Amaker1450 26550035 6498 wikitext text/x-wiki From profiteers looking to find wealth to races simply caught in the crossfire of galactic war, the third-party races are races that do not play a direct role in the Great War, but are nonetheless affected by it. [[Category:Factions]] ke1dlx7j6z0vktyfchz9yfcta43womk Category:Transmetallic Confederation 14 754 17182 16929 2021-11-17T17:26:54Z Amaker1450 26550035 17182 wikitext text/x-wiki [[Category:Legacy Lore]] 21mg7gt0zh56eie20m72uic59sziigs Category:Transportation 14 821 7413 2018-03-24T19:58:03Z Amaker1450 26550035 Created page with "Any and all transportation-related technology goes here. [[Category:Technology]]" 7413 wikitext text/x-wiki Any and all transportation-related technology goes here. [[Category:Technology]] sfj5q4v1nl18axln6mcaurh1gx7tuaj Category:Warlords 14 84 15157 6499 2021-02-07T04:58:32Z Corv 30641571 15157 wikitext text/x-wiki '''"Freedom and Sovereignty, to protect the self interest of our own cultures."''' Beginning as an alliance between the Margan and Zaretians after a failed assassination attempt on King Breys, the Warlord Pact is an alliance of races that have come together in order to defeat the Peacekeepers. Despite the many differences within their ranks, the Warlord Pact is unified by the common goal of defending their cultures and beliefs from the Peacekeeper's attempts to 'police' them; protecting their own sovereignty and freedom, regardless of who it brings harm to, is paramount to the Warlords. ''For a description of the faction itself, see: [[Warlord Pact]].'' [[Category:Factions]] kxjugw3ig9773uumwjuykcg3r7lkddx Category:Weapon Manufacturers 14 1452 15522 15521 2021-02-13T01:33:56Z Amaker1450 26550035 15522 wikitext text/x-wiki [[Category:Corporations]] bbtxj6l1vk62zt685rw2zjfechudhca Category:Weapons 14 794 17057 7303 2021-11-16T23:07:21Z Amaker1450 26550035 17057 wikitext text/x-wiki [[Category:Technology]][[Category:BrandingHold]] 19g4ggdld0bsdcvgt45umxs9du9e0j4 Category:Weapons by Category 14 1450 17058 15559 2021-11-16T23:07:38Z Amaker1450 26550035 17058 wikitext text/x-wiki [[Category:Weapons]][[Category:BrandingHold]] a3101sdplxpy6k717npai45bg2eu40l Category:Weapons by Faction 14 1451 15519 2021-02-13T01:32:28Z Amaker1450 26550035 Created page with "[[Category:Weapons]]" 15519 wikitext text/x-wiki [[Category:Weapons]] tr8oua593yhk7e0bhnqg80g1autb8bc Category:Zaretian Monarchy 14 1025 17175 9798 2021-11-17T17:24:43Z Amaker1450 26550035 17175 wikitext text/x-wiki [[Category:Legacy Lore]] 21mg7gt0zh56eie20m72uic59sziigs Category:Zaretian Ships 14 1024 9796 2019-07-18T13:20:16Z Kylelck 30541006 Created page with "[[Category:Zaretian Monarchy]]" 9796 wikitext text/x-wiki [[Category:Zaretian Monarchy]] 0cwpg39zbrueld9h2ti954dfvk4tvfc Category:Zaretian Theatre 14 1321 13710 2020-07-28T22:53:50Z Amaker1450 26550035 Created page with "[[Category:Fronts]]" 13710 wikitext text/x-wiki [[Category:Fronts]] 7oge62rvl7rtxnracj9jsv18ckuebl9 Category:Zorock Republic 14 577 1616 2014-05-10T17:16:57Z Amaker1475 3369066 Created page with "All pages relating to the Zorock Republic." 1616 wikitext text/x-wiki All pages relating to the Zorock Republic. 2qphd5xh86bxk64ejfqscuf4v2zenfs Category talk:Neutral 15 1421 15288 2021-02-11T00:39:24Z RaptorChu 30471271 Small basis for the Neutral space I swear i had more written down 15288 wikitext text/x-wiki === Neutral Space Proposal === In between these large space faring empires lies zones of neutrality, which bear no allegiance to the Peacekeepers, Warlords, or even neutrals, they remain outsiders in the war. The most common zones consist of mercantile trades routes that follow the borders of empires, commonly occupied by traders, pirates and raiders. They serve as safe havens for mercenaries or outlaws to hide away. Larger pockets of neutral space also exist, but are predominantly occupied by larger, independent conglomerates or corporations. More often these are Mercenary outposts and groups, specifically Nova Corporation, who's fast enterprising reach makes them present in many reaches across the galaxy. 1i3yq7bdsltxrvc1xbj7xpcqxiihi5v